Please add honest Skill Shot indicators.

hoglo··189 votes·59,015 views

We know that hitboxes of Skill Shots are weird.

#First Example: Blitzcrank 's Q This will hit the target. https://i.imgur.com/RQsjBb3.jpg[/img]

So instead of changing how hitboxes work and having to spend Season 10 fixing bugs, a better idea would be to just change the indicators to represent what is actually happening - and especially where the Skill Shot will hit and where it won't.

After testing a bit, I came up with this new shape. This highlights important things.

  • You can hit a target directly left or right of Blitz, but not behind him.
  • The left or right hit is determined by where the Skill Shot is aimed at (Blitz will snap to that angle).
  • The hitbox on the long part is a bit wider and does not shrink.
  • The end of the arrow is the furthest the projectile goes.
  • The lollipop shape at the end.

There is still a lot of room for creative shapes and decorations.

https://i.imgur.com/ZTryo37.jpg[/img]

Comparison:

https://i.imgur.com/lv7g8GI.jpg[/img]


#Example #2: Morgana 's Q The projectile hits enemies in the far away corners, so it's probably a rectange that moves along the path. Therefore the indicator should also be a rectangle. https://i.imgur.com/Hs2M2Rd.jpg[/img]

Example #3: JarvanIV 's Q:

https://i.imgur.com/40NVQYQ.jpg[\img]

Example #4: Nautilus 's Q:

Even after some testing, I still don't know if this is a rectangle or just a weirdly shaped lollipop. So here's both. ... but holy moly that's quite a bit larger than I expected. https://i.imgur.com/sfZoKzn.jpg[\img] https://i.imgur.com/dBhuTgU.jpg[\img]

Example #5: Annie 's W: (to test a cone shaped "Skill Shot")

It seems like the angle of the indicator is correct, but you can hit enemies as long as their edge is touching the center point of the cone, even if the enemy technically behind you. This edit isn't very creative and might be a bit off on the round edge. https://i.imgur.com/LF0XxMj.jpg[\img]

Example #6: Thresh 's Q:

Same things as with Nautilus - I couldn't figure out if it's a rectangle or a lollipop. So I'm assuming for now that it's a rectangle. https://i.imgur.com/2TabG0q.jpg[\img]

Example #7: Nidalee 's Q:

Maybe it's a rectangle. https://i.imgur.com/tfjNGIX.jpg[\img] .


.

REQUESTS FROM COMMENTS

.

DrMundo 's Q:

https://i.imgur.com/MhbKbrH.jpg[\img]

Zoe 's E:

uuuuuuuh what? https://i.imgur.com/KomqZ8Z.jpg[\img]

157 Comments

RiotAD Yuumi72 votes

We deliberately make skill shot indicators slightly shorter range and thinner than the actual missiles. This is to account for the fact that many players don't fully consider things like travel time and champion hitbox size when throwing their spells. They'll fire at things "just on the edge" that they expect to hit.

If skill shot line indicators were perfectly accurate it would result in a lot of missed spells that were fired with an expectation to hit.

——————————————— Edit: here’s an example for better clarity.

I ran into a problem with Jinx W. When the indicator was exactly accurate people were more likely to tell me it “missed more than expected.” This is because, while the missile is very fast, it still has travel time so shooting at someone who is max range away will almost never hit them. A shorter indicator was more representative of the “effective max range.”

People are rarely going to be upset if their skill shot hits something that they thought was slightly out of range. In that case, expectations are broken in a positive way, “Oh nice I didn’t expect that root to hit!” They WILL be upset if their spell misses something they expected to hit, “WTF they were in range but the spell didn’t reach them. This indicator lies!”

This is further confounded by the fact that most players’ default assumption is that skillshots “cheat” the indicator a bit. An indicator that is perfectly accurate can often feel as though it’s lying about the true range of the spell, because of EXPECTATIONS.

LankPants83 votes

I'd make the argument that that's part of learning. It's better to give players accurate information and have them learn what to do with it than give them a misleading lie in order to 'help' them.

ModAcademy Kayn19 votes

I'd argue it's not misleading at all. It's simply showing them the optimal range and hitbox of their abilities relative to the game. By making hitboxes thinner, you teach the player without a single word where the optimal place to aim towards moving enemy champions. Same with shortening indicator lengths, you teach the player optimal range instead of range where enemies can walk out of.

