Why do melee auto attacks not get cancelled by CC?
- Cast a stun spell with instant animation time the same instance you are about to receive an auto attack from a melee champion
- 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.
Q) like some autoattacks aren't either(f.e.
Q).