We’re creating a more streamlined UI that doesn't obscure the play space and reorganizes the information based on how players actually use it.
These changes are all driven by tons of observation and playtesting, but like everything else, we’re looking for your feedback to improve them further.
When we say ”tactical”, we’re referring to information that supports your moment to moment - mainly combat - gameplay decisions, stuff like casting an ult or chugging a pot. It also covers the things being done to your champion, like being shielded by a friendly Janna or ignited by a less friendly one.
We’ve grouped these elements and placed them front and center because that’s a player’s main field of view. We’ve also amped up the visuals on state changes such as “just off cooldown” and “level up” to ensure you catch them without having to take your eye off the action.
Strategic information allows players to see the big picture. It helps you understand the state of the overall game and what’s going on across the map in order to make longer term decisions.
For example, maybe you’ve farmed enough gold to get a BF Sword on your first back. Before you B, you have a few questions to answer: how are the lanes pushing? Where’s their jungler? Did your support just hit 6? How are you tracking compared to your lane opponent? Is dragon up? Are your teammate’s ults about to come off cooldown for a wombo? Then later on, maybe you’ve just scraped through a teamfight and have other questions that need fast answers: who’s still alive on my team? How many did we kill? How long until the enemy respawns? What can we get before then?
In the current HUD, this information is scattered across the entire screen from the minimap to the top right corner, the left side, and even the TAB menu. With the HUD update, we’re grouping the answers to these questions around the minimap because players naturally head there for this kind of info. We think that this cluster creates a strategic command center of sorts and leads to better overall map awareness.
Finally, the update’s tackling some feature requests aimed at general usability. We’ve moved the scoreboard around so the two teams are listed horizontally, and added drag and drop so you can shift people around and line up midlane vs midlane, or move people around however you like. The new scoreboard also lists player items in order of cost, meaning you can figure out who’s packing the bigger punches, or who can take the most punishment out of the team’s tanks, as well as summoner spell timers for your team, so you know if your Annie is ready for that flash Tibbers. Last but not least, we’ve squeezed in tower info onto the scoreboard, meaning you pretty much have all the important info to hand whenever you hit the tab key.
We’ll be hitting all unranked queues first and ranked soon after.
Nope. The information contained in the current HUD is still there or can be flipped on. In fact, we’ve added heavily requested information (such as CDR, CS to target frames, and enemy respawn timers.) which should help you make better decisions.
We'll provide customization in order to solve specific problems (such as accessibility) or in service of gameplay (I want stats or I’d like to see more of the game space). This helps ensure a level playing field which a competitive game like League of Legends should always have while allowing for some meaningful flexibility.