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[Confirmed] Orb-walking procs passives that proc on attack event

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  • [Confirmed] Orb-walking procs passives that proc on attack event

    Summary:
    Manually casting orb-effects (orb-walking) shouldn't trigger passives that trigger on a hero being attacked

    Repro:
    1) Pick a hero with an orb effect (like Drow, Silencer etc)
    2) Create an enemy Viper, and skill Corrosive Skin
    3) Manually cast orb effect on the enemy Viper

    Result:
    The hero gets slowed by Corrosive Skin

    Expected Result:
    The hero shouldn't be affected by Corrosive Skin


    This also happens with Tiny's Craggy Exterior and Axe's Counter Helix.

    Considering that this behaviour could be easily coded in Dota 1 too (if a spell went to effect and target has the passive buff and the spell was one of the orb-effect spells then [do stuff]), my guess is that it's intended that those passives don't proc on orb effects.

    In Dota 2 they still proc though.
    Last edited by megamak; 09-16-2012, 09:20 AM.

  • #2
    game engine issue, intended fix.
    Customize your dota in multiple different ways to enhance your DOTA 2 experience (Various cVar and other useful modification for Dota 2 players)

    Comment


    • #3
      added to intended fix list.
      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

      Comment


      • #4
        Originally posted by Solace View Post
        game engine issue, intended fix.
        Did you even read my post?

        There's no engine issue, it can be coded it Dota1 too.

        Comment


        • #5
          Originally posted by blash365 View Post
          added to intended fix list.
          For what reason?

          Comment


          • #6
            Originally posted by Typhox View Post
            For what reason?
            why should there be a difference between orb walking and normal attacks when it comes to passives?
            it makes more sense the way it is now.
            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

            Comment


            • #7
              ? all spells never proc passives unless you right clicked them with autocast on. its a engine issue if it was never fixed. your attacking a enemy hero with a right click, common sense gets applied. only exception is WRs FF which is more so a target-able spell rather than a orb.
              Customize your dota in multiple different ways to enhance your DOTA 2 experience (Various cVar and other useful modification for Dota 2 players)

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              • #8
                Originally posted by blash365 View Post
                why should there be a difference between orb walking and normal attacks when it comes to passives?
                it makes more sense the way it is now.
                Because orbs effects are conceptually treated like spells, not attacks. And those passives trigger on attacks.
                Could be a balance decision, as a counter to those heroes. Or to compensate for the inability to use other orbs.
                By the same logic, why do orbs use spell animation instead of attack?
                Or casting range instead of attack range?

                What I mean is that you can't treat orb effects as normal attacks, they're something different.

                Comment


                • #9
                  Untouchable now triggers off being targeted by attacks or spells

                  quote from getdota. It has been done to counter orbwalking

                  http://www.playdota.com/changelogs/6.55b
                  (search with "untou" (ctrl+f))
                  Last edited by miambox; 09-16-2012, 11:42 AM.

                  Comment


                  • #10
                    Originally posted by blash365 View Post
                    why should there be a difference between orb walking and normal attacks when it comes to passives?
                    it makes more sense the way it is now.
                    Then I would as well ask you, when I'm Overgrowth'ed, Ethereal or Frostbited, why do I have to manually cast my orb and it doesn't auto attack with it?

                    Comment


                    • #11
                      Moved to Common Bugs list instead. That is not to say that this s or isn't intended behaviour, but since this fact isn't clear we'll treat it as a bug until told otherwise.

                      FYI, it is in fact possible in wc3 to change this, so it is likely to be a bug.
                      Last edited by DLRevan; 09-17-2012, 12:29 PM.
                      Always read and follow the forum rules. If you need help from a moderator, use the report button ()
                      Before posting new bugs:
                      -Check the Known Bugs List and search the forum for an existing report.
                      -Make sure its a bug (test in WC3 Dota, visit playdota guides and adv. mech, etc). If you're still not sure, post in Mechanics and Gameplay Bug Brainstorming instead.
                      -Read the Bug Posting Guidelines on how to report a bug properly.

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                      • #12
                        Not sure how this could ever have been considered an intended fix unless orb walking was also changed to draw aggro.

                        Comment


                        • #13
                          it sounds like a bug to me.

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