IMO the difference between a bug and a feature is Can it be replicate under X conditions (like flashing while casting to change direction) Or is it something that happens inconsistently without player input.
Loving the progress this small indie development company has made. Number of players, number of viewers, number of game-destroying bugs... it all seems uphill with Riot!
0:45 - actually it's 3 if we count Leona's bugged W animation from 0:10. She landed her W and is still holding up her shield, but the Eclipse VFX is missing, so it's hard to tell at a glance whether she has increased stats or not.
I think she's holding up her shield because of Q, and W did go off, but it only extends if she did dmg to after first activation, wich i think she didn't. I might be wrong tho.
@@luizcastro5246 it's not a spectator bug. I tested this myself, but go play Leona if you don't believe me - the bug exists with every skin at all graphics settings and all maps, and will almost always happen multiple times in every match you play with her. The bug isn't fixed on live and I doubt it'll be fixed with the next patch either since it's not downright game breaking and she still gets her stats increased as she's supposed to. But I'd still argue that it's an important visual aid to tell when Leona is super tanky and when she's not. It's definitely not a problem with no impact. The ring VFX that she's supposed to maintain after hitting W instead fades away instantly as if she missed it. This happens regardless of whether you're hitting champions, minions or target dummies. But you only have to look at any of Leona's skin spotlights or be a long-time Leona enjoyer to know that that's not how the ability is supposed to work. The only indicator now (besides clicking on her and looking at her buff icons) is that she keeps her shield raised for as long as the armor/mr buff is active.
@@SleepyFenI very often play Leona and I think it only happened to me a few times, but even then I'm not sure cause you might have just put this idea in my head lol
For the short term fix by changing the tooltip, it'd probably be good to add in the visual effects of an empowered rocket too, otherwise it'll still feel bugged.
Except it doesn't fit his CHARACTER Only his in-game model. From a character perspective his mech shouldn't be shambling around like it is. It is supposed to be a very good machine made from scrap, not look like it could fall apart at any moment
I thought it would be Qiyana with how much her entire kit seems to be breaking in the most random ways. We've seen at least 20 variations of her Q-W-Q combo bugging out at this point - either one of the Q's doesn't do damage, or doesn't register at all, flies in a random direction, flies in the direction of blue team nexus if your first Q is elementless, her elemental Q effect doesn't register in some unpredictable circumstances, etc.
E applies the 20 heat BEFORE checking if it should be empowered or not, so you go from 30 > 50 heat on cast, then it checks if the heat is over 50, which it is, and empowers your E. As a programmer I've made this exact mistake many times lol
@@user-oh6gz9er6h ur missing the point. many people are saying its calculating the heat before the damage and applying both to the E. but if this were true, E would still be empowered after death. E checks the heat for empowerment when it hits, not when its cast.
This is literally the same bug Nidalee had years ago. Where the damage calculation was made when the spear hit, not from where it was casted. In this case the empower/not empower is done when it hits, not when casted, any other ability casted after E resets the calculation and it works as intended (not empowered when casted below empowered threshold).
I think this is pretty different. Since you can't cast other spells to empower the E after it's been casted, I don't think the damage calculation is made when the E hits. Instead, I think the game first increases your heat, then casts the spell. It's most likely a simple hack they threw together to fix the older bug where you could cast other spells quickly after Rumble's E even though the E would put you in the overheating state. I think the other bug that causes your E to deal non empowered damage if you die before it hits the target despite having a high enough heat is unrelated.
@@falinestixiaolong9691 yeah her current playstyle where you actually use cougar to jump on people instead of away from them is a lot more entertaining
Well, its like leveling a skill right after casting it. U use lvl 1 mana with lvl 2 dmg. It resolves upon contact, not cast. So rumble heat resolves after contact.
Since I've taken a look at the reversed code out of curiosity, i can tell you that the empowered check is queued to be made on impact. This is why, when rumble dies, the E is no longer considered empowered (heat is set to 0 on death). However, if another ability that affects heat is cast BEFORE the impact, the empowered check is made right before heat is updated from that ability. This is likely done because one of the devs figured out that spamming other abilities in-between your E cast would make it falsely empowered, so they decided to create this workaround which doesn't account for the obvious problem which is presented here. In reality, with the way this hacky "workaround" is implemented, it's actually extremely simple to go about fixing this bug, by replacing: if ( ability_that_messes_with_heat_is_used_next_tick ) { empowered = current_heat >= 50; empowered_needs_check = false; } with: real_heat = current_heat - 20; if ( ability_that_messes_with_heat_is_used_next_tick || real_heat < 50 ) { empowered = real_heat >= 50; empowered_needs_check = false; } However, the devs refuse to fix simple bugs like these (i have no idea why).
Hmm, then that'd have to imply that being on 50+ heat, casting E-W, and dying, would actually still land as an empowered harpoon. I'll check that when I'm home!
Following on my earlier comment - Casting EW from over 50 heat and dying still lands a non-empowered harpoon, as if no other spell had been cast. That contradicts the idea that the heat check on impact gets overriden by casting a second ability afterwards, doesn't it?
ahhh yes the youtube commenter armchair developer knows perfectly how to fix everything because everyone actually working on stuff is just too stupid in comparison to him :)
I realized the e bug myself when I maxed it first in lane once. I thought it was a feature. And that all of them were empowered like that. I guess using my w to go from 30 to 50 getting to lane isn't the best choice.
Rumble could be bugged af and i would probably never discover it, now that you bring this to light. His passive sometimes feel a bit strange, at least now that i think of it. There's so "many" mechanics of Rumble that i'm not surprised there's ancient bugs still alive, tho it's strange Rito hasn't fixed them yet. I guess we got a new king of bugs, or at least, The Grandfather of bugs is Rumble, +200 years
I've gone in-depth on his heat, recording a ton of numbers, and it's working okay now for the most part! The hard ones to figure out (like inconsistent durations) did get fixed following my buglist. Rumble isn't the king of bugs - that title would go to a few others before him, namely mostly Sion and Illaoi. The uniqueness there is that it's one of these bugs that actually happen all the time, alongside his other issues, but Sion and Illaoi definitely still have a comfortable lead over him.
My best guess would be: Non-overheat rumble e's are hard coded in how they work. But overheat rumble e's on cast first increase the heat, then run the check to see if it needs to be empowered and on success assign empowered values to the projectile. But then, damage is calculated when the projectile make contact to safe processing power. So in thoery, if it drops below the overheat meter by ANY meansit should do the damage of the unempowered version
Yeah it kinda makes sense since every projectile is coded that way : one check at the launch for mana cost and cooldown, and one check when it hits the ennemy for damage, effects and such. That's why it's better to level up your ability while your projectile is mid-air, so it cost less mana but applies more damage. In the same manner, if karthus sells every items, buy full CDR, ults and quickly refund his full AP build during the channel, he will have max CDR AND max AP damages.