It's design that teaches the player how to play optimally, and with experience and time on a champion, people can get a true feel for their abilities accurate range. This is far more beneficial for new players, who are still getting the timing and feel for their champion's abilities. It's telling players "Hey, this range is where you're most likely to hit abilities", with the missing space being the places that most commonly result in misses.

While it may be more "Honest" to give the accurate information, this honesty doesn't help them. Optimal indicators teach the basics, while time and experience teach the limits and veteran knowledge: The same thing that you want from accurate indicators, people learning by trial and error instead of being 'helped' with smaller indicators. All you do is create a harder starter period for knowledge that most people learn through experience anyways.

hoglo39 votes

This is not about new players. I might not be able to see it in the way you do because I'm not new to this game and I don't have to deal with those players. To me your argument is the same as telling new players their ult costs 105 mana because pressing R at excactly 100 isn't "optimal"; or letting them use an ability 0.25 secs before the cooldown ends.

For new players there is a big line in the center to help with aiming and two outer lines to see the width of the projectile. The rest is practice. If you want to help new players then making hit detection consistent or removing unintuitive things like the lollipop shape might help.

This is about how everytime people hit something which they think they shouldn't have hit, they complain about the hitboxes or think it's a bug or spaghetti code. And then they are confused or angry and make posts about it, like those that I've linked in my other comment.

DeathBurst7 votes

This is not about new players.

But yes, it is. Experienced players don't look at indicators anymore, and even if they still do, they have gone beyond the just the intuitive phase and actually learned the quirk of the system. Indicators are definitely a feature for new players.

To me your argument is the same as telling new players their ult costs 105 mana because pressing R at excactly 100 isn't "optimal"; or letting them use an ability 0.25 secs before the cooldown ends.

To the contrary, using your R at exactly 100 mana IS optimal. And you can't actually use an ability 0.25 s before the cooldown ends, but you CAN press the input and it will buffer the command for a lot of abilities, so yeah, they kinda do it, indeed.

This is about how everytime people hit something which they think they shouldn't have hit, they complain about the hitboxes or think it's a bug or spaghetti code.

It's more the people BEING hit that complain, and they don't complain based on the indicator, they complain based on the VFX. Which is exactly why we have these VFX updates from Sirhaian: https://boards.na.leagueoflegends.com/en/player/NA/Riot%20Sirhaian?content_type=discussion

Lady Septimus10 votes

Excuse you, been playing this game since season 2 and I still use the indicators, even/especially for champions I have played for years including lux and morgana. I can't land spells without the indicator because it helps me aim. With the indicator shape the OP is proposing, I think it would help me even more because I would be able to aim accurately. I would feel less frustrated when I miss spells or when enemies land their spells even though it looks like it shouldn't. Currently the spell indicator is misleading and not very helpful but I make do in-spite of it, not because of it.

Hibiscus Tea3 votes

[{quoted}](name=Lady Septimus,realm=NA,application-id=3ErqAdtq,discussion-id=jHZIm50L,comment-id=000b00000000000000010000,timestamp=2019-12-21T05:18:45.408+0000)

Excuse you, been playing this game since season 2 and I still use the indicators, even/especially for champions I have played for years including lux and morgana. I can't land spells without the indicator because it helps me aim. With the indicator shape the OP is proposing, I think it would help me even more because I would be able to aim accurately. I would feel less frustrated when I miss spells or when enemies land their spells even though it looks like it shouldn't. Currently the spell indicator is misleading and not very helpful but I make do in-spite of it, not because of it.

Yes, I agree 100%. I still use indicators as well, and I may not be high elo, but I'm an average high gold player, with 25 mastery 7 champions. 600k points on Taliyah, 500k points on Karma, 300k points on Aurelion Sol and I still use indicators. Speaking for other players by saying they don't use indicators is just pure propaganda.

hoglo2 votes

For me it's mostly about champs I don't know by heart when playing ARAM, and for the champs I do like to play in ranked (plat 4), it's mostly about very specific cases

If I'm standing still in a brush and waiting until an enemy approaches me, I have to "guess" and add however much I think you made the indicator shorter back and then predict the collision with the enemy's movement and the projectile.

