Bring Us Your Bugs!! Celebrating 10 Years of LoL

RiotRiot Scruffy·10/15/2019, 4:24:05 PM·1 votes·114,187 views

Hey everyone!

We are so excited to be celebrating 10 years of League of Legends with all of you and as part of this, we wanted to spend some of our time working directly with you to make the game better. Today, we’ve gathered a group of Designers, Engineers, and QA from across League to squash the bugs that matter to you most. Drop a post here with a description of any in-game issue that you want to see fixed and we’ll respond in the thread as we fix them! We're not the full dev team so in particular champion and Item bugs are the things we're most likely to address.

To help us out, please be as specific as you can about each bug and include any other information you can think of that might help. Videos/gifs/replays are all super useful for us to narrow down whether we are fixing the right thing. Based on our patch scheduling, we expect that most of what we fix here will be shipping in the 9.22 patch and the more risky issues might take longer than that. We won’t be able to tackle everything that gets posted here, but we’re looking forward to improving the game for you in any way we can.

Without further ado, let the bug squashing commence!

-Lol Devs and Fans

https://ddragon.leagueoflegends.com/cdn/9.20.1/img/champion/Sion.png

822 Comments

Thê Unforgivên10/15/2019, 4:30:05 PM98 votes

The bug where u go into loading screen, get stuck there and can’t close the client to reconnect.

ruhepol10/15/2019, 4:48:41 PM84 votes

After being seen by Ashe's Hawk Shot (E) ability, the icon (owl eyes?) above the champions which were spotted do not disappear again and most likely stay until the end of the game. Sometimes, the icon resets and disappears after being hit by another hawk shot and the enemy vision vanishing again.

This is very annoying since it looks like you are permanently spotted and don't know whether enemies truly have vision on you or not. Thanks!

DuIe Pacov10/15/2019, 4:28:58 PM70 votes

" https://www.youtube.com/watch?v=NpxCa9ZRbok - TOP 10 MOST IMPORTANT RENGAR BUGS "

There is some bugs that affect Rengar's gameplay a lot. I think, if these bugs get fixed, Rengar generally and his combos would be A LOT A LOT smother.

btw 10th bug is fixed on PBE rn.

#ChangeMechaQanimation

uwuLore10/15/2019, 4:36:07 PM69 votes

can you fix the bug that crashes my game before i load in, but doesn't tell me so i just end up afking and get a free loss? I thought it was fixed but it's back again

BlueNova98710/15/2019, 4:32:52 PM42 votes

Warwick blood hunt some times don't get the move speed when you follow the trail kinda annoying losing all my move speed at random Warwick

ESPORTS ATHLETE10/16/2019, 4:49:40 AM31 votes

Bug Run-down for Devs

Riven's Q functionality, by which it will attempt to lead a moving target when using her Q while hovering over an enemy, will consistently cause the Q to move in both the complete opposite direction of the mouse and her target, dealing zero damage, even though her Q is supposed to travel in the direction of the target the player is deliberately hovering their mouse over.

Easiest Method of Reproduction in Practice Tool

  1. Place a target dummy close to Riven.
  2. Knock the target dummy into the air with the 3rd cast of Riven's Q.
  3. Cast Q again while the target dummy is airborne and targeting it with your mouse cursor (note this requires the usage of the refresh cooldowns feature.)

Demonstration

Some quick notes on this method of reproduction:

  • Riven's Q will move towards where her target dummy is facing, not where it is moving, this is how you can knock the target dummy backwards but be sent in the opposite direction.
  • The target dummy will face the direction of your controlled champion when placed, this direction is denoted by the arrow at the base of the target dummy's model.
  • This particular method of reproduction does only demonstrate it with an airborne target but it happens due to any kind of movement, not just knockups or Riven's 3rd Q, which I'll demonstrate in other clips.

Some other quick clips for the dev's demonstrating just how destructive and consistent this unintended interaction is:

To keep this discussion productive, I would like to ensure that everyone is as informed as possible on the subject, so I'll spend the rest of this post demonstrating the various behaviours of Riven's Q. I'll try to only describe the behaviours that may be relevant to this discussion as otherwise I could be here all day.

Riven's Q has two main groups of behaviours, depending on whether or not the player is highlighting a target with her mouse cursor when the ability is cast.

  • Riven's 'Untargeted' Q
  • Riven will dash the maximum distance of her Q, ignoring all unit collision, in the direction she is facing at the time the ability is cast.
  • This behaviour ignores everything other than terrain and the direction she is facing, including all unit collision, even when starting from inside a unit, even when travelling through another unit and even when ending inside another unit.
  • Here is a clip demonstrating these behaviours where Riven is initially standing inside the collision box of the a target dummy, travelling through it in the direction she is facing without being directed immediately away, and travelling through a second unit throughout the dash, maintaining the direction she is facing. Example 1.1
  • Riven's 'Targeted' Q
  • Riven will dash in the direction of the centre of her target, travelling the required distance for Riven and her targets hitbox to make contact, ranging from the minimum dash distance to the maximum, again completely ignoring unit collision.
  • Here is a demonstration of the targeted Q redirecting Riven towards her target and travelling the minimum amount as her target is close. Example 2.1
  • Here is a demonstration of Riven travelling as much as required to meet the target's hitbox. Example 2.2
  • Here is a demonstration of Riven travelling the maximum amount to attempt to meet the target's hitbox. Example 2.3
  • Note in all of these examples the direction Riven is initially facing is ignored.
  • To demonstration the concept of Riven always at least dashing a minimum distance here is Riven standing close enough to the centre of her target so that the minimum dash carries her to the other side, causing the following Q to travel in the other direction towards where the centre of the target now is. Example 2.4

Everything working as intended, until the target starts moving, Riven's targeted Q will instead:

