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Bard Q range bug! [GAMEPLAY]

Zoms··2 votes·1,889 views

I've noticed that sometimes (all the time?) when you use Bard's Q on a target that's really close to you, the Q almost stops directly after hitting the first target, instead of going all the way. I just tried it in a bot game, I was using the Elderwood Bard skin (later tested the original skin, and the bug still applies), and when I Q'ed a minion that was just in front of me, it didn't hit a minion that was at the end of the Q range, so it's clearly bugged. It doesn't matter if I aim it at a wall or a minion, the Q range gets shortened no matter what.

I have added 4 pictures where I try this out on a small raptor against a wall. Picture 1 shows that the raptor is close to me and that my Q range is long enough to hit the wall, picture 2 shows that it didn't hit the wall even though it was in range. Picture 3 shows me standing farther away from the wall but with the raptor right next to the wall, picture 4 shows that the Q hits both the raptor and the wall. I know that in the second scenario the Q gets some extra range since it hit a target, but it doesn't explain why it didn't reach the wall in the first scenario, since I was standing closer to the wall and you can clearly see that my Q has enough range to hit the wall.

Is it possible that since Bard's Q gains some extra range when hitting something at max range, this somehow overrides the original range of his Q, and when used on something that's really close the range becomes shorter, since the extra range isn't as long as the original range?

16 Comments

Deep Terror Nami3 votes

It's not a bug. The distance Q goes after hitting a target is a set range; it does not simply stop at the end of the target indicator. If you hit your first target at the very end of your indicator, the second part will continue past that for even further range. If you hit something point-blank, it'll go that same distance afterwards, but not as long as the base cast range. Get it?

soh1gh21 votes

annoying but its how its supposed to be

Deep Terror Nami2 votes

What's annoying about it? The secondary stun range remains consistent at any range you shoot. If it wasn't like that, you'd rarely be able to hit 2 targets at max range for stun because the secondary projectile would immediately stop. Consistency is good.

soh1gh21 votes

its annoyiing because say u got 2 guys in q range one gap closes on top of you and u throw out a q lined up with both players expecting a stun only for the q to dissapear right b4 it hits the second guy and u die. maybe add a indicator that shows how far his q will go after it hits something

Deep Terror Nami2 votes

Nobody is sitting there with someone in their face lining up the indicator to check range. Practice Bard more and learn the secondary projectile range. Did I also mention that you can stun far past the range indicator because of the way it is? That is far more important than just having the stun go the distance of the indicator.

soh1gh21 votes

noooSHITT

soh1gh21 votes

you obviously have no idea what im talkin about so bye

soh1gh21 votes

what kind of ass wipe plays bard and doesn't try and line up his stuns???????

Deep Terror Nami2 votes

...someone that isn't so bad that they need to check the indicators every time they use an ability... it goes towards your mouse every time and you know how far it will go by practice. Are you a jerk a troll or just a really bad player, because you're coming off as all three.

soh1gh21 votes

[deleted]

Deep Terror Nami2 votes

So what are you talking about using the indicator to line it up? You're just contradicting and making a fool of yourself.

soh1gh21 votes

" you'd rarely be able to hit 2 targets at max range for stun because the secondary projectile would immediately stop. Consistency is good."

what are u smoking have you played bard yet

Zoms1 votes

I definitely get what you're saying but are you sure it's not a bug? I haven't seen anything about it being supposed to be like that.

Deep Terror Nami1 votes

Yes that is exactly how it is meant to work. Idk the exact range numbers so I'll just use single units to represent it easily;

Initial projectile has a max range of 2 units. Secondary stun projectile has a max range of 1 unit. No matter how far the initial projectile went to hit its target, Secondary projectile will always travel 1 unit afterward.

That's how it is intended and as simple as I can make it so there's no confusion.

Vaati0061 votes

To further clarify, Bard's Q acts more like Graves' ultimate (if Graves ult fizzled on reaching max range) and NOT AT ALL like Veigar's Q.

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