Kindred's Q is very inconsistent [Gameplay]

NubTactics··1 votes·755 views

i don't know if this is intended, but currently dance of arrows seems to arbitrarily select targets in range to attack when kindred jumps. It is even the case that sometimes kindred is attacking a target in a minion wave, leaps, and not one of the bolts will fire towards the unit she's been basic attacking. Maybe this is intended, maybe it isn't, but regardless, I feel like this results in extremely dissatisfying edge cases. and just straight up frustrating inconsistent gameplay where you feel like you should have gotten kills and cs with dance of arrows and you don't.

but anyway as for the actual BUG, sometimes kindred will leap towards a visible target and just not fire any arrows.

Steps to reproduce (the most common occurrance): Start gromp, hit level 2 from gromps, ctrl-q to quicklearn dance of arrows, and cast it towards blue buff (happens maybe 10-20% of the time).

In the video it's a little bit ambiguous whether or not kindred was in range to fire bolts at the blue buff, but the sound effect of the dance of arrow bolts firing went off, so i'm sure that she was in range and that arrows should have fired. I've had this happen to me with closer jumps as well.

2 Comments

Nidelkha1 votes

The start of the jump chose targets, not after you land.

NubTactics1 votes

I'm pretty sure this isn't the case, for the following reasons:

I'm pretty sure the selection algorithm isn't nearest targets, but if it were and the selection occurs on start, xin would not have been targeted when i cast Q before dying. the 3 minions that i was standing next two after i flashed would have been hit.

It is possible to chase a player while they're barely out of autoattack range, and then jump into range of them. A majority of the time when you do this, an arrow from DoA will fire at them.

If Riot determined targets at the moment you jump, then players could jump while in DoA range directly away from their opponent and still get the DoA bolts fired at them. These two consequences of choosing before jump would cause kindred's playstyle to be way more like singed, where you run away while still dealing damage, but we don't see that in actual gameplay.

I suppose what COULD be happening is:

  1. When you activate dance of arrows, the 3 nearest targets are selected.
  2. When you land, if those targets are still within range, fire 3 bolts at those targets.
  3. If those targets are no longer in range, search for new targets to fire at.

However, I feel as though that's very excessive in terms of actual programming/implementation, but also counter-intuitive in terms of gameplay; if you jump in a target direction, it's pretty likely that you want to fire at something near where you're jumping TO, not where you jumped FROM.

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