  1. Travel, not towards the direction of the centre of her target, but instead towards an area in front of where her target is facing, once again ignoring all unit collision.
  2. Here is a demonstration of Riven travelling towards in front of her target instead of towards both it, and the mouse cursor. Example 3.1
  3. Here is a demonstration of Riven travelling away from her target as although she is highlighting her target she instead directs herself towards an area in front of the target. Example 3.2.
  4. This may look like some kind of collision, it is not. Dashes, blinks, flashes, shunpo's etc, do not initiate any pathing calculations that cause irregularities in the direction champions are facing and Riven's Q when targeted ignores the direction she is facing anyway.
AnataBakka10/15/2019, 5:19:21 PM26 votes

OMG, it's not april right? I'll make a very long list here, and i'll update it if you guys answer and have started fixing them. There will be a section dedicated to Illaoi, based on this post https://boards.na.leagueoflegends.com/en/c/bug-report/2Ncw9ex9-illaois-50-bugs-updated-list , then a section with some general champion bugs, and then another section for items, runes. please ask me anything about the bugs if they're not clear or you can't reproduce them

#Illaoi

  1. Tentacles can be commanded to attack 0.25 seconds after their death. During this timeframe they can also queue other attack commands. At the end of the slam their animation bugs out. Normally they shouldn't be able to queue attack commands if they die while slamming. video
  2. If you command Tentacles to attack while they're in their spawn animation their next attack after spawning will be delayed. This is because the tentacle tries to attack before spawning, and even though it can't it will still trigger the tentacle queue attacks timeframe. video; video2
  3. Since patch 9.13 tentacles are supposed to not go dormant anymore, and yet they still trigger an internal spawn animation cooldown. And because of this, if an enemy champion becomes a vessel near dormant tentacles, those tentacles will not attack him when they wake up. This, as i said, is probably because the tentacle tries to attack before it's fully awaken. This negates the attack completely and the tentacle goes on cooldown. Note that this doesn't happen with ult tentacles, because ult tentacles are actually coded to not go dormant. video
  4. The same thing happens the other way around, i.e tentacles try to attack but are dormant. video
  5. Tentacles have different attack ranges. E tentacles hit based on the target's edge, while W tentacles hit based on the target's center. It is possible to have an E tentacle attack a target that stays still, and when you W that target the tentacle won't attack.
  6. Tentacles reveal nearby control wards the same way wards reveal them. It's like the control ward tries to deactivate the "ward" tentacle unit, but since it can't it simply reveals itself. ##W
  7. If Illaoi is rooted and is not in range to basic attack a target, she can still attack command and then cast w to use a dash range melee w.
  8. The W always breaks spellshields, but the bonus damage is only blocked when using a close w. Tentacles always slam.
  9. Dash range W does not trigger hail of blades, while close w does.
  10. Illaoi's dash W triggers on-attack effects at the start of the dash, rather than upon hitting enemies. Garen had the same issues, but he was fixed. On-attack effects are for example energized effects and spear of shojin.
  11. Tentacle slams are inconsistent with blocks. Jax will always negate slams. Shen allows tentacles to slam with close w. Teemo negates everything on close W, but doesn't block anything with dash W. video
  12. Bone plating will both trigger and reduce the W damage from a single attack (it's supposed to reduce the damage from the second attack).
  13. If she close W-s a spirit, and the spirit vanishes mid animation, or a target became untargetable (zhonya, vladimir, etc..), tentacles will slam, but they won't slam if Illaoi dash w-ed. video; video2
  14. If Illaoi has Guardian Angel and starts w before she “dies” but hits while she’s “dead”, Tentacles won’t slam. If however she queues W and then “dies” the Tentacles will attack. video
  15. When using it together with Dead Man's Plate it grants 2 stacks of Conqueror, instead of 1.
  16. The damage applies before blade of the ruined king's. I don't think it should. ##E
  17. If Lulu polimorphs a kayn spirit the game crashes.
  18. If Illaoi E-s a target that is camouflaged (and not invisible) while there’s a control ward revealing them, the spirit will be invisible and untargetable. It can still get damaged (i guess, because you can’t see its hp but you definitely redirect the damage), but you can’t hit it with basic attacks. video
  19. The same invisible bug also happens when hitting the champion that's inside Kalista's Ult. Afaik the target should be untargetable, and i'm not sure if it's Illaoi's E fault or Kalista's R fault, but in any case, that's wrong. video.
  20. Spellthief and Predator. The attack that procs the bonus damage against the spirit only reflects double proc damage, not taking into account actual damage done to the spirit. For example, if the proc deals 10 bonus damage and you deal 1000 damage, what gets redirected is 20 damage. video
  21. Some abilities/effects work as if the spirit were a monster, for example Blade of the Ruined King which deals a maximum 60 damage (this doesn't happen with Bloodrazor) and Tahm Kench may launch it as a minion when he eats it. video
  22. The spirit's duration is inconsistent. It varies between 6.25 and 6.5 seconds (never 7 seconds). video
  23. Towers will not increase their damage per shot when attacking the spirit, and they will also deal 50% reduced damage to it. video
    The hit to the champion dealt 125 damage while the ones to the spirit dealt a static 62.5.
  24. When the spirit times out it still counts as an unit kill for Illaoi. She doesn't actually need to kill the spirit, it only needs to time out or have the target leave range. This will give her Phage’s full movement speed and 1 creep score in game. I said in-game because it only counts in-game. Every game you play with Illaoi you'll have a lower amount of cs at the end of game screen than you had in-game, supposing you grabbed at least one spirit.
  25. When the spirit gets low it will start redirecting less and less damage video
    In the video i have 625 ad and rank 5 E which equals to a 95% redirected damage. Until the spirit has 673 hp i redirect 296 damage with my basic attacks, which is correct (625/2*0.95). When it has 360 i redirect 180. When it has 48 i redirect 23. I believe this is because the redirected damage is done with this formula. Damage (before resistances)*E modifier<=Spirit’s Current Health. If this is false the redirected damage becomes equal to the Spirit’s Current Health. This will then get modified by resistances or amplifiers of the enemy champion.
  26. Another issue of the current redirected damage formula is that the damage benefits twice from Conqueror, converting 19% of the damage to true damage. (1 - 0.9 * 0.9)
  27. If the target goes into guardian angel just after his spirit is being grabbed, the spirit will have 0 hp and be invincible. It will not redirect any damage, but when it expires it'll count as being killed. video, video2
  28. Sometimes when you get knocked up or silenced your E can look as if it got blocked. But it doesn't. The ability will still go forward, but it's invisible. video, video2, video3
  29. Why can nobody see who's vesseled other than Illaoi? Tentacles randomly do AOE attacks against that target. Allies should know not to stay close to it and enemies should know to attack it.
  30. E is invisible when invisible. I agree with having nunu r or sion q or whatever be invisible when they're invisible. But i don't really agree for a projectile to be invisible. video ##R
  31. If Illaoi dies right after ulting, already spawned tentacles won't get ult buffed. During this time you will have both normal and ulted tentacles around you. video
  32. If a Tentacle starts an attack before finishing the ult cast time and then you use W, the tentacle's first attack animation cancels and starts the next one. Only the animation cancels. The first attack still goes on, but it’s invisible and will still hit the target. video
  33. The other way around, if you W when the ult finishes the attack will be delayed. video

