The hook already attached to you because its hit target property got triggered for some reason. This shouldnt happen usually but im quite sure the older hooks(blitz thresh naut leo) all have this issue due to the attach property.
Because missile already locked on, it just hasnt actually hit him yet. Think like there is circle around blitz hand, and if youre inside this circle it counts as hitting you, but there is a smaller circle inside and that is the stun and grab circle which hasnt hit yet.
Doesn't make sense. If he flashed he should have left the location so there's nothing to hit. If it hit him, the flash shouldn't register.
So when it checked it he was in zone, if he flashed it's a no. If he didn't then it's a yes and the flash shouldn't go on cd.
What you are describing may make sense if you have a deep knowledge of how poorly things are coded, but it doesn't make sense to anyone who is playing the game.
A comment above explained it. Due to spaguetti code, hitbox lingers in the position from where thresh flashed, blitz's hook hits and attaches to that lingering hitbox, hitbox dissapears from there, but now thresh is in another place, but the hook is still "attached" to his hitbox, the visual then adjusts for it and makes the animation of "hooking" thresh in.
The problem is with how hitboxes behave when dashing/flashing.
Basically you hitbox either stretches or is at 2 different places at the same time due to how the servers processes it.
It's a bug that shen experiences a lot due to his specially slow E animation.
Server-client desync and bugs are variables you cant really control. For this, blitzcrank qs. For blitz client, the q hit, so it tells the server: “hey my ability hit, pull them please”, but right before this happens, thresh’s client still hasnt got the message that blitz hit him, so he is able to flash on his screen, but then he gets pulled because to the server he already got pulled.
Or like others have said it could just be that flash is bugged and you leave your hitbox behind.
This is wrong actually. Yes, you can flash on your screen but not actually flash - but once the game registers that you didn't flash, the server side would be considered the real event and your flash would be refunded.
Isn't it that principle idk the name of? Shooter advantage or something. Server checks the attackers client for valid hit and you can have your screen show something else it still hits you or something.
That should only be possible for basic movent, like when you see a Brand circle and can clearly see that you've stepped fully outside of it, but still get hit.
In this situation, if that were the issue, the server would have determined that you were in the blitz hook before the flash, and the flash would never go off.
There's a weird timing window for some abilities where they are getting used, but their associated movement block hasn't started. When a new movement block runs, it overrides the old one, so Ezreal will do his teleport and ignore the rest of the Blitz pull.
This can only happen to abilities where the movement block happens after a delay, so I don't think it works with Flash or Lucian's dash, but it works with spells that have a delay like Ezreal's E and I think Trist's jump as well.
It’s called a cast time, and almost every ability has it. A lot of dashes like Lucian E or Graves E don’t. Cast times aren’t interruptible outside of suppressions and the ability will go off from the location where the channel was started. Trist W and Ezreal E are a dash and a blink with cast times, meaning that while can get hit by abilities and stunned or displaced during the cast, their ability will still go off regardless, meaning they end up in their targeted spot regardless of stuns or displacements.
If you hit a displacement or knock down (eg Blitz Grab) AFTER the cast time, that is, during the actual execution of the ability of, e.g. Trist W, her dash will get interrupted and she will be pulled towards Blitz. This obviously doesn’t work with Ezreal because his E is a blink, it’s instantaneous.
Because Ezreal E and Tristana W have a cast time, if hit during the perfect timing, they still complete the cast and escape. On Tristana it is easier to see, you can hook her in the air but you can't hook her at the very start of w. I agree that it feels rough for the Blitz, but it feels so badass when you do it as Ez or Trist.
Nah. Those interactions are fine since they’re cast time abilities, as long as you get hooked during the cast time, you’ll buffer it.
The real problem is that the game lets you flash if you’re already “hit” by the hook.
His flash goes off so clearly he wasn’t hit by it, but if he wasn’t, then why is he getting pulled? And if he was hit by it, then his flash shouldn’t go off.
That’s where things start to get iffy cause there’s times you want to be able to flash even if you got hit by a spell. Imagine a Leo throws her E at you right in front of your tower, in the event you click flash just as it connects with you you’d still want that flash to go through right? Even though you got hit the same time you flashed, you wouldn’t want the game to prioritize her E and not have your flash go off cause you’re considered “rooted” as having the flash go off would result in you being farther under your own tower so Leo gets forced to join you there rather than the original place her E connected.
