@CertainlyT, AA animations and balance concerns

  • A few days ago, CertainlyT responded to a thread about Nidalee's jump targeting mechanic:

    http://na.leagueoflegends.com/board/...0#post34893260

    I'm not going to quote the whole thing because that's not my point. I was interested by something that he said:

    Quote:
    Originally Posted by CertainlyT View Post
    I'd first like to note that we would almost never leave an ability in an intentionally frustrating to use spot just due to concerns about the champion's power.
    So I got to thinking, why limit this philosophy to abilities? Everyone knows that one of the fundamentals of high level play is last-hitting, but a few champs (mostly older ones) have awkward autoattack animations that can make this difficult.

    I know what many of you are thinking. "Just learn 2 play. It's not that hard to get used to any given champ's AA." And to a certain extent, you're right. But I have to ask, what's the purpose of the extra difficulty? An awkward AA animation is like driving stick: it takes practice and you feel cool for doing it, but at the end of the day, an automatic will get you to the same place with less effort (not a perfect analogy, please don't nitpick).

    My ultimate point? Awkward/slow AA animations are ARBITRARY challenges, rather than REWARDING ones. So would there ever be a reason to keep them in the game, other than lack of resources to change them? Is a champ's AA animation taken into account when balancing?
  • We redo all the animations on a visual update, including the auto-attacks. We favor responsiveness and feel, but look to keep it in line with their style of movement as well. We don't have unlimited animation resources, and the visual updates have their own schedule and priority, but we keep an eye on any animations that are frustrating for players. Feel free to point out the ones that give you the most trouble.
  • Quote:
    Originally Posted by Sushimkr View Post
    But the animations that really suck are the ones where the front part of the animation is really slow, then a super fast projectile flies out *cough* new TF *cough*
    I think you got this actually backwards. The animation itself is really snappy (hit frame is at around 0.25 seconds), while the projectile is slow, making for an awkward and disconnected feeling attack. We usually try to work within the constraints of what we are given. Changing the speed of the projectile has game design implication as far as I am aware, but seeing concerns coming from the community it may be something we should probably look at again at some point.

    Not including a few of the ones mentioned, most of the characters in this thread are of the land-before-my-time sorts. With new Visual Upgrades down the line I'll try to keep an eye out for any AA issues, especially casters.

    Please bear with us and keep the (constructive) feedback coming.