Silly spaghetti code. The bug is pretty much that the "if" check happens at the moment of impact not at the moment of casting in the back end code. 1. If you cast your E from 40, it will immediately go to 60 and then it will hit, it will check that 60>50 at the moment of E impact, so it's empowered. 2. If you die after you cast E from 50+, you will die first, the heat bar will be 0 at the moment of impact 0
My guess is that when rumble fire's his E the heat is applied before the projectile spawns and when the projectile spawns and check's for how much heat rumble has it gets the new value
In some ways, this is the same thing as jayce using his E during his Q travel time. Abilities tend to only care about when they hit, not on cast. It's just that most champions do not have a system for making it obvious. That Karthas R bug dealing with items is another agregious example. One where they patched it so you couldn't refund the items, rather than messing with the dmg timing.
This reminds me of a different vid. It mentioned if you have a level up for an ability, hold on leveling up till while the ability is in the air. The cost is based on the level of the ability when it was cast, but the damage/effects are based on the ability when it hits.
His e bug was an advantage but he also has some disadventageous bugs. When you overheat and started your aa animation early or given the command you wont get increased aa speed, making croosing over into overheat weaker. This patch his attack wind up is insanely slow while it should have been buffed from last patch.
i realy wish some pro player whould make it a point to try and enduce as meny bugs as humanly possibly durning worlds just to force them to finaly fix some bugs that have existed for god knows how long
@@Naerlyn hahahaha, yeaaa that where the good times XD man the amount of times ive ben like, why the fuck can this person aa me when playing shen in w. That shit is more buged then a 3xA game on launche
The best part is that you can learn this bug organically. I found out about it while clearing jungle camps and I genuinely thought it was a feature. For some reason I associated it with de fact that you can cast E while on heat zone.
The rumble E bug is linked to the bug that if you cast an ability and upgrade your spell right away, the spell cost the of lower level amount of mana or energy. And the deals the upgraded amount of damage. So every champion and not only rumble are concerned by this issue. And I feel like it is more considered as a mechanic than a bug at that time...
Haven't watched the full video yet, but Rumble bugs are my favorite. I remember I think back in season 4 that they fixed 2 bugs quite close to each other where 1) Rumble's Q did less damage in bushes, and 2) Rumble's Q did more damage on Purple team (back when it was purple/blue, not blue/red). It's the only time as far as I remember (and I've been playing since S2) that a champion had a bug where they did more damage if they were on one team or another. Some bugs that were only possible if you were on a specific team, sure. But Rumble's Q was ALWAYS doing more damage on that team. (Or was it less damage? It's been about a decade since then)
I think the E with 40 heat is intentional. It's true with all champ. If you use an ability and level it up before it hit, it will deal the upgraded damage, but cost the lower manacost. Same thing for the Karthus buying CDR in fountain ult then undo before it hit. If Rumble case is a bug then every champ can abuse that bug not only Rumble.
I remember that old mordekaiser post. It's what made me always wait for Jhin to have his 4th bullet before i killed him. 4th shot Jhin ghost following you around. Man, i miss old Mordekaiser
my guess is his stacks apply heat first, than E checks if heat is 50 or more heat, than it casts empowered if 50 or more (meaning 30 heat + 20 from cast is empowered)
You can see this with other parts of the game like how sheen interacts with other actions. If you use ezreal q and then auto a minion on ezreal your auto will consume the sheen proc and not the q. Same thing with gp and if you die during the projectile flying towards the enemy you will not get a sheen proc which has caused a lot of deaths and people not trading 1f1. The reason it's like this is riot calculates the damage of those things when they hit the target and not at time of casting. Jayce can also abuse a big like this when he uses ranged eq and switches to melee form before it hits to get the melee gold generation of first strike and not the ranged version with it's 30% tax. Another one i've been experiencing lately is on kennen and my w passive auto just randomly disappearing and me losing a stun due to it or a trade. I haven't been able to figure out why this is happening either but just randomly I go into a trade hearing the vfx and seeing my 5th hit passive up and it just doesn't apply onto the enemy.
I am a M7 Rumble and never noticed that this was a bug, always thought to be rational that worked that way honestly. When you compare it with casting E at 20 Heat, then yeah it helps to understand really. Thank you!
Late to the party, but thats how riot calculate all the dmg, thats why u can use any abiliti and lv it up while the ability is mid air for (bonus dmg and generally lower mana cost)
i want to add the fact that this is not counted as a bug (rumble E). The mechanic works the same with Sheen (TrinityForce) item. If u for example use Q with Ezreal, but right before it lands, you autoatack something else, the Sheen buff will work on the first (either Ezreal's Q | either AA). So the same thing happenms with Rumble's E. I dont think we should count it as a bug.
You can also cast the second E if you overheated with the first E, even if you are silenced, which i think is way more broken than this one since the oponent will think you are silenced.
Ive always wondered if Rumble being able to cast his second E while overheated was really intended, or if they just didn't bother fixing it and made it a mechanic. Now i think i know
the cause of the issue is its add the heat then it calculate the dmg, this is done to avoid bugs when you can mult cast abilities of anything like that
The coding for Rumble's harpoon most likely adds the heat before it casts the harpoon projectile, but sets the visual of the harpoon before the heat is added. I know riot has a history of the visual hitbox not always aligning with the projectile hitbox so I think its safe to assume that they are not completely connected pieces.
Throwback to Yorick's 28 page bug list from a couple years back. Riot addressed like 2 or 3 of the bugs, total, but have introduced another dozen or so bugs on him since. :)
Hahahaha No disorder here! Only high-potential/zebra/whateveryouchoosetocallit, and one of the effects of that is sometimes developing a strong interest over something, interest that stays over a limited period of time (as well as an aptitude for learning new things up until a certain level). Works well for spontaneously deciding to make a buglist once the interest kicks in!
My guess is that the check for empower is misplaced in the code to be right after you pay the cost instead of before. Instead of Button press -> if Heat >= 50 {Pay cost run empowered} if else {pay cost run normal} they have it as, Pay cost then If Heat >= 50 {run empowered} else {run normal}. That or the have a typo in the code of a ~30 instead of a 50 in the check for it. I love things like this in programming. Give insight into the code without even viewing it. Kinda like seraphine E. Rylais applies before the check to see if they are already slowed, thus allowing rylais to turn her E into a Root.
