[Gameplay] Nunu Q animation full playing when ability fails to trigger.
I've been playing some nunu and one huge issue I've found is that often when you Q[Consume] someone who then escapes the range (therefore the Q[Consume] fails to go off); the animation often still plays in full, giving visual feedback that you "succeeded" when no actual damage or healing occurred.
I assume this is a side effect of the relatively slow animation giving time for the target to escape the effect before it applies? More broadly speaking the slow animation on Q[Consume] gives it a lot of general QoL issues where it feels like the abilities success is inconsistent ( I never know when a Q[Consume] will activate or not), this is just one of the more brazen bug-like case.
(3/5):
- Have another enemy player start in melee range of Nunu & Willump
- Have that player move away from Nunu & Willump
- As they are just about to leave Q[Consume] range, use Q[Consume] on that player
- Observe as the full Q[Consume] animation may trigger but the actual effect (dmg+healing) does not and the ability remains off cooldown.