Forum Rules

  • No flaming or derogatory remarks, directly or through insinuation.
  • No discussion, sharing or referencing illegal software such as hacks, keygen, cracks and pirated software.
  • No offensive contents, including but not limited to, racism, gore or pornography.
  • No excessive spam/meme, i.e. copious one liners in a short period of time, typing with all caps or posting meme responses (text/image).
  • No trolling, including but not limited to, flame incitation, user provocation or false information distribution.
  • No link spamming or signature advertisements for content not specific to Dota 2.
  • No Dota 2 key requests, sell, trade etc.
  • You may not create multiple accounts for any purpose, including ban evasion, unless expressly permitted by a moderator.

  • Please search before posting. One thread per issue. Do not create another thread if there is an existing one already.
  • Before posting anything, make sure you check out all sticky threads (e.g., this). Do not create new threads about closed ones.
  • It is extremely important that you post in correct forum section.

  • Balance discussion only in Misc.
  • All art related (such as hero model) feedbacks go to Art Feedback Forum.
  • All matchmaking feedback should go here: Matchmaking Feedback
  • All report/low priority issues should go here: Commend/Report/Ban Feedback
  • No specific workshop item feedback. These should go to workshop page of that item.
  • When posting in non-bugs section (such as this), use [Bugs], [Discussion] or [Suggestion] prefix in your thread name.

In case you object some action by a moderator, please contact him directly through PM and explain your concerns politely. If you are still unable to resolve the issue, contact an administrator. Do not drag these issues in public.

All rules are meant to augment common sense, please use them when not conflicted with aforementioned policies.
See more
See less

[Confirmed] Movement at the limits of the Kinetic Field and Pounce Leash

  • Filter
  • Time
  • Show
Clear All
new posts

  • [Confirmed] Movement at the limits of the Kinetic Field and Pounce Leash


    Units that are trapped inside or outside of the Kinetic Field cannot move until they exceed the tangential direction, after hitting the limits of the Kinetic Field.
    Units that are trapped by the Pounce Leash cannot move once they hit the extents of the Leash in a same/similar way.

    Reproducement Steps:
    1. Create a Slark and a Disruptor on the same team
    2. Create a dummy enemy unit
    3. Cast Kinetic Field around the dummy unit or Pounce upon dummy
    4. Move dummy to the extents
    5. Try to move somewhere tangential to the visual (Kinetic Field) or imaginary (Pounce Leash) circle


    The dummy unit turns the way you have pointed him/her to, but doesn't move.

    Expected Result:

    The dummy unit walks against the Kinetic Field barrier or tries to extend the Leash towards the direction you have ordered him/her to go.
    Basically the dummy unit should end up at the location that is the closest point of the visual/imaginary circle.


    The current Kinetic Field can be somewhat reasonable... I mean, it is an electric field. It is kind of logical that it paralyzes the units that are trying to move along its extents.
    But it is totally wrong for the Pounce Leash. It's a leash. Think it like you have tied a rope to a metal ball, and then fixed the other end of the rope to the ground. If you apply a tangential force to the metal ball at the rope's limits just for once, the ball should be making circular movement until the friction stops it. Physics 101...

    Let's put the logic aside. This is different on both versions, therefore a bug.

  • #2
    units should not get stuck at the boundary anyway. maybe this is a difference in path finding.


    • #3
      makes sense. i think it should be adjusted.


      • #4
        added to sticky.
        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


        • #5
          Aye its the whole a priori vs a posteriori problem with their movement prevention.

          In dota 1, its using an a posteriori movement trigger to simply move you back directly towards the center of the circle if your distance exceeds the AOE, so your new position is relative to where you would have walked. IE relative to your intended position instead of your old one. In dota 2, its stopping you from moving in the first place so it doesn't skid along the edges, instead getting "stuck". I see it all the time in game engines when someone is trying to do collision detection, its an easy way to get very frustrating controls