There's another Rumble bug that's been there for some time, where its R doesn't damage the Baron if Rumble is too far away from it (for example, ulting at max range and running away from Baron). As a Rumble main this drives me nuts because it prevents stealing it. It worked just fine but I don't know exactly when they broke it. I did some slight testing and it doesn't occur with any other unit, be it a champion, drakes, jungle camps or summons.
So I recently discovered a bug with Kaisa's W... Which I thought to be related to leaving baron range, but BOY I was wrong... So apparently Kaisa gains passive stacks sometimes when teammates attack an enemy champion... Like a procc stack for her % damage... Well apparently when Kaisa fires her W and the game clocks it wrongly, all spells fired at the exact same second apply her stacks... Including enemies... Like its not the easiest to get it to work, but I successfully killed an ally using my W, getting gold and exp for it... Im still investigating how deep the rabbithole goes, since I also found it to work with Miss Fortunes Ult as long as the projectile exists on the map... (So every wave does passive proccs, its very much abusable)
Rumble's "E" might be coded like this: 1. Cast spell, generate "heat" 2. Do damage based on "heat" at this moment that could explain why the empowered "E" damage only happens at 30-40 heat
What I think what happens is that Rumbles E decides wether to use the empowered version onhit and compares your heat immediately after casting E with your current Heat on hit. If your heat onhit is higher it uses the one after E. Basically If you have 20 heat and use E you know have 40 these gets saved as heat1 and currentHeat. Then you use W and are now on 60 heat and currentHeat gets updated to 60. Now your E hits and the game compares heat1 and currentHeat and since the value changed during your Es travel time heat1 aka 40 heat is used. -> Not empowered If you have 30/40 heat and use E heat1 and currentHeat is now 50/60. The comparison would be a ≥ (greater than or equal to). In this case no matter if we use an ability or not since heat1 is 50/60 this value will get used. -> Empowered Lastly the not empowered E on death exists because of the "greater than or equal to" comparison as normally Rumble can't loose heat in combat/ directly after using E, but since with his death his heat gets updated to 0 so does currentHeat. Because the comparison is negative the currentHeat will get used which means 0. -> Not empowered. This should theoretically be quite easy to fix just set the value of heat1 before adding the 20 from his E. This would change the second example since now heat1 30/40 and currentHeat 50/60 and the comparison works just fine. For the Not Empowered E Bug just reset his heat to 0 when he spawns not on death. But considering the amount of bugs Rumble has if Riot would do this Rumble would probably turn pink and automatically buy crit items every back.
me guess is, that before the bugfix in 2021 it was like this: rumble casts e game checks heat for empower small delay, then heat gets added since the small delay was causing that bug, removing the delay may hace caused it to be like: rumble casts e heat gets added game checks heat for empower so it first adds then checks, and that would also explain the wq not making the e be empowered
The Rumble E bugs will probably be fixed next patch, whenever Riot has seen this video. Seems like all that would be needed is to give the empowered HEAT effects as a property of the projectile, instead of making the projectile check if Rumble is at 50 heat on collision.
They 100% accidentally mixed the order of operations if I had to guess Rumbles E adds 20 heat and then checks if it should be empowered or not it should not be very hard to fix so maybe it's a hidden QoL feature, as for why it loses the empowered status when dying it's probably that they set heat to 0 on death and locked it from getting heat while dead (they probably thought it prevents future bugs)
I think any consistent bug that isn't considered abusable (since it's consistent the enemy can anticipate it) should be in the tooltip. For example, most of old Morde's bugs didn't disallow him to be played in competitive since they were well known and most were unavoidable and consistent.
The Rumble E thing makes sense, like if you have a DOT ticking when you die and buy an item, the increased damage from your new stats will apply from that point onwards. It's weirdly actually consistent. Not good, but consistent.
idk man, if you janna shield a caitlyn while headshot is flying, itll deal the increased damage. just how the game works, same reason why that karthus cdr sell/buy/undo works
I've played a lot of Rumble and never knew this bug lol It kind of explains why "it felt right" to hit E that way, though (a contario sensu, why inting with E always "felt wrong")
its okay neeko transformed into a cannon minion to tank 7 hits at an extremely low level, also when they swapped aggro since the turret was hitting cannon neeko there was no turret ramp up
That's not a bug, siege minions take less damage and don't allow ramp up, neeko turns into minion, you can do it to stop champ only ults and abilities as well
@@fullmetal6058The thing is if the turret recognised Neeko being a cannon turret then the agro should go to other champ, that's where the bug is. Sorry for my bad english
lowkey things that happen 100% of the time during normal gameplay cant be considered bugs, esspecially if they are this "small" its a mechanic that should be adjusted for in the tooltip and balanced around and done. Its not like something is getting randomly oneshot without anyone knowing why. Its completely consistent and an enemy can be aware of it and play around it.
Maybe E checks for heat Twice? E cast > heat goes above 50 > E checks heat is over 50 > E hits target > E checks heat is over 50 again > E does empowered dmg , or not That would explain both interactions, maybe they created a bug while trying to fix another .-.
Based on what he said, E always checked on hit instead of on cast. However when Rumble was released there was a delay in heat change after E to avoid this exact issue
@@armandbalmet5910 Probably you have somewhere in code, that after using different ability previous ability must know the heat value. So either E is updated on hit, or when other ability is used. E just don't know heat value until one thing happens 1. Harpoon hits target 2. Different ability says current heat value
I don't think this interaction is fixable. If E checks heat on cast instead of on hit, you also lose the ability to empower E midflight which could be a combo that many Rumble players have ingrained in muscle memory. (Annie players can shoot their Q with 2 stacks, get a third stack, and then empower it midflight with E to convert it into a stun projectile, so this is not unprecedented as an interaction) If you have E add heat and check heat at the end of the flight path (whenever it hits a target or disappears) you lose the ability to E into immediate empowered Q/W. I feel this is the kind of thing where they just need to document the bug and turn it into an intended feature.
Aren't all projectile done when hit rather than when they are cast? It's why you can use E on Vayne and then flash and no matter what the hit knocks them away from where maybe was at the time it hit.
lowkey this is lore accurate to Rumble building his mech out of junk so it's bound to have lots of bugs in general. Rito could easily just say they're tryna make it lore accurate and the next Rumble "fix" is just gonna make his gameplay more sporadic
As someone who doesnt play Rumble, i genuinely thought this would be a video about the Neeko minion bug. I had no idea there even was an issue with Rumble’s kit.
Most ap Items are either bugged, or straight up don't work on Shaco ever since the mythic item patch, possibly even way before but that's before I started playing him.
