[GAMEPLAY] Fiddlesticks bug with drain/Fizz.

Kyoukotsu·4/28/2015, 5:19:13 AM·1 votes·621 views

Didn't manage to capture a screenshot. Basically I noticed it during laning phase(I was Fizz) versing a mid Fiddlesticks. If we take all the nonsense of "Fid is a Fizz counter" blahblah, basically this is what happened. Fiddles would drain(no fear), I would use E to go up on the pole(Playful/Trickster) and his drain would continue on. Do tell me how an "untargetable target" continues to be drained? Whether this is SUPPOSED to happen or not it makes zero logical sense. It'd be the same with Vlad's pool which now that I think about it as i'm writing this that makes no sense either.

Even if this is intended by the game itself, it seriously needs to be bug fixed. As stated it makes no logical sense how a -channeled- skill continues without a target. If it was a ground aoe or something like that sure - it would make sense. A targeted channel ability shouldn't continue if his target no longer exists is basically my whole point. It's logically backwards.

2 Comments

MattZeeX4/28/2015, 5:27:24 AM2 votes

I think it's intended as it's tethered, same thing happens with Karma snare I THINK. Also, it's complete bullshit, if Annie uses her stun spell on Fizz with a skillshot, i.e. Q, and then Fizz dodges the stun, it counts as if the spell isn't used and thus she still has stun. How the fuck do you bait out/dodge the stun then!!?!??!

masterdragon4814/28/2015, 5:34:34 AM2 votes

This isn't a bug and it is working as intended. Untargetable means just that, you can't target people with spells. It means that no new spells can be put on a champion. All damage of time abilities will continue to damage untargetable people as long as the spell was successfully applied while they were targetable. Untargetability =/= invulnerability. This logically makes sense.

The only portion of the spell that must hit for it to be successful is the initial hit. For most spells all the damage is upfront, so becoming untargetable before the projectile hits nullifies the damage. The same is true of DOT spells. Take Swains E for example. Once it hits the champion, it will do its damage regardless. If you use Fizz's E to dodge the projectile, you avoid the entire ability. But once its on you, its on you. And from a logical point of view, that makes sense. It's as if you didn't avoid the spell at all. If you want to talk about how you think spells with no travel time are unfair, that is a different argument than the one you are currently making.

The only spell I can think of that behaves differently is karthus ultimate. That ability checks for targets twice; first when it is initially cast (it puts a debuff on enemy champions) and after the channel, checks again before dealing its damage. I know this is the case because you CAN troll pole the damage on karthus ultimate, and I know from playing Vladimir that you can pool the debuff in the first place (meaning you could also hourglass it), though I only did that by chance.

Long story short, this is working EXACTLY as intended from a game perspective. I could even make up reasons why, thematically, this makes sense; leaving me with the conclusion that things will stay exactly as they are.