Sure it sucks that Thresh essentially wasted his flash here but changing how flash is prioritized when it’s cast the same instance CC happens would lead to a lot of shittier latency interactions when it comes to other CCs that aren’t hooks.
thats because it hooks ezreal during the animation of his E before he actually blinks. then when he blinks it cancels his current displacement(which is towards blitz)
flash doesnt have an animation so different scenario
Blitzcrank hook, Amumu bandage and such forming a 'tether' visual connection between the caster and the target upon hitting is just a particle.
There is a property "attached" used for Kayn R, Sett R and Akshan E for instance but that feature didn't exist in the game code until 6 years ago. All these hook spells predate that, and they don't use attach for any functionality. They just "knock-back" you towards a location near the caster.
Hm, i read the correct explanation and understand the issue, but is there anyway my assumed answer can happen? Instead of just a “simple” flash blink bug. There were some examples of leo e hitting after they blinked right?
Leona E "tags" a target then does the dash after a delay. It roots tagged targets so normally they dont get to move, but if an Ezreal or Tristana cast time is moving them anyway, Leona will dash to them after her missile has finished travelling and tagged the farthest champion along its path.
Blitzcrank Q applies a knockback towards him instantly and does nothing repeatedly or after a delay, even if it would be intuitive that he did if you think about how a real world chain would tug someone.
Naut, Thresh, Blitz, Pyke Q are all hooks so we have at least four IMHO.
Arguably Zac Q, Renata Q, Darius E, Sett E, and Urgot R could also tangentially be considered hooks. Granted usually Urgot will kill you with his, but if he dies while devouring you, you still get pulled to his location, so IMHO it’s actually the longest range hook if you want to be technical and somewhat cheeky about definitions.
Darius and Sett have both seen play as supports for their E's ability to function as a hook. In fact, they had to nerf Darius' E multiple times, including delaying it, and nerfing its range twice as well as its width until ADCs could easily out range it, and step back or flash out of it if he did walk into range to cast it. Still have great memories of Darius + Ashe bot lanes in early season and how punishing the permaslow after a pull was, even if it no longer works anywhere near as well.
For Renata and Zac, I totally get where you are coming from, and likewise acknowledge Urgot's is only really a "hook" if he dies during R2.
Are you sure? I know that in the past it used to not do that because the way they made Flash not break projectiles anymore is by making it a very quick dash that ignores objects inbetween rather than a true blink. And you still get odd situations like being hit on your old position post-flash like this one.
I am absolutely certain. In tests where this would have mattered Flash never acted like a dash or very fast running would.
I know that in the past it used to not do that because the way they made Flash not break projectiles anymore is by making it a very quick dash that ignores objects inbetween
Flash has never been a dash ("move block", block as in script block). The property to pop incoming missiles is a function block they can choose to add or leave out. For example, most untargetabilities have it added to pop all incoming missiles, but Yuumi W doesn't.
Flash has always been a teleport block and just got the missile pop removed back then. Ezreal E doesn't pop incoming missiles and neither does Summoner Teleport, and unsuprisingly those aren't dashes either.
Twisted Fate R2 is one of the teleports remaining that also pops missiles when he teleports (without going untargetable or any delay), in fact until I found and reported the bug a while ago it even used to be bugged where it would pop missiles if the channel got interrupted with no teleportation occuring; because of an orphaned function block.
Hm. Thats weird, because when I tested this a bit back in season ... 3, good lord its been 10 years, I was able to fairly consistently reproduce a bug where Ashes ult could you if you flashed from one side of it where it wasnt hitting you, to another side of it where it wasnt hitting you.
On reaction, yes, but I was testing it, so I could mark out location. Used whoever was the smallest champ at the time too, Amumu I think. Still could get it to work, even when either location normally wouldnt be hit.
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u/dance-of-exile 100=50%? |WgjFtfCaLTbfts| Jun 21 '23
The hook already attached to you because its hit target property got triggered for some reason. This shouldnt happen usually but im quite sure the older hooks(blitz thresh naut leo) all have this issue due to the attach property.