Bug Report - Ekko [GAMEBREAKING]
This is a gamebreaking Ekko bug that needs to be fixed faster than fast. As it is right now, if Ekko has 45% Cooldown Reduction and casts his Q, it will not deal damage until after the 40% CDR mark has expired--it does not register the extra 5% CDR within the damage calculation-table. Let me try to explain this: If I am playing Ekko and have 40% CDR, my Timewinder (Q) will have a 4.2 second cooldown. If I take the Season 6 mastery that allows me an extra 5% CDR, the new cooldown will be 3.85 seconds. When I press Q, having 45% CDR the first time, the device shoots out, now if I can make the device stay extended outwards for 3.85 seconds (not hard to do with a decent amount of movement speed), by the time it returns to me, the cooldown will be completely refreshed and I can throw it again. <<<---THIS is where the bug lies.--->>after RE-pressing Q, immediately after the device has returned to me, it will leave me again; HOWEVER, the system currently registers the device having an invisible extra 0.35s cooldown on the DAMAGE PORTION OF THE MOVE ONLY (id est: visually speaking, Ekko will throw the device, but it CANNOT DEAL DAMAGE until after an extra 0.35s has passed). In gametime, I'm sure I don't even need to explain how huge of a difference 0.35 whole seconds is when trying to farm, or quickly jump onto a target. I can provide more details, feel free to ask. I know this is really difficult to explain properly. Anyway, PLEASE PLEASE PLEASE get this fixed fast.