##General

She has some weird bufferings, as you can see in this link https://boards.euw.leagueoflegends.com/en/c/bug-reports-eu/RUi5gXLv-gameplay-illaoi-buffering-inconsistencies

Infernal Taric10/15/2019, 11:49:49 PM23 votes

Taric Bug 1: Sometimes taric permamently refuse to autoattack. U can cancel it by moving. Its rare bug but happens every fiew games. It happens most often in high apm situations.
https://youtu.be/DEGYkj_f76c Bug 2: Guardian not procing on W self cast with linked ally in range , always happens. Q also doesnt proc guardian. Bug 3: If dead ally is in bond range you will not swap bond to closest ally on w self cast QOL changes please: currently casting his W has this rules: use W on taric /self cast -> You shield yourself and closest ally or if you have a bonded ally in range you will shield bonded ally. Use W on with cursor on ground -> Nothing happens Use W on ally -> shield ally if he is in range.

My solution use W on taric /self cast -> it works properly, no reason to change that Use W on with cursor on ground -> Same as self cast ( similar to kayle's W) Use W on ally -> no changes, it works properly, no reason to change that

Balance changes: "https://www.reddit.com/r/taricmains/comments/dcs8sl/what_about_just_removing_tarics_walking/"

By the way: https://dotesports.com/league-of-legends/news/its-been-1000-days-since-taric-last-had-a-new-skin

GewitterImĄrsch10/15/2019, 7:17:53 PM23 votes

When you spam Pantheon Q while its on CD you get locked out of your movement control. Easily reproducable in practice tool no fix so far.

Direly10/15/2019, 7:09:31 PM19 votes

Bug list, there's still some unrecorded bugs in this but, you can't really reproduce those, and they're really rare. This buglist was compiled by Yura#4616 from the Rengar Mains Discord.

Rengar Bug List

Gameplay Bugs:

  • De-Aggro. (Needs no explanation, it's random, it sucks, it still happens...)
  • Leaping to Enemy Nexus doesn't work, (You're forced to walk a lot closer, then leap, rather than leap at max range).
  • Passive Leap Range Indicator not showing up correctly (It is visually the wrong size, on almost all of his skins).
  • Ferocity Bug 1 where u Randomly Lose Ferocity. (Some suggest it happens when throwing E near End of Timer, or again Randomly.)
  • Target Selection Bug on Leap, (Which may be Related to Clicking on Enemy and Leaping on a Tower).
  • Q + Leap will do Bonus Damage on Towers. (This works on Every Tower, as long as u can Leap to it. 100% Reproduction Rate with Ivern or Top/Bot Inner.)
  • U cannot Q AA Yorick Wall, gets u stuck in an auto loop, (Avoidable by being in the Middle of Spawn Location, but most of the time will get u Stuck in the Loop).
  • There is a chance when in Rengar R, Nocturne can Remove the Screen Glow from Ultimate.
  • When Silenced and you try to Leap, you are able to. However, if u have Q activated and try to Leap, you cannot Leap. (Rare, only with Cho'Gath)
  • When Leaping in front of Baron, Rengar will land in 3 Different Spots. Intended Reaction should be landing at the Foot of Baron from a straight angle, rather than being redirected.
  • There is a random chance u cannot leap when someone is dashing with Lantern. Example: Enemy Grabs Thresh Latern, at the very Moment of Grabbing it, Rengar will not Leap.
  • If you move your camera too far from Rengar, you cannot hear his Thrill of the Hunt SFX. As it isolates on the Heartbeat sound, the heartbeat sound however isn't working correctly, and u cannot hear it through Thrill of the Hunt Ambience.
  • Riot August told me it's not a bug, but in case this has changed. Active Items such as Tiamat, and Smite do not keep up Rengar's Passive Timer.
  • If an auto does 0 damage, Rengar's passive timer is not kept up.

Non-Gameplay:

  • Attack Speed Buff Sound has been removed. (Really Old, doesn't have to come back).
  • Mecha Rengar Missing Ultimate Quote, but has a Unique Laugh no other skin has.
  • Mecha Rengar uses Base Skin's Max Fero Hand Glow, instead of Night Hunter, or it's own unique version.
  • Basic Q's Trail VFX on Nighthunter Rengar, is Missing.
  • Ult Activation Sound, or the Channel Sound is quiet, this is the Same for the Headhunter Ult Activation Sound, maybe it is quiet on Mecha Rengar as well, but i'm not sure.
  • Rengar's Heartbeat Sound is not working correctly, it isn't changing based on whether a person is far or close, nor is it changing based on how many enemies are spotted, it is also too quiet.
  • https://vignette.wikia.nocookie.net/leagueoflegends/images/0/0b/Rengar.UltimateActivation1.ogg/revision/latest?cb=20170523155706 This sound should play when Rengar Spots a Target, or when he enters Ultimate Mark Detection Range. Instead, Only enemies hear it when the Mark is above their head.
  • Passive Indicator sometimes displays a 6 second timer, rather than 8 seconds.
  • Pretty Kitty Rengar has an Audio desync Bug when using Q with an E.
  • Rengar's Buff Bar features a HUD that shows who's trophy's are left, even with max stacks it'll show up sometimes.
  • Rengar's Tail will clip into the ground sometimes.
  • When casting Tiamat, the AA isn't played fully when on the ground.
  • When Head Hunter Rengar dies, enemies still hear his Thrill of the Hunt SFX.
  • Rengar's Q VFX are playing at the start, rather than the End of Leap.
Mondet10/15/2019, 5:35:43 PM15 votes

Running Zac animation during his E jump.

