This will happen with all movement abilities. If Movement ability B(
Arcane Shift) is finishing it's cast after movement ability A(
Nevermove) finishes casting, then it'll go through. This is constant between all movement abilities. It's especially prominent with
Arcane Shift because of it's cast time compared to flash and other dashes.



Movement having priority to movement negation makes all my inner MTG player a sad panda :/
But, still using Morg's Q, if you cast
Arcane Shift just as you are hit by it, do you steal move away? I had the impression you wouldn't.
But, still using Morg's Q, if you cast


Yeah, happened the same to me with
Graves, the dash follows through to the end of the animation, it looks even more ridiculous than blinks.
But really, I think snares should cancel movement once they hit; you can feel them still if you have good reflexes, you can still drag
Maokai with you until the "snare" icon appears, but once it happens it should cancel movement, coz that's what it's supposed to do. I can get that people can move as they are stunned, it's like activating a spell and if you get KO'ed while it acts, it'd still go, but if you're caught in some immobilization spell you'd be forced to stay put period.

But really, I think snares should cancel movement once they hit; you can feel them still if you have good reflexes, you can still drag

Thank you Byron for 2014's loudest laugh up till today

if they fixed this then champions with escapes wouldnt be so prominent in the game which is something id like, and it also makes sense being snared in the middle of a dash
however blinks should be different like you can blink over the nevermove
however blinks should be different like you can blink over the nevermove

Thanks to TheNamelessBard for the signature
Ive noticed this alot, and ive always thought of this as a kind of bug? Now I know for
Twisted Advance it makes plenty of sense, SMART players will dash/blink after i cast instead of before to bring me into turret range (which of course auto locks me because the ability finished within range), but stuff like
Nevermove,
Dark Binding, and
Grasping Roots have some funny things going on with them in regards to all that. Ive had champs keep walking with roots around their legs, and don't even get me started on
Riven's
Broken Wings. So much rage. If you somehow manage to hit that 1/10th of a second period where the 2 abilities go off at the EXACT same time, the blink/dash will go off, but the snare ability will continue the lockdown once the ability is over and they get stuck where they blinked to. In most games this shouldnt be much of an issue, but when it does happen its really frustrating.







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DillButt64 wrote:
if they fixed this then champions with escapes wouldnt be so prominent in the game which is something id like, and it also makes sense being snared in the middle of a dash
however blinks should be different like you can blink over the nevermove
I don't have any issue with blinks or dashes going over the field and escape be assured if you get out before the delay is over. I do think it's ******ed that you can move once the damage and snare take effect, be it a blink or a dash. With

The thing is, I'm wanting it to be 100% responsive, which may be utopic. I even think that if you could blink inside the animation and if you end inside it, but the damage/snare period passed, you could be impervious to it. I also think that it's the fact it's hard to solve this question that left things as they are.
@The Overmyynd Riven's



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If you cast
This may sound like a "Swain fanboy cry" thing, but shouldn't the blink/dash be canceled? I mean, if a Morgana/Zyra snare hits, they stay in place, and it's also a skillshot. Is it because it's AoE? Also, do you think it should be "fixed"? (as in, as soon as the damage takes place, they cannot be moved, like a Morgana's Q)