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[Fixed] Nature's Guise makes checks in 0.5 secs instead of having 1 sec grace time

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  • [Fixed] Nature's Guise makes checks in 0.5 secs instead of having 1 sec grace time

    Treant Protector's Nature's Guise ability checks for the presence of nearby trees in 0.5 sec intervals periodically,
    it should be rather making checks frequently, and having a 1 second of grace time that starts counting down when you are not close enough to a tree

    Treant Protector's Nature's Guise should be corrected in a way that it constantly checks for the trees within the set AoE around the guised unit;
    > counts down from 1 as soon as there is not a single tree in that AoE;
    >>> reveals the unit when the countdown timer times out,
    >>> resets the countdown timer back to 1 and pauses/ditches it, if there happens to be a tree in that AoE again before the countdown timer times out


    ideally, there can be a secondary buff icon next to the current Nature's Guise buff icon, which;
    - remains at 100% swipe as long as you are close enough to trees
    - starts swiping down as soon as you get far
    - gets back to 100% again as you get back near to a tree
    - disappears as you become visible, either due to being afar too long, or time-out of the Guise




    this could achieve a good indication of what's happening with the Nature's Guise

    Footnote: There is one another thread that talks about this, but it is a horrible mess, as it starts off with a complete another bug, then switches into talking about this stuff
    it was wrong for them to having a discussion over a new bug appended to a previous bug that had been fixed, and I won't be carrying on from where they left,
    but to bring the credit to them, here's the link to that thread: http://dev.dota2.com/showthread.php?t=85215

  • #2
    I confirm this bug ~

    Comment


    • #3
      Heyy,welcome back man.
      Karnivool's new album is DOPE!

      Comment


      • #4
        Anything that improves how this skill functions would be a boon.
        "It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead."
        Io, the Guardian Wisp

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        • #5
          Well, that explains why when I walk between two sets of trees the same distance apart, sometimes it breaks, sometimes it doesn't.

          So basically:
          If I'm out of range of trees for 1/4th of a second, there's currently a 50/50 chance that it will check during that time and cancel my invisibility.
          But it sounds like it should work like this:
          Even if I'm out of range of trees for 9/10ths of a second, there should be a zero percent chance that my invisibility will be canceled.

          This is a pretty massive difference.

          Comment


          • #6
            I like how they didn't only fix this, but also added a status buff exactly like how you described it.
            Please, just call me buny.

            Comment


            • #7
              I would not know that unless somebody had told me about it, thanks

              Comment


              • #8
                Sometimes I am surprised how incapable a programmer can be and still sit in some awesome company coding crap

                Comment


                • #9
                  Originally posted by Illumnatu5 View Post
                  Sometimes I am surprised how incapable a programmer can be and still sit in some awesome company coding crap
                  a programmer is not necessary a dota mechanism expert

                  Comment


                  • #10
                    Originally posted by Eric37073 View Post
                    a programmer is not necessary a dota mechanism expert
                    They're not hard to learn at all.

                    Comment


                    • #11
                      Originally posted by Noo View Post
                      They're not hard to learn at all.
                      that doesnt prevent programmers from not learning it... the point is i dont regard this bug as "crappy coding"
                      that vs crash bug is due to crap coding
                      Last edited by Eric37073; 05-02-2014, 05:50 AM.

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                      • #12
                        Originally posted by Eric37073 View Post
                        that doesnt prevent programmers from not learning it... the point is i dont regard this bug as "crappy coding"
                        that vs crash bug is due to crap coding
                        The vs crash was due to lack of testing. I'm sure in their code they have a list of flags that say what types of units are affected, and it was probably something like UNITS_ALL instead of UNITS_HERO_ENEMY. I wouldn't be surprised if the change to fix the crash wasn't anything more than one or two lines.
                        Originally posted by Hitokiri Battousai
                        Firstly hi, i am not a racist but really i hate all of russians....

                        Comment


                        • #13
                          ^lack of testing is just part of the problem. the negative vengeance aura is supposed to work on heroes, but when neutral/dire/radiant kills VS, there is no hero to put on the aura. probably that causes the crash.

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