Lux Q hitbox (visuals are way too small).

Aatrox auto attack feels like it can be cancelled really early into the animation and still get the damage off.

Sion Soul Frunace doesn't stack with jungle monsters properly sometimes.

Renekton W should work on turrets as double (or triple auto depending on fury), not just as auto reset (Fiora can hit turrets with Q and E so wth?).

Invisible Nunu STILL exists, I think it happens when Nunu has Huner's Talisman and you didn't have vision on him previously.

ANARMYOFOVER10010/15/2019, 9:59:18 PM15 votes

When Singed flips Master Yi into his adhesive trap, Master Yi will not be stunned at all if Master Yi is in his ultimate. I believe this may be because Singed W is coded as a slow, and only stuns if enemies are flipped onto it. But Master Yi should still be stunned if he is flipped onto it.

Erick Dota10/15/2019, 4:34:23 PM13 votes

Star Guardian Neeko/Prestige Star Guardian Neeko have been missing their tail physics since the skin's release. It's a small thing but i feel like it would be an easy fix!

https://giphy.com/gifs/JmOkumKwNp13MYw820/html5

Badgerclops10/15/2019, 4:28:46 PM13 votes

Hi! Haunted Zyra has been missing the scream from her plants dying for quite some time now, with halloween coming soon, it would be great to fix this!

AIQ10/15/2019, 5:05:37 PM10 votes

Warwick

I guess the biggest one for me is Warwick W.

The Bug is caused by him losing his bonuses when a healthy target is between him and his hunted target. Additionally his W provides ~2.5 his stats not 3x.

When a champion is low after WW re spawns he does not have their scent until they are hit by anything.

His Q and R will not latch to a Kass, EZ or Ekko... (are the only I've ever seen.) If it is between the time Kass starts making that breathing noise when ulting, no idea what that is in time.

Here is a play list demonstrating these.

https://www.youtube.com/watch?v=_NaAB2giRUA&amp;list=PLB5sGDXwqz60p9d9wVS-pmx7PCu3IVQ0Z&amp;index=3

Smaller ones are the R indicator does not update smoothly with the Mvspd of WW.

QoL improvement WWs heal is slightly delay and can die between Qs damage and it's heal. That feels really bad.

If you are feeling super generous, Meddler called Shyvana not scaling with elder a Bug. So there's that.

You guys did recently fix Shyvanas W THANK YOU!!!!!

Lebron No Dad10/15/2019, 8:52:07 PM9 votes

Kindred's W not targeting scuttle crab!

BGO10/15/2019, 11:57:04 PM9 votes

Theres a bug on kindred w. Wolf does not attack scuttle 100% of the time. Thanks for the great work riot , its been a fun 7 years and I am hopefull for the games prosperity in the future : )

Scribeteller10/15/2019, 5:14:42 PM9 votes

Kindred’s W (Wolf’s Frenzy) very rarely acts correctly with the scuttle crab. 99% of the time wolf just sits there in the center of his circle, not attacking scuttle. Sometimes he attack someone it but won’t move his position

ArrowsofAlfar10/15/2019, 5:42:56 PM9 votes

Stuff about Zac that needs to get fixed

Q:
  •   Q2 dosent proc onhit effects or auto attack damage, yet its cancelled / interrupted by teemo q and jax e.
    
  •     Lethal damage done to a target during the windup of Q2 does set the ability on cd without resolving the cc part. I know this might be intentional, but it is extremely frustrating having your leash on a minion/monster only for it to be blown up by aoe damage. Since this ability is similar in style to Sion's e (at least when used on minions and monsters) it should also postpone lethal damage until after the cc part has been resolved.
    
  •     Add a target indicator showing which unit got hit by Q1. It can be extremely confusing trying to identify which unit has/has not been hit by this ability due to the lack of feedback.
    
  •     Lastly, since Riot is dead serious about keeping the current Q, at least remove the 8% flat HP cost and make it 4% per unique target hit to reduce the penality Zac gets while using the ability as a standalone in 1v1 situations. It would still retain the same hp cost when used on most jungle camps and in any normal use situation.
    

W:

  • Tooltip is currently bugged and does not show hp cost.
    
  • Zac becoming ghosted against monsters after using W is currently bugged and doesn't work properly. Often results in Zac being stuck behind krugs, unable to pick up blobs falling in front of the camp.
    

https://im3.ezgif.com/tmp/ezgif-3-4433b494dd46.gif

E:

  • "Running Zac"
    

R:

  • Ultimate into flash does not apply damage AND cc when done on the last hit. The timeframe seems to be large enough to consistently recreate this bug in the practice tool. Might also occur on hit 2 and 3, although I have only experienced it on the last hit.
    

https://im3.ezgif.com/tmp/ezgif-3-4f38cceaadc3.gif

  • Slow cleanse on R startup is missing since the return of his old R.
Rito de Janeiro10/15/2019, 4:33:28 PM9 votes

Zac E when you don't have vision on him (no animation) =)

King Seesar10/15/2019, 4:31:09 PM8 votes

Fix the chat box for those of us that play with the minimap on the left! It returns to the default position at the start of every game and we have to move it out from the middle of the screen.

