Original Post — Direct link
about 5 years ago - /u/Rovient - Direct link

Originally posted by GloryGladius

EXECUTE - Damaging an enemy at less than 20% health causes them to die in an Elder Immolation after 0.5 seconds (no cooldown).

1400 damage would absolutely NOT be 20% of garen's health. This was a bug im pretty sure

This is absolutely a bug. I apologise for any player pain caused by this bug, but we have a fix in testing as we speak and it shall be deployed to players later today.

EDIT: The micropatch has now gone live. Armor now has value once again!

about 5 years ago - /u/Rovient - Direct link

Originally posted by Tadiken

Just gonna put this out there, I’m convinced that the elder dragon burn itself can trigger the execute. I have never seen someone have to hit their target directly to trigger it, it always seems to just trigger automatically from even a single attack that dips someone below 20%.

This is correct.

about 5 years ago - /u/Rovient - Direct link

Originally posted by White_Gale

It's a bug. 20% of Garen's HP = 648. Let's see in slow motion

https://youtu.be/1ruR15OXvGs

Correct. This is an unfortunate bug, which shall be hot-fixed later today.

about 5 years ago - /u/Rovient - Direct link

Originally posted by Mr_Krabs_Left_Nut

I kinda wondering if the way they determine if the execute should trigger or not is by taking the current health, and seeing if the damage the next attack would deal would dip them below 20%. Maybe they forgot to make it calculate resistances or something. But yeah, it's definitely bugged.

That's correct. The bug is that we check if the damage dealt will leave the champion's health below 20% to decide if we execute, but this should happen AFTER resistances (which it currently doesn't). A hot-fix should be deployed later today.

about 5 years ago - /u/Rovient - Direct link

This is absolutely a bug. I apologise for any player pain caused by this bug, but we have a fix in testing as we speak and it shall be deployed to players later today.

about 5 years ago - /u/Rovient - Direct link

Originally posted by EuHypaH

Yeah... I wont why this shit keeps happening every season... Pointless or straight up broken and/or bugged shit gets rolled out. Sure continuous innovation is what keeps the game rolling, but I have to feel they lose many players that nope out during this time and annoy plenty more... I suppose they don’t see what’s wrong with it though, because they somehow manage to keep the invested base invested and the player base growing naturally otherwise and somehow manage to fix most glaring issues eventually? (But nearly always way too slow)

As a filthy casual I feel it’s great I can just not play during shitshow times like this.

Imagine a game as complex as League, with 145+ champions that all interact with each-other in fresh and unique ways. If we catch 1000 issues before a patch is put out and just a few slip through (this bug being one of them), then I'm still super impressed with the quality of our design, engineering and quality assurance team.

I know this issue has caused player pain (and some LOL-worthy clips), but only finding a handful of issues in a patch as ambitious as this pre-season is frankly incredible. I will forever respect my team and colleagues for what they were able to achieve with 9.23.

That said, again, I'm sorry for any player pain caused by this bug. It sucks to see, but we'll have a fix out later today.

about 5 years ago - /u/Riot_Gehirn - Direct link

Originally posted by Xaiphus

Can somebody explain why the execute triggers on Yi here? I cant figure out how I died there.

https://imgur.com/a/LTyaTBK

Edit: I found the issue. Execute triggering or not is determined by PRE MITIGATION DAMAGE instead of actual damage.

https://imgur.com/a/IcNFXOk

I asked around about this, and you are correct. This bug was found recently and just got micropatched. Thanks to everyone who reported this in any case!

Edit: Looks like a fellow Rioter already mentioned this in the top thread.

about 5 years ago - /u/Rovient - Direct link

Originally posted by CoUsT

Why calculate if the next attack would make enemies below 20% instead of applying damage to enemies THEN checking if they are below 20%?

Aaaand that's the fix we just patched in. :)