Zoe's E; Inconsistent Behaviour when Traveling through Walls.

AutomobileV··17 votes·1,254 views
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Due to the nature of how walls work in League of Legends, Zoe's E (Sleepy Trouble Bubble) has very inconsistent travel distances when targeted through certain walls on the map, which can easily lead to big differences between the player's expected result and the actual in game result. I've outlined a few examples of what I'm talking about. This happens on a large portion of walls.

I believe the problem stems from the fact that walls in League of Legends are somewhat jagged as opposed to smooth and rounded around the edges. I don't expect there to be any easy fix to this kind of problem, but I do expect many players to encounter this issue and have a bad experience because of it, and I want Riot to be aware of this interaction.

EDIT: Just tuned into Shiphtur's stream while he was playing Zoe. This behaviour is unfortunately common. https://clips.twitch.tv/UninterestedMuddyBobaM4xHeh

12 Comments

Śhunpo6 votes

It shouldn't have that long of a range.....

AutomobileV6 votes

If you understand the ability, walls act as a static range increase, meaning Zoe needs to be immediately beside a wall for it to travel a long range out the other side, which requires quite a bit of planning beforehand.

Śhunpo3 votes

{quoted}

If you understand the ability, walls act as a static range increase, meaning Zoe needs to be immediately beside a wall for it to travel a long range out the other side, which requires quite a bit of planning beforehand.

The ability was fine with its default range, but I guess Riot does indeed like to break champions lel.

AutomobileV5 votes

I'm not here to argue whether or not the ability is too strong or not; I am more concerned with whether or not it behaves consistently.

On the topic though, I will say that Zoe's kit clearly lends itself to more of a utility based role that works around vision and picking off targets (damage-less ult), and so seeing some of her base abilities like E have a very big impact in the game does not equate to being broken.

LordGeovanni1 votes

then we can consistently remove the interaction. Why does she have something that interacts with walls anyway is it refelctive of her lore or something is it refelctive of the rest of her kit or did riot just pull it out the ass because they didnt want her to e and it stop at a wall so she cant use it to cc over walls but they didnt want it to go through walls because if the player gauged it wrong and it went through normally they ground area would be sitting inside the wall and by dam if mages gonna get punished for misplaying.

PEEPEEPÖÖPÖÖ5 votes

bard is same thing welcome to a bard mains life deal with terrain woo hoo

AutomobileV2 votes

Trust me I am not stranger to Bard's portal interactions.

I will say, however, that I think the issue is more evident with Zoe's E because while Bard's portal will consistently send you to where the portal ends (even if the length gets somewhat stunted by strange terrain layout), Zoe's E will not only suffer from the same problems, but then also have the issue of getting it's range cut short AFTER exiting the wall.

nm10102 votes

The walls are drawn like spaghetti, they never fixed it for Talon or Bard so I doubt they'll fix it for her.

Myzisco1 votes

I was just testing this on the practice tool as well and wanted to see if anyone brought it up, I had a case where the indicator also told me the ability was going to end where the wall makes a circular curve at the jungle next to bot inner turret, but then the bubble continued through the wall even though it seemed to be in completely open space for a moment, but it isn't supposed to enter a wall a second time.

Emerald Fang1 votes

It stops wherever your cursor was upon cast, I’m pretty sure. Which sucks. Please make it go max range.

AutomobileV1 votes

Nah I'm certain that it does not have anything to do with where your cursor is upon cast.

My guess is that the walls are jagged, and so in certain positions upon exiting a wall, it's possible for the bubble to immediately hit a "jagged edge" and act as if it has hit another wall, which is why it drops immediately.

V The Support V1 votes

Maybe it's due to terrain being raised which gives a depth illusion.

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