Here's an important problem with Monster Champions that could be addressed with better visual presentation:
Suppose you're fighting a group of enemies with a few Champions among them. Depending on the random buffs a Champion got, the correct way to deal with it could be very different:
- Try to damage it before regular monsters (if it has high damage or defense bypass, but not defense itself).
- Try to damage it after regular monsters (if it has a lot of defense, but not much danger)
- Use an instakill / hold (if it's dangerous, but not protected)
- Avoid wasting instakills / holds (if it has specific immunities)
- Avoid damaging it until you're safe and ready (if it has the Second Wind effect, for more damage after being hurt)
- Or treat it like every other mob, since many champs get nothing special.
So in theory, there are many gameplay choices users could make to get better or worse results when fighting Champions. The problem is:
Where do they get the information to make the right choice? There's no good way to know what buffs an enemy has. There's a window you can open to get a list of icons, and a mouseover can get a description of each one... but that window simply wasn't designed and built to be a good way find and use information within a fraction of a second. It doesn't even fit well to have it up open on the screen.
Simply seeing a Crown icon tells almost nothing about how to approach fighting that monster.