The end solution is a good one but if Riot fixes one tooltip, SOMEHOW 4 other champions get bugged, Nexus Blitz becomes unplayable and the client will have another seizure.
He should have his kit recoded. I know that would nerf him but they could compensate him with a "buff" to make sure he stays the same. From a programming perspective it can be really hard to make future updates to Rumble without introducing more bugs without resolving the first ones first. It's kind of fun to think of the bugs as features or hidden knowledge, but it's likely that more problems would arise if they ever try to make adjustments for him. Like if they try to buff him one day they might not even do it correctly if his damage isn't even being calculated correctly in the first place.
Most probable cause for it to work only at 30 or 40 heat is the order of operations during cast, something like : - Add 20 heat - is heat > 50 ? --yes : empowered cast --no : normal cast If this is the case, then the first two lines should be reversed, but I wouldn't be surprised if doing this added a bug to 3 other champions down the line
Rumble needs a lot of help, when I first started to play league I was afraid I was going to int if I was about to over heat cause he just yells WARNING WARNING and I did not know what would of happened, he seems like a fun champion and all, very clunky too
I’m assuming that when rumble was originally designed this bug or something similar was discovered so they added a delay to when heat was added to all of his abilities, maybe even a heat cache of sorts that only applies the overheat and heat effects after a game tick. Then when the extra spell bug was discovered the rioter who fixed it simply removed the cache / delay from his E so that overheat would be applied instantly, which would explain why it works on 30/40 heat and why using other spells doesnt affect it. since the E is applying the heat and snapshotting it on projectile spawn not checking after it reaches the target. This could be fixed by bringing back the cache/delay and simply forcing overheat to occur if the visual heat goes above the limit.
From the looks of what you have described it seems like the e ads the heat before the cast finishes and then checks if it should be empored or not. The moment it hits the enemy the ability will deal damage based on if you have the buff or not but when you are dead the buff gets removed and it can't pull that information anymore. If you fire a max ranged e while overheated at the last second available it will also not be empowered. Why is the ability asking your buffs instead of the passive directly? idk it's a riot thing I guess... Edite: According the the comment of someone that looked at the code I am wrong but oh well it's still pretty stupid
Here is the theory ok, i think it gets the heat FIRST then from it, it creates the projectile, so if you cast E then W the projectile is already made, so it doesn't change the type of projectile I say this because it makes sense when you code it, you don't want the projectile updated mid air, so it doesn't, its just that the start is the cause of the problem
Personally I dont see this as a bug, there is a similar mechanic that works on every champion If you cast a any spell that deals damage and put an extra skill point in it from levelling up after you cast it but before it hits anything it will deal the damage of the extra level I.E Caitlyn is level 11 but hasnt put the extra skill point in her R yet, She casts R (at this time with only 1 point in it) so you expect it to do 300 damage, but if she uses the skill point from level 11 while the R is travelling it will do the 500 dmg when it connects. now granted i dont know if this is actually the case but i have heard it from a few sources, i see it similar to the rumble heat "bug" and it only seems to work on his E because his E is hte only ability he has that has a travel time before it hits a target.
Which explains the scenario with Super Galaxy rumble, its a small rocket because he has less that 50 heat when its cast, but by the time it connects he has 50+ heat
Honestly I see no issue with this unless it’s a tournament like worlds. I play about 4-5 games a day on league and have been for the last couple months. Within that time out of hundreds of matches I have not run into a rumble player at all. I think I have about 400 matches in total so that says a lot
When an adc autos someone, and the auto flies to the target, and janna shields the adc while the autoattack is in the air, she Autoattack has more dmg aswell, doesnt it? so its kinda intended
Guess the common point to all the champions I main :')
There are bug lists about them authored by you? 8)
wtf your comment is 1 hour ago but video is only uploaded 8 minutes ago xD
@@MakeMoney-zh7uc unlisted video watched by them to make sure everything is right?
You wrote a book detailing each bugs ?
wish there were gamebreaking bugs with kayn, just imagine him transforming into a minion or drake..
Rumble is not bugged he's just... let's say he just has a lot of hidden mechanics
old morde was the same
a lot of the bugs were cool tricks to pull off in game, with varying degrees of utility.
It gets ridiculous, if they officially acknowledge an ensiklopedia of bugs. It's more likely that they would let the community outsource it.
@@jt2aw15 Honestly true though.
They just happened to vary from positive to negative.
IMO the difference between a bug and a feature is
Can it be replicate under X conditions (like flashing while casting to change direction)
Or is it something that happens inconsistently without player input.
He just needs a nerf and he’ll be fine
Loving the progress this small indie development company has made. Number of players, number of viewers, number of game-destroying bugs... it all seems uphill with Riot!
hello star dragon
Truly a multi-dollar indie company
We are going to the MOON 🚀🌑
0:45 - actually it's 3 if we count Leona's bugged W animation from 0:10. She landed her W and is still holding up her shield, but the Eclipse VFX is missing, so it's hard to tell at a glance whether she has increased stats or not.
might be another spectator bug, doesnt affect the competitive integrity of the tournament
I think she's holding up her shield because of Q, and W did go off, but it only extends if she did dmg to after first activation, wich i think she didn't. I might be wrong tho.
@@luizcastro5246 it's not a spectator bug. I tested this myself, but go play Leona if you don't believe me - the bug exists with every skin at all graphics settings and all maps, and will almost always happen multiple times in every match you play with her. The bug isn't fixed on live and I doubt it'll be fixed with the next patch either since it's not downright game breaking and she still gets her stats increased as she's supposed to. But I'd still argue that it's an important visual aid to tell when Leona is super tanky and when she's not. It's definitely not a problem with no impact.
The ring VFX that she's supposed to maintain after hitting W instead fades away instantly as if she missed it. This happens regardless of whether you're hitting champions, minions or target dummies. But you only have to look at any of Leona's skin spotlights or be a long-time Leona enjoyer to know that that's not how the ability is supposed to work. The only indicator now (besides clicking on her and looking at her buff icons) is that she keeps her shield raised for as long as the armor/mr buff is active.
@@SleepyFenI very often play Leona and I think it only happened to me a few times, but even then I'm not sure cause you might have just put this idea in my head lol
7:56 So guys, we know we're supposed to fix the bugs and all, but if you don't avoid all 50 bugs in this list we will end up penalizing you, goodbye.
and insta permaban for toxic if u dare to mention it that we said that, classic riot ...
At some point this year, pro players we banned from buying Statikk Shiv in official games.
making a machine has alot of bugs right? maybe rumble wasnt that smart when he made it :)
For the short term fix by changing the tooltip, it'd probably be good to add in the visual effects of an empowered rocket too, otherwise it'll still feel bugged.
