Ekko Q is visually misleading

Dr Poro··176 votes·17,045 views

At max range, when the device has reached max range and retracts, the size of it (where it deals damage) vastly increases. However, there is no visual effect that goes with this or warns you. You litterally get hit for being 'near' the device when it retracts which I think is quite frustrating. You just stand next to it or behind it because you assume that you are not getting hit and suddenly it still hits you. Even after a few games where I KNOW that it expands, I still underestimate how far it expands and I constantly see my teammates underestimate it (at Diamond elo).

I suppose that the expansion is intentionally, so I don't ask to remove this, however, please give a more clear visual indicator for the enemies. This would be a nice thing to add to the assassin rework as I'm pretty sure it will have some impact on Ekko's performance so he can be balanced with this in mind.

70 Comments

RiotMeddler51 votes

[{quoted}](name=Dr Poro,realm=EUW,application-id=3ErqAdtq,discussion-id=upOLeYuM,comment-id=,timestamp=2016-08-18T13:32:00.074+0000)

I suppose that the expansion is intentionally, so I don't ask to remove this

Not so in this case. Turns out this is a bug where the Q width is twice as large as it should be for a moment as the missile starts to return. We've got a fix for that in for patch 6.17. Thanks for the post.

Sebbo the Plebbo3 votes

Why is Ekko not disabled then? This is a fairly significant bug

Elikain10 votes

When Riot disables a champion, that means it's a significant advantage to the player playing that champion and that it is easy to abuse or this is causing crashes in the games he is played in. The nature of Ekko's Q doesn't require of the enemy champion to stand near it or unable to avoid it, so this problem is present in games but in most cases, it isn't an advantage outside of getting hit once or twice randomly when you thought you were safe.

RiotAD Yuumi50 votes

ITS ALLL MYYYY FAUULLTLTLTTT I'M SORRYRYRYRYYY

Keti1 votes

IT'S TIME TO PAY FOR YOUR CRIMES

l Helios l7 votes

Dammit Gypsy, you had 1 job!!!!

Zedex1 votes

GG EZ

CatWithAStapler1 votes

Oh crap it's Gypsylord. I literally main every champ made by you. Good work man!

CrazFight 1 votes

{quoted}

ITS ALLL MYYYY FAUULLTLTLTTT I'M SORRYRYRYRYYY

I think its best you pack your things and leave...

Toplane Fencer1 votes

I trusted you ;(

Teslyn1 votes

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/BRhvrfkX-champion-design-omen

i know this is not the right place for this. but please give atleast a look.

FlashnFuse1 votes

Oh wow. I always thought this was intentional. I'll be happy to see it go XD. I wonder if we can take a look at Jhin's W to... That one feels much wider than the visual when it his a marked target.

OMG This Support1 votes

Can we have a fix for Janna W passive bug too? She has it from min 0 in every game for free

Dominick Destine1 votes

{quoted}

Not so in this case. Turns out this is a bug where the Q width is twice as large as it should be for a moment as the missile starts to return. We've got a fix for that in for patch 6.17. Thanks for the post.

And this was not caught until now because..........................................?

TheFrozenChosen30 votes

There are a lot of things like this in the game that are quite annoying. The most annoying one is lux's ult. The visual we get before it activates isn't anywhere near accurate. It seems if the range it can hit you is almost double (regarding the width of it, not the length/distance it travels)

Dr Poro3 votes

I agree. I added this in an edit. However, Lux ult is an older one and I kind of got used to this. Still worth mentioning, though.

rtbf7610927129 votes

I dont feel like lux ult is an issue becuase to me that's an indicator of where the ult is going to be pointed, not the ult itself. The lazer itself is pretty much the size of the aoe accurately

Where as ekko q is the actual attack projectile, the thing you actually need to dodge. So ya that is an issue

It Hertz When IP18 votes

This. It's a targeting laser meant to indicate which direction she's firing in, it has never and was never supposed to tell you the exact damage area.

Vistha Kai17 votes

The problem with Lux's ult, is the fact it's 3D in a 2D environment.

Basically her ult visuals are elevated (at about her head's level), while the actual hitbox is on the ground level, which can cause the visuals to be even whole width away from the hitbox, depending on the angle.

If she uses it "vertically" (top-to-bottom of the screen) there is no difference in hitbox and visuals as long as you dodge it sideways. If she uses it "horizontally" (left-to-right of the screen) there is over a width of difference between hitbox and visuals.

A crude image, I made a long time ago, of how it looks like.

http://i.imgur.com/EJOCyVO.png?noredirect

Blue is the damage hitbox. Red is visuals. Green is the ground level. Yellow is Lux's model's height.

Velzard of Koz1 votes

But I can see no gree... Oh okay...

Wimbledofy2 votes

I feel jhins is much worse though since jhins ult has lines that show where it seems to end but it isn't anywhere near being close. With lux ult it's pretty understandable after you've seen it once or twice that it expands.

Ackelope1 votes

something that annoys me a bit about Jhin's ult, both when playing as or against him, is exactly when you reach the maximum distance his ult can fire. After activating it, there is no indicator, not one that I've noticed at least, that shows the max range of his ult. (if I'm just blocking it out mentally somehow, I apologize for this post)

Azoreili3 votes

How about Darius's Q indicator? Numerous times i've been on the outside edge of it and still hit by it, which kinda sucks, especially if it was the last hit needed for max stacks. Quite a LOT of indicators are off, and it's kinda bugging me simply because for the last what....year? Two years? Riot has been all about "clarity" in the game, yet they don't rectify this sort of thing. And it's clearly not just one or two champs. It's quite a large majority of the champs in the game.

