@Meddler, any plans to adjust/upgrade how pathing works?

Goosetard··2 votes·245 views

This hasn't really been a "hot issue" since you guys toyed with minion collision for a few patches, but I think there's a really easy way to adjust pathing logic to solve those and a variety of other situations that feel bad. Here's how.

Currently, pathing seems to work like this:

  1. Check to see if you're in range of what you're trying to do
  • Do the thing if you're in range
  • If you aren't in range, YOU WILL START WALKING THE SHORTEST POSSIBLE ROUTE TO THE EXACT LOCATION OF WHATEVER YOU TARGETED
  • Repeat from step 1

Movement pathing should stay this way. Targeted pathing (area targeted skillshots, auto attacks, etc.) should walk in a straight line towards what you targeted and only use the above pathing logic when you encounter an obstacle.

This would avoid things like doing an about face when trying to cast or attack something beyond a wall that's just out of range (super frustrating) or csing as a melee champ with a long reach and running circles around creeps instead of just stepping forward and reaching over their heads (also super frustrating).

Having the game optimize movement around obstacles is nice for long journeys, but there's rarely an instance where you require that behavior on a targeted ability and also don't have time to issue a movement order instead. This would easily and intuitively allow players to get better results from game by selecting the appropriate behavior. When you want the game to calculate a path for you, issue a movement order. When you don't, use a targeted ability. [slayer-pantheon-thumbs]

1 Comments

MunchCrunchLunch1 votes

its quite terrible. the other day I was pathing myself towards the bottom side of red buff. and it took me all the way through the top to find myself in the middle of a 3v1 and i died.

also all this minion block is because of the pathing.

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