Some (
) are literally lines, and they don't line up. >.>.
May I make a suggestion? Try these skillshots out on stationary targets, like monsters.
Do this and you will see that the skillshot hitbox is fine. The major issues here are related to latency and moving champion hitboxes. Latency issues are impossible to fix, moving hitboxes are hard.
May I make a suggestion? Try these skillshots out on stationary targets, like monsters.
Do this and you will see that the skillshot hitbox is fine. The major issues here are related to latency and moving champion hitboxes. Latency issues are impossible to fix, moving hitboxes are hard.
no they are not.
you dont see the lvl of miss match on fighting games.
most fighting games dont deal with 10 people in one game too
that change from person to person, at worst, is between the one launching and the one landing the skill shot. your connection dont affects the other one.
the problem is that all 10 peoples games' need to register the skillshot and most importantly it has to go through all 10 of their ISP's which may not even all be the same
Pretty sure they did this in 2013.. I guess it's time to do it again.
Pretty sure they did this in 2013.. I guess it's time to do it again.
I know there are a lot more. Just can't find examples of them in a quick search. Updated the OP, all post-2013.
this one always bothers me.
https://www.youtube.com/watch?v=q3AndauEPX8
looks like the cord reaches the end of the range indicator, while the anchor extends beyond the indicator, and still hooks if the tip of the anchor connects. getting max ranged Q of nautilus always feels absurd. it's like half a lane. not exactly a hitbox/projectile problem, but the actual hitbox does not match at all to the range indicator of the naut player. it, however, doesn't feel as bullshit as magnetic thresh hooks, as the actual anchor must hit your champion. still, insane range that doesn't match the indicator
another one would be amumu's Q. In this case, the range/spell indicator is MASSIVE. seriously, has to be one of the widest skill shots in the game. However, the projectile bandage that every sees is tiny--maybe half to a third of the size of the actual hitbox--so landing it often looks ridiculous as the bandage will move an entire teemo to connect to the center of the hit champion's hit box. https://www.youtube.com/watch?v=gMVzTo0EuUY pause video at :10
types of skill shots like the amumu Q seem to be the most aggravating of cases, because the projectile doesn't match the actual range indicator seen by the caster, yet you still are hit when you appear to not be
The thresh q I'll agree with. But you used really bad examples. That lux ult did hit the kog'maw. And one of the morg ones was before her particle update that also fixed the inaccurate hitbox. The jinx and the other morg one were fixed when they redid their spaghetti code.
Overall your examples are really bad.
Some hitboxes seem pretty dang accurate, and some. Well. To put it nicely, it's a semi truck stuffed into a Prius costume.
And some just decide to not register when it's literally clipping through the character mesh of the enemy champion.
Pretty sure they did a major code overhaul to prevent the clipping glitch, I haven't seen it happen recently ever.
~
(cough)
stun is still bullshit
tbh its pretty slow and hard to land at long ranges.
At least in the third video I think the entire problem is the actual hitbox of the CHAMPIONS. Yeah Thresh's hitbox on his q is obscene, but perhaps champions need some hitbox updates as well. I'm wondering if they decided to change the hitboxes after they changed the champions sizes, I don't recall reading that but it may have happened.
they need to take 3 seconds off of thresh hook animation