On January 07 2017 11:31 Gahlo wrote: I know for a while if a turret shot at you but died before you get hit, it wouldn't do anything. Don't know if that's still in the game, but it's pretty niche regardless.
it's possible to cancel AAs too early on some champions and have it look like the AA went off but it didn't. you still see the projectile but it wont do dmg. if that happens just chill out on the micro, it's pretty rare regardless tho
brushes are where you most often see a special case of fog mechanics, namely that autoing (not casting spells) out of it while the area would without the brush be in vision range soft reveals the brush for a couple of seconds. this also happens arcross ledges in the jungle and things like graves' smokescreen, but those are usually more fringe and it'll apply most with brushes but yes it is the same as normal fog of war.
basically AAing next to a brush and then going in will mean their ability to shoot back is somewhat limited (but wards are a thing) if you have an AA command queued up from out of range and the opp goes into a brush (or just out of vision range, aka any kind of FoW) the command is canceled and your champ gets an automatic stop command from the server
On January 07 2017 09:04 Reson wrote: So from what I can gather, there are two ways of animation cancelling/autoreset - using certain spells/abilities on specific champions - moving while autoattack animation (pre and post attack)
This is correct though slightly imprecise. To be more precise on the latter, every autoattack animation has three parts:
windup execute the autoattack winddown
If you issue an autoattack command on something moving away, your character will
1. move into range 2. windup 3. execute autoattack 4. winddown 5. move into range
So instead, you "stutter step" or "kite" or "orb walk" or "animation cancel" (these terms are all confusingly used):
1. move into range 2. windup 3. execute autoattack 4. issue move command, skipping the winddown animation, to move into range
It is important to note that doing this does NOT change your actual attack speed. If you are gated to 1 attack per second, this does not reset the inherent autoattack timer. You still can only attack once per second. The key, then, is that doing this allows you to spend less time standing still attacking and more time moving, thus preventing your target from running away.
However, there are some abilities that will reset your autoattack timer. Most of these are abilities that empower your next autoattack. For example Jax W adds damage to your next autoattack and also resets your autoattack timer. So in practice Jax tries to chain his W on the back end of an AA whenever possible to increase DPS, allowing him to get in two attacks in slightly over the amount of time he'd normally be able to attack once. You do this in exactly the same way as above, except instead of issuing a move command you just cast the spell.
Even if an ability does not reset your autoattack timer, you often want to cast abilities during the downtime in between your autoattack timer. This isn't really animation cancelling, it's just putting the time you're locked out of your autoattack to good use.
On January 07 2017 11:31 Gahlo wrote: I know for a while if a turret shot at you but died before you get hit, it wouldn't do anything. Don't know if that's still in the game, but it's pretty niche regardless.
Yes death for either party fizzles flying targeted abilities auto's.
The number of kills I've lost dying while that last spear fizzles against the champion with 5% hp is too damn high.
On January 07 2017 11:31 Gahlo wrote: I know for a while if a turret shot at you but died before you get hit, it wouldn't do anything. Don't know if that's still in the game, but it's pretty niche regardless.
Yes death for either party fizzles flying targeted abilities auto's.
The number of kills I've lost dying while that last spear fizzles against the champion with 5% hp is too damn high.
This can't be true 100% of the time... I am absolutely certain I've watched certain spell-casts land after death and deal the damage/finish the kill. I'm thinking of things like Annie Q, Miss Fortune Q, Brand R, Fiddlesticks E, among others.
Its pretty clear now. Someone in an earlier post said you can Flash while CC-ed if you time it right. What exactly does that mean? From what I heard, in League you cant queue up actions while you are CC-ed (unlike Dota) which means you have to click Flash after the CC is over. Or is that person talking about dodging Chain CC?
Think thats all for basic micro, have to play bit and learn items before asking about macro stuff such teammate expectations and tendency at different levels of play, how long it takes to travel across lanes, and resource allocation.
Can't really find a video of flashing while stunned; two ways to do it; start animation before the stun, and second is if you buffer flash during one CC, you will flash before a chained CC is applied.
This is a video of ez E dodging hooks, its a skill not Flash but works same with tighter timing.
Still can't find a video of flashing chain CC's after like 20 minutes. But it is essentially due to the way LoL buffers inputs. You just start your flash ASAP when you stunned and you see they going to overlap a CC.
And watch this video aboive any other it is amazing:
Can't really find a video of flashing while stunned; two ways to do it; start animation before the stun, and second is if you buffer flash during one CC, you will flash before a chained CC is applied.
Does that mean that League has queuing while CCed? Can I input move commands or abilities commands or is this a Flash specific thing? I was led to believe that this wasnt a thing in League.
Starting flash animation before stun will result in shorten animation flash occuring right after CC duration?
At some point, to avoid cc chains, if you queued an order it'd go off at the end of the first cc, even if its duration overlapped with a second one. They reverted it because it lead to dumb shit and people hated it (can't even pin down a mobile character, and if your comp relies on blowing up an enemy carry who's got Zhonya's or protective teammates you couldn't even kill them if you caught them out of position 'cause they'd buy enough time for their team to come and there'd be nothing you could do about it).
Normally it shouldn't be possible now. Plus Flash doesn't have an animation so that's not it either; Also there's stuff coded weirdly (like how you can cc Vi out of her cc immune ult with good timing and a displacement ability, because her ult is 2 motions and apparently the immunity can be overridden at the point between them).
