Ability hitboxes need another pass over.

The Bad Touch··4 votes·366 views

Watch the section from 20:43 - 20:54 at 1/4 speed.

Very irksome that so many abilities still have a larger hitbox than their animation.... when some do not. The Lee Sin Q whiffs by a good 10 pixels... but still connects while the Cait R is literally one pixel off of Janna but bypasses her. This gets even worse with some of the newer skins with funky graphics. The pulsefire/project skins in general are TERRIBLE for this.. and actually offer noticable gameplay advantages.

3 Comments

Xintium1 votes

Hitbox clarity is an old topic, even if not many know about it.

Hitboxes do not simply need a pass: they need a complete rewrite. They are irregular, unpredictable, vary from skin to skin, longer/shorter than tooltip range indicates and are, in general, complete nonsense. Champions hitboxes are another weak point. Riot did an extremely poor job regarding hitboxes.

A youtube video showing some inconsistencies: https://www.youtube.com/watch?v=i0YGO2kEimg

The Bad Touch1 votes

Yeh It really throws me. As an older gamer I can't exactly rely on super fast reaction times. Adding an additional layer of memorizing each skills wonky hit box, which champions hitboxes are off, and trying to have that thought process go through my mind while trying to dodge a skillshot.. ain't going to happen.

I've also died to more than a few flashed abilities that didn't visually connect, but somehow got me AFTER the flash. An example from a game a few days ago was noticing a blitz pull from drag pit at the last second and flashing into red pit... only to get pulled BACK into drag pit... That one still has me confused. The really odd part is it actually updated the map to show that red had been stolen. SO I was physically in the red pit... before being pulled back by blitz.

Darkdemon6531 votes

http://imgur.com/a/nSn64

That is definitely not a miss.

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