TheBossVeigar10/15/2019, 4:34:15 PM8 votes

Not a gameplay bug, just a skin bug: Omega Squad Veigar's eyes disappear when touching Honeyfruit, and don't change properly when CC'd. This has been a bug for almost 2 years now. It's not a major bug, so it's fine to ignore this and focus on the bigger things, but I figured I'd throw it out there.

FF122410/15/2019, 4:42:50 PM8 votes

Kindred W bugging out and not attack at all. Very noticable on scuttles but it can happen around walls in the jungle vs camps.

Jesus is Savior10/15/2019, 5:12:43 PM8 votes

There is a bug with hail of blades that you can trigger on all (or most) champions where the rune does not activate on your first autoattack, but activates on your second autoattack instead. Meaning you have to endure one really slow autoattack with a really slow animation before you can get your 3 fast hits (1 slow AA -> fast AA -> fast AA -> fast AA). The problem is, it only triggers on some machines (even though the game is supposedly played server-side). Last time I posted this bug, I heard through a friend that Riot could not reproduce the bug at all, despite all my videos. But I can reproduce it 100% of the time (as can others). I had honestly given up on this bug and just stopped using the rune entirely (and switched to Conqueror, even on champions/builds that would do better with hail of blades). Why Riot never reached out to me in the past to troubleshoot the bug and find out why my hardware/network setup can trigger the bug (and theirs can't) puzzles me, but maybe this time they will. The bug is easier to trigger on some champions rather than others. I can trigger it VERY easily on Master Yi. I can fight in the practice tool for a few minutes and reproduce it on Xin Zhao, but it is harder. I have heard reports from others of this bug triggering on various other champs (including Udyr). I originally reported this bug on patch 9.9. It has existed longer than that (this patch was the patch I started using the rune due to a mini Yi rework - I had never used it before that, and therefore could not discover it before that). The bug still exists.

How to reproduce: I originally tested this bug on Master Yi. It is easiest to trigger on Yi (out of the champions I play). The easiest way to trigger it is by pressing Q on a target, and then spamming (as fast as you can) E+R+right click on your target so that you will use E + R + autoattack at the same time as soon as coming out of Q. But you don't need to do this, this is just the easiest way to reproduce it. If you get unlucky you can reproduce it by simply pressing Q once and nothing else (automatically attacking the champion when coming out of Q, without even right clicking).

Why this is gamebreaking and not just a minor bug: you can literally turret dive and then get kited (or flashed from) and your rune just killed you because you didn't kill your opponent. lol.

And here is the evidence: I will start with a harder champion, Xin Zhao. I made this video after getting frustrated when the bug triggered 4 times in one game on Master Yi. At the time, I did not know the bug could trigger on all champions. So this video made me come to that sad realization:

https://youtu.be/SyTycTVDqYI

Watch my attack speed. When I reproduce the bug correctly, my attack speed will drop to 0.9 for one very slow attack, and then my attack speed will jump to 1.6 and perform 2 hail of blade attacks (knocking up on the second one) followed by one final (3rd) hail of blades attack after the knockup. So, slow AA -> HoB AA -> HoB AA + knockup -> HoB AA. I reproduce it a few times at the beginning, I fail miserably to reproduce it through most of the middle, and then I reproduce it several times at the end. I am spamming right click, E, and Q. But from what I know about Yi, the bug can trigger randomly, even if I am not spamming buttons. I used the "take my abilities off cooldown" button but I didn't leave it automatically enabled (I manually took my abilities off cooldown after each combo). So this isn't just a practice tool bug. You can reproduce this in a live game.

Now, I will show my evidence using Yi. This is a LOT of videos, so please bear with me. (Also, reminder: if you are having trouble seeing it, you can slow the videos down).

This video shows it very clearly. My R activates first, then my E, and immediately when the E appears on the buff bar (and goes on cooldown) my attack speed drops: https://youtu.be/jRl9_WPTIjw

In this video my R is activated before my Q, and my attack speed drops as soon as my E activates after I come out of Q: https://youtu.be/oJQgYqYrW5U

Another game, another HoB bug: https://youtu.be/77QWC61aayY

Another game, This time I didn't even press E or R https://youtu.be/u4slYessda0

Same game, another bug: https://youtu.be/ssqCEhrTfxA

Bug happened twice in this game. Denied me 2 kills. https://youtu.be/6fXe7s1KYKo https://youtu.be/m3Ti6s03FYM

Just had the bug happen 4 times in one game. This video is all 4 instances in one video. https://youtu.be/tScy_eDefwE

And below is the same game where the bug happened 4 times, but this is NOT a video of the bug. This is 2 instances where hail of blades actually worked properly. #This is how hail of blades is supposed to work. https://youtu.be/jlAQ89LfAKc

Shinzoku10/15/2019, 9:09:03 PM8 votes

Kindred W will sometimes not attack scuttle crab for some reason, I have no idea what causes it or how to make it happen, but I believe if you cast W while scuttle is in pixel bush it will never attack

Wolf and I10/15/2019, 11:10:38 PM8 votes

The bug with kindred w not attacking scuttle and it doesn’t slow down scuttle. Also with kindred on how kindred doesn’t keep aaing inhibs after she q’s. It may sound small but these are so annoying to me.

NvLess10/15/2019, 11:58:41 PM8 votes

Kindred W not working on Rift Scuttler pls thx

Slachhh10/15/2019, 4:26:47 PM7 votes

KINDRED W BUG: When wolf get on bushes, It stops attacking monsters

FrankTheBoxMnstr10/15/2019, 7:08:38 PM7 votes

edit: thought it might be worth asking, could you show some pictures of the BB editor?

