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Can Rek'Sai's Tremor Sense sense champions that continually fly or float?

To me it would seem silly as she is sensing vibrations.

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  • I edited your question to remove the part that was making this question encroach on developer intent. Developer intent questions are off topic here.
    – Dragonrage
    Commented Apr 28, 2016 at 22:26
  • @Dragonrage You shouldn't have edited that out, as the answer has been actually given by the game developers on several ocasions
    – Oak
    Commented Apr 28, 2016 at 22:33
  • @Oak it's about developer intent, therefore off topic.
    – Dragonrage
    Commented Apr 28, 2016 at 22:33
  • @Dragonrage "Speculative questions about developer intent, with respect to both mechanics and narrative". If it's stated by the developers, it's not speculation, it's information, and as such on topic
    – Oak
    Commented Apr 28, 2016 at 22:34
  • @Oak the problem is, what if we don't have a dev statement? What if they've just not said it yet or we can't find it? How do you even go about proving that? In general, topicness of questions that need certain answer types as proof is a game we don't want to really get into. You should be able to judge topicality without an answer ever being posted, which is why we have the rule we do.
    – user11502
    Commented Apr 28, 2016 at 23:29

2 Answers 2

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Yes, Rek'Sai can sense flying/jumping units. This happens because while in our world we have 3 dimensions, the game only has 2.

A flying unit, or a jumping unit doesn't "jump / fly". They simply "walk" as usual. You just see it as flight or a jump because of how the game visuals are designed.

This is also valid for traps. If, for example, Tristana tries to jump over Jinx's chompers, she will still get rooted.

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  • Oh wow didn't know about the tristana jumping on chompers!
    – EmperorJP
    Commented Apr 28, 2016 at 22:38
  • "It works because the game only has two dimensions" is a terrible answer. It does nothing to explain the mechanics, except to say, "It does because the game says it does"
    – Frank
    Commented Apr 28, 2016 at 23:18
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    But it is the reason why it happens. The game recognizes 2 axis. Any and all jumps are considered dashes as per the game's code, which, in other words means : they "don't jump". They don't jump, because they don't have a zed axis
    – Oak
    Commented Apr 28, 2016 at 23:21
  • Just pointing out that flying or jumping is a visual effect, but has no difference on movement, would be fine. The top section isn't needed at all, and is what drops the quality of this answer.
    – Frank
    Commented Apr 28, 2016 at 23:24
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    I think the technical explanation is indeed helpful, however, it could defiantly be worded better. That said, unless they made drastic changes since the early days, I disagree completely that the game only perceives 2 dimensions. If there was no understanding of the third axis, trees would be a static collision, and you would not be able to jump over them with abilities such as Corkis jump.
    – user106385
    Commented Apr 28, 2016 at 23:53
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Sure lore-wise Rek'sai probably detects ground-based vibrations, but in-game there is no practical way to differentiate when a champion is either on the ground or in the air. For Tremor Sense the game only detects location, not ground based enemies.

It would also be a huge balance issue to negate Rek'sai's Tremor Sense just by picking a champion that floats such as Malzahar or Nami. Champions aren't allowed to simply ignore rules and should all be affected by abilities the same way.

Rek'sai's Tremor Sense isn't a constant detection either and most dashes/jumps are quick and last maybe a second if not less. This means even if you weren't detectable while in the air, it would be for such a short time that it would make a difference anyways.

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    Detecting if a champion is in the air or not would be a very simple check. You literally only need a Boolean value to store it.
    – Dragonrage
    Commented Apr 29, 2016 at 2:52
  • @Dragonrage It would be, but the game does not and probably will not. VanBuzzKill is absolutely correct in that the game does not consider height values for gameplay reasons. Everything counts as on the ground at all times, regardless of abilities used or CC effects suffered (e.g. knockup). Introducing such an "airborne" variable for general gameplay would bring its own problems with it. For example, should a Blitzcrank hook still hit a target that is airborne, or not? Should Rammus ult affect airborne targets, or not? The game would be very different with that "simple" change.
    – Hackworth
    Commented Apr 29, 2016 at 8:21
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    Actually the game clearly can tell when someone is in the air, Yasuo's ult only works on airbourne targets and originally on the PBE he could ult something like Tristana's jump. There are still a couple abilities he can ult on like Nami's Q which are not knockups. It is tracked, it is just ignored for everything except Yasuo's ult.
    – Probst
    Commented Apr 29, 2016 at 14:31
  • @Probst that's not the result of any height information, but the result of specifically coded interactions. Yasuo can ult off any kind of displacement CC, such as Thresh hook or Janna ult, where the target is clearly not shown as airborne.
    – Hackworth
    Commented Apr 29, 2016 at 16:42
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    "No practical way to tell if champion is on ground or in air".. I count at least three testaments to separate cases where it already does.
    – user106385
    Commented Apr 29, 2016 at 18:14

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