Riot's hitboxes need to be fixed

Wicked FlamezZ··32 votes·2,274 views

I should have kill him here!

The link above shows my Q literally engulfing every part of this fiora except for her sword. EXCEPT IT MISSED?! I like LoL but the amount of times that animations and hitboxes dont line up is INSANE!. I should never be able to screenshot a picture like that. Then we have abiliities that are more famous for ridiculous hit boxes like lux snare, thresh's q snapping onto minions, blitz's q is literally about 25% larger than his actual hand, Darius's e literally pulls in anyone near his axe, hit or not. It's so bad that alot of new darius will just random E at you knowing they are out of range hoping to get a BS pull.

What makes it so hard? Have your artists make an animation that matches a hitbox or shrink your hitbox to match the animation. There is no reason I am visibly dodging or landing an ability just for some random invisible code to tell me I'm not.

When I dive for first blood I need to know when I land my moves they wont do what the screenshot did and give fiora first blood.....

19 Comments

egoSniper15 votes

It's been an issue since forever. I would love to see it mass-corrected across the board as well but I just don't have faith it will ever happen.

Don't worry though, you'll have plenty of dev time spent on making you new emotes.

koshkyra1 votes

{quoted}

It's been an issue since forever. I would love to see it mass-corrected across the board as well but I just don't have faith it will ever happen.

Don't worry though, you'll have plenty of dev time spent on making you new emotes new 520 rp emotes, 1350 master yi skins, 1820 jhin skins, and new icons that nobody wants.

Just wanted to make sure your comment was accurate and thorough.

LordGeovanni1 votes

not enough adc bombshell of the month skins

Khristophoros2 votes

It's actually very hard. Network latency makes the accuracy inconsistent and while there are some ways to hide it, none of them are perfect, they all have their drawbacks.

Also you can easily take a screenshot like that because the enemy can walk into the area of effect after the hit frame but before the visual effects have ended. Maybe what they should do is make the hit frame more visually distinct so you can see whether the target was in the area at the moment that the skill struck.

They could also make moves like this have longer active frames, but only hit each target once. There is no precedent for that in the game though so I don't think they'd do it.

Wicked FlamezZ3 votes

Even without network issues, if you go into the files and physically look at the hitboxes, they are un-real. The most rediculous I have seen is blitz Q. The circle that "grabs" you around the hand, is not only the entire hand but like I said around 25% larger meaning the hand can completly miss you and still get you because the hand's hitbox is way larger than the hand and most champions hitbox is larger than them. That's not due to lag. Thats basically aim assist if it were a thing in MOBAs.

As for the frames example, idk why it isnt updating damage each frame until my ability finishes. It is an aoe spin. When you get your head chopped off shouldn't matter. especially in the screen shot where she was literally inside the entire thing. That's more than 1 frame of my animation to be that deep in my Q. Also, thats still an animation issue. If mid-way through my animation there is an imaginary timer that says, "your axe is no longer an axe" that is an issue. When the game stops tracking damage, my animation needs to end. There is no reason except for bugs for my animation to still be playing when the ability is not being active.

To me that's simply lazy. The code controlling the damage application should be link to the code controlling the animation so that this doesn't happen. That's exactly how I avoid this issue when I do it. I access my animation's properties in my script controlling the attack that causes the animation so that as soon as the game is no longer using that ability, the animation ends. The other things like blit'z Q, darius E and threshs Q snapping onto miniona but missing champs is just lazy hitboxes.

Khristophoros1 votes

Can you link the game you developed for reference?

Wicked FlamezZ1 votes

Do you have a Unity Cloud Account?

Khristophoros1 votes

[{quoted}](name=Wicked FlamezZ,realm=NA,application-id=3ErqAdtq,discussion-id=EF4ysLsb,comment-id=0001000000000000,timestamp=2017-11-21T04:44:18.811+0000)

Do you have a Unity Cloud Account?