There's also the whole "displacement takes priority" thing. Any ability that makes you move will cancel the current movement, for example a knock-back while you're dashing. Ezreal's E is the easiest/most obvious application: it has a slight animation delay between the cast and the actual blink, so if you start the animation before you get hooked/knocked-up (typically), when the animation completes the blink displacement will override the one you're suffering. If there's another cc attached (like Vi's ult's suppression), you'll still suffer from it for the normal duration.
Technically, displacement don't make you lose control of your character, it's only a forced movement; there's usually another cc applied under it to prevent you from acting (Alistar's knock-up and knock-back have a slightly longer-duration stun attached). People started using QSS to cleanse the stun, thus making them able to flash during the displacement, and Flash's blink overrides the displacement (works with Lee Sin's kick and Alistar's knock-up, I assume it's the same with Blitz's hook and stuff like that).
There are also some other specific cases, for example when you cast Lee Sin's ult, the very first thing the ability does is root your opponent, so you can't respond to the animation with a delayed movement like Ezreal's blink or Caitlyn's net, because the root means you can't cast them to begin with. When people jump at you from the wrong side, then go ult-flash to send you in the desired direction, it's fool-proof because the root means they won't be able to flash in anticipation of yours to mess up your kick (they can still qss-flash during the knock-back tho).
Does League look different or have different FOV at different aspect ratios? Main reason I am asking is cause I will be sometimes be playing on a Macbook Air (16:10) and slmetimes on my desktop monitor (16). I dont mind playing windowed mode to keep it consistent but is there actually a difference?
Google results are mostly from a few years ago so they could be outdated.
I assumed that League has a standard FOV but my first impression that I got once I started a custom game to test settings was that my champion was huge compared to the videos I was watching.
On January 08 2017 16:28 Reson wrote: Does League look different or have different FOV at different aspect ratios? Main reason I am asking is cause I will be sometimes be playing on a Macbook Air (16:10) and slmetimes on my desktop monitor (16). I dont mind playing windowed mode to keep it consistent but is there actually a difference?
Google results are mostly from a few years ago so they could be outdated.
I assumed that League has a standard FOV but my first impression that I got once I started a custom game to test settings was that my champion was huge compared to the videos I was watching.
Higher resolution = higher FOV iirc. Not sure, always played League on max settings.
On January 08 2017 05:56 Slusher wrote: The reason you are confused is because there is a hole in vi's ult where you aren't CC'd between the charge and when you get picked up.
That and Vi isn't CC immune for the entire duration, it's in the skill description that the immunity only holds during the charge so there's a window to Condemn/Trist ult and such. It was mentioned in some AMA about Vi around her release as a way enable counterplay.
On January 08 2017 16:28 Reson wrote: Does League look different or have different FOV at different aspect ratios? Main reason I am asking is cause I will be sometimes be playing on a Macbook Air (16:10) and slmetimes on my desktop monitor (16). I dont mind playing windowed mode to keep it consistent but is there actually a difference?
Google results are mostly from a few years ago so they could be outdated.
I assumed that League has a standard FOV but my first impression that I got once I started a custom game to test settings was that my champion was huge compared to the videos I was watching.
The wider the format, the more you can see of the map. There's actually some pretty funny videos out there where people mess with their ini file to have crazy wide resolutions and see tons of the map.
On January 07 2017 08:57 GrandInquisitor wrote: Is Flash buffering the mechanic where, you issue a command on a target out of range, and then as your character paths to the target, you flash into range and the command instantly fires?
Two more general mechanics question. 1) What disjoints attacks? What disjoint spells? For example I assume Flash will disjoint projectiles. Do all of a certain type of abilities disjoint or only certain specific ones? Are there any activable items (that disjoint or at all)?
In case disjoint isnt a common League term, I am referring dodging an attack, spell, projectile that is homing on you. Of course you can just side step skill shots.
2) What does fog of war affect? Is Bush just treated the same as fog? For example if I attack target someone and I am walking towards them then they go into fog of war, does my champion just stop? Can fog disjoint cast animations? For example enemy cast target spell on me and during cast animation I go into fog, do they still cast that spell?
*target spell as opposed to skill shot spell
only spells that make you untargettable disjoint these days. vlad pool, fizz playful trickster and shaco ulty are the ones i know of that still exist.
flash used to disjoint everything but that was removed like 5 years ago
for the second question, if someone runs outside of line of sight after you targeted them you just stop moving. some projectiles from spells do disjoint themselves but every instance i can think of was considered a bugged interaction and fixed
On January 08 2017 04:29 Reson wrote: Wait so
Can't really find a video of flashing while stunned; two ways to do it; start animation before the stun, and second is if you buffer flash during one CC, you will flash before a chained CC is applied.
Does that mean that League has queuing while CCed? Can I input move commands or abilities commands or is this a Flash specific thing? I was led to believe that this wasnt a thing in League.
Starting flash animation before stun will result in shorten animation flash occuring right after CC duration?
Edit: The last video is really good.
you can't flash CCs anymore but some other movement spells will still go off even in the CC'd state if timed right. hecarim ult, shyv ult, trist W, ez E, 2nd part of vi ult