I love that these bugs kind of fit Rumble as a character since he has such a clanky machine that everything about it is unconsistant and broken.
Except it doesn't fit his CHARACTER
Only his in-game model. From a character perspective his mech shouldn't be shambling around like it is. It is supposed to be a very good machine made from scrap, not look like it could fall apart at any moment
Actually surprised that it isn't Viego or Mordekaiser, also nice thumbnail
Edit: IT'S NOT EVEN SYLAS
Fr and why do i see you everywhere?
@@Dragonape12 I am everywhere.
@@motafu1god dam Kayn mains
@@FrankieWilliams-kx9gp We're spacegliding through channels and comments
I thought it would be Qiyana with how much her entire kit seems to be breaking in the most random ways. We've seen at least 20 variations of her Q-W-Q combo bugging out at this point - either one of the Q's doesn't do damage, or doesn't register at all, flies in a random direction, flies in the direction of blue team nexus if your first Q is elementless, her elemental Q effect doesn't register in some unpredictable circumstances, etc.
E applies the 20 heat BEFORE checking if it should be empowered or not, so you go from 30 > 50 heat on cast, then it checks if the heat is over 50, which it is, and empowers your E. As a programmer I've made this exact mistake many times lol
Then why is the e not empowered if you die before it hits?
@@kianheus2487 presumably the heat meter is set to 0 upon death
@@user-oh6gz9er6h ur missing the point. many people are saying its calculating the heat before the damage and applying both to the E. but if this were true, E would still be empowered after death. E checks the heat for empowerment when it hits, not when its cast.
@@tarrantwalter524 but then e-w-q from 10 heat should be empowered but it isn’t
Looks like it is using pointers for heat data and when player dies it gets nullified.
This is literally the same bug Nidalee had years ago. Where the damage calculation was made when the spear hit, not from where it was casted.
In this case the empower/not empower is done when it hits, not when casted, any other ability casted after E resets the calculation and it works as intended (not empowered when casted below empowered threshold).
That wasn't a bug on Nidalee that was all her skillset they really should have keep it like that
it was one of those bugs people liked
I think this is pretty different. Since you can't cast other spells to empower the E after it's been casted, I don't think the damage calculation is made when the E hits. Instead, I think the game first increases your heat, then casts the spell. It's most likely a simple hack they threw together to fix the older bug where you could cast other spells quickly after Rumble's E even though the E would put you in the overheating state.
I think the other bug that causes your E to deal non empowered damage if you die before it hits the target despite having a high enough heat is unrelated.
Oh yeah, the tech was to swap forms and dash in the opposite direction to amplify spear damage. Such an absurd mechanic, glad it was removed.
@@falinestixiaolong9691 yeah her current playstyle where you actually use cougar to jump on people instead of away from them is a lot more entertaining
Well, its like leveling a skill right after casting it. U use lvl 1 mana with lvl 2 dmg. It resolves upon contact, not cast. So rumble heat resolves after contact.
Since I've taken a look at the reversed code out of curiosity, i can tell you that the empowered check is queued to be made on impact. This is why, when rumble dies, the E is no longer considered empowered (heat is set to 0 on death). However, if another ability that affects heat is cast BEFORE the impact, the empowered check is made right before heat is updated from that ability. This is likely done because one of the devs figured out that spamming other abilities in-between your E cast would make it falsely empowered, so they decided to create this workaround which doesn't account for the obvious problem which is presented here. In reality, with the way this hacky "workaround" is implemented, it's actually extremely simple to go about fixing this bug, by replacing:
if ( ability_that_messes_with_heat_is_used_next_tick ) {
empowered = current_heat >= 50;
empowered_needs_check = false;
}
with:
real_heat = current_heat - 20;
if ( ability_that_messes_with_heat_is_used_next_tick || real_heat < 50 ) {
empowered = real_heat >= 50;
empowered_needs_check = false;
}
However, the devs refuse to fix simple bugs like these (i have no idea why).
indie company
Hmm, then that'd have to imply that being on 50+ heat, casting E-W, and dying, would actually still land as an empowered harpoon.
I'll check that when I'm home!
Following on my earlier comment - Casting EW from over 50 heat and dying still lands a non-empowered harpoon, as if no other spell had been cast.
That contradicts the idea that the heat check on impact gets overriden by casting a second ability afterwards, doesn't it?
ahhh yes the youtube commenter armchair developer knows perfectly how to fix everything because everyone actually working on stuff is just too stupid in comparison to him :)
@@countryc0unthe’s right idk why you’re dickriding riot lmao, if anything they probably have it still as a balance
I realized the e bug myself when I maxed it first in lane once. I thought it was a feature. And that all of them were empowered like that. I guess using my w to go from 30 to 50 getting to lane isn't the best choice.
Rumble could be bugged af and i would probably never discover it, now that you bring this to light. His passive sometimes feel a bit strange, at least now that i think of it. There's so "many" mechanics of Rumble that i'm not surprised there's ancient bugs still alive, tho it's strange Rito hasn't fixed them yet. I guess we got a new king of bugs, or at least, The Grandfather of bugs is Rumble, +200 years
I've gone in-depth on his heat, recording a ton of numbers, and it's working okay now for the most part! The hard ones to figure out (like inconsistent durations) did get fixed following my buglist.
Rumble isn't the king of bugs - that title would go to a few others before him, namely mostly Sion and Illaoi. The uniqueness there is that it's one of these bugs that actually happen all the time, alongside his other issues, but Sion and Illaoi definitely still have a comfortable lead over him.
with many other recent complicated champs I would say rumbles kit is pretty basic.
We need our Rumble visual rework!!! and probably a re-script
they should completely rework him not only visually
@@bezly8867 ye we need another rework like asols
Let them go ahead and rework him for the sake of having stable code.
@@bezly8867His kit is fine, lol.
@@moo4700Rumble is way better than asol in term of balancing, tho
My best guess would be:
Non-overheat rumble e's are hard coded in how they work.
But overheat rumble e's on cast first increase the heat, then run the check to see if it needs to be empowered and on success assign empowered values to the projectile.
But then, damage is calculated when the projectile make contact to safe processing power.
So in thoery, if it drops below the overheat meter by ANY meansit should do the damage of the unempowered version
I love the face that your thumbnail had to also have "it's not Viego or Mordekaiser"
Yeah it kinda makes sense since every projectile is coded that way : one check at the launch for mana cost and cooldown, and one check when it hits the ennemy for damage, effects and such.
That's why it's better to level up your ability while your projectile is mid-air, so it cost less mana but applies more damage.
