[Gameplay] Targeted abilities sometimes fizzle if their target moves away
If a player being followed by a targeted ability's projectile (like Anivia E or Syndra R) quickly moves a moderate distance away via means of natural mobility (such as Flash plus Ezreal E), without large-scale teleporting (including Teleport, Recall, and Shen R), the projectile will often fizzle and deal no damage.
This is probably a side effect of the latter; it makes sense that casting Teleport would prevent incoming attacks from following you. But the end result is that there is an arbitrary distance at which an ability simply fails to take effect, which has no relation to the ability's natural range. Moving such a distance in escape is a viable strategy since it might provide an opportunity for enough healing to survive the attack, but it should still eventually deal its damage if the target doesn't directly stop the ability.
Full set of my unresolved bug report threads:
- Match History still calls north team "Purple"
- Team Builder lobby doesn't dissolve if an invited player disconnects
- Zyra passive can't be fired with an unranked ability's key
- Ahri R should start cooldown upon death
- Targeted abilities sometimes fizzle if their target moves away
- Storm Shield relics on Crystal Scar can be displaced
- Orianna's Ball may return while distance indicator is still yellow
- "Enable HUD animations" does nothing; "Disable minimap movement" ignores some input
- Galio W doesn't provoke heal from Twitch passive
- Teemo passive prevents capture of a neutral Twisted Treeline altar
- Anivia passive doesn't trigger if killed by Razorfins
- Vilemaw death timer not appearing
- Item Set construction doesn't properly label items' map availability
- Removed items are still displayed in Item Sets
- Zyra passive on quick cast is erratic
- Zyra can use trinket while in passive
- Inactive Heimerdinger turrets not damaged by Rift Herald
I will be bumping these threads periodically, though in a way that avoids flooding.