@Meddler: A mechanical adjustment for Syndra's E?

Overlord Forte··13 votes·1,104 views

Hello,

So, just a quick food for thought. There's been a long standing problem with Syndra's E in that it's - ironically - terrible at defending her in close quarter's combat. Basically, anyone standing at the edge or inside of her model will not have her E apply to them correctly.

Picture for Context: HERE

This can result in them being launched at strange angles {Video}, or them just outright not being hit due to how the minuscule hitbox works. This is most prominent on anyone with targeted dashes, such as: Lee Sin, Irelia, Akali, Diana, Fizz, etcetra. Over all it can show up on anyone, so long as they're standing inside of her.

Could the base of Syndra's E be increased a little, or a tiny circle added so people there get caught by it? It's one thing to dodge the cone via orb walking or quick movement, but when standing or using any targeted dash in her hitbox can make E almost unusable, it kinda sucks. Coupled with her 'hovering model', actually knowing when someone is outside of that vulnerable spot is an exceedingly risky guess to make. This problem generally persists in both her base E, and level 5 E, so a wider cone at the deep end doesn't really help.

This isn't to do anything about making it better in melee period, just the 'standing inside her' problem.

Thank you for your time~

10 Comments

Vesarixx4 votes

Heimerdinger Upvoted for science

Also subscribed to your youtube channel and added you in game, if you need help testing a bug in the future let me know.

Overlord Forte1 votes

Sounds good. Thank you :)

LankPants2 votes

I made a quick diagram that explains how I think this could be fixed

http://imgur.com/QwKLgfL

The basic idea is that enemies who are in the green box which would be slightly larger than Syndra's model would be pushed forward directly in the direction that Syndra cast the ability. They would then be pushed forward along their trajectory util they met with the main cone, at which point the game would calculate a new trajectory based on where they collided with the cone, IE. a champ who collides late will be pushed near the corner while a champ who collides early is pushed nearer the centre. The yellow box would not push back enemies unless they were already tagged in the green box, at which point it would continue to knock them back into the cone.

I believe this is a good solution because it removes a lot of the clunky melee interactions on her E, hopefully with spheres as well as champs whitest still allowing sidestepping as long as the hitbox was the right size/shape.

Overlord Forte1 votes

This is in the general ballpark of what I envisioned, though circular boxes behave more sensibly than squares do (semantics, but ...). As long as the actual pick up hitbox is the same as her 'model box', melee attacks shouldn't be affected. Just model hugging, ideally.

LankPants1 votes

I think the best way to do it would be a circle or an oval for the green hitbox and a square of equal width for the yellow one. I kind of used squares because it's just a lot easier to draw up with them.

Fasmodey1 votes

[{quoted}](name=Overlord Forte,realm=NA,application-id=3ErqAdtq,discussion-id=TLB1Ey7y,comment-id=00010000,timestamp=2015-12-04T06:42:02.716+0000)

This is in the general ballpark of what I envisioned, though circular boxes behave more sensibly than squares do (semantics, but ...). As long as the actual pick up hitbox is the same as her 'model box', melee attacks shouldn't be affected. Just model hugging, ideally.

I love Syndra and I main her but wouldn't be a bit OP? It's her weakness, she should be weak to melee range. She should be weak against mobility. It would decrease this weakness and make her more powerful, then you know the story, nerfhammer.

Overlord Forte1 votes

It would alter the effectiveness of 'hard' body blocking, which innately relies on stepping inside models to be done. Any one in melee combat with her should have the range to stand comfortably outside of it (e.g, if her model is a radius of 60, and enemies reach out to 125-150, they have 65-90 units of comfortable walking room). No one else with personal defense skills has this level of mechanical difficulty within that deadzone. E.g, Xerath, Brand, Zyra, Ahri, LeBlanc, etcetra.

Their projectiles all start at the 'behind' of their model, so they will hit things inside them generally. Notably, however, they're all line skill shots - so fat rectangles. Syndra's is a true triangle with a curved bottom (the fat end of the E), so the 'tip' (her model base) is very small. The proposal is to make this in line with the other skill shots, really.

xBushx1 votes

I think it should just come from a little bit behind her like an Azir ult...when comboing with Q.

QOL improvement.

Dominick Destine1 votes

That'd be great. Syndra has one of the worst defensive mechanisms in the game.... compare to Brand; Brand has a near on-demand stun and a much higher base MS.

Mansana1 votes

As a character with no mobility, this change is very important to get those annoying melee champs off your booty.

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