Ha ha hahahaha harr harr harr harr kekekekekekekekekekekekeke
http://i.imgur.com/wJZlsUf.jpg
http://i.imgur.com/l2LB0YB.jpg http://i.imgur.com/Pe9Csv9.jpg
http://i.imgur.com/WK34xEd.jpg
http://i.imgur.com/jayS68n.jpg http://i.imgur.com/0gZuztn.jpg http://i.imgur.com/EAu77vM.jpg
http://i.imgur.com/k2tYnrg.gif
When it comes to how things interact we believe it's best to go for a clear, consistent set of rules where possible, so that you can predict ahead of time how two abilities will behave together. In the case of Windwall, Braum E and any other missile stopping effects we might someday do, that meant we needed to develop a set of rules on what they would and wouldn't stop, with the goal of keeping those rules as clear cut as possible. What we ended up with is basically:
- Missile blocking effects will stop all projectiles unless those projectiles go so high they vanish off the top of the screen.
- Projectiles are defined as abilities or attacks that move between locations with a travel time
- Units are not projectiles. For things that are around the border between a unit and a projectile (Orianna's Ball, Maokai's Saplings etc) a judgement call's needed, with whether or not the thing has some agency of its own being one of the key tests used to assess whether to treat the thing as a projectile or not.
That does mean that some things that thematically don't feel like they should be stopped by a wall of wind (Nami ult, Braum ult etc) do still get blocked. That can feel a bit weird thematically, we believe that's a worthwhile cost for the gameplay clarity it offers though. Nautilus' ult is at present an exception to the above, being unaffected by Windwall/Braum E, and that's something we'll change so that it functions like other projectiles.
http://i.imgur.com/k2tYnrg.gif
So fucking satisfying to see yasuo get stomped through that cancerous wall.