Please, Riot, fix the hitbox for Death Sentence.

the eigensheep··4 votes·1,083 views

It's theoretically supposed to go in a straight line and end at some point. However, what it actually does is cover all 360 degrees around Thresh and go twice as far as the range indicator suggests. It's almost like it has the 'snap to grid' functionality as well, seemingly turning at right angles just as you think you successfully dodged it...

Ok, Ok. It's not THAT bad. But it is terribly deceptive and inaccurate. I can't imagine it's that hard to fix.

I know this isn't new news and it applies to tons of other spells, but maybe with this popularity contest format we can bring some attention to it.

4 Comments

Sailor Mint4 votes
  • Death Sentence's hitbox is a line.
  • Player hitboxes are a fixed width **circle **around the champion (based on champion size).
  • Certain champion animations are off-center (i.e.: TF's running animation has him leaning forward.

Tethers attach themselves to the center of the champion's hitbox. Unfortunately, they'll look like they "snap" from the edge of the hitbox (where the collision happened) to the center of the champion's model.

the eigensheep1 votes

This seems fair and makes sense, and it's somewhat close to what I expected was the case. I still can't believe it's something that's not easily improved for better readability, but then again, I'm not a programmer.

CNY100001 votes

"cover all 360 degrees around Thresh" ---- Most skill shots have the same mechanism "go twice as far as the range indicator suggests" ---- are u comparing its range to the range indicator of flay? "seemingly turning at right angles just as you think you successfully dodged it" ---- fix ur screen or ur eye...maybe both of them

the eigensheep2 votes

Easy, tiger. It was intended as hyperbole.

  • The 360 degree reference was that the extension from Thresh was simultaneously (i.e., you could be in the opposite direction of the hook, and it would still hit you)
  • Range being twice as far as the range indicator was suggesting just that. The skill indicates a range, say 1000 units (no idea what it actually is), and the actual range was 2000 units.
  • The last part was a reference to what the previous commenter suggested - the shape of the skill hitbox and champion hitbox interact in such a way that the skill seems to snap to characters after it visually appears to miss. Quick searches on youtube will lead you to videos of hooks that look, for lack of a better word, like a broken skill. Again, not right angles, but frustratingly bad visual queues.

As I said, it was frustrated hyperbole. I think it's something Riot could visually improve upon, though.

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