And yes, I'm using quick cast with indicators while holding the key, and for me this is the best way to play the game, because I can see what my champ will do before they do it, and I can confirm or cancel the action.

hoglo65 votes

Is this really the reason why you put wrong and misleading information in the game? This is probably not helping players, it's making things more complicated than they need to be.

  • If I'm standing still in a brush and waiting until an enemy approaches me, I have to "guess" and add however much I think you made the indicator shorter back and then predict the collision with the enemy's movement and the projectile.

  • The text reads "ACTIVE: Blitzcrank fires his right hand in the target direction, dealing ..." Well he actually doesn't because that would mean that the projectile is a blob that starts on Blitzcrank's right side and goes forward. But it's actually a blob from his center and only while testing this I found out that I can hook enemies on his left.

  • Patch notes a) "Fixed a bug where Blitzcrank's hook range was longer than intended against bigger targets" (and on the Wiki: "BUG FIX: Lollipop now checks for the target's center rather than their edge, alike the missile. No longer gives an effective bonus range towards larger units.") This doesn't even mean anything when there is no way of knowing what the end of the projectile looks like. And also the collision detection has changed which makes things even more inconsistent when every Skill Shot just works however it wants to.

  • Patch notes b) "RANGE 1050 ⇒ 1150" How much has the indicator increased? By 100 units, or just something like 85?

... and this is just me compaining about Blitzcrank . There are even worse examples like Thresh , Nautilus and Jinx

RiotAD Yuumi27 votes

Jhin R displays two different indicator cones while firing. The enemy sees a larger cone so when they are "on the edge" they're safe. Jhin sees a smaller cone so when enemies are "on the edge" he can still hit them.

This is to account for the two different perspectives. Enemies who see ground indicators expect to be safe when they're "almost outside" whereas the players casting the ground indicators expect them to hit. Drawing the EXACT indicator creates an experience for at least one party the fails to match their expectations.

The purpose of Indicator UI isn't to be EXACTLY 100% ACCURATE, it is to assist players in the execution of their spells.

EDIT: fixed the cone comparison. Original post said Jhin saw a smaller cone (he sees a larger one)

CleverCactus34 votes

"Jhin R displays two different indicator cones while firing. The enemy sees a smaller cone so when they are "on the edge" they're safe. Jhin sees a larger cone so when enemies are "on the edge" he can still hit them"

I'm confused with what you mean by this, wouldn't this mean that the enemy thought they were safe because they were misled by an inaccurately smaller indicator, while Jhin sees the accurate indicator?

That is, if the enemies cone is smaller but Jhins is larger and he can still hit them on the edge, they shouldn't feel safe on the edge because they aren't.

i4got2pull0ut4 votes

Its a favor the shooter mechanic. These aren't new. Heros of the Storm does this as well.

CleverCactus11 votes

I would understand if that was the case, but they implied that their system matches the expectations for both players. If that actually how Jhin's ult indicator works, it doesn't match the expectations for the enemy because they expect to be safe on the edge, but they aren't.

It would make sense if Jhin saw a smaller cone than the enemy, maybe they said it backwards in their comment. Enemies would be safe on the edge, and Jhin would still hit them on the edge.

Tomoe Gozen5 votes

Jhin displays two cones for his ult. One for himself and one for the enemy.

I think that AD Yuumi meant the reverse is true. It has to do with perspectives. A slightly smaller cone is drawn for Jhin as when the enemy is "on the edge" on his cone, he can score a hit as on the enemy side, their cone shows "almost on the edge". When Jhin misses his shot, the enemy has clearly passed the edge of Jhin's cone, while they're on the edge of theirs.

Both player perspectives (the enemy and Jhin), are satisfied here.

https://i.imgur.com/zDhe9Yp.png

A Frisky Jacket9 votes

I think he just typed it backwards. Jhins ui shows smaller while everyone else sees bigger.

CleverCactus4 votes

Yeah that's what I'm guessing

I am Razgriz3 votes

I don't like this. This made me, since shortly after Jhin's release, avoid heading for the edges as often because I saw Jhin's hit too many edge bullets.

