Let's talk about hooks some more

NeoseTheUltimate·8/24/2019, 4:08:12 AM·4 votes·3,779 views

You know what English teachers call a catchy opener to an essay? It's a hook.

Thresh Nautilus Blitzcrank

Let's put these three up on the chopping block. Pyke's hook doesn't seem to be as confusing as these three, and there are more important issues with that character. ~~Gold granted off Death from Below. ~~ There are some issues that are brought up with these three in the case of, you guessed it, collision mishaps. I find that each of these three characters has at least some players on edge about their hooks and I can see why in most cases. Having something so detrimental as a hook register as a success when it doesn't even touch the model of the character doesn't really feel too enjoyable for the receiving party. First up, Thresh and Blitzcrank. I think these two have a sort of overlap within their issues. A lot of the examples I've seen over the course of a few years of play center around their perceived magnetic hitbox. I've seen it referred to as the Lollipop effect. The hitbox is the largest at the end of the projectile. I get that. The fist should be wider than the long, slender...whatever it is Viktor used to make that coil. Perhaps some clarity should be adjusted for players on the client side. I know plenty enough about another game with client-server issues, Team Fortress 2, which often has one player scoring a kill according to the server while the client shows something that shouldn't be possible. If this is the case, then perhaps a sort of highlight around the hook's phantom range could do it. A little static electricity emanating off the hook for Blitzcrank and some spooky green glow for Thresh. If it's a matter of changing the hitbox itself, I'd at least like the line that shows your ability's range and width be adjusted accordingly akin to how Diana's Crescent Strike, that's her Q by the way, shows the projectile's path and the subsequent area affected by the hitbox. Reasoning aside for a moment, anything is better than being subjected to watching Blitz's fist get teleported inside my champion when it hasn't touched them thus far. _Thresh is slightly different in that I'd rather see the sickle part of the hook as the width of the spell instead of being right in the middle. It'd mean that the line attached to it would have to be on one edge of the ability which might lead to another magnetic hitbox issue, but I feel like that's preferable to seeing the hook facing the wrong way and still end up catching something. _ The much more important fix should be Nautilus. The Titan of the Depths boasts an aptly titanic hitbox that ignores a lot of rules in the current game. It tends to go much further out than it shows. It's got the same magnetic hitbox issue on the sides and adds a length magnet in as well. I can't really come up with a reason to keep it the way it is. Something about the hook should be changed, either making clarity changes to the animation and, tooltip(?), or by adjusting the hitbox to match with the current animation and projectile projection tooltip thing that I don't know the word for and have been scrambling to describe. I'm not a game designer. I don't have a much better solution other than, "please fix this glaring issue."

Hopefully, there'll be someone else to improve on the message I'm trying to convey with this post. There are a lot of issues that need to be worked out, for sure, but I'd at least like to see this one on the list with all the others while their support forcibly removes me from the teamfight.

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