A collection of a few bugs I have found with explanations:

Ryze ult has a bug where minion positions get shuffled around, which has some interesting results. Champions work perfectly fine, but the minion closest to the center goes to the last champion's location. The second minion goes to the first minion's intended position, the third minion to the second's, and so on. When there are no champions in the portal, the first minion ends up playing the teleport animation but not moving at all since its normal behavior is to go to a champion's location but it fails to do anything when there is no champion at all. It seems that positions are being stored before they are calculated rather than after. Here is a video, the first ult shows the minion positions being shuffled even with a champion present (one ranged minion goes to my location, another ranged minion goes to a melee minion's location, and a melee minion goes to a different ranged minion's location), while the second ult shows without a champion present (closest minion is left behind because it looks for the last champion's location but fails to find one). This also happened at World's the other day, here is a clip.

Twisted Fate ult pops projectiles even if the channel gets canceled. This has existed since at least season 2, likely longer. Here is a video.

Brand ult has a bug where the current bounce target is hit, immediately decides on the next bounce target, but then that next target dies during the delay before the next bounce is fired. This kills the ult entirely. It needs to instead look for a target when the delay ends rather than when it starts. Here is a video, first ult is normal to show that it is in range, second ult is bugged due to the timing of the death.

When a character exits and reenters vision, their selection hitbox will briefly linger at their last seen location. This persists until the cursor is moved out of the lingering hitbox. Here is a video.

Taric dying during his ult's 0.25-second cast time puts it on a cooldown that scales with his W rank instead of his ult rank. Here is a video, first ult is normal rank 1 ult cooldown, then the first death uses rank 3 ult instead due to having a rank 3 W, and the second death uses a rank 5 ult cooldown due to having a rank 5 W.

Sivir ult's haste value is bugged. You are supposed to get the empowered haste for the remaining amount of time that Sivir has it. However, if you receive the buff after the empowered haste has ran on Sivir, you get the full duration of the empowered haste instead of getting none. At max rank, with 8 second total duration and 4 seconds empowered, if you receive the buff at 3.5 seconds elapsed then you only get 0.5 seconds of empowered haste, but if you receive it at 4.5 seconds elapsed then you get 3.5 seconds of empowered haste. It seems that the empowered duration is defaulting to the max value and then being assigned the correct value if Sivir is still empowered but then not being dropped to zero if Sivir's duration has already expired.

Black Cleaver is bugged with Runaan's, Guinsoo's, and Recurve Bow, causing basic attacks to grant 2 stacks of Black Cleaver instead of just 1. It appears that the physical on-hit damage for Runaan's and Guinsoo's still exists but is just set to zero now. On top of that, the damage for these effects seems to be flagged differently than normal on-hits since those don't double-stack Black Cleaver, which seems to check for different flags. Black Cleaver just exposes both issues.

Practice Tool's cheat for Revive stopped working in 9.19 and still doesn't work in 9.20, may be due to the other changes to Practice Tool cheats on PBE. Pressing the button just shows the floating text but does nothing else, making you use the fast forward button to skip the death timer.

Zac and Anivia passive started proccing on fountain deaths at some random point, they used to instead just die without trying to revive and to my knowledge no other revives were changed to do this. It seems that they were changed from being "on damage, prevent the damage and revive" to "on death, prevent the death". It had previously been explicitly stated to be intentional for fountain turret to not trigger revives, and it was never stated that this would be changed, so this is a bug.

Flashing away from basic attacks used to not cancel them, but at some point it started canceling them. This has never been explicitly stated to be intended or not. Which is it, and what are the rules? The general idea seems to be making enough distance between yourselves rather than specifically flashing, but what is this distance value?

Some basic attacks are uncancelable so that the user cannot interrupt them, however this has the side effect of making them go through untargetable and fog of war, which does not make sense. Furthermore, some of them will cancel with enough distance while others will hit you across the map. A common example is Blitz E knocking Fizz out of his E.

Some untargetable effects do only a single pop at the start of the untargetability instead of a continuous pop. This feels buggy vs uncancelable attacks, and creates situations like Zed being hit by turret shots while in his ult, since the turret starts its windup before the ult starts but finishes the windup after the untargetable and projectile pop have gone off, which allows the projectile to still be fired to Zed since the turret attack is uncancelable.

Caenen10/15/2019, 5:40:53 PM6 votes

Since you're bombarded with sooo many requests right now, I'll just post a really small one:


Type of bug: Gameplay, specific to champion: Sion

Bug history: Simply been there since Sion's VGU, however disabling minimap-casting on Sion R (godsend) in early 2018 at least made this bug a rare occurence ever since.

Description: When R is cast beyond 7500 range, Sion will attempt to 'walk into range' first, with his unique cast indicators visible. This causes a few related bugs (unable to issue attack commands while having the indicators out after canceling the pathing, or instantly canceling ultimate when pressing it again).

Video example: https://www.youtube.com/watch?v=MV01a--usqo

Suggested fix: Change cast range from 7500 to 25000 (like the majority of these types of spells have for this particular reason. See Yasuo Q fix earlier this year). Leave the displayed cast range at 7500, however, because that is a really good indicator for the ult's distance when stanting at base movespeed and running for 8s in about a straight line!

Suggested fix, visualized:

Further information: Xenogenic fixed this same bug for Nunu W (minus the indicator, which just got removed in Nunu's case), but it's still there for Sion.


Duffers10/15/2019, 5:16:45 PM6 votes

Orianna Half way between a bug and a feature picking up Oris ball cancels her auto mid animation due to the large tick delay on picking up the ball/it resetting to her happens most often when u flash after someone to kill them with an auto landing ontop of the ball at the same top canceling your auto due to the reset delay.

Zilean Zilean Q Bomb clocks overlay most the time spin on the Y or X axis instead of ticking around on all but blood moon skins.

Elise Elise still on rare occasions gets a ranged auto in spider form when swapping forms at the same time as auto attacking.

Gragas Gragas W auto can expire mid auto but still play the unique animation so feels super clunky even more so when it costs you a kill should detect that your mid auto.

Rumble Creep blocking feels especially buggy on Rumble it happens that often wasting the duration of ur Q or making it hard to understand what your Q is cus your spinning faster than its tick rate. Overlay on the ground would be nice

Maokai Maoaki can skip the animation of most of his abilities sometimes if timed with his passive so they instantly go off happens the most with his sappling point blank.

