Ability hit-boxes (Suggested modifications)

Warui·1/14/2016, 10:30:27 AM·1 votes·416 views

Some of the hit-boxes should be modified to make them more reasonable.

For example:

Morgana Q - Adjust the scale of the animation to match the hit-box, or vice versa.

Blitz Q - Make the hand the hit-box, more so a dynamic one, so as it is extending the hit-box is moving with and checking for collisions with entities.

Nautilus Q - Similar to Blitz's hook, collision detection as usual with the hit-box the around the size of the anchor. Terrain collision seems in most cases correct.

Thresh Q - Again, see above.

Thresh E - Match the hit-box to the animation size, (might make it more challenging to land due to the smaller size, +/- 5% width).

Nidalee's Q - Seems fine currently.

Jinx W - Zap seems to hit just a bit shorter than the animation (might be my imagination though, a few units further that is, TBH not needed change)

Lux's Q - Hit-box is quite a bit bigger than the animation (>25% total oversized)

Varus Q - On point.

Vayne E - Tumble might extend the hit-box for some of the duration (Needs to be tested, might have been fixed.)

These are just a few of the ones I started listing... There are plenty more examples of hit-boxes that are not scaled correctly.

Another interaction that is quite interesting. On champions that have jump or airborne abilities, I.E., Tristana's rocket jump, Kha'Zix's jump etc, Skill-shots can land on them while they're in the air, which means that their hit-boxes are extended for the animation... Could modify the champions hit-box to stay the same size and move with them while airborne.

Any suggestions to this?

1 Comments

what you deserve1/14/2016, 10:39:09 AM1 votes

Blitz Q hitbox is the worst crap