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[Confirmed] Pudge dismember and force staff

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  • [Confirmed] Pudge dismember and force staff

    I had a question, not sure about the dota 1 mechanics here. If pudge dismembers someone who is in the process of using force staff is pudge supposed to stop that hero dead in its tracks? Or is force staff supposed to move you the intended 800 units even if dismembered?

    Basically right now in dota 2 I know that if pudge dismembers you that you get stopped dead in your tracks. I just did a custom game where I created a pudge enemy and I was invoker with force staff. Took a bit of testing to get it just right but I managed to force staff about .01 seconds before dismember. The results were force staff went on cool down and there was negligible movement from the force staff after the pudge dismember.

    If this is how it works in dota 1 then that's cool. If not then ill produce a video showing the effects.

    Basically this happened to me in a game last night (game does not appear in my recent games list, along with every other game from last night) so it got me wondering if that was intended and the same mechanics as dota 1.
    Last edited by AvatarOG; 09-05-2012, 10:28 AM.
    LoL = Checkers. DoTa = Chess.

  • #2
    I can't see why would it stop you. I don't recall seeing any stun, channelled or not, stopping force staff movement. I do remember that there was a bug where purging effects (diffusal, demonic purge) removed force staff movement.

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    • #3
      i think the current mechanic in dota 2 is:
      if you are disabled and forcestaffed afterwards, the forcestaff will push you the full way.
      if you are forced and disabled while being forced, your movement will stop.

      not sure if that is true for all spells but it sounds very logical to me.

      in wc3 dota you could cast disruption on a hero that is being forced and the animation would be at the location of the spell taking effect but the hero (and the illusions) would appear at the end of the forced movement. that was very illogical.
      Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

      Contributions i'd like to highlight:
      My Suggestion: Coaching System
      My Sticky: Intended Changes List
      My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

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      • #4
        Dota 2 Force Staff and Dismember

        Dota 1 Force Staff and Dismember

        As you can see in Dota 1 force staff continues for the entire length through the dismember.

        But in Dota 2 there are two different scenarios I was able to test.
        Scenario #1 is Force Staffing past Pudge as he dismembers - results in Force staff stopping in its tracks.
        Scenario #2 is Force Staffing away from Pudge as he dismembers - same result

        Scenario #2 is almost impossible for me to test in Dota 1 since you cannot turn off Auto attack. I would need four hands and two mouses, or another person to test it with me. Otherwise I cannot recreate the Force staff away from pudge in Dota 1 but I am guessing that Force staff would continue for its entire length.

        So whether this is a bug or an intended change is up to the mods / developers. But it is different from dota 1.
        Last edited by AvatarOG; 09-05-2012, 10:29 AM.
        LoL = Checkers. DoTa = Chess.

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        • #5
          If someone could test Scenario two with me in a Dota 1 Game so I could record the results that would help confirm / deny the bug.
          LoL = Checkers. DoTa = Chess.

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          • #6
            Originally posted by AvatarOG View Post
            Scenario #2 is almost impossible for me to test in Dota 1 since you cannot turn off Auto attack. I would need four hands and two mouses, or another person to test it with me. Otherwise I cannot recreate the Force staff away from pudge in Dota 1 but I am guessing that Force staff would continue for its entire length.
            Just spawn another unit.

            Pudge [TeamA] --- Unit to Forcestaff [TeamB] --- Random Unit [TeamA]

            Have the UtF attack the random Unit .. gazoom, you got some time to Forcestaff-Dismember while the UtF looks away from Pudge.
            Last edited by Vulpes; 09-06-2012, 09:05 AM.

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            • #7
              ahh yes good idea. It worked like a charm

              Pudge Dismember and Force Staff away Dota 1

              Just as I thought the force staff continues the entire distance.
              LoL = Checkers. DoTa = Chess.

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              • #8
                there are ways to detect a unit being disabled in warcraft 3 dota. if it's an engine limitation it's a source engine limitation.

                probably just valve being lazy again

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                • #9
                  twas already on the sticky.
                  somebody forgot to post a reply in here (i guess that someone would be me).
                  Last edited by blash365; 09-06-2012, 09:07 AM.
                  Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

                  Contributions i'd like to highlight:
                  My Suggestion: Coaching System
                  My Sticky: Intended Changes List
                  My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

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                  • #10
                    I'm not seeing it on the sticky
                    LoL = Checkers. DoTa = Chess.

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                    • #11
                      1. Dismember (and possibly other disables) can stop forcestaff movement
                      Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

                      Contributions i'd like to highlight:
                      My Suggestion: Coaching System
                      My Sticky: Intended Changes List
                      My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

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                      • #12
                        ahh ok I see it #209 on the first page thank you
                        LoL = Checkers. DoTa = Chess.

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                        • #13
                          Not sure if the poster was aware but this glitch is identical when using leap as mirana. The leap begins correctly, but when pudge begins his dismember, Mirana's movement is stopped. In dota1, im fairly certain the dismember continues through the leap, but Mirana completes the leap in the direction she was headed and is not halted. This makes for an unually long looking dismember but is how it should work. Someone more inclined might want to test other similar movement skills (Slark's pounce, Mags Impale) against other channeling holds (Rhasta's Net) to identify or confirm the exact problem.

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