Anyone else having trouble reading the new damage numbers? The light/bright blue seems really hard to read, and light/bright orange can be too depending on the background it is against. But lets say I can adjust to that. Crits. Crits are unacceptable right now. Crits don't just display. They "pop" in. The number starts off huge, and then over the course of about 100 milliseconds, shrinks to normal size. But a rapidly shrinking number isn't readable, so you can't actually read it until it has shrunk. So there is approximately a 100 millisecond delay between when the damage is dealt and when you can actually read how much damage was done. If you are dead, you were dead for ~100 milliseconds before you find out how much damage popped you. If your target is dead, they were dead for ~100 milliseconds before you can read how much damage you did to kill them. In a fast paced twitch-reaction type game, this is kind of silly. The human brain doesn't want delayed information. It wants the information immediately so it can react. Plus it just feels off.
Here's a series of images roughly showing the rapid shrinkage of the crit (it's easy to read on an image, but not when it's actually animating like this in game): https://i.imgur.com/HN25VyM.png
Thoughts? Is this bothering anyone else? And why do we never have "legacy" options to keep the old stuff? :(
EDIT: Blue is hard to read because it blends in with things like blue minion's body, blue structures (inhibitor glow), blue health bars, etc... So instead of being unique and distinct, it camouflages with all the other noise.
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