Why do melee auto attacks not get cancelled by CC?

Darkstar Annie·1/1/2020, 9:48:59 PM·4 votes·3,422 views
  1. Cast a stun spell with instant animation time the same instance you are about to receive an auto attack from a melee champion
  2. The stun does not stop the melee auto attack. This is especially frustrating in skirmishes where your stun could have saved you from taking a fatal blow but does not when it feels like it should have.

Ranged attacks, I can understand; the projectile is already in flight. However, I have a different gripe with how even this favors auto-attackers over casters: auto-attack projectiles in flight continue to the target even if the attacker dies, while targeted spells from a mage immediately disappear despite hearing the sound effect of the spell being cast.

I swear even sometimes targeted spells deal 0 damage after you die despite successfully hitting the enemy. But this one I admit I could just be hallucinating, or a shield happens to pop off cooldown absorbing the damage, or the HP restoration from Triumph rune after getting a kill happens to hit just in time.

But the regarding the main topic, I'm curious why the caster is the one who gets shafted even though they are the first to connect their ability to the target? Why doesn't melee attacks get cancelled when the attacker is stunned before their weapon hits the target? How is it possible to only be partially hard-stunned?

You've seen it. We've all seen it. Maybe didn't think much about it. As an Annie main, it happens to me at least 1 time out of every 10 games. However, no one has ever brought it up as a bug, so I'm guessing there's a valid reason of it being a feature instead.

20 Comments

2gudaiya1/1/2020, 10:28:37 PM2 votes

because the auto attack has completed its hit frame of the animation. you know how orb walking walks? you don't have to complete the full attack animation before moving again, only enough of it for the projectile to be in flight, same thing with melee.

ZT Xperimentor1/1/2020, 10:19:40 PM1 votes

Not all stuns are actual stuns, morgana & neeko just root enemies, being rooted allows auto-attacks to anything in reach and can still cast non-mobility spells. Knockbacks & pulls do stun, but the duration of disability is mitigated by tenacity probably because the distance is fixed and/or briefly in effect, it's not uncommon to have enemies start acting before the displacement finishes. However popups function more like suppressions, denying all actions until ended with few exceptions; gangplank's remove scurvy looks weird as he can try to start running while airborne but won't move until landing, conversely he can cast parley while airborne and it works fine.

Auto-attacks have always been programed to never miss (except when dodge was a thing), there's plenty of clips of enemies flashing away mid-attack animation and getting hit anyway despite clearly being out of range with the exception of vision.

Latency differences have been a problems for years though, and are usually the issue, but with the client's increasing instability I wouldn't be surprised if their spaghetti code is fraying behind the scenes, causing things you've mentioned.

Darkdemon6531/1/2020, 9:56:53 PM1 votes

[{quoted}](name=Darkstar Annie,realm=NA,application-id=3ErqAdtq,discussion-id=ViiKMBgw,comment-id=,timestamp=2020-01-01T21:48:59.944+0000)

Ranged attacks, I can understand; the projectile is already in flight. However, I have a different gripe with how even this favors auto-attackers over casters: auto-attack projectiles in flight continue to the target even if the attacker dies, while targeted spells from a mage immediately disappear despite hearing the sound effect of the spell being cast.

Spells that have finished casting will continue even if the champion who did the cast dies. Sounds start when the cast starts, not when the cast ends.

Warmas1/1/2020, 11:16:04 PM1 votes

They can get cancelled they have a "cast time" you could call it the same way. It is just way lower than the cast time of spells you think about. Also some spells aren't cancelable(f.e.Mordekaiser Q) like some autoattacks aren't either(f.e.Nasus Q).

Vonyalo1/1/2020, 11:28:52 PM1 votes

Neither do dashes and other spells.

ReformedfindlayR1/2/2020, 5:17:00 PM1 votes

Annie main wants annie to be even more ridiculous against melee champions that's hilarious.

Because the 75 or whatever stupid auto range increase wasn't enough.

Darkstar Annie1/1/2020, 11:12:27 PM1 votes

Ah, I was wondering why you were bringing up roots. The title says "CC", that's my bad. I meant "stuns", like fully-disabled action & movement "stuns".

Orb walking almost exclusively has been demonstrated by ranged attackers, and I've no issue with ranged attacks since they are projectiles. My issue is with melee autos particularly. I guess one could say the same rules SHOULD apply so that ranged champs don't have even more of an edge over melee.

But frankly, visually and logically it makes absolutely no sense for melee attacks to still finish while stunned. It feels really bad to see this happen to you, especially if its as frequent as it is. It does impact games, it's the difference between dying or not by a silly game mechanic and nothing of skill or lack thereof.