It is really aggravating when you are jungling because you will take more hits than you normally would (unless you are constantly clicking on the creep) or in a team fight and you use an ability and one more hit would have finished off the enemy carry but then you discover your character decided to forget it was attacking someone. Sometimes there is so much congestion that you simply can't re-click on the person, for instance if a giant chogath is standing in front of them.
I was ok with this bug when it was introduced because I work in the industry too and I understand bugs happen, you just have to deal with it. However, I figured it would be resolved by the next patch or two at most but this is taking you guys way too long to get around to.
edit:
I can get it to happen with 100% frequency with Malphite by starting to attack a creep and then pressing his e twice rapidly before the animation for it completes. I am going to assume this is the way it happens on most characters. From what I have read of other people's experiences it may have something to do with latency as well.
Here is a video someone did of the problem on page 12.
Quote:
Originally Posted by nbs0317
Dear @WhattayaBrian , I just take a sample video.
hope your help
All of the information in this thread has been super helpful. I want to try to break down the issues here so people understand what the plan is.
There is a systemic issue involving spell queuing that can happen if you try to cast a spell twice in very quick succession. This is more likely to happen in high latency environments. We have a consistent repro of this (thanks to all of you!), and I am going to explore solutions.
There are other, character specific interactions, like Talon E. These are not "bugs" so much as "design decisions". I'm going to kick these to the design team and see what they want to do with them. No guarantee anything will get changed on this front. Or perhaps we will change them, but it won't be immediate. I just don't want you guys to get the wrong idea.
Okay, so, like I said, we know there are issues with specific champions' abilities (like Amumu E)--I was curious if there was a more global problem we didn't know about.
This isn't one bug--each of these abilities are their own issue. I'm not saying we shouldn't or won't fix them (there are certainly more than I thought), but rather that I'm more concerned with a bug that, regardless of who you played, just caused you to randomly stop attacking a valid target.
But I'm definitely collecting the information in this thread to look into later.
I'm unable to repro this with Amumu E. I started the game, leveled E, and stood in from of Blue. Without giving an attack order, I hit E, and Amumu auto-acquired one of the enemies and began auto-attacking. Without doing anything else, I cast E again, which interrupted his auto-attack, but he started attacking again afterwards.
If someone can give me exact steps, that would be helpful.
All of the information in this thread has been super helpful. I want to try to break down the issues here so people understand what the plan is.
There is a systemic issue involving spell queuing that can happen if you try to cast a spell twice in very quick succession. This is more likely to happen in high latency environments. We have a consistent repro of this (thanks to all of you!), and I am going to explore solutions.
There are other, character specific interactions, like Talon E. These are not "bugs" so much as "design decisions". I'm going to kick these to the design team and see what they want to do with them. No guarantee anything will get changed on this front. Or perhaps we will change them, but it won't be immediate. I just don't want you guys to get the wrong idea.
So, I had a fix for this implemented by the end of the Zed cycle, but it touches our low-level spell code somewhat significantly, so we want to do a lot of testing on it first.
@Riot, please for the love of god fix that bug that makes you stop autoattacking
I was ok with this bug when it was introduced because I work in the industry too and I understand bugs happen, you just have to deal with it. However, I figured it would be resolved by the next patch or two at most but this is taking you guys way too long to get around to.
edit:
I can get it to happen with 100% frequency with Malphite by starting to attack a creep and then pressing his e twice rapidly before the animation for it completes. I am going to assume this is the way it happens on most characters. From what I have read of other people's experiences it may have something to do with latency as well.
Here is a video someone did of the problem on page 12.
hope your help
http://www.youtube.com/watch?v=diAqTj-3oHg
Very important update from WhattayaBrian:
All of the information in this thread has been super helpful. I want to try to break down the issues here so people understand what the plan is.
There is a systemic issue involving spell queuing that can happen if you try to cast a spell twice in very quick succession. This is more likely to happen in high latency environments. We have a consistent repro of this (thanks to all of you!), and I am going to explore solutions.
There are other, character specific interactions, like Talon E. These are not "bugs" so much as "design decisions". I'm going to kick these to the design team and see what they want to do with them. No guarantee anything will get changed on this front. Or perhaps we will change them, but it won't be immediate. I just don't want you guys to get the wrong idea.
Repro steps?
For example, both Riven and Fiddle have certain issues with not recovering from a spell quick enough, but I don't know of any systemic issue.
This isn't one bug--each of these abilities are their own issue. I'm not saying we shouldn't or won't fix them (there are certainly more than I thought), but rather that I'm more concerned with a bug that, regardless of who you played, just caused you to randomly stop attacking a valid target.
But I'm definitely collecting the information in this thread to look into later.
If someone can give me exact steps, that would be helpful.
All of the information in this thread has been super helpful. I want to try to break down the issues here so people understand what the plan is.
There is a systemic issue involving spell queuing that can happen if you try to cast a spell twice in very quick succession. This is more likely to happen in high latency environments. We have a consistent repro of this (thanks to all of you!), and I am going to explore solutions.
There are other, character specific interactions, like Talon E. These are not "bugs" so much as "design decisions". I'm going to kick these to the design team and see what they want to do with them. No guarantee anything will get changed on this front. Or perhaps we will change them, but it won't be immediate. I just don't want you guys to get the wrong idea.
So, I had a fix for this implemented by the end of the Zed cycle, but it touches our low-level spell code somewhat significantly, so we want to do a lot of testing on it first.
It's currently slated for the next patch.