AeroWaffle1 votes

[{quoted}](name=I am Razgriz,realm=NA,application-id=3ErqAdtq,discussion-id=jHZIm50L,comment-id=000b000100010008,timestamp=2019-12-23T06:20:54.309+0000)

I don't like this. This made me, since shortly after Jhin's release, avoid heading for the edges as often because I saw Jhin's hit too many edge bullets.

That doesn't make any sense for you to not like it then. As an enemy, the indicator shown to you is larger than the exact skillshot range. If it were the exact size as the skillshot range then you would be getting hit when you thought you were out of range more often.

Their skillshot indicator change helps you make sure you're outside the range, not the other way around.

I am Razgriz1 votes

You're misunderstanding. I have seen it from the Jhin perspective, and not knowing any better, avoided the edges because I believed the Jhin perspective to be true.

iLLp14 votes

[{quoted}](name=AD Yuumi,realm=NA,application-id=3ErqAdtq,discussion-id=jHZIm50L,comment-id=000b,timestamp=2019-12-20T00:04:35.054+0000)

We deliberately make skill shot indicators slightly shorter range and thinner than the actual missiles. This is to account for the fact that many players don't fully consider things like travel time and champion hitbox size when throwing their spells. They'll fire at things "just on the edge" that they expect to hit.

If skill shot line indicators were perfectly accurate it would result in a lot of missed spells that were fired with an expectation to hit.

Why bother commenting on a well thought out post if you were gonna give us some sugar coated bullshit LMFAO.

ModAcademy Kayn29 votes

> explains why they do a thing that's being talked about > "Stop bullshitting us, why even comment lmao"

And this is why Rioters don't visit the boards anymore.

Pierce The Veal24 votes

Maybe people dislike the obvious whiteknighting you’re doing when all you have is authority but no actual knowledge? I’ve seen you and other heralds/moderators just outright side with Riot on the most ridiculous things instead of actually acting like people with actual opinions of your own. Parroting what Riot says and covertly wielding your banhammer might alongside your green/purple names to enforce Riot viewpoints when in fact this is supposed to be a discussion board.

Frankly, this is Riot’s discussion board. If they actually did their jobs and worked for profit like they are supposed to, they should be maximizing the value of these boards and not just allowing it to be a sunk cost. Blaming the players because Riot fucking sucks at managing their own content has to be one of the most ludicrous things to do. “Oh you guys are just so biased and negative on the site we created and have absolute power over, that’s why we don’t listen to you despite keeping these discussion boards up and running. This is a failure on the you the_customer’s_ end, not ours, the business’s end.”

Absolutely disgraceful.

ModUlanopo13 votes

[{quoted}](name=Pierce The Veal,realm=NA,application-id=3ErqAdtq,discussion-id=jHZIm50L,comment-id=000b000300000000,timestamp=2019-12-20T06:11:37.900+0000)

Maybe people dislike the obvious whiteknighting you’re doing when all you have is authority but no actual knowledge? I’ve seen you and other heralds/moderators just outright side with Riot on the most ridiculous things instead of actually acting like people with actual opinions of your own. Parroting what Riot says and covertly wielding your banhammer might alongside your green/purple names to enforce Riot viewpoints when in fact this is supposed to be a discussion board.

Frankly, this is Riot’s discussion board. If they actually did their jobs and worked for profit like they are supposed to, they should be maximizing the value of these boards and not just allowing it to be a sunk cost. Blaming the players because Riot fucking sucks at managing their own content has to be one of the most ludicrous things to do. “Oh you guys are just so biased and negative on the site we created and have absolute power over, that’s why we don’t listen to you despite keeping these discussion boards up and running. This is a failure on the you the_customer’s_ end, not ours, the business’s end.”

Absolutely disgraceful.

Academy Kayn isn't "white knighting" anything. What they are doing is reminding people that the reason why Rioters tend to avoid the Boards is the abuse they almost always have to endure when they do so.

In this case, Riot is saying something pretty simple: skillshot indicators are designed to match player expectations rather than the literal path of the hitbox. Is this a good idea? I dunno. I do know that we're never going to have a productive conversation on topics like this as long as the Boards turn into a howling mob at the slightest whisper of controversy.

LightningShado6 votes

{quoted}

Academy Kayn isn't "white knighting" anything. What they are doing is reminding people that the reason why Rioters tend to avoid the Boards is the abuse they almost always have to endure when they do so.