Taliyah MissFortune Jhin Veigar Ekko Chogath Caitlyn Viktor Syndra Irelia Akali Xayah Colourblind mode support sucks for Taliyah Q worked ground almost impossible to see, Same with Make it Rain for MF, Jhin W, Veigar stun warning on a few skins, Ekko R Ghost (specially Trick or Treat), Chogath Q, Cait W on most skins, Some viktor some skins, Most Syndra Skins, Irelia Stun, Akali Shuriken, Xayah Feathers, Most Blood Moon Skins.

Lux Talon Xerath Velkoz Sion Hitbox alignment compared to VFX on Lux Q, Talon W, Xerath Q, Velkoz W, Sion Q

MemoireStar10/16/2019, 9:30:07 AM6 votes

If you can Fix this one, you'll be my personal hero. This has bothered me for over two years now.

TL;DR: When you hover over your champion protrait while moving, you automatically cast spells in the opposite direction of where your champion model is currently facing. This can one up when using long-range-spells like Ezreal R, Kaisa W, Lux R and the likes on enemies at the corner of the screen.

First, the video showcasing the bug. It's still present.

I'll now copy-paste my description from two years ago, it has stayed the same.

Server: EUW

Type of Bug: Ingame bug related to long range skillshots

Reproduction rate: 100%

Video proof: see above; First I demonstrate that casting the spell on the minimap and using the HUD of the game works completely fine, at around 20 seconds, I start demonstrating the different cases of the bug.

Description: When hovering over your champion's portrait next to your ressource UI next to the stats and cast a long range ablity (Kai'Sa W Ezreal R, Gangplank R, Ashe E/R), the ability self-casts, going towards the middle of your champion, which is also the opposite direction in which the champion is currently facing.

Reproduction steps: Cast a long range skillshot (e.g. Ezreal ult, Kai'Sa W) while hovering over your champion's portrait in the ressource HUD.

Expected result: Global skillshot flies towards the direction of the mouse cursor.

Obeserved result: Long-range skillshot flies into the opposite direction of where the champion model is currently facing and NOT towards the mouse cursor, or in the case of Gangplank, self-casts in the middle of him.

Possible reason for the bug: The ability to cast spells like Nami W or Shen ult on allies or oneself by clicking on their portraits could be a possible cause for this bug. Please fix this already or give me a way to turn it off if it's really intended...

kylie lip kit10/15/2019, 6:23:47 PM6 votes

Officially Unofficial Neeko Bug Master Post

Gameplay

  • I’m sure you’re aware of the bug involving her bugged HP bar but I’m listing it for the sake of completeness.
  • When transforming into post level 6 Kayle, you stay melee range
  • When transforming Kayn, you will always transform into regular Kayn, no matter which form he takes
  • Transforming into DJ Sona causes her ponytails to go missing

Other -Neeko is missing many of her voice lines! I have 600+ games on the champ and I've never heard these lines! (using Skin Spotlights as a reference):

  1. First Encounter - Jungle Camp "Hello, Nature! Nature here looks funny."
  2. First Encounter - Jungle Camp "Wow. We do not have that where I come from!"
  3. First Encounter - Vastayan "Hello, Vastaya! Do you know Nami? Is she nice?"
  4. Neeko Clone Gets Destroyed "Tricky Tricky! You got the wrong Neeko!"
  5. Neeko Clone Gets Destroyed "Not Neeko! Hahahahaha!"
  6. Neeko Clone Gets Destroyed "Same luck next try!"
  7. Neeko Clone Gets Destroyed "Haha, you fell for it!"
  8. Neeko Clone Gets Destroyed "So easy to trick!"
  9. Neeko Clone Gets Destroyed "Nice try, but no Neeko."
  10. Neeko Clone Gets Destroyed "That worked! I fooled them all!"
  11. Neeko Clone Gets Destroyed "Goodbye Fake Neeko!"
  12. First Move "Neeko is Oovi-Kat. We are not Vastaya. We are Vasthayshai'rei. We are more colorful!"
ShenisDaddy10/15/2019, 4:27:07 PM6 votes

Can you fix this neeko bug? it is incredibly annoying against a Lulu to not be able to play. https://boards.na.leagueoflegends.com/en/c/bug-report/AIbvtzM3-gameplay-neeko-getting-polymorphed-in-transformation-and-then-auto-attacked-neeko-breaks

Edit: It affects all but base skin.

Shirvallah10/15/2019, 4:48:20 PM5 votes

Bugs I experience all of the time:

  • Shyvana Q cooldown reduction when she autos does not work on towers
  • Ardent Censer buff can still be applied on self when shielding self

I'll post more as I think of some. Thank you. :)

[sg-ahri-2]

GoodPlays10/15/2019, 9:30:53 PM5 votes

Galio E Bug: If the wall blocks the forward movement, it should also block the jump-back movement, but it doesn't always do that and it results in your E getting stuck on the wall sometimes.

Clip of the bug: https://gfycat.com/tintedpettyemu

Raid Boss Morde10/15/2019, 4:55:33 PM5 votes

Morde R bug:

What's supposed to happen: Target loses 10% of their atk spd, you gain that amount.

What's happening instead: Target is losing 10% of YOUR atk spd, Morde is gaining 10% of their atk spd.

You can easily reproduce it by taking Lethal Tempo and activating it, then ult someone. They lose a massive amount of atk spd this way.

1v810/15/2019, 6:33:55 PM5 votes

Rek'sai tunnels bug.