ForeverLaxx1 votes

This is just what happens when you take spell area indicators and substitute them for game knowledge. Everyone is so reliant on spell indicators to dictate exactly where a spell will land and exactly how large the effected area will be that when a spell doesn't quite line up correctly it's considered "inconsistent with the visual" and demands a fix either to the spell or the indicator.

All this handholding for nearly every delayed spell effect is just annoying. I'm surprised Ez and Draven Ults haven't been given the same treatment, at least partially. Knowing your opponent and their effective threat range has become meaningless because of the overabundance of "stay out of this red ring!" indicators.

This insistence on "clarity" does nothing but bog down and oversaturate the play area with information any player should pick up after enough games.

NegusInParis1 votes

I agree, but I've also seen the compete opposite. It visually touches the champon, but the ultimate does not deal any damage (that might be a bug tho)

Spôôked3 votes

Luxs ult in general is annoying. Sometimes it wants to kill you with double its visual width, and sometimes you can just stand in the middle of it and it wont hurt you :L then there are the times you think youre out of its long range, but NOPE. It still clips you somehow lol

Lmao Get Mooned15 votes

Close only counts in Horseshoes, Hand grenades and League of Legends.

Taarki2 votes

But not atomic bombs... Nope, you have to be precisely on your target for those suckers...

Pikmints11 votes

I feel like Graves' Q has a similar issue. The black powder on the ground seems like it would be a fair indicator of where the explosion damage would hit, but I've been hit by it countless times while being either to the side or behind it. Considering how much damage it deals, that's an ability that should have a clear indication of what is and isn't going to be hit.

Arthianne1 votes

The reason grave's expands his powder is because it's exploding. If you ignite gun powder it explodes it doesn't just burn like a camp fire

Pikmints2 votes

I do suppose that it's a more realistic effect having it expand like that, but this game already has a large number of interactions where realism is sacrificed for gameplay.

Gosh Darn1 votes

Riot doesn't value realism at all, they value consistency. That's the only reason Yasuo's rank 1 wind wall can block an entire Nami wave.

THE RlVER KlNG5 votes

It doesn't help in the first place that it's a hugeass damage slow on a low CD that Talon mains have wet dreams about.

Great Ozymandius3 votes

Don't forget that it has a negative mana cost.

Ekko spams q all early laning periods and I look at his mana bar and wonder why riot decided to make him a resourceless champ.

It's so annoying playing nasus, withering him and using e twice and being oom when he gets to spam q all game, harassing me under tower with his obnoxious hitbox, getting huge shields so I can't trade with him very well even after I've farmed, gets slows, and gets movespeed buffs all while building tank.

Ekko has been and still is a bullshit champ.

THE RlVER KlNG1 votes

Ekko uses mana

SpecterVonBaren2 votes

He's saying the cost is so low that it doesn't mean anything to Ekko to just spam it off of cooldown to clear minions while still dealing poke damage.

Looknook3 votes

I feel like a lot of Jhins skills hoot indicators are misleading as well. They can typically hit you from further than you would think.

Arthimetes3 votes

I think for Ekko they should add a sort of "pulse" right when it hits max range and returns

For Lux I think they should add a sort of "timer" using the red lines, starting at the one red line as soon as she casts it, going to 5 with the outer lines being the max width of the ultimate

To clarify what I mean, say this is her ult indicator now: https://officialglofx-wpengine.netdna-ssl.com/wp-content/uploads/2012/03/IMG_9192.jpg and this is it when all 5 lines show max width: https://i.ytimg.com/vi/-fqayC1RbjY/maxresdefault.jpg

Jhin they just need to tweak the indicator a bit, it's just off a little.

NightmareAmazoX3 votes

Jhin is fine man, Its the bullet people don't expect it to be that wide or big.

Chamuel852 votes

I've experienced the same frustration! :(

CerealBoxOfDoom2 votes

another funny thing is that there's a certain spot where jinx's ult speeds up, if you are standing right in that exact spot her ult wont hit you

https://www.youtube.com/watch?v=xFglJ7Jenlo

https://www.youtube.com/watch?v=0JfwGzHZNBc

Nami in Bush2 votes

Even worse with Naut hook.

MunchCrunchLunch1 votes

same thing can be said about every other skillshot in the game

Great Ozymandius4 votes

nope. It's quite clear to me whether or not a nid spear should hit. I never think "how did that nid spear hit me it should have missed".

Whereas when I lane versus ekko, I constantly think, "okay, his q has reached max range and is far away from me, I can safely farm that minion" and then suddenly and inexplicably take damage. Even though I have learned that the hitbox is much larger than the visuals, like OP, I keep getting it wrong. The visuals are obnoxiously far away from the actual hitbox and it needs to be fixed.

SpecterVonBaren3 votes

Oh how lucky you are to have not played before season 5.

Hammerpriest2 votes

Invisible flying brick Spears that did 45% of your hp were clearly the height of fun. /s

SpecterVonBaren1 votes

PFFFF only 45%? What Nid's were you fighting against? Ad nidalees?

Gigahappytown1 votes

disable ekko over a insignificant bug that at the very most is 50 damage that you would of otherwise not hit.

The chance of you actually killing someone with this is the same as critting someone with 1% crit chance.

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