Announcement

Collapse

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

[Duplicate] Chemical rage blocking damage+stun

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • [Duplicate] Chemical rage blocking damage+stun

    Chemical rage blocking both Stun and Damage (in perfect timing if stun hits in transformation time)

    Repro:
    -Get Vengeful spirit and Alchemist
    -Use magic missile on alchemist and just before the missile hits use Chemical rage
    -In perfect timing both the stun and damage get dodged (in dota1, only stun gets dodged)

    Result -
    Damage+stun get dodged

    Expected
    Only stun gets dodged
    Last edited by trena99; 04-12-2012, 04:34 AM.



  • #2
    My guess is that this is intended. It would also be fixed in Dota1 if it was possible.

    Comment


    • #3
      Originally posted by mospan View Post
      My guess is that this is intended. It would also be fixed in Dota1 if it was possible.
      You do not understand the purpose of DotA 2.
      DotA 2 has to be an exact replica of DotA All-Stars's mechanics, but using better looking, sounding aesthetics and generally easier controls.
      They couldn't have fixed bugs from 6.73 in DotA 2 already, that would cause paradoxes of catastrophic proportions, ripping the space time continuum and...
      *ahem* scuse me, my Doc Brown persona kicked in again.
      Originally posted by vodyara
      Please do not let this turn into TF2, the TF2 trading community is absolutely cancerous. They do not care about the game, they just want items.
      Some of my (awesome) suggestions :
      - Left4Dead/Portal 2 style voice command
      - Music Transitions depending on area and time
      - Show full item recipe tree without opening shop menu

      Comment


      • #4
        Then they better forbid crits and bashes during Phase Boots effect.

        Oh wait.

        Comment


        • #5
          Originally posted by DocMcBrown View Post
          You do not understand the purpose of DotA 2.
          DotA 2 has to be an exact replica of DotA All-Stars's mechanics, but using better looking, sounding aesthetics and generally easier controls.
          They couldn't have fixed bugs from 6.73 in DotA 2 already, that would cause paradoxes of catastrophic proportions, ripping the space time continuum and...
          *ahem* scuse me, my Doc Brown persona kicked in again.
          it does not have to be an exact replica in mechanics, but they will try and get it as close as they can. Its quite possible that it was a known issue in dota 1, but because icefrog is busy with dota 2, they decided to fix it here and have it beta tested here where he has thousands of free testers and the resources of valve to do so. There are some bugs in dota 1 that are caused by wc3 that are not intended functionality. I'd say this is one of them.

          With that being said...

          Can you please be more descriptive of what you actual mean by "Avoid the self stun"? i played alchy several times last night and never had any problems throwing it without stunning myself. Though if the timer got down to around 0.5 seconds left, the animation time in throwing it meant that i'd probably stun myself. Is that what you mean? that you tried to throw it before the timer ran out and couldn't? or are you talking about something else involving bkb or repel? or are you talking about some exploit that you can not be stunned without trying to throw it without magic immunity.

          Comment


          • #6
            You could disjoint any stun by activating ultimate at the right time. He then would proceed to run around with the stun circle above his head.

            Comment


            • #7
              Originally posted by sterls View Post
              it does not have to be an exact replica in mechanics, but they will try and get it as close as they can. Its quite possible that it was a known issue in dota 1, but because icefrog is busy with dota 2, they decided to fix it here and have it beta tested here where he has thousands of free testers and the resources of valve to do so. There are some bugs in dota 1 that are caused by wc3 that are not intended functionality. I'd say this is one of them.

              With that being said...

              Can you please be more descriptive of what you actual mean by "Avoid the self stun"? i played alchy several times last night and never had any problems throwing it without stunning myself. Though if the timer got down to around 0.5 seconds left, the animation time in throwing it meant that i'd probably stun myself. Is that what you mean? that you tried to throw it before the timer ran out and couldn't? or are you talking about something else involving bkb or repel? or are you talking about some exploit that you can not be stunned without trying to throw it without magic immunity.
              i mean.. that if u time ur ulti well in dota1 u can escape getting self stun in the tranformation state.