In this case, Riot is saying something pretty simple: skillshot indicators are designed to match player expectations rather than the literal path of the hitbox. Is this a good idea? I dunno. I do know that we're never going to have a productive conversation on topics like this as long as the Boards turn into a howling mob at the slightest whisper of controversy.

This is the conversation:

"This is how this thing works." "We think that's really wrong and should be fixed ASAP." ignore

ModAcademy Kayn8 votes

"We think that's really wrong and should be fixed ASAP."

Like I said, I'm fine with people disagreeing with something. Even if you disagree with it, you're still accepting them as telling the truth and discussion can move forward from there. Telling someone whose trying to open a meaningful dialouge that they're talking 'sugar coated bullshit' is nowhere close to 'We think that's really wrong'. It's an insult at worse, an accusation of lying at best.

Waka FIocka8 votes

[{quoted}](name=Academy Kayn,realm=NA,application-id=3ErqAdtq,discussion-id=jHZIm50L,comment-id=000b000300000000000100000000,timestamp=2019-12-21T06:45:23.192+0000)

Like I said, I'm fine with people disagreeing with something. Even if you disagree with it, you're still accepting them as telling the truth and discussion can move forward from there. Telling someone whose trying to open a meaningful dialouge that they're talking 'sugar coated bullshit' is nowhere close to 'We think that's really wrong'. It's an insult at worse, an accusation of lying at best.

Well in case you have no eyes, I'll tell you right now that intentionally showing various players different indicators that don't even match the final result anyway is definitely lying regardless. Skill shots are a joke now for this reason. You can miss by a pretty wide margin visually and things still click onto the enemy hitbox. Lee Sin Q, Hooks, Morg Q, etc. Visually skills are missing but the last second RNG pass they get is infuriating handholding that doesn't belong in the game. It looks buggy and cheap to be honest, but for some reason it is actually an intended feature.

Pair that with the sneaking suspicion by players for years that something was off about indicators and hitboxes & you have a lot of frustrated people who want some real answers and fixes. The rioter gave an answer and people aren't happy or satisfied with it because it really does sound like bullshit. An indicator is supposed to lead the player in the right direction.. but then you have misleading indicators on the receiving end for the purpose of inflating the enemy's ego (Jhin R). Yuumi's comment wasn't some icebreaker to meaningfully discuss the issue at hand or 'open dialogue' about it with the community. They said their piece as fact, tried to justify it a bit with some nonsense about helping new players along somehow, and that was that.

If an indicator shows that I am safe but the enemy sees me as juuuuust within range that is broken. sorry but that is completely unfair bias. same with hook champ lollipop effect. Skill shots need to be something that takes skill again. Because in case you didnt notice, most 'skill' shots lead to instant death. That was the tradeoff. You miss, no kill. You land? Kill. Well now you can miss and still get the kill.

fun shit

Pierce The Veal2 votes

That’s understandable, however I would like to point out that it’s all Riot’s fault.

Now now, before you think I’m part of the mob, what I’m saying is as Riot’s official forums, it’s necessary for Riot to have established them in a way where meaningful discussion takes place. This is Riot’s responsibility to shareholders to maximize their profit. If there is something to be gained from the abuse, they must gain it, feelings set aside. If not, they must adjust the Boards such that it is profitable (be it directly or indirectly). Blaming the players for voicing their frustrations is a silly thing to do. It’s on Riot to properly direct these forums, as they are the only ones who really stand to gain or lose.

iLLp6 votes

{quoted}

Academy Kayn isn't "white knighting" anything. What they are doing is reminding people that the reason why Rioters tend to avoid the Boards is the abuse they almost always have to endure when they do so.

In this case, Riot is saying something pretty simple: skillshot indicators are designed to match player expectations rather than the literal path of the hitbox. Is this a good idea? I dunno. I do know that we're never going to have a productive conversation on topics like this as long as the Boards turn into a howling mob at the slightest whisper of controversy.

there should be 0 reason why a competitive game has falsified information for character attacks and abilities. There is no excuse, people are constantly getting put in awful situations due to misleading information across the board.

don't be a simp dog, you know its awful don't fake the funk for brownie points

Sans Hama5 votes

{quoted}

there should be 0 reason why a competitive game has falsified information for character attacks and abilities. There is no excuse, people are constantly getting put in awful situations due to misleading information across the board.

don't be a simp dog, you know its awful don't fake the funk for brownie points

How about literal decades of game design that show this is the best way to keep a happy player base lol. Super Mario fall delay was the first to use it, and you can find it in games from CSgo to overwatch. Literally every game does this shit, at least Riot is transparent.

