So here is an issue with health indicators I have had for a while.
At full health the hero health indicator is a well thought-out, easy to read white on red. But as soon as the hero loses one health (AKA 30 seconds into the game until it ends) the health indicator is a poorly designed, difficult to read red on red.
Can't say it's bothered me, but it's a decent point to make. Not sure if a different colour would indicate clearly enough that a hero/minion is hurt though. Red is universally meaning something is hurt. Maybe like fr0d0b0ls0n said a different shade of red, for more contrast.
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Leave it white until you get lower. Red is universally indicative of damage taken, but more than as little as 1/30th of your life. At 15 or 10 hp change it to a different shade of red for better contrast, but also make it pulse or glow. It isn't hard to see, it just isn't easy.
Yeah, it is something that kinda bothered me. Not so much the hard to read part, which is still a valid point, but that when your health is red it gives a sense of urgency.
When playing the game it definitely felt odd to have red health numbers, when my hero had only taken 1-2 damage.
I actually disagree with almost every comment and say yes this has bothered me a lot. I'm atually surprised everyone is really ok with it. I would much rather see a different color background or text instead of both being red (even when you have really low health). But I do agree with everyone about the shade changing as you get lower in health rather than the immidiate change after 1 dmg.
So here is an issue with health indicators I have had for a while.
At full health the hero health indicator is a well thought-out, easy to read white on red. But as soon as the hero loses one health (AKA 30 seconds into the game until it ends) the health indicator is a poorly designed, difficult to read red on red.
The same can be said for minions.
Can't say it's bothered me, but it's a decent point to make. Not sure if a different colour would indicate clearly enough that a hero/minion is hurt though. Red is universally meaning something is hurt. Maybe like fr0d0b0ls0n said a different shade of red, for more contrast.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
Leave it white until you get lower. Red is universally indicative of damage taken, but more than as little as 1/30th of your life. At 15 or 10 hp change it to a different shade of red for better contrast, but also make it pulse or glow. It isn't hard to see, it just isn't easy.
Yeah, it is something that kinda bothered me. Not so much the hard to read part, which is still a valid point, but that when your health is red it gives a sense of urgency.
When playing the game it definitely felt odd to have red health numbers, when my hero had only taken 1-2 damage.
I actually disagree with almost every comment and say yes this has bothered me a lot. I'm atually surprised everyone is really ok with it. I would much rather see a different color background or text instead of both being red (even when you have really low health). But I do agree with everyone about the shade changing as you get lower in health rather than the immidiate change after 1 dmg.
Let me change your mind
White is the indicator that you are at your full hp, unlike mtg where you can have infinite life.
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