When tunneling there is a small chance that Rek'sai makes the tunnel, but will not go through it. It is easily seen in the videos. It has a low reproduction rate, I'd say out of every 200 tunnels, one will not go through. Skin choice doesn't seem to impact the frequency.

https://www.youtube.com/watch?v=K-Y1NYBVjkk https://www.youtube.com/watch?v=2RCYc2EKECQ&amp;feature=youtu.be

BárkBlade10/15/2019, 4:52:47 PM5 votes

Malzahar E goes on cooldown/consumes mana on low hp minions (1-10 hp) but doesn’t go off/spread

hooked an ape10/15/2019, 8:42:11 PM5 votes

HI Rioters, i want to submit a bug that i know all Thresh players are frustrated about whenever they encounter it, and that is whenever i use Thresh E (flay) to cancel the hecarim's E (Devastating charge) the character is successfully canceled mid dash, however the damage of the ability still goes through, so i will be extra thankful if the Thresh E can actually cancel the Hecarim's E damage aswell, thank you and happy anniversary to all of you <3

TheRealBaz10/15/2019, 9:30:57 PM5 votes

Rek'sai E sometimes doesnt bring you through walls. It has been this way since her launch

BLIGHTBRINGER10/15/2019, 4:48:46 PM5 votes

Bug #1 - Unlocking Varus' W for the first time permanently disables Critical Strike Animations...

https://media.giphy.com/media/xUmUFbGkfSBXUG5gtD/giphy.gif

Bug #2 - Darkstar Varus has broken, glitchy, buggy, pixelated Visual Effects...

https://media.giphy.com/media/KyGn0JFsZ2yngN7vJF/giphy.gif https://media.giphy.com/media/8qFY2rMvz1QmgmRSar/giphy.gif https://media.giphy.com/media/fZYyW0bpYcmwKgSzeT/giphy.gif

Zoombafa10/15/2019, 4:49:36 PM4 votes

Special Weapon Zac has been incorrectly using Classic Zac SFX for his W, E, and R ever since the tank update. Sometimes when you Rek'Sai ult at high distance and press Q immediately after finishing the ability, it will show a phantom Q auto attack animation that does no damage. Huge text for Corki Package notification.

dogsIgnoreBaron10/23/2019, 9:32:05 AM4 votes

Akali chases TP'd enemies on E. That's illegal, it brakes even pro games

Anivia W and Q Doesn't need comments

Blitzcrank R+flash shows wrong area of R: it shows like R procs around flashed blitz, but true area is remaining around his initial position.

Kindred Q occasionally stops working when your screen is not on your champ, so you need to center camera on your champ to use it and lose focus for a moment. Usually it works right and you can use 2-3 Qs blindly while you run to a lane. It happens a few times every game. Q autoattacks blasting cone if in range (smart-cast with indicators, no mouse button) Their Q should be a little bit more range! Occasionally you try to jump over the wall, but Kindred jump like 60% of wall width and get back instead.

Leblanc W chasing LeeSin Q chases, Nocturne R chases, RekSai R doesn't. Is it legal? It should be unchaseable for all!

Nami R If you die right during the R cast animation, it goes on cd, but in Tab menu it shows as "Ready"

Sejuani W+Stopwatch Doesn't work as I want, Stopwatch will be used immediately after W animation, so you can't dodge what you want and just lose 600 gold

Taliyah Q+Stopwatch cancels Q cast So often it's the damage I need for outplay. E also has cast time and also can be cancelled by using Stopwatch, so you never can use full combo or even W+E safely. Also I'm not sure about possibility of Smite stealing while you ride on R, it's unreliable, better try to get there earlier, get off of the wall and try to use smite if you are not killed yet

Vladimir W...Q There is a small window at the end of his W when you can get damage, but you still can't use Q (smart-cast with indicators)

Zac E Why is he running? It confuses so hard. Only when enemy Zac E's to you from fog of war. E + flash: It would be much better if it worked like Yasuo's E -> 3rd Q + Flash combo

Bard E Feels bad to be knocked off of this journey by CC, it makes this ability much less reliable. It should make allies unstoppable or just let them get to the end of E anyway, even in CC, like it do Amumu Q, Leona E, Tryndamere E

Jinx Please, let Jinx players use flash during W or R cast. It's not fair that Ezreal can use Q+flash, R+flash, but Jinx can't. Also her Q cd timer is too long, especially in lane phase. I know it's not a bug, but it felt so when I was starting with Jinx.

P.S.: Please, don't pay attention to my nickname. I'm not toxic, I play with both chats switched off, my nick helps me a lot as a jungle player to force my team to go baron. I wish the best to devs and community and I hope this bug list will not be relevant next year. [slayer-jinx-wink]

Diostukos10/15/2019, 4:51:44 PM4 votes

SONA PASSIVE BUG: Using an ability within a second of firing a Powerchord auto attack, a stack of powerchord is not gained.

Makos10/15/2019, 5:35:02 PM4 votes

Ornn ult does not knockup people that are next to him during the headbutt, despite proccing brittle and having the "airborne text" on them https://clips.twitch.tv/PowerfulHelpfulCatUnSane

Another ornn ult knockup bug - less sure about this reproduction, information and videos on this post https://www.reddit.com/r/leagueoflegends/comments/d91y07/patch_919_bug_megathread/f1m5skl/

Ornn E sometimes cancels itself (no knockup) when really close to the target wall from cast https://www.youtube.com/watch?v=eoK9lTxYbzU

Ornn commonly stops moving during W cast upon taking damage or being soft CCed despite being unstoppable. This is so common it happens at least in about 1 in 3 games, so i never bothered to record it.

Quinterro10/15/2019, 5:01:00 PM4 votes

Rek'Sai bug. It's been there since she was released. Sometimes when she makes a tunnel with her burrowed E she stays at her original location and tunnel is created. There are two variations of this bug. She goes through wall and is backed to her original location or she stays at her original location (plays animation but she is not moving) and tunnel is created. It has been happening every patch since her release. In most cases with this bug you need to be in some distance from the wall, but this bug rarely occurs when she is right at the edge of the wall. Happens most times on the wall on both Blue Buff quarters: https://imgur.com/a/s9tDXOL

Edit: Example of the bug: https://www.youtube.com/watch?v=lYlxKpslKQQ