Original Post — Direct link

https://ibb.co/1G4fjK5

Can you guess if that will hit ? You guessed it right, it did. I know you have to consider there's a circled hitbox around your target which may lead you into eyes deception that the skillshot didn't actually hit the champion ( bit still hit the circle around him)

Conclusion: Naut's hitbox indicator is longer. Its a known thing, but I didn't expect to be that much of a difference.

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over 5 years ago - /u/EndlessPillows - Direct link

There are a couple things going on with Nautilus hook:

1) The indicator is just flat out too short

2) The visuals of the missile disappear before it is actually finished traveling

Number 2 is a big one here, because it looks like the missile has "resolved", when it's actually still there moving forward just no one can see it.

I'm going to submit a change that increases the length of the indicator and makes the missile effect last the full duration.

This won't change any gameplay, but should make it more clear to everyone when the missile is actually finished traveling.

over 5 years ago - /u/EndlessPillows - Direct link

Originally posted by TheOgMuffin

Are people really still having issues with these type of things really?????

" Most missiles in league of Legends have lollypopping - if they didn't hit anything, they check in a circle at end pos for targets. It feels more accurate this way - both for the attacker and the target. Particularly when the camera angle makes you think you would have missed! Sidestepping feels fun, barely walking out of range not so much. "

Source from 2017

We actually looked into this missile specifically. It does not do an extra lollipop in the script at the end.

over 5 years ago - /u/EndlessPillows - Direct link

Originally posted by FrankTheBoxMonster

Which missiles do have a lollipop? Lollipopping keeps being used as a scapegoat of sorts, so it would be nice to know which spells actually have it.

Most likely a ton. It takes time to investigate each one, and it can be done in a couple of ways. I just happen to be looking into NautilusQ to try and resolve these other issues.

over 5 years ago - /u/EndlessPillows - Direct link

Originally posted by Caenen_

I've decided to chime in and check something related to this bug: Naut Q hooking people through thin walls.

I previously just concluded it was 'lollipopping', but now you motivated to do my own testing really quick to distance myself from relying on the popular scapegoat being the right one:

2 clips to make clear which interaction I'm talking about: Example clip 1 | Example clip 2

So why does the dummy get hooked instead of the script detecting collision with the wall first? It couldn't be that the dummy just gets hit by the to-edge detection before the wall is reached by the projectile, since the wall is a minimum 100u wide in this place and dummy hitbox is 65, or 80 if I misremembered. My guess would be that the projectile is checking which hit(s) it should have done only after every full frame, prioritising champions/units before walls, disregarding any chronological order that it would have hit in (because it first does a check for closest unit, then the special wall check I'd assume, if this was the right clue). Especially when Naut Q travels 2000/30= 67 units per frame, this seems plausible.

Is this guess correct or where did I go wrong?

Edit: And just instantly after posting this I got a hint that apparently Naut Q only detects terrain after travelling the first 50 units into it, then hooks it. Which would mean that yeah, Naut Q can hit units with >50 hitbox radius if they hook the wall like that, with it just being an interaction that may or may not be intended, but definitely not framerate related spaghetti of any kind.

Edit2: And the same person that told me about the minimum wall penetration distance just clipped themselves hitting a dummy across a 4 cells wide wall. Now I'm confused again...


Additional note: Thank you for doing something to hopefully soon have the adequate clarity in the ability!

NautilusQ is quite old. Because of that, it was made at a time where we didn't have a lot of the tools that we do now. Looking at it, it's quite impressive it was able to achieve what it did haha.

The bug you have outlined comes from the missile looking for enemies and walls on different intervals, basically. When a wall is REALLY thin, it might find an enemy on the other side before it finds the wall itself.

Sometimes we will clean up old spells like this, but it's risky. It might break in ways we don't expect or just flat out behave differently, which can screw over mains of a champion.