Magearna (NA)
: It could also be since it's an unpassable wall for Vayne, it treats it as such. Instead of checking for it being a passable wall for Azir. Ohh the possibilities! Code is amazing :D {{sticker:slayer-pantheon-rainbows}}
> [{quoted}](name=FrosIass,realm=NA,application-id=LqLKtMpN,discussion-id=QB68FKVI,comment-id=00090000,timestamp=2015-11-08T19:12:52.752+0000) > > It could also be since it's an unpassable wall for Vayne, it treats it as such. Instead of checking for it being a passable wall for Azir. As a developer, that's my best guess as to what's going on too. It can be a pain to retroactively add additional functionality (e.g. allied and enemy terrain) because of all the existing code that has to be touched to handle the new cases correctly. In my experience, cases often get missed. Another possibility that occurred to me is that they've programmed the condemn bolt to be its own unit/minion (on the same team as the Vayne), and the stun is determined by the collision of that unit with terrain (after it's attached to its target) as opposed to the collision of its target with the terrain. Someone may have thought it was easier to code it this way and figure out the knockback/stun based on character status at different points in the unit's life cycle. Such an approach seems unintuitive to me, but again, I don't know what their code base looks like or how they handle game state.
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Hellion72

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