Wallop's Targeting Indicator is inaccurate by design

Ironclad Dragon··75 votes·9,097 views

Whenever I play Gnar, aiming his Mega W feels off. The targeting indicator is shaped like any normal skill shot indicator, yet its displayed effective radius doesn't match up with it. The displayed effective radius is a rectangle extending from Mega Gnar, not a normal skill shot. I've tried to describe this before to people, but without pictures it was difficult. So I actually learned how to take screenshots in-game to show the difference; and it's a major one, I think.

Granted my aim is a bit off so they might be misaligned, but look at these pictures and just try to tell me that Wallop's targeting indicator matches up with its effective radius. The indicator can fit in the actual radius.

Could Wallop get a new targeting indicator? I know there are rectangular indicators in the game (Lucian's Q is what I have in mind), so can Mega Gnar get the same thing? It doesn't feel right when you narrowly miss an enemy or stun them when you outright shouldn't.

Edit: Overlapping Image supplied by Alopex http://apollo-na-uploads.s3.amazonaws.com/1439304757/GnarComparison.jpg

28 Comments

RiotAD Yuumi33 votes

Meddler pointed me over here. You've got a good point. I know Lux's R uses a rectangular indicator so maybe I could borrow something like that...

I'll take a look today. No guarantees, but may be able to improve it.

As a side note, many of our arrow/rectangle cast indicators (the ones only the caster can see) are slightly shorter and skinnier than the actual effects they represent. This can account for things like travel time and makes the spells feel more accurate overall.

As an example, Jinx's W has 1500 range but the indicator is 1450 units long. This means you're less likely to use it on running targets who are at exactly the max range as they'll be slightly outside the indicator. This is good because when you take cast and travel time into account you were never going to hit that guy anyway.

Ironclad Dragon2 votes

Thanks.

{quoted}

As a side note, many of our arrow/rectangle cast indicators (the ones only the caster can see) are slightly shorter and skinnier than the actual effects they represent. This can account for things like travel time and makes the spells feel more accurate overall.

As an example, Jinx's W has 1500 range but the indicator is 1450 units long. This means you're less likely to use it on running targets who are at exactly the max range as they'll be slightly outside the indicator. This is good because when you take cast and travel time into account you were never going to hit that guy anyway.

Totally understandable. It's just that Mega Gnar's W feels very off in comparison to Jinx's ult.

junglerboy162 votes

{quoted}

Meddler pointed me over here. You've got a good point. I know Lux's R uses a rectangular indicator so maybe I could borrow something like that...

I'll take a look today. No guarantees, but may be able to improve it.

As a side note, many of our arrow/rectangle cast indicators (the ones only the caster can see) are slightly shorter and skinnier than the actual effects they represent. This can account for things like travel time and makes the spells feel more accurate overall.

As an example, Jinx's W has 1500 range but the indicator is 1450 units long. This means you're less likely to use it on running targets who are at exactly the max range as they'll be slightly outside the indicator. This is good because when you take cast and travel time into account you were never going to hit that guy anyway.

I think the difference here is that Wallop is an instant AoE effect (so there isn't travel time, just a cast time) and Jinx's W is a projectile with both a cast time and travel time, while being at a significantly longer range that makes projectile speed a lot more relevant to how it feels to use. Mega Gnar's W and Lux's ult are both the same kind of ability in terms of cast delay-instant AoE damage, and while the reduced range indicator size makes it feel better with the cast time included, it is just a bit too small relative to the size of the AoE. Sion's Q is also similar, and has a similarly undersized cast indicator, but it is much closer in size to the actual ability effect, so having it be a touch small is ok, just not this much smaller.

Krys Star2 votes

Jinx's Zap is also slightly thicker then the animation portrays, as well as Tahm Kench's Tongue Lash. It's a pretty annoying and misconceiving thing to dodge from time to time.

Auz the Ripper2 votes

It's also pretty annoying for the tahm player when tongue lash gets bodyblocked by things that are behind you

Leo only1 votes

wat.

Auz the Ripper1 votes

Tongue lash's hitbox is so large that it can hit units in the opposite direction of where you aimed it

Wheatloaf2 votes

That has to do with where the hitbox starts more than its size. Most of Vel'Koz's abilities originate in front of his face rather than inside of his model, which is what made playing against Akali such a pain in the ass back when her Ult still put her squarely on top of whoever she targeted. The logic with Tahm is probably that his tongue is inside his mouth, therefore... it can hit things underneath him...?

