Minion Blocking, Aggro/Latch Durations.

MikSIK·8/4/2016, 9:55:43 AM·1 votes·424 views

Some what brief overview of what seems to be a bug, witnessed personally over the course of 50+ Games of Ranked, few Normals on standard Summoners Rift. I reported the bug/deficiency in Draven's axe drop zone when standing near minions a while back, thank you for making those changes.

Bugs are as follows:

  1. Pathing around Minions has changed, causing people, myself included (Bot 1st, Top 2nd) to be stuck either within them or briefly on the side of minions (which are relatively clumped). This happens at least once per every two games, but can easily happen multiple times a game if you play a lower range character. I know you guys have a long history of not listing minion box/pathing changes, but I have noticed it is quite different for a little while (maybe since 1st wave couldn't be "delayed"?). Or at the very least, not consistent from game to game, and can be punished very badly for, which is something that players can barely control/account for. Simply "avoid" standing near around minions, who are moving very frequently as of recent is not a viable or healthy long term strategy. I can't even talk or explain it that well, but I'm very reasonable and experienced from the beginning of this game, right now, pathing at BOT (1st) and Top (2nd) over/around minions is very clunky and quite frightening or out right wut status (sometimes).

  2. Minion Aggro Latching. If my memory serves me right, the balance department mentioned that minions will help their allies who were being attacked much faster/better. As of recently, which I've seen this in pro games as well, after trading with people/enemy lane in Bot Lane, one minion will latch onto me and seriously chase me down until it is killed, lose vision, or goes right up against tower. I understand how minions scan/update priorities fairly frequently. But this is abnormal. As minions will chase down my supp or myself all the way back to tower range. Not only is this annoying, especially at beginning of the game, it can rack up a good amount of personal damage (+ if it's Cannon minion). Finally, this type of aggressive chasing via Minion would be okay if both sides had it happen to them, but it can very well only effect one bot lane side and not the other, aka fairly inconsistent. There are natural mathematical biases at each lane, which is fine, but having 1-2 minions after both sides trade AA, then having one side being chased down by 1-2 minions until it dies or you walk all the way back to tower range is very annoying and seemingly not consistent with general minion behavior who should lose aggro/latching after 1-2 seconds or after leaving proximity to other minions.

With those things said, it makes me believe that some targetting, hitbox/collision/pathing related things were changed around resulting in very subtle but definitely annoying issues that I hope you guys will take a look out and smooth it out.

TLDR:

  1. Minion Pathing has noticeably gotten worse. Like really weird collision and pathing issues, sometimes getting outright stuck and playing ring a rosies around a group of a few minions causing cascading events that can easily leave player punished.
  2. After a trade (+ even trades) at Bot lane, some minions chase ADC/Supp really really far (all the way back to tower), attacking them. Sometimes minions will chase player indefinitely until they're killed. This is a non-consistent issue, making it in essence, unfair/bug. Pretty much, an overly aggro minion that won't release target.

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