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Nevermove's interaction with blinks/dashes

Creator: FalseoGod October 23, 2012 6:05pm
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I have no idea why I haven't asked about this before.

If you cast Nevermove on a champion with a natural dash or blink (comes to mind Ezreal's Arcane Shift) and they decide to cast said blink just as damage applies, they will be able to blink away but still get snared (I think it also happens with flash, but most people are smart enough to flash before the snare). This kind of happening feels natural when you blink/dash as you are being "chased" by the particles of a targetted ability, but it feels really clunky seeing those claws coming from somewhere other than the AoE, and it not only is annoying but it also allows people to be condescending with their reaction speed.

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)

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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.
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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.
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Yes you will continue to move.
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It should interrupt the dash only. Not the blink. Shen once tried to dash through my Nevermove he got rooted but only at the end of the dash, whereas he should be rooted mid-dash.
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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.

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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
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I'd agree, champions with forms of escapes are valued more than champions without escapes. Some champions aren't even seen as strong because they lack escapes (see fiddlesticks top)
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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 Nevermove, if the blink started before the AoE damage, then I don't even think it makes sense that you take damage, since you're being teleported out. But if you started a blink just as you took damage, the blink should be canceled.

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 Broken Wings is a bug, I think. I've once been able to use the three Q's while snared by Dark Binding, I think it's a split-second thing. But yeah, it's annoying as hell when it happens, as Swain, snaring an ADC always counts a lot, and seeing that thing happening over and over with Corki, Ez, Graves, Tristana and even Vayne and Caitlyn...bah.

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