I don't see a reason why auto attacks shouldn't get the Urchin Strike treatment.

TyroneWatermelon··2 votes·425 views

You know,if the champion had used fast mobility to get out of the animation zone,Fizz's Q will miss completely(this has given fizz plenty more counterplay) Such way,Autoattack system in league will be much more interactive ,all the time I see flashes or mobility spells trying to dodge autoattacks but all the adc or melee champs needs to do is right click or start the animation when in range,the attack will hit no matter what. Instead of melee champions randomly attacking nothing,or projectiles turn around and magically follow a target until it strikes...it will simply "miss" This can give a lot more outplay potential and counterplay overall to autoattackers,HoWeVeR,this will be extremely disgusting on hyper mobile champs like Kalista and Yasuo..so I thought of an idea. There can be put on a minimal line of speed or range on a dash,that will cause the autoattacks to miss,OR even just limit it to blinks/Flesh summoner spell. Share with me your thoughts

1 Comments

zXr6661 votes

Thoughts: Great concept

However... due to the nature of the game and online-play (latency/lag) such implementation is not currently possible with the technology we have. If we could stream-line all players systems EG: consoles, and have everyone play in real-time (no lag/latency) over a closed wired LAN, then it could possibly work. The whole 'e-sport' things makes it so if a player meets the the requirements to play and opts to, they need to be on as equal ground to to speak as their piers within control of the host. Implementing a combat system overhaul is not realistically feasible without alienating a vast portion of account holders, as this is a lower impact game in both PC specs and Network traffic (by Today's standards), as to keep the potential player base broad. The last thing Riot wants to do is potentially lose 90%+ of the player base that could not run the overhauled system to implement this concept, smoothly or at all, resulting in only those with very high systems, internet connections, and prime locations to be able to run as intended.

Its not as simple as one would think, auto attacking, uses a 'lock on' type system, while what you are suggesting is a mix of a lock on and 'free fire' more commonly refereed to as 'skill shot' system in MOBA's. Getting the lock on system to cancel when a condition is met is quite..messy, and having it taken over by a different system. Every single projectile originally an auto shot function would have to be set up as a guided projectile. Furthermore, it would have to synch up with all other players connected. Thats quite a bit more computation there, that then has to be shared among all other players as it happens.

MOBA's were born in RTS games, (namely StarCraft) those games have tried over the years to make such targeting systems, and 'short-cut' them so they work effectively, and do not take gobs of memory, HDD space, computations and entities. They have failed every time. Replays for example were broken for meany years in Starcraft, the Warcraft series, and even the most recent StarCraft 2, using the 'short-cut' techniques they tried. The replays either reproduced incorrectly causing the games themselves to crash, or were completely unusable. Needless to say, in the end, it was not possible to achieve what they wanted.

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