It’s fine to argue over whether this is a reasonable call on riots part, but don’t act like this is some mora travesty when plenty of players are happier with this.

Personally I think it’s good for new players and makes an overall more enjoyable experience. I’m pretty competitive, but by now I have a full understanding of distances and I don’t need indicators

Cryxe3 votes

[{quoted}](name=AD Yuumi,realm=NA,application-id=3ErqAdtq,discussion-id=jHZIm50L,comment-id=000b,timestamp=2019-12-20T00:04:35.054+0000)

We deliberately make skill shot indicators slightly shorter range and thinner than the actual missiles. This is to account for the fact that many players don't fully consider things like travel time and champion hitbox size when throwing their spells. They'll fire at things "just on the edge" that they expect to hit.

If skill shot line indicators were perfectly accurate it would result in a lot of missed spells that were fired with an expectation to hit.

This is the same kind of reasoning as back when the "sandbox mode" was out of priority due to the "toxic nature" it would bring to the community.

Tin foil hat theories.

Narrow Jack2 votes

{quoted}

This is the same kind of reasoning as back when the "sandbox mode" was out of priority due to the "toxic nature" it would bring to the community.

Tin foil hat theories.

Good observation! It feels like making up reasons to not do something instead of fixing the problem.

AldYi4 votes

[{quoted}](name=AD Yuumi,realm=NA,application-id=3ErqAdtq,discussion-id=jHZIm50L,comment-id=000b,timestamp=2019-12-20T00:04:35.054+0000)

We deliberately make skill shot indicators slightly shorter range and thinner than the actual missiles. This is to account for the fact that many players don't fully consider things like travel time and champion hitbox size when throwing their spells. They'll fire at things "just on the edge" that they expect to hit.

If skill shot line indicators were perfectly accurate it would result in a lot of missed spells that were fired with an expectation to hit.

——————————————— Edit: here’s an example for better clarity.

I ran into a problem with Jinx W. When the indicator was exactly accurate people were more likely to tell me it “missed more than expected.” This is because, while the missile is very fast, it still has travel time so shooting at someone who is max range away will almost never hit them. A shorter indicator was more representative of the “effective max range.”

People are rarely going to be upset if their skill shot hits something that they thought was slightly out of range. In that case, expectations are broken in a positive way, “Oh nice I didn’t expect that root to hit!” They WILL be upset if their spell misses something they expected to hit, “WTF they were in range but the spell didn’t reach them. This indicator lies!”

This is further confounded by the fact that most players’ default assumption is that skillshots “cheat” the indicator a bit. An indicator that is perfectly accurate can often feel as though it’s lying about the true range of the spell, because of EXPECTATIONS.

If its really all about the expectations, then what do you have to say about most skillshots not having an accurate visual representation that matches their hitbox. What do you have to say about someone going for a play only for something like image THIS to happen. He goes for a play expecting to dodge it as the Morgana Q is nowhere close to him, but then gets hit. What do you have to say about his expectations here? Don't you think he should be infuriated with the game as he's getting hit for no reason? Doesn't this also result in a lot of spells landing with an expectation to be avoided? How do you plan to justify this? Furthermore your response to the original post gave a very bad excuse that hardly anyone is happy with, as proved by your negative downvotes. I guarantee if you ran a survey on this providing all the necessary context to 10% of the playerbase in every elo in at least 4 or 5 servers, at least 80% would agree on having indicators that actually accurately represent the hitbox of their skillshot. In order to learn the mechanical aspect of game all players have to rely on their intuition yet indicators and visual representations not accurately matching their hitboxes ruins the quality of competitiveness that your game can provide because it is just very counter-intuitive for new players or even for the veterans of your game. Being forced to assume a skillshot is bigger than it seems to be in order to get your optimal result is plain stupidity as even your best playerbase(the pros) who are seasoned veterans of your game are quite often left dumbfounded by how a skillshot is landing, or not being avoided depending which party they're on.