In the same manner, if karthus sells every items, buy full CDR, ults and quickly refund his full AP build during the channel, he will have max CDR AND max AP damages.
Silly spaghetti code. The bug is pretty much that the "if" check happens at the moment of impact not at the moment of casting in the back end code.
1. If you cast your E from 40, it will immediately go to 60 and then it will hit, it will check that 60>50 at the moment of E impact, so it's empowered.
2. If you die after you cast E from 50+, you will die first, the heat bar will be 0 at the moment of impact 0
you never know if it's a simple fix if they have hot spaghetti running on the servers
My guess is that when rumble fire's his E the heat is applied before the projectile spawns and when the projectile spawns and check's for how much heat rumble has it gets the new value
7:55 made me laugh out loud, 90% Viego bugs.
In some ways, this is the same thing as jayce using his E during his Q travel time.
Abilities tend to only care about when they hit, not on cast. It's just that most champions do not have a system for making it obvious.
That Karthas R bug dealing with items is another agregious example. One where they patched it so you couldn't refund the items, rather than messing with the dmg timing.
This reminds me of a different vid. It mentioned if you have a level up for an ability, hold on leveling up till while the ability is in the air. The cost is based on the level of the ability when it was cast, but the damage/effects are based on the ability when it hits.
His e bug was an advantage but he also has some disadventageous bugs. When you overheat and started your aa animation early or given the command you wont get increased aa speed, making croosing over into overheat weaker. This patch his attack wind up is insanely slow while it should have been buffed from last patch.
i realy wish some pro player whould make it a point to try and enduce as meny bugs as humanly possibly durning worlds just to force them to finaly fix some bugs that have existed for god knows how long
That would be kinda funny if two teams just bug fiesta'd one day.
There was a time when people did that, it was just called "picking Mordekaiser"
@@Naerlyn hahahaha, yeaaa that where the good times XD man the amount of times ive ben like, why the fuck can this person aa me when playing shen in w. That shit is more buged then a 3xA game on launche
The best part is that you can learn this bug organically. I found out about it while clearing jungle camps and I genuinely thought it was a feature. For some reason I associated it with de fact that you can cast E while on heat zone.
The rumble E bug is linked to the bug that if you cast an ability and upgrade your spell right away, the spell cost the of lower level amount of mana or energy. And the deals the upgraded amount of damage.
So every champion and not only rumble are concerned by this issue. And I feel like it is more considered as a mechanic than a bug at that time...
Now this is a certified Riot classic
Haven't watched the full video yet, but Rumble bugs are my favorite. I remember I think back in season 4 that they fixed 2 bugs quite close to each other where 1) Rumble's Q did less damage in bushes, and 2) Rumble's Q did more damage on Purple team (back when it was purple/blue, not blue/red). It's the only time as far as I remember (and I've been playing since S2) that a champion had a bug where they did more damage if they were on one team or another. Some bugs that were only possible if you were on a specific team, sure. But Rumble's Q was ALWAYS doing more damage on that team. (Or was it less damage? It's been about a decade since then)
Meanwhile Viego gets crown fixed while Seeker's Armguard and Anathema's Chains still have their stacks reset everytime he reverts to being Viego
I think the E with 40 heat is intentional. It's true with all champ. If you use an ability and level it up before it hit, it will deal the upgraded damage, but cost the lower manacost. Same thing for the Karthus buying CDR in fountain ult then undo before it hit. If Rumble case is a bug then every champ can abuse that bug not only Rumble.
I remember that old mordekaiser post. It's what made me always wait for Jhin to have his 4th bullet before i killed him. 4th shot Jhin ghost following you around. Man, i miss old Mordekaiser
my guess is his stacks apply heat first, than E checks if heat is 50 or more heat, than it casts empowered if 50 or more (meaning 30 heat + 20 from cast is empowered)
You can see this with other parts of the game like how sheen interacts with other actions. If you use ezreal q and then auto a minion on ezreal your auto will consume the sheen proc and not the q. Same thing with gp and if you die during the projectile flying towards the enemy you will not get a sheen proc which has caused a lot of deaths and people not trading 1f1. The reason it's like this is riot calculates the damage of those things when they hit the target and not at time of casting. Jayce can also abuse a big like this when he uses ranged eq and switches to melee form before it hits to get the melee gold generation of first strike and not the ranged version with it's 30% tax. Another one i've been experiencing lately is on kennen and my w passive auto just randomly disappearing and me losing a stun due to it or a trade. I haven't been able to figure out why this is happening either but just randomly I go into a trade hearing the vfx and seeing my 5th hit passive up and it just doesn't apply onto the enemy.
I am a M7 Rumble and never noticed that this was a bug, always thought to be rational that worked that way honestly. When you compare it with casting E at 20 Heat, then yeah it helps to understand really. Thank you!
Late to the party, but thats how riot calculate all the dmg, thats why u can use any abiliti and lv it up while the ability is mid air for (bonus dmg and generally lower mana cost)
i want to add the fact that this is not counted as a bug (rumble E). The mechanic works the same with Sheen (TrinityForce) item. If u for example use Q with Ezreal, but right before it lands, you autoatack something else, the Sheen buff will work on the first (either Ezreal's Q | either AA). So the same thing happenms with Rumble's E. I dont think we should count it as a bug.
You can also cast the second E if you overheated with the first E, even if you are silenced, which i think is way more broken than this one since the oponent will think you are silenced.
That is intentional. You can do that as long as it is within three seconds after the first cast.
9:23 What? That's nox "fixing it", that's sweeping the problem under the rug (like riot always does anyway, "no no it's an intended feature gus").
Ive always wondered if Rumble being able to cast his second E while overheated was really intended, or if they just didn't bother fixing it and made it a mechanic. Now i think i know
the cause of the issue is its add the heat then it calculate the dmg, this is done to avoid bugs when you can mult cast abilities of anything like that
The coding for Rumble's harpoon most likely adds the heat before it casts the harpoon projectile, but sets the visual of the harpoon before the heat is added. I know riot has a history of the visual hitbox not always aligning with the projectile hitbox so I think its safe to assume that they are not completely connected pieces.
Throwback to Yorick's 28 page bug list from a couple years back. Riot addressed like 2 or 3 of the bugs, total, but have introduced another dozen or so bugs on him since. :)
god bless whatever disorder compelled Naerlyn to put so much time and effort into something most people havent even noticed for years
Hahahaha
No disorder here! Only high-potential/zebra/whateveryouchoosetocallit, and one of the effects of that is sometimes developing a strong interest over something, interest that stays over a limited period of time (as well as an aptitude for learning new things up until a certain level). Works well for spontaneously deciding to make a buglist once the interest kicks in!
