Why don't the indicators for spells, match where the damage actually occures?

1 Wing·2/13/2019, 6:49:56 AM·1 votes·1,668 views

As I gain experience, I want to step out of the circle of, Gangplank's ult--or many other spells--and throw a spell of my own out.

I keep taking damage, when I'm definitely beyond the indicator.

Why make the indicator, regardless of it's a stationary AOE, or a travelling beam: why are the borders of the indicator brightly coloured, if I can still take damage outside it?

If, due to lag, or other factors, the indicators can't be exactly where the damage actually is, then why clearly define an edge? Why not have a circle with no edge?

Because, if I'm taking damage beyond the edge, then the indicator isn't much help.

3 Comments

The Ecdysiast2/13/2019, 7:13:49 AM1 votes

Hit boxes don't and can't exactly match the visuals. The issue isn't the indicator on the ability, it's that you aren't familiar with the hitbox for your champion.

1 Wing2/13/2019, 7:32:02 AM1 votes

yah, sure?

But, I use the indicators to judge where I can safely stand.

so, maybe the hitboxes should be more consistent?

Or, maybe the hitboxes just need to be better, because I definitely have my entire body over the line, and fully over the line, and there is a gap between the final edge of the line--with some pixels of terrain showing--and then my character's body begins.

If none of my character is touching the line, then I should not take damage

3TWarrior2/13/2019, 7:53:03 AM1 votes

champions have an invisible circle and that circle's radius starts between their feet I believe. Each champion has a different size radius from the smallest (Teemo, whose hitbox is literally as wide as he is or only 100 units total, making him one of the hardest targets to nail with a skillshot) to the largest, which are reserved for tanks, juggernauts and bruisers