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Remove health above head in BuildUHC
Last edited on 27 November 2016 - 08:27 AM by LockedLogic
Alpha527 wrote
LockedLogic wrote...
In that case, I still don't understand why Build is the only ladder where you do not have to keep track of your opponent's health mentally.
In a UHC, I can understand the health bar as being just a matter of convenience. There wouldn't be other methods of checking people's health if the game designers didn't want us to be able to. Like you mentioned, you could check people's health using tab, or ask a spec/another player to /h someone for you. For example, if you get jumped by someone you haven't fought before in a cave, you would quickly be able to know your opponent's health, and act accordingly. You wouldn't have time to /h him, or find him on tab.
However, I feel like Build is a different scenario. Firstly, there is no tab or /h in Build, but I think that is besides the point and not helpful to my argument. In Build, you are fighting one opponent for the whole match, and you can see when he gaps (or heads – indistinguishable, but could add an interesting twist). This allows people to keep track of their opponent's health mentally, which may be harder in a UHC, as you fight new and different people, who have different starting healths (not to mention different armor and enchantments).
In every other ladder, keeping track of your opponents health is a skill. I've already mentioned a NoDebuff scenario above, and as simple as it seems, it's still a skill. In GApple, keeping track of when your opponent gaps, and when you gap is also a key skill. By knowing the time your gap finished eating, and the time your opponent's gap finished eating, you can determine when your regen would run out, and when your opponent's regen would too. This allows you to play more agro when proper, and back off when your opponent has two more seconds of regen then you do. A health bar would ruin this aspect of GApple.
Armor management in GApple is related, and I feel I should include it here. Say you are your opponent are more or less equal – you trade hits for half the fight. Keeping track of regen times, you know your regen lasts a second longer than your opponents. Your helmet pops with three seconds left on your regen. Your opponent has not been keeping track of gap times, and keeps pushing because he thinks you are out of regen (because he is almost out), and your helmet just popped, exposing you to more intense damage. However, you realize that you and your opponent were trading hits for most of the fight, and your opponents helmet can't be far behind. You don't back off, and as your opponents helmet pops, his regen runs out too. You probably know what happens next.
My point being, adding a health bar to NoDebuff and GApple would take away skills from those kits. Adding an "armor bar" (which shows the dura of your opponents armor) would essentially follow the same concept, and would also take away from the skill required in GApple. Although I don't play SG and Diamond much, I am sure that keeping track of your opponents health is helpful in those kits, and knowing your opponents health influences your play.
To recap (TL;DR), in a UHC, you cannot track an opponents health easily due to armor and enchantment differences. The fact that you fight many different people also plays a role. In Build, tracking your opponents health is possible, because you fight one person the whole match, and you can see when he heals. Keeping track of health and armor dura is a skill in NoDebuff and GApple, and adding a health/armor bar would take away from those kits. I feel that the health bar in Build also takes away a skill that could become very prominent if the health bar was removed. I personally would love to see how the indistinguishable "heading" and "gapping" would affect this skill.
Posted on 27 November 2016 - 08:43 AM
I personally have got used to the health and it does a good job at simulating an actual Badlion UHC.If anything, I believe you should be able to /h your opponent to make it even more like a real game
Posted on 27 November 2016 - 09:14 AM
BuildUHC was a kit created here at Badlion to emulate our final UHC scenario of a 100x100 region.In the UHC's the health shows so in the BuildUHC kit it shows too.
It stays.
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