Jayce bugs

alivini··1 votes·1,341 views

First of all, this is not my main account, I don't have any lvl 30 accounts on NA, so im posting on a smurf here because i'm under the impression that the NA boards are working better in general than the EUW forums.

This post is about a couple of gameplay issues with Jayce.

Starting off, the bugs are not consistent, in the way that the first two of them are just too unreliant for me to take the time to recreate, and the third requires exceptional timing, therefore I am simply going to describe the problems to the best of my ability.

Bug 1; Shock Blast.

Sometimes, when shock blast is fired, the particle travels until it collides with an enemy or neutral target or reaches the full range of the ability, but instead of exploding, dealing damage and granting vision, the particle disappears, and fails to grant the effects that it is supposed to. This happens rather seldomly, but an estimate would be somewhere between 1/50 to 1/200 casts. It is very uncommon for the bug to do this when the shock blast becomes enhanced by acceleration gate, but it happens too. Or it might just be the fact that i don't use acceleration gate to enhance my shock blasts that often. I have no clue as to what causes this, but if you simply enter a custom game as Jayce and only buy Mana and CDR, you will most likely be able to recreate the bug fairly easily by spamming shock blast as much as possible.

Bug 2; To The Skies.

Sometimes, when casting to the skies on a target that is within cast range, but across terrain (on the other side of a wall), Jayce will jump into the air but fail to cross the wall. However, he does not get stuck in the wall. This happens to a lot while trying to crossing the jungle wall that is right behind Gromp's back.

Not really any bugs, but still item nuber 3; Thundering Blow.

Now this is an interesting one. It does not really fall into the category of bugs, but the spell is in serious need of some re-coding. You see, due to the spell having such a (relatively) long cast animation, the spell's mechanics become very frustrating at times. It's basically the same problem that used to exist with singed's Fling. If Jayce starts casting the spell on a target, the still has a couple of frames on to issue commands. This leads to two problems. The most concerning of which is Blinks. If jayce casts thundering blow on a target that is casts a blink during Thundering Blow's cast animation, the target will first blink, and then be knocked to the same spot that they would have ended up in even if they had not blinked. This creates a lot of situations where players flashes are completely nullified, and their flashes still end up on cooldown. It's very frustrating to play against. The second problem with this is one of disputable magnitude. It mostly regards the interaction between stealthing abilities and thundering blow, but also pantheons stun. Due to the (once again, relatively) long cast animation of thundering blow, any target with a stealth can cancel the cast of thundering blow, even after the animation has started. Regarding pantheons stun, this is where im the most salty about any of Jayce's mechanics. If Jayce targets Pantheon with Thundering Blow, and Pantheon targets Jayce with Aegis Of Zeonia, one of four things will happen (or three depending on how you view it).

If Pantheon casts his W and stuns Jayce before Jayce manages to react, nothing unintended happens, Jayce gets stunned, and that's the Jayce player's fault (or lag, who knows). Needless to say, this is nothing that bothers me. It's just standard, non-buggy gameplay.

However, if Jayce manages to target pantheon thundering blow while pantheon is midair, but outside the cast range for thundering blow, Pantheon will land on Jayce, damage him, and stun him, but Jayce will finish the animation and cast of thundering blow even though he got stunned, so Jayce ends up stunned while Pantheon gets knocked back afterward.

If Pantheon stands inside the cast range for thundering blow, Jayce casts it, and then pantheon casts Aegis of Zeonia while Jayce is winding up the knockback, depending on pantheons timing, either pantheon will get knocked out of his jump, negating the the stun and the damage, (i don't know if Pantheon gets the shield refresh, but that's not the point) OR, Jayce will get stunned but still finish the cast and animation for Thundering Blow, like in the second example

Needless to say, this mechanic "makes me very frustrated at times". Because even though the spell mechanics can be abused by Jayce, in the way that if he has started casting it, CC can't stop him from finishing the cast, and that he can abuse the cast delay to ruin enemy flashes. It is still very frustrating to play with a spell that is a melee range CC that has an astonishingly long cast animation (did i mention the word relatively?). And this creates unhealthy gameplay in the sense that players have to play around a mechanic that is annoying for EVERYONE involved.

I am well aware of the fact that none of these problems (the ones regarding thundering blow) are bugs. In fact, they work just the way that they are programmed to. But they're still problematic interactions between different mechanics. And they wouldn't have to be that way if you changed the amount of cast animation frames for thundering blow to the same as Dragon's Rage or Fling. So please, for the sake of the children, make thundering blow instant cast.

Also, where do i suggest and request gameplay and balance changes directly to riot? I have posted some on the boards, but I haven't received any answers from riot on my feedback :(

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