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Alright, we're going to call it a day with all the Thorin drama, guys. I figured if it was about SI, onGamers, TSM, etc, it had some relevance to League but somehow you guys managed to devolve the discussion into an issue about race of all things.
Enough is enough. Let's move along now.
-NeoIllusions |
Vi ult still bugged. I ult Kassadin in the middle of our team. He ults during the suppression and gets over a wall and survives under 150 HP. Later in the same game, I ult him, he doesn't get away. I pressed Q to start charging and release to lock him down. I stay stuck in Q charging animation for the full 3 seconds, the spell never casts (I'm using smartcast). And Riot didn't even acknowledge that she's bugged. They just ignored every single issue related to her so far after the initial QoL.
:<
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On June 14 2014 07:01 obesechicken13 wrote:Show nested quote +BONUS EXPERIENCE Jungle monsters no longer give additional experience based on their level (to remain consistent with lane minion experience) Fuck. This is just targeted at LCS play. In solo queue I'm now not only going to be under the support's gold, but also their level. It's to make getting a lead as a jungler stick. The way it was before made it so it didn't matter if you got out to a big XP lead, because your opponent could just farm back that XP quicker.
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On June 14 2014 07:05 Alaric wrote: Vi ult still bugged. I ult Kassadin in the middle of our team. He ults during the suppression and gets over a wall and survives under 150 HP. Later in the same game, I ult him, he doesn't get away. I pressed Q to start charging and release to lock him down. I stay stuck in Q charging animation for the full 3 seconds, the spell never casts (I'm using smartcast). And Riot didn't even acknowledge that she's bugged. They just ignored every single issue related to her so far after the initial QoL.
:< the vi ult bug you talked about isn't a bug. Or at the very least, it's not a bug with Vi. It's a result of the cc buffering mechanism they implemented way back in season 1. Basically, several years ago Riot implemented a cc buffering mechanism so that if you cast/spam anything while cc is being cast on you, the cc is buffered to apply after what the target casts. This is why you see those funny Lissandra ult bugs where the target dashes away even after getting ulted. It also is the cause of players being able to avoid chain stuns even though it seems like they shouldn't. It was implemented supposedly to make it so players playing with high ping can avoid cc easier. At this point it's probably so rooted in their code they can't just remove it/they don't care.
Here's a thread from official forums talking about it from two years ago. It's not new and at this point it doesn't seem like it's going away. Unfortunately I can't find the official red post about the implementation, but I distinctly remember Riot implementing it. Perhaps other old players remember it.
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+ Show Spoiler [Boring details on Vi glitches] +It's a bit different, though. Or if it works like that it means that Vi's ult is coded as several separate cc but I doubt it because it would happen more frequently. What happens is that you start the uppercut animation, they flash/dash/whatever, and then they are suppressed. With dashes you don't notice it because the knock-up cancels the dash (latest movement overrides the previous ones) and thus they're stuck there anyway. With teleports however, like Flash, Rift Walk, Arcane Shift, etc. it's instant so you move and then one frame, millisecond, whatever later, you're suppressed. However, because of that small gap, Vi won't follow. Imagine that you're cancelling a hook from Nautilus (there's a small time frame during which you can't move, most noticeable with Ezreal, because that when you'd be pulled and thus cc'd): he'll pull himself to half distance, but won't end up in contact with you since you moved.
It's also possible to cc her during her ult, only with displacements afaik. I don't know when's the exact moment but it seems to be right as her uppercut (the upward movement) finishes, it's possible to hook/kick/whatever her away, the target will still get suppressed and take damage but you won't be able to follow up since despite the "cc immunity" you've just been moved away.
Her Q still has issues where you freeze during the animation. Sometimes it also goes right through somebody without hitting them. There are other issues (like your model visibly colliding with them, the forward hand somewhere in theirs), but these may be due to a weird hitbox. The thing where someone standing right behind you (or to the side, but it's harder then) will count as being hit and take damage and be knocked back (in this case they're placed about on top of you since they started behind) is clearly a hitbox issue rather than a straight-up bug too (it's shared by Nautilus).
There's some other stuff, mainly having to do with her autoattacks (and the way E can cancel itself) but it's got more to do with shitty animations (remember before she got the QoL on E's backswing, it reset your auto on the spot but overall you were better off not using E if you didn't cancel the backswing 'cause it'd make you attack slower) and I don't think it's bugs or anything like that. It's still really, really annoying when your E somehow cancels itself in the middle of the punching animation.
