Original Post — Direct link

There have been a few complaints about csing being harder, feeling like the game is ever so slightly off, and attacking feeling a bit strange. I felt this, and it wasn't until I played Vayne did I realize that when trying to orbwalk, the wind-up felt like it took noticeably longer before I was allowed to move. It was almost as if each autoattack locked you in place briefly.

Is this an intended feature, a bug, or just something specific to me? When attacking, I not only need to finish the wind-up animation, but also get locked in place for a brief period of time before being allowed to move again. Occasionally it looked like I would get "snapped" back into place as if I was rubberbanding, but on a much smaller scale.

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over 3 years ago - /u/spawndog - Direct link

Originally posted by SpookityBoogity

The tick rate of the game is lower than usual on days like today to accommodate more players on the servers.

League normally tells the servers what's going on on your end 30 times a second, I read that Riot's server's can drop down to only 15 updates per second for events like a new pre season.

So basically the game is purposefully laggy so that the servers don't die when we all play the new season. That could be what you're noticing.

Edit: Yeah all of that was bullshit btw apparently it was just a rumor that spread enough to become believable so my bad.

The server tick rate is always 30hz. We do have some hitches of around 80ms but typically no more than one per game.

When we launched TFT we clocked it to 20hz in regions where we could not get hardware there soon enough. At 20hz A/B test people were not able to tell the difference but we put it back to 30 for consistency.

over 3 years ago - /u/spawndog - Direct link

Originally posted by addurn

Do you have any guesses on what might be happening in regards to auto-attacks? I initially thought it was my imagination but upon seeing that others experiencing the same thing, I'm inclined to think otherwise.

We've been scouring changes that might have caused what people have been experiencing. We can do a process of testing older builds and comparing them to newer ones to narrow it down. The problem is getting a reproducible test that is defined and objective. Feel free to IM me if anyone has a "this is different" statement we can test.

Preseason is a time of adventure.

over 3 years ago - /u/spawndog - Direct link

Originally posted by addurn

Thanks for the reply. I'll see if I can narrow it down to something more specific. One thing off the bat that I have noticed, is that sometimes for melee champions, the alternate cursor (the reticle looking one that appears when your attack range shows) that appears for player attack move doesn't appear. Instead, it is just the regular cursor. I experienced this yesterday but today it seems to be ok. Idk if the two are connected but figured coding be like that sometimes so yeah. Anyways thanks again.

Thankyou. Yeah, coding do be like that. All the clues are valuable