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[GAMEPLAY] Attack frame calculations and Flashing Away

Haunty··1 votes·758 views

So I was playing a volibear jungle game, no big deal. Everything is going smoothly, and I'm pretty built when the enemy team decides to invade my jungle. Fortunate, I was not alone in the jungle and suddenly we were in the midst of a team fight. I didn't survive, but I did manage to get a kill; however, this is where the bug comes in. I forget who exactly I killed on the enemy team, but they flashed away before my attack actually landed. I had no active ult at this time, and even if I did there would've been nothing to chain to. So I'm basically saying: I landed an attack on someone who had already flashed too far away for me to actually land the attack, thus earning me the kill.

4 Comments

Mirage Seraph1 votes

It's not a bug, or at least, it doesn't appear to be, it's been this way for as long as I can remember (started before S1) Basically, once your auto attack animation begins, it'll hit if you don't cancel it or get CC'd. I think the one exception is if they enter the fog of war or stealth, in which case your AA animation gets cancelled.. (If I'm not mistaken)

As silly as it is, it appears to be working as intended.

Haunty1 votes

Somehow that doesn't seem fair to me though? Flashing away is almost akin to a hard CC, except it in the way that it controls the player and not the enemy. It just seems to me that something needs to change there, kinda how they changed the coding on skill shots (even if ever so slightly).. I know it seems pretty minor, but that one auto attack you Could have avoided with Flash is the very thing that dealt the killing blow and I could see (and have seen) a lot of instances where this comes into play.

Mirage Seraph1 votes

It's because of the way auto attacks work, really. Once it starts you have the A-OK to go through with it (with the exception of fog of war), it works the same for melees and ranged champions because their auto attacks are coded more or less the same, except melee's have low attack range but no projectile, sort of like Thresh, Vel'Koz or Azir. As far as I can tell, that's really the only difference between ranged and melees.. JUST the range of their AAs.

If it was changed so that exiting the range of an AA cancels the AA itself (which would be your issue here), then you have a lot of inconsistencies, the most extreme of which being that suddenly chasing a fleeing enemy requires you to be right on top of them as a melee to get the attack off and every ADC suddenly can't chase because by the time their autos go off the enemy is out of their range.

Changing this to only apply to melee would be the most logical however from a balance point of view this is nerfing every single melee comparatively to ranged champions (obviously not a great idea). While applying a min-max range for starting and cancelling autos would be the most logical, it would be adding a lot of complexity to something that would most definitely be viewed as clunky.

Haunty1 votes

Haha, I suppose it's just another case of "that's just how the game works." To fix it would just unbalance the game for the sake of frivolous consistency.

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