Health bars are usually two stacked layers: a saturated top fill that snaps to the new value instantly, and a lighter ghost fill behind it with a transition-delay, catching up 0.3–0.6s later. The gap between the two while it catches up is a direct read of "how much you just lost."
Skip that delay and even a huge hit just becomes a number changing — no felt impact. The ghost trail staying visible for a beat is what makes a hit register as painful. Healing doesn't need the same treatment; let it snap or follow instantly, since there's no reason to make recovery feel slow.
Color often shifts green → yellow → red as the bar empties, but too many thresholds turn it noisy. Two breakpoints, around 50% and 25%, is usually enough.
When to use
Values that can drop sharply and suddenly — health, boss phase gauges. Skip it for values that change gradually, like XP.