I thought the jungle thing wasn't the additional exp if they're higher leveled than you (because that's when you're behind as a jungler and Riot's text mentioned when junglers are ahead), but the fact that not only stats and gold, but also experience scaled for jungle monsters, meaning actively clearing your jungle would make you level up faster than your solo laners?
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To be more specific. There is cc buffering: where a command input during a cc goes off at the end of the cc, even if overlapping cc would prevent the effect and then there is animation and moveblock priority.
Animation priority basically says that animations are not interruptible unless they're specifically coded as a channel. Even things which have channel bars doesn't necessarily mean they're a channel. What this means is that stunning someone during a long animation (lux r is a good example) has less of an effect than if the champion wasn't in an animation.
The second part is moveblock priority which states that the last input moveblock always overrides what is already happening.
What you're experiencing is precisely the same mechanic which allows ezreal to shift out of blitz hooks; a combination of animation and moveblock priority. Kassadin starts his teleport animation right before you hit him with the suppression. Because his animation is first it is not stopped and finishes. Then your knock up moveblock happens while his animation is still running but has not actually given the teleport moveblock command. His teleport then happens as the teleport animation finishes.
You can do this with any dash or teleport which has a wind up time but it's most obvious with teleports. Both because more teleports have windup times(the only dash with a windup time I can think off of the top of my head is Tristana) but also because if you miss time the instant port you will probably still move but if you miss time a dash you will be interrupted.
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have you ever seen a text so boring that alaric spoilered it its a paradox because it automatically becomes more interesting
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On June 14 2014 07:55 Alaric wrote:+ Show Spoiler [Boring details on Vi glitches] +It's a bit different, though. Or if it works like that it means that Vi's ult is coded as several separate cc but I doubt it because it would happen more frequently. What happens is that you start the uppercut animation, they flash/dash/whatever, and then they are suppressed. With dashes you don't notice it because the knock-up cancels the dash (latest movement overrides the previous ones) and thus they're stuck there anyway. With teleports however, like Flash, Rift Walk, Arcane Shift, etc. it's instant so you move and then one frame, millisecond, whatever later, you're suppressed. However, because of that small gap, Vi won't follow. Imagine that you're cancelling a hook from Nautilus (there's a small time frame during which you can't move, most noticeable with Ezreal, because that when you'd be pulled and thus cc'd): he'll pull himself to half distance, but won't end up in contact with you since you moved.
It's also possible to cc her during her ult, only with displacements afaik. I don't know when's the exact moment but it seems to be right as her uppercut (the upward movement) finishes, it's possible to hook/kick/whatever her away, the target will still get suppressed and take damage but you won't be able to follow up since despite the "cc immunity" you've just been moved away.
Her Q still has issues where you freeze during the animation. Sometimes it also goes right through somebody without hitting them. There are other issues (like your model visibly colliding with them, the forward hand somewhere in theirs), but these may be due to a weird hitbox. The thing where someone standing right behind you (or to the side, but it's harder then) will count as being hit and take damage and be knocked back (in this case they're placed about on top of you since they started behind) is clearly a hitbox issue rather than a straight-up bug too (it's shared by Nautilus).
There's some other stuff, mainly having to do with her autoattacks (and the way E can cancel itself) but it's got more to do with shitty animations (remember before she got the QoL on E's backswing, it reset your auto on the spot but overall you were better off not using E if you didn't cancel the backswing 'cause it'd make you attack slower) and I don't think it's bugs or anything like that. It's still really, really annoying when your E somehow cancels itself in the middle of the punching animation. I thought the jungle thing wasn't the additional exp if they're higher leveled than you (because that's when you're behind as a jungler and Riot's text mentioned when junglers are ahead), but the fact that not only stats and gold, but also experience scaled for jungle monsters, meaning actively clearing your jungle would make you level up faster than your solo laners?
No big jungle creeps currently give 50% bonus xp per level you're behind. (So if you're two levels behind they give double the normal do). This can actually make killing lane creeps which will put you up a level inefficient in terms of total xp ( one reason you probably see less lane tax right now).
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On June 14 2014 08:08 Goumindong wrote: To be more specific. There is cc buffering: where a command input during a cc goes off at the end of the cc, even if overlapping cc would prevent the effect and then there is animation and moveblock priority.
