Fix Naut hitboxes!!!!!!!
The hitbox on Nautilus's q is waaaay bigger than the animation and I think that we have all been hooked by this guy -------->
when we didn't expect to because the hitbox is so fked up.
riot pls
The hitbox on Nautilus's q is waaaay bigger than the animation and I think that we have all been hooked by this guy -------->
when we didn't expect to because the hitbox is so fked up.
riot pls
The hitbox on Nautilus's q is waaaay bigger than the animation and I think that we have all been hooked by this guy -------->
when we didn't expect to because the hitbox is so fked up.
riot pls
Same kind of logic as plenty of other champions skill'shot based abilities, though it would make sense on
's Q since it 'travels back' after reaching its distance, but instead of just stopping instantly and going back, it actually 'slows' for short moment then floats back to Ahri.
Sometimes i feel its due to a mix of super low milli'second interactions(aka 'latency sometimes') and sometimes if the 'edge' of the ability's hit box tapped the hit box on the champion, which would sometimes explain some shenigans that happen such as when you supposedly 'flashed away from it', yet a hook grab like
,
or even
still activated, since unlike
,
and
who have 'second follow ups', but the tethers can be broken via distance, they likely will still be in effect as long as they 'secured' the hitbox pixel touch. Its when i feel like they need to be tweaked a little to make them less annoying abilities or even remove the blooming part of the exploit reason thats making them ridiculously strong such as
, a cheap early grab item which most 'hook type champions' exploit the hell out of for easily chasing a target down to hook grab and CC the hell out of them and even if a 'person' were to poke them while running, it usually lets the 'chaser' gain enough space to grab them before the runner can capitalize on the 'now in combat move speed penalty on
.'
[slayer-jinx-unamused]