What was the original intent behind rng cast times?

OchoNueve··1 votes·791 views

I'm thinking like cho'gath rupture used to have a cast time between some numbers. I was wondering if anyone knew the original intent behind this mechanic?

1 Comments

shppy3 votes

it probably wasn't intended, it was likely the result of coding and whatnot.

For instance, maybe there was some script involved that checked for the ability's usage at set intervals before proceeding with the completion of the ability (in the case of Rupture, causing a further delay then the spikes to come out of the ground and all that); if the player cast the ability at the 'right' time, so that there was no delay between the ability's usage and this script being checked, there would be a minimal 'extra' delay. However, if the player cast at a time just after that script check instead, there would be an additional delay 'waiting' another interval for the script to be checked again so that the ability could complete.

Like, if the script was checked every .5 seconds, and you cast the ability at the .49 second mark, you wait just .01 seconds before the check occurs and the ability continues, while if your cast were to happen at the .55 second mark you'd have to wait .45 seconds before the next check and continuation of the ability, effectively adding to the delay. And since this kinda check interval is effectively invisible to the player, it's essentially random from their perspective, creating this 'randomized' range.

Anyway, something like that's just how I figure it probably came about, cuz while I frequently question Riot's design and balance decisions, I sincerely doubt even they would have ever thought intentionally randomized delays were a good idea.

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