              Comment


              • #8
                Whether it's intended or not, only Icefrog can say.
                Whether we want it to be intended or not is what we complain about here!

                Being able to dodge your own stuns is a big deal as to Alchemist's skill cap. It's pretty difficult to time that in the heat of combat. I'm completely for copying over interesting, skillcap-increasing oddities from Dota1, so this is no exception.

                Comment


                • #9
                  wow really? that's sounds completely against the design of the hero and the skill. I really hope that was never intended in the first place, and was most likely a bug in wc3. It says it stuns him, and he doesn't get any immunity when transforming, so it SHOULD stun him imo. That whole thing wreaks of an exploit.

                  Comment


                  • #10
                    its not as easy as u think to avoid the stun in dota1


                    Comment


                    • #11
                      I know for a fact that ways to remove this behaviour which allows Chemical Rage to avoid spells was looked into and people searching for a fix, sadly none was found.

                      As such, as I grasp it, it stands without the shadow of a doubt as an intentional change that this behaviour has been removed.

                      There were many scary side-effects with this behaviour which could allow really odd things such as Alchemist to attack allied units which had full HP and so on, something I do not think we would like to see again.

                      Comment


                      • #12
                        Originally posted by sterls View Post
                        wow really? that's sounds completely against the design of the hero and the skill. I really hope that was never intended in the first place, and was most likely a bug in wc3. It says it stuns him, and he doesn't get any immunity when transforming, so it SHOULD stun him imo. That whole thing wreaks of an exploit.
                        If IF don't want it to happen he could easily change the transformation to be like Troll Warlords (no transformation time -> can't dodge stun) but instead its still there. Thus I'm guessing that its part of Alchemist's gameplay. (Also, he does have immunity during transformation, just very brief)

                        Check this out: 0.35s transformation time

                        So yes, IMO Alch should be able to dodge his own stun

                        Comment


                        • #13
                          Originally posted by DocMcBrown View Post
                          You do not understand the purpose of DotA 2.
                          DotA 2 has to be an exact replica of DotA All-Stars's mechanics, but using better looking, sounding aesthetics and generally easier controls.
                          They couldn't have fixed bugs from 6.73 in DotA 2 already, that would cause paradoxes of catastrophic proportions, ripping the space time continuum and...
                          *ahem* scuse me, my Doc Brown persona kicked in again.
                          This is already proven false, as the developers have already shown that they are willing to intentionally change things from the way they were in War3 Dota. Linken's sphere was changed to protect you from stun spells that could be targeted at the ground, for example.

                          Comment


                          • #14
                            The original disjoint feature in dota 1 was due to the fact that during the transformation time the alchemist model was swapped with the berserker version, or vice-versa, and during the swap the stun would have no target (or would stun the first model and not carry over statuses to the second, i forgot what it really was). Either way, its a limitation in wc3 due to how alchemist was originally designed as a ladder hero, so I dont think it should be in dota 2.
                            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.

                            Comment


                            • #15
                              Originally posted by DLRevan View Post
                              The original disjoint feature in dota 1 was due to the fact that during the transformation time the alchemist model was swapped with the berserker version, or vice-versa, and during the swap the stun would have no target (or would stun the first model and not carry over statuses to the second, i forgot what it really was). Either way, its a limitation in wc3 due to how alchemist was originally designed as a ladder hero, so I dont think it should be in dota 2.
                              I could be wrong on this one, but I believe the WC3 engine also allowed for Alchemist to 'stun' himself while transforming, but resulting in a 'fake stun', similar to the old issue of fake bash. Where he will have the stun circle above him for that 4s duration, but any stun applied to him will count as fake stun and does not stop him at all and he can run around attacking people while this happen.
                              Every time someone make a false report.
                              Making people's losses feel worse with just my name (don't ask me how it work, I certainly don't)

                              Currently observed Orb(Unique Attack Modifiers), Critical, and Bash interactions for DotA2

                              To:
                              People who cry MM isn't fair: Maybe you're not as great as you make yourself to be.
                              People who wants surrender: It exists, but I'm not teaching you how to do it.

                              Comment

                              Working...
                              X