So many people were defending Riot about this

GonahtanuGepardi·12/17/2019, 1:29:49 AM·152 votes·21,716 views

I made post a little over a month ago about nautilus hooking me through a wall when i was playing teemo and people were defending Riot saying things like "you walked past the corner right when his q hit box was there" and "the edge of the terrain isn't where it is visually and it's not riot's fault" etc etc. With clear video proof of the hook going over the wall and they were still in denial...

However, now this video i linked got released on youtube and it becomes undeniable even for the most delusional players that something has to be done. It would be different if the hook started from a spot in front of him so he could use the cc from his hook if he is also standing next to the wall and the enemy is standing next to the same wall on the other side but it doesn't start from a spot like that and he doesn't have to stand next to the wall so it's 100% a repeatable bug. Everyone knows nautilus shouldn't be able to hook anyone from the other side of the wall. That's an intended design choice of his q and also an intended weakness of his. It's time they fixed it.

93 Comments

The thigh guy12/17/2019, 1:40:30 AM43 votes

Welcome to the bs hitboxes in league. It’s been a problem for years and good ol rito likes to ignore it entirely.

Waka FIocka12/17/2019, 8:02:15 AM13 votes

morg Q, Lux Q... blitz hook flashbacks... ptsd

the bloom on their abilities is terribly unfair for 2 reasons:

  1. why do these abilities need handholding by riot? They are SKILL shots. You either hit it or you miss, and the bloom that gives the skill shot a pass is unfair.
  2. Visually the skill does not touch you or your hitbox so it is both confusing and tilting.
NaughtyWord12/17/2019, 8:53:02 AM12 votes

I've learned with hook champions a long time ago that hitboxes are like unicorns; the true nature of them are unknown and will remain that way forever.

General Esdeath 12/17/2019, 8:47:30 AM10 votes

lmfao this game is actually a joke at this point. Client falling apart, game falling apart, but hey, we got new skins uwu

PopcornBunni12/17/2019, 1:45:44 AM7 votes

It isn't people "defending" it. It's you not fundamentally understanding how hitboxes work in a game that updates information on a server.

The shortest answer as to "why this happens" is one word: Interpolation.

Let's pretend League is a game played live and not on servers, meaning hitboxes are measured and determined frame-by-frame, like a fighting game.

Hitboxes in games exist as interpolated instances. That is, they are placed where they are on, for example, frame 10, then there is time before frame 11's hitbox placement. When frame 11 comes, the hitbox is interpolated between the two points between its location on frame 10 and its new target location, meaning it exists at both points as well as the space between the points in the time between the frames.

When the game checks if Nautilus's anchor has collided with anything, it uses interpolated hitbox information. So on, we'll call it frame 10 even though it's probably like frame 40 or whatever, on frame 10, the anchor has not collided with any terrain. Then the game is moving into frame 11, so the anchor hitbox moves to its new location and interpolates the area between the locations. On frame 11, the anchor hitbox has moved past the wall and to a location where an enemy player is. Because the hitbox has been interpolated, it has collided with the wall "between" frames, while detecting a hit on Ashe on frame 11 because her hitbox is overlapping with it.

That's in a game where time is measured in frames. In an online game like league, though, time is measured in MS of ping between server updates. In even the best kept servers, this is going to result in significantly longer interpolation between updated hitbox locations than would occur frame-by-frame, meaning the wall can be much thicker than in an offline game and this occurs.

No one is defending this happening, simply stating why it happens. Even people who wrongly thought it was due to being out of position were simply ignorant of this interpolation themselves, not personally attacking you or vehemently looking to say small multi billion dollar indie company riot can do no wrong.

Ice Weasel X12/17/2019, 1:39:52 PM6 votes

I've said it before, but I'm sure the target champion's hitbox is a larger factor than the projectile.

[{quoted}](name=Ice Weasel X,realm=NA,application-id=3ErqAdtq,discussion-id=tgE3U8wN,comment-id=00070000,timestamp=2019-12-08T01:39:53.183+0000)

If anything, I think the overarching issue with skillshots isn't the projectile hitboxes as much as the character hitboxes. There's far more "valid hit" whitespace in the circles surrounding champions than around the projectiles. It's just that Riot told us about lollipopping, so people assume that's the major cause.