Tyaldan1 votes

I personally dont use indicators anymore except on a few key champs, or to turn it on on a new champ to see how long their dash or whatever is. What i would like to see fixed is quick cast with indicators. Its nice, and i thought the idea was to be quick cast, but sometimes you can hold it for an indicator, but instead it seems to be you HAVE to see the indicator before it launches, causing a few abilities to not go off unless you spam the key, which can really mess you up.

Ironclad Dragon1 votes

Yo, Gypsy. Has any work been done on this? I notice on the PBE, Azir is getting a update to his ultimate's targeting reticle, but Gnar's nowhere in sight.

joebobby14127 votes

As someone who does play Gnar occasionally, I would love to see this changed so that the indicator is a properly sized rectangle as well.

Alopex5 votes

Sizes are a bit different on the pictures but...

Ironclad Dragon2 votes

{quoted}

Sizes are a bit different on the pictures but...

Thanks, bro. I couldn't figure out how to slap them together to really show the difference.

Cheeseyoger4 votes

Yeah, there are a lot of ability range and targeting indicators that feel a bit off. The other one that comes to mind is I believe either wards or the yellow trinket has a larger range indicator than actual range by a significant amount. You usually only notice it when trying to ward top river bush from blue side jungle, but it is inconvenient.

FluxBound4 votes

That does seem a bit weird. As someone who uses quickcast, this doesn't concern me much, but it's also the same for Rumble and maybe Braum and Fiora

toxicpanda361 votes

i love quickcast. Its the best way to cast your abilities :D

MeesterMoo2 votes

I ONLY use quickcast

AmazingGoat1 votes

Just as an FYI, from watching pros stream, I've noticed that many use both quick cast and normal cast depending on the situation (I assume they have quickcast by default and use hotkeys to normal cast on occasion).

I Main Swain3 votes

could we just get rid of all the little arrows except in the specific circumstances they work best in? i dont want to just see a little stubby arrow on sejuani's q, or on dravens ult. for global ults id like to see a lux ult-like indicator, where it just shows it in a line all the way down to where it would go. as for the sejuani q, i really dont understand why this is even the case

I GANK LANES1 votes

the majority of them aren't even accurate lol, lee's q goes WAY farther than the arrow indicates. and also flash has such a small circle it's funny you can flash over big ass walls. i don't mind it though you get used to it pretty quickly, at least i did

Ikrit1221 votes

{quoted}

the majority of them aren't even accurate lol, lee's q goes WAY farther than the arrow indicates. and also flash has such a small circle it's funny you can flash over big ass walls. i don't mind it though you get used to it pretty quickly, at least i did

Well, flash (and other blinks/dashes) are designed so that as long as you get halfway through the terrain with it, you will be spit out on the other side. If you don't (the wall is too thick), you get a fail-flash.

But yeah, most skillshot indicators suck. I think they are just there to show the direction as well as the general distance (is it a short, medium, long, or Lux laser skillshot?)

RiotAD Yuumi12 votes

Flash (and most other TP's) are special in that they "cheat" walls. If you could go over half the wall, it takes you over the whole thing. In this case the indicator is representative of the majority of cases ( like when you flash in lane).

Catastrop1 votes

flash has such a small circle it's funny you can flash over big ass walls. i don't mind it though you get used to it pretty quickly, at least i did

This is a special case to be honest. Most dashes and teleports work in a way that allow to get over to other side of walls if you reach at least halfway.

Lil Gr33n Ghouls3 votes

I don't understand why we don't just get a blue version of the rectangle as the indicator.

TheFameAnimal1 votes

I think there are quite a few indicators that are a little off, but this one really stands out, think Riot need to remake the indicators in terms of size so that they are accurate.

Sohleks1 votes

The indicator is indeed short. In those clutch moments I gotta attempt to hit with the very far edge it really feels like my necks sticking out.

Anger Simulator1 votes

I also play Gnar quite a bit, and would love to see this put into effect!Gnar

ƒoes1 votes

Do the thing they did with Sion's Q. Wallop is definitely not a skillshot. fix plz

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