Player movement + Buffered command + Flash direction interaction makes a certain mechanic hard to pu
I recently found this more advance mechanic where the player places a ward further than the normal range -> flashes into ward placement range -> then ward hops to the ward. This mechanic effectively doubles your war hop distance and makes for a quick and surprising ward hop. Link to Heizman video explaining the mechanic. I took this into training mode and was able to figure the timing for the mechanic, but I noticed that sometimes I wouldnt be able to get the mechanic to work while moving. Turns out the interaction between player movement, ward placement, and flash make it impossible to achieve the mechanic while moving. The direction that you flash plays a big part as well. If you flash towards your initial movement command it cancels any buffered commands (ward placement) in between and has your champion continue until it reaches the destination. If you flash away from the initial movement command, any buffered command will go through. I'm pretty sure this is intentional to prevent smoother transitions. Here is my video demonstrating this
If someone flashes towards their movement command, they want to get there faster so the game keeps the initial movement command. If someone flashes away from the initial movement command they obviously dont want to continue down that path, so it cancels the initial movement command.
The problem arises when another command is fit in between the movement command and flash. When you are trying to pull off this mechanic the player is obviously moving towards the opponent. So while you are moving towards the opponent using movement commands and decide to ward out of reach -> flash into range -> ward hop, the ward command gets cancelled and Lee Sin just defaults to the original movement command, he just keeps walking.
A solution to this (Riots job) would to treat the movement caused by ward placement the same as the right click movement command. That way Lee Sin would default to the ward command rather than the initial movement command and the play can happen. Another solution (Players job) would be to press S (Stop champion) right before the ward command so that the default would have to be ward command. But doing this is janky and stops your champion for a brief moment. I think riot should just give ward placement movement the same priority as player movement