Try hooking the same spots without a champion behind the wall. It won't animate through the wall like that. The reason it does with a champion there is because the champion hitbox overlaps far enough into/past the wall that it triggers a hit. The way Riot animates a skillshot impact is by snapping the projectile to the champion hitbox's anchor position. This is why landing a Thresh hook at the very tip of a champion's hitbox will still anchor to the target's chest.

https://i.imgur.com/4aRgCGZ.png[]

GilxeN12/17/2019, 7:54:18 AM5 votes

Same for Thresh hooks, absolute BS.

FOR JUSTICE12/17/2019, 7:48:43 PM4 votes

but see, completely unlike your last post, this one is actual bullshit. the circumstances are a bit extraneous but none the less this is still completely bullshit for not hitting the wall.

so you can have an upvote.

in your last one it just looked off, due to the hitbox of the wall compared to how its drawn, thats skewed due to the slightly slanted top down view of SR, in a game that only uses x/y coordinates. its the same reason a body slam on blue side wolves from gragas will hit them after jumping the thin wall jungle entrance, but wont on red side.

in your last post it legitimately collided and hooked you which was fair.

LightswornLance12/17/2019, 10:29:51 AM4 votes

Deserved for playing teemo

Charmy Bird12/17/2019, 12:09:28 PM3 votes

Naut q hitbox is broken af to begin with I remember when I tested it in practice tool it's longer than the indicator

14daysuspensionk12/17/2019, 8:21:17 PM2 votes

Nobody understand how Nidalee spears are constantly going straight through targets. Barely any posts on it, and this is what we post about??

Your Demon12/17/2019, 12:31:56 PM2 votes

oh i know exactly why this happens. riot said why this happens. every hook skillshot has a 'clip on radius' thresh has a clip on radius where when its going and it randomly clips to someone its because of that radius. Nautilus has the largest hitbox radius basically what this means is when the ability reaches its max range , an X amount of radius is made around the edge of the skillshot and the game finds the nearest object (pref champs) and clips them to the champion. Since these walls are small when ur touching the wall nautilus hook radius is large enuf to clip thru the wall and to the champion. Another sort of an example is udyr , when he has his bear stance on he gets close to champion and automatically clips/attaaches to the enemy champ it like gives him a boost.

for hook abilities , the largest radius in order ( estimating im not sure of exact value ) nautilus thresh blitz pyke

for all abilities amumu's q is higher since they changed it recently to find champions in a 100-150 radius at max range

ACatIsFineToo12/17/2019, 10:47:59 PM2 votes

Yeah thats messed up. This should not happen at all.

Hitboxes have always been an issue. Riot has never been able to fix visual hotboxes. Ill be a happy boy when RIOT fixes all the spell effects so they are not smaller or larger than the ability they are tied too.

RyzeRework12/19/2019, 8:00:42 AM1 votes

You sir are pretty as fuck lol

Baby Ghoul12/19/2019, 8:24:17 AM1 votes

That's so ridiculous. There are so many busted hitboxes in League of Legends, but Nautilus and his anchor are by far the worst.

Even in lane it doesn't work as intended. The anchor can completely miss you visually, but you'll get hooked anyways. With most hook supports all reasonable people can agree, there are some BS hits. I'm willing to put up with that if it's only once in a while, but with Nautilus there's a BS hit more times than there aren't. It is legitimately broken.

There have been so many times both in my games and in streams where I've seen a champion completely side step his anchor, only to be locked down and deleted or be forced to use flash. It's not fair and when a champion is as broken as that, they should be disabled until Riot fixes them. We shouldn't have to waste a ban, and it's such a well known issue at this point. His ban rate is high, and I know everyone didn't just decide to become Nautilus mains towards the end of season 9.

Aftershock is obnoxious enough. He doesn't need an anchor hitbox that takes up half the lane on top of it because at this point you can play him blindfolded and end up hitting someone half the time.

Radiant Wukong12/17/2019, 2:29:25 PM1 votes

It's working as intended. The anchor actually goes through the target, anchors on the backside and pulls in. If you notice when Naut hooks a champion (put it in slowmo if you need to) the anchor is behind them and they're actually being pulled in. Same goes for thin walls. So this isn't an issue.

Same logic as arrows. If you shoot an arrow through a small animal like a rabbit (so delicious 😋) you can pick up your kill byb the arrow and carry it around because the arrow head is made to penetrate but not be pulled out.

Skia Asteri12/17/2019, 2:07:26 AM1 votes

Can listen to the audio for the right now, but what is the bug?