Hit Me Hitboxes, hit me! [Hitbox Discussion, All Opinions Welcomed]

ggGetJinxed·9/17/2017, 11:15:17 PM·5 votes·1,625 views

Just an open discussion about Hitboxes in general in this game, which ones do you believe seem absolutely fine, and which ones do you think need adjusting, and such. Putting this under Game Balance because if a hitbox got changed, like say Thresh's hook or Morgana's binding got narrowed, it may seem like a nerf to the champion until people got use to using those abilities with thinner boxes, or a buff to those playing against them, like the recent Gragas body slam change. I could be wrong!

Some if not all abilities can be super impactful and meaningful in determining the outcome of a fight and as such maybe the game, so this is also to get a clear idea on your opinion on how important, or not important, hitboxes need to be in League Of Legends. I've talked to August Browning(Jinxylord aka kit designer of Vi, Jinx, Gnar, Ekko, and Jhin) and Scarizard in the past about hitboxes in on specific things in the past(Jinx's Ultimate hitbox accuracy and hook/binding hitboxes) and given their answers(perhaps Jinx's ult rocket could fill the hitbox since it is AoE but people still only try dodging the projectile and the game is at an angle so some hitboxes play to that angle i.e. chaining GP barrels on the hill in mid lane to river brush) thought it could be cool having a bigger discussion with the community about it!

If I had to give specifics to give people a starting topic, I do think hook and binding hitboxes could be looked at possibly or maybe just explained better, but I am not great at this game so that could be it too. Also as much as I love Jinx yeah maybe the Super Mega Death Rocket's missile could fit the hitbox more so it feels better to play against. Trying to be open minded here!

All opinions are welcome, I'm not here to shoot down your opinion but just have a general discussion.

17 Comments

Ok sure but why9/17/2017, 11:38:59 PM1 votes

Illaoi tentacle hitboxes are whack

Nea1049/18/2017, 7:24:45 AM1 votes

Veigar

Winterwings9/18/2017, 10:11:52 AM1 votes

Thresh Q Hitbox It can behave perfectly normal at times... and then it just decides to meme you over sometimes

Xion The XIV9/18/2017, 10:18:27 AM1 votes

Thresh Gragas Blitzcrank All three of these have the best hit boxes. 2 of which can directly turn 90 degrees in any direction and land.

Teridax689/18/2017, 10:20:31 AM1 votes

League of Legends is one of those games where any discrepancy between visuals and gameplay gets noticed very quickly, and is very heavily criticized. This applies not just for hitboxes, but also for skins with unclear visuals (some are banned in competitive play for this), or with additional effects that the baseline skin doesn't have (Brand's zombie walk used to auto-detect nearby invisible champions, for example). Because of this, I think work needs to be done on visuals and hitboxes so that the two match as closely together as they possibly can, and leave no room for ambiguity. If the effect simply cannot allow for a clear hitbox, then at least drawing the hitbox's outline as it travels, as has been done for several abilities already, could give it the clarity it needs.

Right now, my biggest pet peeve with hitboxes would be lollipopping: in League, some projectiles have a circular collision radius attached to the very end of their path, so that they can compensate for lag and latch onto champions, which makes the hitbox look like a lollipop. In most cases it's not so bad, but it's been mentioned recently that this lollipopping effect is exceptionally heavy on hook abilities like Amumu, Blitzcrank, Nautilus and Thresh's Qs, confirming everyone's suspicions that those hitboxes are out of wack. Ideally, lag compensation should not involve lollipopping at all if possible, as that kind of band-aid comes at a major cost in clarity, but otherwise those end-of-line radii should be decreased in order to severely reduce the rate of false positives, as has recently been done with Gragas's E and its faulty hitbox. If those champions are balanced around having overly generous hitboxes, then all the better, as nerfing them through better clarity would be an opportunity to buff them in ways that make sense (Naut in particular could use some more help).

AlienPrimate9/18/2017, 10:34:31 AM1 votes

The only thing I want changed is so that they either change the programming in river to match the visuals or change the visuals to match the programming. Any skill shot going into or leaving river is off vertically because the game shows character models as being lowered but they are programmed as if they didn't lower down into the river. This makes skill shots fired horizontally into or out of the river appear to be lower when leaving river and higher when entering river.

https://www.youtube.com/watch?v=wX1FR5H12nA https://www.youtube.com/watch?v=x8KJvEBcPh0 https://www.youtube.com/watch?v=65FiG4whBGI

Spoofghoul9/18/2017, 11:20:35 AM1 votes

Lux R for sure is retarded

me Sion .......................................................Lux ===============lazer============>

Somehow i got hit anyway

https://images.duckduckgo.com/iu/?u=https%3A%2F%2Fcdn-enterprise.discourse.org%2Fturtlerock%2Fuploads%2Fdefault%2Foriginal%2F3X%2F8%2F4%2F8476d43d8a0a5b6d2563ea3426d3efb4e6124abc.jpg&f=1

PePsiLemoNN9/18/2017, 4:16:06 PM1 votes

Taliyah Tired of hitting melee minions when aiming for casters lol