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[Confirmed] Activate Fire Remnant doesn't get canceled properly

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  • [Confirmed] Activate Fire Remnant doesn't get canceled properly

    Activate Fire Remnant does not cancel properly when getting force-moved during it.


    Repro:
    1. Place some fire remnants
    2. Let ally cast a teleport on you (e.g. kotl's Recall)
    3. Use Activate Fire Remnant so that the tp finishes during it


    Result: Activate Fire Remnant's movement is canceled and invulnerability is lost. Remaining spirits still explode and get used up and Ember gets moved to the last one instantly.

    Expected: Activate Fire Remnant fully cancels once Ember Spirit loses the buff which moves him/provides invulnerability.

    Example with SoF. Casting Activate Fire Remnant into SoF doesn't cancel remnants. Second video shows same, but with blink and tp. Movements are canceled, but the spell isn't fully canceled.



    Currently, when a Butcher manages to hook Ember Spirit during Activate Fire Remnant, he will be really sad to find out that it doesn't matter, since the spell will move Ember at the end anyway. It also prevents allies from saving him with teleports, especially KOTL, since his tp cancels on damage, so the invul would ensure a tp.
    Please, just call me buny.

  • #2
    Pudge - Ember Spirit Bug

    Well If you hook with pudge while ember were goin back a place with his ulti; first the hook works and he come near you with your hook and than he continue his flight. I havent tried it with clock or etc. dunno.

    Comment


    • #3
      Working as intended, actually.

      " Forced movement cancels the movement of Activate Fire Remnant and removes its invulnerability.
      However, the remnants still get used up and Ember Spirit gets instantly moved to the last one's location once it explodes."

      Since remnants are "used" not destroyed, they behave as though Ember is jumping to them which is one every 0.4 seconds and he is not moved to the last remnant until it explodes. This produces a small delay where Ember has time to be hooked then get transported away.

      Comment


      • #4
        Don't quote the wiki. It always lists the current interaction, regardless of it is considered a bug or not. This here would be a bug when looking at what happens. A spell getting half-interrupted is most likely not intended.
        Please, just call me buny.

        Comment


        • #5
          Quoting the wiki is sometimes not a good idea, but it gives a perfect wording for what is happening here. Ember is able to be hooked/moved, but the spell is not interrupted, thus the remnants still explode and he goes to the last remnant.

          It's an animation bug, perhaps, but mirrors other interractions with forced movement such as channeled abilities where the hero is not immune to being moved but it has no impact on the channel (hook has a magical ministun, but that has no baring here). In this case, Ember is able to be hooked, but since activate remnant can not be stopped by anything (chronosphere, silence, doom, etc.) as long as you activate the ability before being hooked it will never stop you from reaching that last remnant.

          The issue here is that hook has a long animation, which causes Ember to miss his jump animation timing, but since activate remnant is coded with no max speed, only a 0.4 second max time he doesn't always have an animation if such an animation would cause him to exceed the 0.4 second mandate.

          Comment


          • #6
            Originally posted by Repoman View Post
            Quoting the wiki is sometimes not a good idea, but it gives a perfect wording for what is happening here. Ember is able to be hooked/moved, but the spell is not interrupted, thus the remnants still explode and he goes to the last remnant.

            It's an animation bug, perhaps, but mirrors other interractions with forced movement such as channeled abilities where the hero is not immune to being moved but it has no impact on the channel (hook has a magical ministun, but that has no baring here). In this case, Ember is able to be hooked, but since activate remnant can not be stopped by anything (chronosphere, silence, doom, etc.) as long as you activate the ability before being hooked it will never stop you from reaching that last remnant.

            The issue here is that hook has a long animation, which causes Ember to miss his jump animation timing, but since activate remnant is coded with no max speed, only a 0.4 second max time he doesn't always have an animation if such an animation would cause him to exceed the 0.4 second mandate.
            It's not just an animation bug. Upon canceling the movement of the spell, Ember loses his invulnerability and is no longer prevented from attacking, moving and turning. The bug is that the spell is partially cancelable. The movement gets canceled, along wth the buff's effects, but the the Remnants exploding continues and at the end he gets instantly moved to the last remnant. The spell should either be fully cancelable or it should be fully uncancelable. Since only very few spells affect invulnerable units, this won't make much of a gameplay difference, it would just make the spell more consistant and predictable/less confusing.

            Also, Meat Hook has no ministun. It fully disables hooked enemy non-spell immune units for its full pull duration and it technically doesn't use a stun to do that. Some sources of forced movement prevent the unit from acting and hook is one of those. And "magical stun" or "physical stun" are a WC3 thing. Stuns work all the same in Dota2.

            Remnant cannot be canceled by other spells simply because almost no other spell affects invulnerable units. If they would, they would have the exact same buggy interaction as hook+remnant. So your theory about hook's long animation is wrong. If you blink during remnant, the exact same thing happens. Other spells which can cause this constantly are Kotl, Chen and wisp teleports.
            Last edited by bu3ny; 12-06-2015, 04:01 AM.
            Please, just call me buny.

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