HUD Update

We’re excited to share our in-game HUD update that’s about to land on Live!

This update’s an evolution of the existing UI and is designed to better support the way you play League by improving gameplay clarity through its better layout, improved readability, and added features.

TL;DR

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.

Getting Tactical

1

Clear corners should allow you to see more of the game

2

Added CDR to basic stats

Press C to display advanced stats above

3

XP bar moved to the center of the screen

4

All buffs back to the center divided into buff and debuff groups

5

Ability icons are larger and have new clearer state change effects

6

Items are displayed in the center to make it easier to track actives

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.

Thinking Strategically

1

CS, KDA, Team KDA. and time are grouped here to get all your info in one place

2

Team frames moved here to keep tabs on your teammates status

3

Team ult timers have been added that indicate when allied ults are coming off cooldown and can be used

4

Enemy respawn timers dynamically display here so you don’t have to hit TAB after a team fight

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.

Moar Usability and Clarity

1

Target frame now displays CS and KDA

2

Side by side layout to better assist in lane comparison

3

Towers destroyed (team vs team) now display

4

Ally summoner spell timers

5

Drag n drop players to line up lanes

6

Items will auto-sort by cost for easy comparison

7

Larger, more readable numbers and icons

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.

Rollout

We’ll be hitting all unranked queues first and ranked soon after.

FAQ

  • Is there any information that’s going away?

    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.

  • Can I customize the HUD?

    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.