If your auto attack goes off but you die before it hits
It should still hit.
It makes 0 sense that just because you die a projectile disappears from the map.
It should still hit.
It makes 0 sense that just because you die a projectile disappears from the map.
You have to understand the projectile is only an animation of the attack timing, and not an actual object in game. An attack takes x amount of time to "hit". If you die before that time, regardless what the animation looks like, a hit is not scored.
Okay, then so should melee autoattacks
Riot's biased towards ranged far enough as is
QUALITY CODING OF A MULTI-MILLION DOLLAR E-SPORTS GAME. /sarcasm
YES, CAPS.
I MAD.
It depends on when in the animation it occurs -- as Quinn mains can tell you, sometimes an attack can still be cancelled even if it's in flight.
Not even dying, it's so dumb that you can watch the auto attack projectile fire, move, then have it be canceled mid air. Not sure why Riot thinks this is good design.
To help illustrate what Wirius is saying, go play twitch. You can literally animation cancel AFTER your shot hit. At least on gangster Twitch.
It sucks on Sona so much; if you're both low and you die before your powerchord lands it just disappears. Her passive requires use of auto attacks, you'd think they could make an exception for her.
I thought the game already worked this way lol how else do 2 people both die at once
It already does hit, only that ranged auto "casting" and auto "creating" are not properly "hitboxed" on most champs: the same happens if you auto a minion and move too fast. The animation make it seems like the projectile was created, while it was not
This happens frequently with Ryze's E, when he dies, if it didn't connect, it doesn't, and if it does, it doesn't bounce.
for too long, too many times i watched my lucian q go off right on top of the enemy champion only to do no damage cause i died a split second before.
I never noticed that with ranged auto attacks, but I did notice the event when a turret projectile is in the air and the turret dies, the projectile doesn't hit. It would take some getting used to, but this really should not happen. It should still hit even if it dies, but not if you flash out.
I also think flash should be able to avoid projectiles (most, not all) unless it is locked on somehow, but that's kind of a different story. It's kind of stupid when a turret fires at me 10 milliseconds before I flash out of range and it still hits me. Some abilities/projectiles should lock on regardless of flash, but definitely not all.
Maybe restrict abilities that autolock during flash to ultimates, or certain abilities that specify 'homing even during flash', like Veigar's Ult still hitting you when you flash out seems fair, because it's powerful magic and an ultimate. But some weaker/non ultimate abilities like Kayle's Q (the slow) should not hit if someone flashes out, but it still does. Since flash has such a long cooldown it's not like this would imbalance the game much. If your reflexes are quick enough to flash out before a projectile (nonultimate) hits you, it feels unfair that it still hits you.
Flash should also DEFINITELY cancel out minion attacks that are following you. It's really annoying when I barely escaped a big battle by flashing out and I die 3 seconds later because minion projectiles followed me underground 50 feet away, and the enemies get full credit for the kill.
Here is the problem, there is no good way to code the game so that this happens while also keeping in auto-attack stalling. The function they are using is on a delay based on the champion's animation. Most likely the function for that projectile animation occurs before the one to deal damage. I say this based on the fact that sometimes if you time it correctly, you can cancel the animation after the projectile and before the damage.
Meaning that the damage of an auto attack is based on the function which the animation of that champion model is attached to, not the projectile animation itself.
Now consider if they were to reverse this and attach the damage function onto the projectile animation, first this would probably be much harder to optimize, but more importantly in terms of gameplay it would mean that a person who was very quick at clicking could start an auto attack, cancel it, and fire again, artificially increasing their attack speed if timed correctly.
projectiles DO still hit at least spell cast projectiles do. I've gotten so many kills after death from Annie's slow as heck homing Q projectile
some spells do for instance ahri's ball can kill after her death i once had a game where i died right after throwing my q and my ball going back gave me double kill our xin said 'ahri, i love you, you are sexy and strong' it was funny but pleasant
had another game where i killed (iirc) fizz the same way 1v1, he killed me but died to the returning ball
But then you'd probably be pretty damn salty when you kill a melee champion, but their dead body somehow persuaded your HP to lower a bit (resulting in your death) because their animation started up already.