Nope I haven't done anything with Unity.

That reminds me though. Riot developed their own game engine from scratch when they were a tiny startup, so they're not exactly working with the best foundation now. They probably didn't want to pay royalties.

I'd guess that the API their engine provides to the Lua scripts is not as fully featured as what you have access to in Unity. Like they probably can't do something in a systematic way to make animations link elegantly to hitboxes, they'd have to overhaul part of their engine.

Recon12122 votes

Yesterday I played a GP game and the enemy team had a Lux. I was pretty low and the lux ulted but I was ridiculously far away from it, like the visual beam was at least a character model away and it killed me and i had no idea what happened. This is only one instance too. I think riot really needs to look at hitboxes and what the visual looks like that accompanies them. So many abilities have a much bigger (some smaller) hitbox than what it looks like it should hit, and that is frustrating as hell.

koshkyra2 votes

The problem isnt lux's hitbox, it's elevation as said in a recent post.

I myself as a Lux main have played her like 50 times in a practice tool and I've noticed that if she ults downwards, the laser does not appear in the entire hitbox, it leaves a good 300 units "invisible" (still will damage enemies.)

I'm slightly curious as to why you complain about Lux's ult while her Q exists (seriously have you seen this bullshit?)

WillEddy1 votes

so make hitboxes match the visual on screen..revolutionary idea. we dont need to be using 1980s hitboxes in a competitive game. instead Riot MUST ignore common sense.

FoX WindBlade2 votes

Riot fix hitbox plzz

Durzaka1 votes

Thats literally a Renekton thing.

Go just test his Q a bunch of times in practice.

He jumps up when he does the spin, and that makes the animation for the blade go OUTSIDE of the range of damage.

That Fiora is complettely away from the actual damaging range of Renektons Q.

Wicked FlamezZ1 votes

So your telling me that jumping VERTICALLY up, extends the animation to cover fiora's ENTIRE body and implying that that is okay.......... It would be different it was her leg or arm, not her ENTIRE player model. Again, there is no reason an animation is created that can replicate that screenshot except pure laziness.

Durzaka1 votes

Yes it does matter. Just look at the post on the front page right now about elevation changes being different affected skill shots.

If Fiora had been directly to the left or right of Renekton instead of slightly above, the animation wouldnt have even touched her. But because Renekton jumps, it looks like he touches her because she is above him.

It is a matter of perspective and not the hitbox being too small.

Wicked FlamezZ1 votes

Idk, just used photoshop to manually drag renekton to the ground and the axe still cuts through half of her player model lol. Drag him to the ground and his axe still covers her waist-down. So looks like a hitbox problem. Not a perspective if I can manually change it to normal and have the same issue. Denying it is no use when you type "hitbox" in the gameplay forum search and each champ has at hella posts covering the retarded hit box designs.

ZT Xperimentor1 votes

Part of it is the camera angle, which also has long been outdated.

Lakega1 votes

This is why I stopped playing Nidalee. It's both infuriating to play as her, but equally infuriating to play against, all because of the fked up hitboxes. So many times I've seen my Q not hit when it clearly should of, yet many times I see it hit and I"m sitting there like "did that srsly just happen?" before I pounce on them and wreck their day.

That's raging to play against as well when you clearly should of dodged it, and it still slaps you in the face.

okamiyasha951 votes

Not only hitboxes. Riot needs to fix flash too. You can flash in mid ability or attack and they still land it. There have been many cases where right before someone autos me, I flash and I die 5 miles away from the point of contact of their hit. This is especially true for Yas's nado. Right before the nado hits me, I flash on top of Yas and I'm knocked up his Nado. If I flash as he whips the nado from his hip, I get hit. Understandable, but when it's already in motion and I flash between the Nado and Yas, I get knocked up. Either they need to fix flash or redefine it to being a leap. Either way, it's does not work in same the way they define it. It's actual works is a quick leap instead of a quick blink from point a to b.

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