Fix Thresh Hook animation to match the hitbox.

I NEED HEALlNG·12/6/2019, 6:39:52 PM·41 votes·15,805 views
https://i.gyazo.com/e188924f155c167e8dd66d2ad37fef10.png

It's supposedly intended. Why? Why would you want this in your game? What's the point in even trying to side step it if it's going to balloon to you? Add an animation at least so we can get used to this f*ckery without feeling like uninstalling the game.

36 Comments

Daddy Ants12/6/2019, 7:11:26 PM28 votes

Nautilus also.

Nautilus Q feels like it's 2-3x the size of the animation

Farih Danh12/6/2019, 8:14:25 PM15 votes

Funny when i made the same posts about thresh and naut, people only downvoted and told me to get gud lol

The thigh guy12/7/2019, 1:05:51 AM10 votes

Fix EVERY skillshot to match their damn hitboxes.

Skia Asteri12/6/2019, 8:11:30 PM9 votes

The various hooks have an explosion that is wider than the projectile when they reach max range.

Ragnaveil12/6/2019, 7:31:38 PM5 votes

If they are able to make Lux's hitbox on R smaller, then they can honestly put effort in fixing the hook problem. The problem is the same as toplane getting its problems fixed: Complacency.

XJ9999999999999912/7/2019, 12:57:16 AM4 votes

"SKILL"SHOT

Ice Weasel X12/7/2019, 1:27:47 AM4 votes

[{quoted}](name=I NEED HEALlNG,realm=NA,application-id=3ErqAdtq,discussion-id=tgE3U8wN,comment-id=,timestamp=2019-12-06T18:39:52.470+0000)

It's supposedly intended. Why? Why would you want this in your game? What's the point in even trying to side step it if it's going to balloon to you? Add an animation at least so we can get used to this f*ckery without feeling like uninstalling the game.

Bear in mind that hitboxes are circular. They aren't the outline of the character model.

https://i.imgur.com/4aRgCGZ.png[]

I don't know the exact radius of the hitboxes, so this is just an approximation based on what looks reasonable. Even without lollipopping (the ballooning you mentioned as Rioters have referred to it before), Thresh's scythe crosses Twitch's hitbox. Part of the problem (and this has been pointed out by others in the past, not my original analysis) is that the tech cost to animate a separate hook anchor for every possible overlap is too high. To save on development time and game performance, once the hook has been confirmed, the visual display snaps the hitbox centers to each other. When a hook brushes the outside of a character hitbox, the jump to the center looks like the game is forcing a hook that should've missed (despite it being valid).

Lollipopping just makes this look even worse when the skillshot is just outside the hitbox, because there's a more pronounced gap between target and projectile. However, the hitbox's radius still is larger than the character model, so it's hard to say exactly how much of a difference the lollipop actually makes.

Should Riot review how forgiving lollipops are? Sure. If people are consistently confused, something could be done better. However, I do think a lot of the outrage over "missed skillshots that force themselves to connect" is due to a misunderstanding of hitbox coverage and animation economy.

Jolt3d12/6/2019, 11:21:38 PM3 votes

I've had a thresh hook that was at the left nexus turret hit me when I was standing next to the right nexus turret. It's ridiculous https://twitter.com/Jolt3d/status/1044796749410390016

ACriticalThinker12/6/2019, 8:00:31 PM3 votes

Rito holdin me back from reaching challenger with this... only reason im stuck in gold... /s

Z3SIeeper12/6/2019, 10:12:14 PM3 votes

Instead of the stupid lolipop they should just have hooks slowly expand their hitbox and their visuals as they travel.

Lolipopping feels great on the user end and makes going for long range hooks less punishing, but holy hell is it cancer for the victim.

Or just remove the mechanic altogether and let player skill be the deciding factor rather than some silly handicap mechanic.

Pika Fox12/7/2019, 2:00:32 AM2 votes

Yes, its intended. The hitbox hit the edge of your hitbox. The hook moves only after it hits you so the pull makes visual sense.

Pandemic Punch12/6/2019, 11:31:45 PM2 votes

How should they animate it? Currently, it seems the way to animate the "champion hooked" animation is to make a hook appear on the champion at 0.0 seconds of the animation. Probably the easiest change to make as it currently stands would be to teleport the champion to the hook. That way the hook never has to look like it moves like that when a champion gets hooked. But no one is going to want that since the hook will also become a displacement.

So how could they change the animation without breaking the gameplay? Cant make the hook + hitbox extremely tiny, since that affects gameplay.

Soul Dealer12/6/2019, 9:27:46 PM2 votes

Funnily enough they removed this effect on blitz hook and I personally feel like he is the most balanced of the hook champions now simply because I have a chance to dodge his abilities.

Tokishi712/7/2019, 11:42:29 PM1 votes

It goes beyond the Lolipop effect really, league in the earlier days was based out of Cali and the general population had slower internet speeds. So due to this, certain champions were given latency handicaps to make them viable, most prominent example being thresh. It's an outdated champion that Riot can't bother to look into I guess

SiG DxD12/7/2019, 11:44:58 AM1 votes

so is blizz

steven454746612/7/2019, 4:08:27 PM1 votes

It does that because it needs to lock on when it starts the animation, but yeah the hitbox is fucking broke.

mack911212/7/2019, 10:48:17 AM1 votes

The issue is skill shots are affected by latency.

Blue Shift12/8/2019, 9:05:17 AM1 votes

Sion Q, Nunu W, Senna W, Qiyana R.

crippler3812/7/2019, 7:12:32 AM1 votes

I just wish that champion hitboxes were always active so I don't miss when someone gets knocked up and I aim at their model when they actually haven't moved at all. It'd also help me visuals this sort of thing since I'd know if it just clipped my hitbox.