Board Thread:Wiki discussions and announcements/@comment-4881935-20140621010053/@comment-4481326-20140625071246

As for the readability by page design: look at this example from someplace on the internet. As an information crawler I hate to come across overly wide texts like these or these.

And indeed, as stated by NeonSpotlight, most of the descriptions could easily be shortened to contain the needed information only, no pretty noise. The text in Garen's Q, for instance, could be cleaned to "Garen removes slow on himself and gains 35% movement speed. His next basic attack within 4.5 seconds will deal bonus damage and silence his target." The duration of the movespeed buff (like the duration of the silence), the type of bonus damage and possibly more are displayed to the right of the text.

I personally even like bullet points a lot, like this:


 * Removes slows on self


 * Grants movement speed (35%)


 * Enhances next basic attack (damage, silence)

But I'm not sure that would work out for everyone and if every ability even allows for such a layout. Point remains: just the information, as little stylistic noise as possible.

As for the distinction between more in-depth underlying situational interactions: right now these seem fine to me on the ability detail section of Decisive Strike. Lifesteal, crits, blocks, parries, dodges, spell shields etc. are all situational, depending on either a specific build or on specific champion encounters. On the other hand, the AA reset always applies and can make a great difference when trading, so it deserves a more prominent place. I'm not sure where things like whether if the damage procs on towers should go. On Nasus' Q it is very important it does, on Mordekaiser's Q I think it is less important it does not. What information goes where should however be consistent and predictable above all.

Another tricky issue is, for example, Skarner's 0.25s root on his ultimate. I think it should remain in the text, adding 6 short words and ensuring the user that the target cannot escape your stinger by dashing or outrunning it during the cast time. Since Skarner likes to run after his targets, this can be important information.

Of course, a lot of information can be retrieved by playing, seeing what it does, trial and error, but I (and I'm sure I'm not alone) like to gather a lot of information and get in a fight prepared, to not screw up by dumb ignorance. I also think we all feel that small mechanics are much more important than interactions with lifesteal, crits or dodges. Information on these interactions is only needed in very specific situations (name all champs who can dodge), so it does not need prominence, we can search for it when needed. Information that always applies, however, does need prominence, whether in the text (for ability-specific mechanics, like Skarner's root) or separately in the ability details section (for general mechanics, like timer resets on enhanced basic attacks).

I did not want to say imho every second sentence (communicational noise!), so just mentally insert it in every point I shared.