My guess is that the check for empower is misplaced in the code to be right after you pay the cost instead of before. Instead of
Button press -> if Heat >= 50 {Pay cost run empowered} if else {pay cost run normal} they have it as, Pay cost then If Heat >= 50 {run empowered} else {run normal}. That or the have a typo in the code of a ~30 instead of a 50 in the check for it. I love things like this in programming. Give insight into the code without even viewing it. Kinda like seraphine E. Rylais applies before the check to see if they are already slowed, thus allowing rylais to turn her E into a Root.
There's another Rumble bug that's been there for some time, where its R doesn't damage the Baron if Rumble is too far away from it (for example, ulting at max range and running away from Baron). As a Rumble main this drives me nuts because it prevents stealing it. It worked just fine but I don't know exactly when they broke it. I did some slight testing and it doesn't occur with any other unit, be it a champion, drakes, jungle camps or summons.
So I recently discovered a bug with Kaisa's W... Which I thought to be related to leaving baron range, but BOY I was wrong... So apparently Kaisa gains passive stacks sometimes when teammates attack an enemy champion... Like a procc stack for her % damage... Well apparently when Kaisa fires her W and the game clocks it wrongly, all spells fired at the exact same second apply her stacks... Including enemies... Like its not the easiest to get it to work, but I successfully killed an ally using my W, getting gold and exp for it... Im still investigating how deep the rabbithole goes, since I also found it to work with Miss Fortunes Ult as long as the projectile exists on the map... (So every wave does passive proccs, its very much abusable)
I like how they have Excel List of Bug's Labelled as ''This we won't fix''
I genuinely feel as if the code to fix this issue would be as simple as:
If Ability cast (messes with heat),
if CurrentHeat-20
Rumble's "E" might be coded like this:
1. Cast spell, generate "heat"
2. Do damage based on "heat" at this moment
that could explain why the empowered "E" damage only happens at 30-40 heat
What I think what happens is that Rumbles E decides wether to use the empowered version onhit and compares your heat immediately after casting E with your current Heat on hit. If your heat onhit is higher it uses the one after E.
Basically If you have 20 heat and use E you know have 40 these gets saved as heat1 and currentHeat. Then you use W and are now on 60 heat and currentHeat gets updated to 60. Now your E hits and the game compares heat1 and currentHeat and since the value changed during your Es travel time heat1 aka 40 heat is used. -> Not empowered
If you have 30/40 heat and use E heat1 and currentHeat is now 50/60. The comparison would be a ≥ (greater than or equal to). In this case no matter if we use an ability or not since heat1 is 50/60 this value will get used. -> Empowered
Lastly the not empowered E on death exists because of the "greater than or equal to" comparison as normally Rumble can't loose heat in combat/ directly after using E, but since with his death his heat gets updated to 0 so does currentHeat. Because the comparison is negative the currentHeat will get used which means 0. -> Not empowered.
This should theoretically be quite easy to fix just set the value of heat1 before adding the 20 from his E. This would change the second example since now heat1 30/40 and currentHeat 50/60 and the comparison works just fine.
For the Not Empowered E Bug just reset his heat to 0 when he spawns not on death.
But considering the amount of bugs Rumble has if Riot would do this Rumble would probably turn pink and automatically buy crit items every back.
me guess is, that before the bugfix in 2021 it was like this:
rumble casts e
game checks heat for empower
small delay, then heat gets added
since the small delay was causing that bug, removing the delay may hace caused it to be like:
rumble casts e
heat gets added
game checks heat for empower
so it first adds then checks, and that would also explain the wq not making the e be empowered
just dont know about the dying thing
The Rumble E bugs will probably be fixed next patch, whenever Riot has seen this video. Seems like all that would be needed is to give the empowered HEAT effects as a property of the projectile, instead of making the projectile check if Rumble is at 50 heat on collision.
What you're describing is indeed how the spell is supposed to work!
It's lore accurate. Rumble used scrap to make his machine thingy so it's logical to behave unexpectedly.
They 100% accidentally mixed the order of operations if I had to guess Rumbles E adds 20 heat and then checks if it should be empowered or not it should not be very hard to fix so maybe it's a hidden QoL feature, as for why it loses the empowered status when dying it's probably that they set heat to 0 on death and locked it from getting heat while dead (they probably thought it prevents future bugs)
I thought it was going to be that you can use the second charge of your e if the first one makes you overheat
I think any consistent bug that isn't considered abusable (since it's consistent the enemy can anticipate it) should be in the tooltip. For example, most of old Morde's bugs didn't disallow him to be played in competitive since they were well known and most were unavoidable and consistent.
The Rumble E thing makes sense, like if you have a DOT ticking when you die and buy an item, the increased damage from your new stats will apply from that point onwards. It's weirdly actually consistent. Not good, but consistent.
And if you destroy a tower before its shot hits you it deals 0 damage.
idk man, if you janna shield a caitlyn while headshot is flying, itll deal the increased damage. just how the game works, same reason why that karthus cdr sell/buy/undo works
I've played a lot of Rumble and never knew this bug lol
It kind of explains why "it felt right" to hit E that way, though (a contario sensu, why inting with E always "felt wrong")
it propably increments heat before doing the check whether or not the e is supposed to be empowered, that would explain the strange behaviour
its okay neeko transformed into a cannon minion to tank 7 hits at an extremely low level, also when they swapped aggro since the turret was hitting cannon neeko there was no turret ramp up
That's not a bug, siege minions take less damage and don't allow ramp up, neeko turns into minion, you can do it to stop champ only ults and abilities as well
@@fullmetal6058The thing is if the turret recognised Neeko being a cannon turret then the agro should go to other champ, that's where the bug is. Sorry for my bad english
lowkey things that happen 100% of the time during normal gameplay cant be considered bugs, esspecially if they are this "small" its a mechanic that should be adjusted for in the tooltip and balanced around and done. Its not like something is getting randomly oneshot without anyone knowing why. Its completely consistent and an enemy can be aware of it and play around it.
Maybe E checks for heat Twice?
E cast > heat goes above 50 > E checks heat is over 50 > E hits target > E checks heat is over 50 again > E does empowered dmg , or not
That would explain both interactions, maybe they created a bug while trying to fix another .-.
Based on what he said, E always checked on hit instead of on cast. However when Rumble was released there was a delay in heat change after E to avoid this exact issue
@@bryantan4228 if it only checked on hit you could EWQ on 0 heat for empowered E, which you can't
@@armandbalmet5910 Probably you have somewhere in code, that after using different ability previous ability must know the heat value. So either E is updated on hit, or when other ability is used. E just don't know heat value until one thing happens 1. Harpoon hits target 2. Different ability says current heat value
I don't think this interaction is fixable.
