Why does trist have a jump that breaks cc AND resets
Like for real, you cant catch her ever
Like for real, you cant catch her ever
It doesn't break CC. Very few types of crowd control cancel dashes.
It doesn't break CC
actually it does break CC, there is an un-interrupt able cast time, to both her jump and Ezreal blink. Both of which, if timed right will ignore hard CC, like a blits Q or thresh Q, and put off other hard CCs such as snares/immobilizers until after the jump has taken place, even if you land it before they move. Which actually reduces the amount of time they are snared, as the timer starts ticking as soon as you hit them, but then they jump/blink and the whole time they are moving the time is still ticking down, yes its a minuscule amount of time, like .25 secs for tris less for ez, but still none the less it does reduce the actual time snared.
Very few types of crowd control cancel dashes.
ALL hard CC should cancel ALL dashes/blinks, as well as Snares/roots/immobilizers that hit before. It makes no sense why some dashes can break CC, while others are 100% completely interrupt able midway/quarter-way/whole-way/beforehand.
actually it does break CC
If your CC lands:
Before she casts: She can't cast Rocket Jump due to being CC'd. Mid-Cast: Rocket Jump Resolves and she's CC'd at her landing point. Mid-Dash: Unless the crowd control has higher priority than the dash (i.e.: displacements, taunts and suppresses), Tristana will be CC'd at the end of her dash.
She'll get CC'd, but a large portion will be "wasted".
It makes no sense why some dashes can break CC, while others are 100% completely interrupt able midway/quarter-way/whole-way/beforehand.
That's how it works for all CC skills, but the impact is not the same on every champion,.i.e.: being stunned on top of her target doesn't give Diana a reset, and that's probably worse than Lunar Rush not going through.
Mid-Cast: Rocket Jump Resolves and she's CC'd at her landing point.
Incorrect, land any of the 3 hooking abilities form Blits/thresh/Naut mid cast and they ignore it completely, the only exception is thresh can still pull him self to them, and naut is still pulled half way. Other than that the CC on tris or ez is completely ignored.
Do this on any other dash/blink and it will stop there dash/blink
Please give us a video of this happening.
I seriously want to see a Tristana mid-jump ignoring a pull, or a knockup, or a knockback. Because I have never seen it happen before, because the way the game works--the rule--is that Airborne type CC overrides non-instant gap closers (dashes).
Please read before you post
Mid-Cast: Rocket Jump Resolves and she's CC'd at her landing point.
Specially the important parts. like where i quoted "MId-Cast" which is different than "Mid-jump"
now my statement suddenly makes sense, and is 100% true.
As are all my other statements, which people are down-voting because apparently they don't know the truth?
You're right, I misunderstood what you said, and it's true that CC during a spell's casting time will not interrupt it.
This is true across the board with casting times. Casting delays are not interruptable, because they are not channels.
which they should be interrupt able. Which you have to agree with.
which they should be interrupt able. Which you have to agree with.
...no, neither do need to agree, nor do I agree.
This is like saying skill shots should fizzle if you die while it's flying.
so its okay for certain champs to completely ignore getting hit by spells? that's what you just said.
Systemically, it has been how it works; casting delays are not channels, because if everything is a channel, you can interrupt anyone's spells just because they didn't complete their casting animation.
I am not okay with having literally everything interruptable. Most rational players aren't okay with that idea either.
actually it does break CC, there is an un-interrupt able cast time, to both her jump and Ezreal blink. Both of which, if timed right will ignore hard CC, like a blits Q or thresh Q, and put off other hard CCs such as snares/immobilizers until after the jump has taken place, even if you land it before they move. Which actually reduces the amount of time they are snared, as the timer starts ticking as soon as you hit them, but then they jump/blink and the whole time they are moving the time is still ticking down, yes its a minuscule amount of time, like .25 secs for tris less for ez, but still none the less it does reduce the actual time snared.
This is what is known as a "casting timer" and is almost universal to all non-channeled spells. There are a handful of non-channeled spells without a casting time, but I don't think you want Rocket Jump or Arcane Shift to have no delay at all.
ALL hard CC should cancel ALL dashes/blinks, as well as Snares/roots/immobilizers that hit before or during dashes/blinks. It makes no sense why some dashes can break CC, while others are 100% completely interrupt able midway/quarter-way/whole-way/beforehand.
I can't think of a single dash that is actually interrupted by any non-Airborne type CC. All of them are capable of completing the dash/jump/blink before stopping, so long as it's cast before the CC begins.
This is what is known as a "casting timer" and is almost universal to all non-channeled spells. There are a handful of non-channeled spells without a casting time, but I don't think you want Rocket Jump or Arcane Shift to have no delay at all.
Why cant they have no delay? Virtually every other dash has no delay, and giving them this delay allows them to ignore some styles of CC.
Why cant they have no delay? Virtually every other dash has no delay, and giving them this delay allows them to ignore some styles of CC.
It's not that they can't have no delay, it's that you seriously wouldn't want to see them without a casting delay.
And this delay is so that you can catch them before they escape.
It's not that they can't have no delay, it's that you seriously wouldn't want to see them without a casting delay. And this delay is so that you can catch them before they escape.
think about what you said. If they didn't have delays they would be just like every other dash/blink. And that is perfectly fine, at least they could no longer completely ignore CC, and they would be just as catch-able as any other dash/blink. Fair, and balanced.
If they did not have this delay, they would not get caught in the first place, because they would start traveling faster.
And it is extremely difficult for someone to intentionally cast a spell so that the quarter-second delay is running at the moment they are CC'd. Not only does that require professional gamer reflexes, but also nearly zero latency in order to do it on purpose.
do u catch lucian? kha? ren? riven? list goes on and on and on. The point is ez and tris can IGNORE some types of CC due to there long cast delays.
this needs to be changed so that they can not ignore CC, I just landed a skill shot and my reward is they completely ignore it due to an over-site on cast time delays.
Any of them can ignore all non-airborne CC. This is not unique to Tristana and Ezreal.
yes if they can time their .1 sec delay absolutely perfectly (which you cant). except on ez or tris, who have a much longer delay, thus allowing them to completely ignore some types of CC.
Their delay is not "much longer."
They're all 0.25 second delays, with a very select few exceptions (Ezreal's ultimate, Lux's ultimate, etc.)
Tristana and Ezreal's jumps both have cast times. As such, CCing them DURING the cast time but before they actually casted will cause the CC to take effect, but then for the jump to complete and happen. This is why you can get Blitzcrank Q'd or such and jump out.
Otherwise, currently all dashes in the game (as far as I know) are not stopped by hard CC (except airborne CC, such as knockups or knockbacks), instead applying the CC they took during a dash after the dash completes.
It's so fun! WHEEEEEEEEEEEEEEEEEEEEEEEE! :D
(Rito pls don't nerf)