Animation priority basically says that animations are not interruptible unless they're specifically coded as a channel. Even things which have channel bars doesn't necessarily mean they're a channel. What this means is that stunning someone during a long animation (lux r is a good example) has less of an effect than if the champion wasn't in an animation.
The second part is moveblock priority which states that the last input moveblock always overrides what is already happening.
What you're experiencing is precisely the same mechanic which allows ezreal to shift out of blitz hooks; a combination of animation and moveblock priority. Kassadin starts his teleport animation right before you hit him with the suppression. Because his animation is first it is not stopped and finishes. Then your knock up moveblock happens while his animation is still running but has not actually given the teleport moveblock command. His teleport then happens as the teleport animation finishes.
You can do this with any dash or teleport which has a wind up time but it's most obvious with teleports. Both because more teleports have windup times(the only dash with a windup time I can think off of the top of my head is Tristana) but also because if you miss time the instant port you will probably still move but if you miss time a dash you will be interrupted. Here's what I always wanted to know, why is it called a moveblock when they CAUSE movement?
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Who is the Korean or Chinese mid laner that plays a lot of Diana? And what does he build?
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On June 14 2014 08:29 EquilasH wrote: Who is the Korean or Chinese mid laner that plays a lot of Diana? And what does he build? Imaginary
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On June 14 2014 08:17 Gahlo wrote:Show nested quote +On June 14 2014 08:08 Goumindong wrote: To be more specific. There is cc buffering: where a command input during a cc goes off at the end of the cc, even if overlapping cc would prevent the effect and then there is animation and moveblock priority.
Animation priority basically says that animations are not interruptible unless they're specifically coded as a channel. Even things which have channel bars doesn't necessarily mean they're a channel. What this means is that stunning someone during a long animation (lux r is a good example) has less of an effect than if the champion wasn't in an animation.
The second part is moveblock priority which states that the last input moveblock always overrides what is already happening.
What you're experiencing is precisely the same mechanic which allows ezreal to shift out of blitz hooks; a combination of animation and moveblock priority. Kassadin starts his teleport animation right before you hit him with the suppression. Because his animation is first it is not stopped and finishes. Then your knock up moveblock happens while his animation is still running but has not actually given the teleport moveblock command. His teleport then happens as the teleport animation finishes.
You can do this with any dash or teleport which has a wind up time but it's most obvious with teleports. Both because more teleports have windup times(the only dash with a windup time I can think off of the top of my head is Tristana) but also because if you miss time the instant port you will probably still move but if you miss time a dash you will be interrupted. Here's what I always wanted to know, why is it called a moveblock when they CAUSE movement?
Block of code that causes your champion to move.
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Anyone know where the target champion only button is? It used to be tilda letting you walk up to wraith camp to jump over it as fizz or yasuo or pretty much anyone with a wall jump. Didn't work for me.
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On June 14 2014 07:01 obesechicken13 wrote:Show nested quote +BONUS EXPERIENCE Jungle monsters no longer give additional experience based on their level (to remain consistent with lane minion experience) Fuck. This is just targeted at LCS play. In solo queue I'm now not only going to be under the support's gold, but also their level.
If this is the case, you're doing something wrong.
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On June 14 2014 09:00 obesechicken13 wrote: Anyone know where the target champion only button is? It used to be tilda letting you walk up to wraith camp to jump over it as fizz or yasuo or pretty much anyone with a wall jump. Didn't work for me. Still tilda.
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On June 14 2014 08:09 Slayer91 wrote: have you ever seen a text so boring that alaric spoilered it its a paradox because it automatically becomes more interesting I do it on a regular basis when I shit a wall of text that I end up TL;DRing.
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you explicitly said "boring details" though
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Well it wasn't directed at you, so I thought "just in case he doesn't automatically add 'boring' in front of it". I am a very thoughtful person.
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LOL alaric getting better at making jokes
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On June 14 2014 09:05 Gahlo wrote:Show nested quote +On June 14 2014 09:00 obesechicken13 wrote: Anyone know where the target champion only button is? It used to be tilda letting you walk up to wraith camp to jump over it as fizz or yasuo or pretty much anyone with a wall jump. Didn't work for me. Still tilda. Not working. I can click on the wall behind wraiths though so that works well enough for me. Thx.
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find it in hotkeys menu and rebind it...?
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