If E checks heat on cast instead of on hit, you also lose the ability to empower E midflight which could be a combo that many Rumble players have ingrained in muscle memory. (Annie players can shoot their Q with 2 stacks, get a third stack, and then empower it midflight with E to convert it into a stun projectile, so this is not unprecedented as an interaction)
If you have E add heat and check heat at the end of the flight path (whenever it hits a target or disappears) you lose the ability to E into immediate empowered Q/W.
I feel this is the kind of thing where they just need to document the bug and turn it into an intended feature.
Aren't all projectile done when hit rather than when they are cast? It's why you can use E on Vayne and then flash and no matter what the hit knocks them away from where maybe was at the time it hit.
lowkey this is lore accurate to Rumble building his mech out of junk so it's bound to have lots of bugs in general. Rito could easily just say they're tryna make it lore accurate and the next Rumble "fix" is just gonna make his gameplay more sporadic
As someone who doesnt play Rumble, i genuinely thought this would be a video about the Neeko minion bug. I had no idea there even was an issue with Rumble’s kit.
Most ap Items are either bugged, or straight up don't work on Shaco ever since the mythic item patch, possibly even way before but that's before I started playing him.
The end solution is a good one but if Riot fixes one tooltip, SOMEHOW 4 other champions get bugged, Nexus Blitz becomes unplayable and the client will have another seizure.
Trebuchets in AoE2 used to have this bug. Been fixed for a while now
He should have his kit recoded. I know that would nerf him but they could compensate him with a "buff" to make sure he stays the same. From a programming perspective it can be really hard to make future updates to Rumble without introducing more bugs without resolving the first ones first. It's kind of fun to think of the bugs as features or hidden knowledge, but it's likely that more problems would arise if they ever try to make adjustments for him. Like if they try to buff him one day they might not even do it correctly if his damage isn't even being calculated correctly in the first place.
Most probable cause for it to work only at 30 or 40 heat is the order of operations during cast, something like :
- Add 20 heat
- is heat > 50 ?
--yes : empowered cast
--no : normal cast
If this is the case, then the first two lines should be reversed, but I wouldn't be surprised if doing this added a bug to 3 other champions down the line
Rumble needs a lot of help, when I first started to play league I was afraid I was going to int if I was about to over heat cause he just yells WARNING WARNING and I did not know what would of happened, he seems like a fun champion and all, very clunky too
the most amazing part, is the fact of e rumble reduce magic resit
There's another commonly picked picked champion this year at worlds that I've seen the bug happen multiple times. The Azir turret bug.
I’m assuming that when rumble was originally designed this bug or something similar was discovered so they added a delay to when heat was added to all of his abilities, maybe even a heat cache of sorts that only applies the overheat and heat effects after a game tick. Then when the extra spell bug was discovered the rioter who fixed it simply removed the cache / delay from his E so that overheat would be applied instantly, which would explain why it works on 30/40 heat and why using other spells doesnt affect it. since the E is applying the heat and snapshotting it on projectile spawn not checking after it reaches the target. This could be fixed by bringing back the cache/delay and simply forcing overheat to occur if the visual heat goes above the limit.
From the looks of what you have described it seems like the e ads the heat before the cast finishes and then checks if it should be empored or not. The moment it hits the enemy the ability will deal damage based on if you have the buff or not but when you are dead the buff gets removed and it can't pull that information anymore. If you fire a max ranged e while overheated at the last second available it will also not be empowered. Why is the ability asking your buffs instead of the passive directly? idk it's a riot thing I guess...
Edite: According the the comment of someone that looked at the code I am wrong but oh well it's still pretty stupid
Here is the theory ok, i think it gets the heat FIRST then from it, it creates the projectile, so if you cast E then W the projectile is already made, so it doesn't change the type of projectile
I say this because it makes sense when you code it, you don't want the projectile updated mid air, so it doesn't, its just that the start is the cause of the problem
I love the little disclaimer that Viego and Mordekaiser aren't the protagonists of this video
Why do I always recognize my post rework depression when I hear of the old Mordekaiser... D:
Personally I dont see this as a bug, there is a similar mechanic that works on every champion
If you cast a any spell that deals damage and put an extra skill point in it from levelling up after you cast it but before it hits anything it will deal the damage of the extra level
I.E Caitlyn is level 11 but hasnt put the extra skill point in her R yet, She casts R (at this time with only 1 point in it) so you expect it to do 300 damage, but if she uses the skill point from level 11 while the R is travelling it will do the 500 dmg when it connects.
now granted i dont know if this is actually the case but i have heard it from a few sources, i see it similar to the rumble heat "bug" and it only seems to work on his E because his E is hte only ability he has that has a travel time before it hits a target.
Which explains the scenario with Super Galaxy rumble, its a small rocket because he has less that 50 heat when its cast, but by the time it connects he has 50+ heat
I think that it's not that the ability checks for heat value on hit. Rather it's increasing heat before checking on cast.
*NOBODY TOUCH MAH SPAGUETTI!*
and Rito took that to heart
its just a visual bug but Rumble's heat bar also turns orange at 120 instead of 130 and it bugs the hell out of me
Honestly I see no issue with this unless it’s a tournament like worlds. I play about 4-5 games a day on league and have been for the last couple months. Within that time out of hundreds of matches I have not run into a rumble player at all. I think I have about 400 matches in total so that says a lot
honestly solid video. well planned well made.
These bugs are so pervasive that this video is actually an infohazard
When an adc autos someone, and the auto flies to the target, and janna shields the adc while the autoattack is in the air, she Autoattack has more dmg aswell, doesnt it? so its kinda intended
I think a solution is that the proyectile stores the data of rumble and checks that data when hits, i think is the least messy solution for coding
The champion plays inside a mecha built from spare parts and keeps sparking all the time. If theres a champion to have bugs its him
So basically, his code is as shoddy as his mech. Sounds like rumble to me.
“Yeah, I main Rumble...”
“Oh! You’re an entomologist!”
sometimes you abuse the bug, sometimes the bug abuses you
For the longest time I thought the E thing was intentional, my god I have sinned on the sacred field known as the hollowing abyss
"play around those bugs we aren't fixing lmao"
This 'bug' with the e has worked this way since he was released in like season 2. Its not a bug it's a feature.
Rengar : Allow me to introduce myself
I like how it's being bargained to add it to his kit instead of fixing the bug
Rumble really puts Jank into Jankyard titan.