Pika Fox1 votes

{quoted}

If its really all about the expectations, then what do you have to say about most skillshots not having an accurate visual representation that matches their hitbox. What do you have to say about someone going for a play only for something like image THIS to happen. He goes for a play expecting to dodge it as the Morgana Q is nowhere close to him, but then gets hit. What do you have to say about his expectations here? Don't you think he should be infuriated with the game as he's getting hit for no reason? Doesn't this also result in a lot of spells landing with an expectation to be avoided? How do you plan to justify this? Furthermore your response to the original post gave a very bad excuse that hardly anyone is happy with, as proved by your negative downvotes. I guarantee if you ran a survey on this providing all the necessary context to 10% of the playerbase in every elo in at least 4 or 5 servers, at least 80% would agree on having indicators that actually accurately represent the hitbox of their skillshot. In order to learn the mechanical aspect of game all players have to rely on their intuition yet indicators and visual representations not accurately matching their hitboxes ruins the quality of competitiveness that your game can provide because it is just very counter-intuitive for new players or even for the veterans of your game. Being forced to assume a skillshot is bigger than it seems to be in order to get your optimal result is plain stupidity as even your best playerbase(the pros) who are seasoned veterans of your game are quite often left dumbfounded by how a skillshot is landing, or not being avoided depending which party they're on.

That talon didnt dodge the morg Q. There is no expectation for something that literally hits you to miss.

AldYi3 votes

[{quoted}](name=Pika Fox,realm=NA,application-id=3ErqAdtq,discussion-id=jHZIm50L,comment-id=000b00230000,timestamp=2019-12-23T15:12:11.395+0000)

That talon didnt dodge the morg Q. There is no expectation for something that literally hits you to miss.

yes because according to the visuals he clearly got hit

SirHydro2 votes

{quoted}

yes because according to the visuals he clearly got hit

Pika Fox is a troll. Look at their post history and starggering dislike ratio to their comments.

Toolmaker41 votes

Blitzcrank: -hooks the air around me- and pulls me in

Me: that didn't hit me!

Blitzcrank: then why is your screen grey?

;-;

Freewalker29 votes

Wait Riot is changing hitboxes? This is a great idea, and that's a great design.

DarkDragonVoid1 votes

They never work at usefull stuff. They are followed by automated graphs and money from skins.

ModBianca Colt27 votes

I wouldn't benefit much from this because I usually learn all indicators by heart and use quick-cast on all abilities, but I would definitely enjoy seeing your version of indicators in the game, rather than what we currently have. I personally disagree with all of the statements that were made in favour of keeping the current indicators, but what can you do.

I would actually like to see a global poll in regards to this subject. I think the results would be interesting.

Boomer6 votes

A moderator with a differing opinion to what a Rioter has said?

Did you steal that account?

Seriously though. +1

teto god supp3 votes

+2

ShallowTides20 votes

don't forget there is also high ground and low ground in league of legends https://www.youtube.com/watch?v=idXroXfPNZU

i4got2pull0ut4 votes

This and the Z Axis. The camera is slanted, so a straight line isnt really straight unless you are throwing it directly up or down.

LordRedStone Nr119 votes

Very nice post, but I really can't stand imgur embedding. My personal favourite is using Discord (yes, Discord!) as an Image hosting site, just upload the image in a private channel, right-click and copy-paste the link. If you want to continue with imgur, put [] behind the link, then it will embed like this:

https://i.imgur.com/zr5DJ2C.jpg[]

hoglo6 votes

thanks for the help <3

Hahahahyena17 votes

that morgana indicator is absolutely beautiful!!

Worst Kench NA13 votes

I have no confidence in Riot fixing this. iBlitzcrank (a skin that you have to pay money to use) is a skin so ridiculous with hitboxes that it's actually banned in pro play, and has not been fixed in the 5+ years it's been available. Riot doesn't give a shit about anything below master elo, even though it's most of their playerbase.

Vah Medoh13 votes

"Skins doesn't give any advantage on the game" - most people say.

  • Skin X banned because of misleading visual information that gives you advantage.
PopcornBunni10 votes

Nautilus Anchor is especially bad. Anyone who has spent even 5 minutes with the dude can tell you his Q reaches much further to hit walls and optimize his movement.

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