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[Fixed] Spec can't run through trees

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  • [Fixed] Spec can't run through trees

    During dagger spec cannot phase through trees.

  • #2
    Im quite sure he can if he run on the path, but can't if he's shoot the dagger one direction and run in another direction. Please check it again.
    Steam: bQttger

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    • #3
      Originally posted by bQttger View Post
      Im quite sure he can if he run on the path, but can't if he's shoot the dagger one direction and run in another direction. Please check it again.
      That is correct, in dota 1 he can dagger anywhere then phase through anything.

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      • #4
        what this pub means is the daggers buff effect last longer when leaving the path of the dagger. it probably owuld solve some pathing issues that currently exist as well when you simple A click in certain directions because the game assumes you have no pathing then you leave the path and hit the trees. then you turn around to go around the normal way which contains your dagger and it just repeats.
        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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        • #5
          The problem here is that replicating the old mechanic (Dagger pathing lasts for a few seconds after leaving the trail) precisely would be a substantial buff. We need to keep in mind that the need to spam-click/rally point through terrain is gone, it's now possible to go though a cliff or wall of trees with a single click. The trail effect lasting a few seconds on you helped counter this in WC3, going where you wanted to was difficult, but you had a little wiggle room if you screwed up. Having both the easy movement from DOTA2 and the long-lasting trail from WC3 would be extremely powerful.

          edit -- point being, replicating the WC3 mechanic to the letter isn't realistic (e.g. we're not going to add the spam clicking back) and replicating everything except that would likely be imbalanced. The current setup of "you can walk easily, but only on the path" seems like a decent compromise to me and also fits the theme of the ability a bit better, that you actually have to care about where you throw it. Note that this gives some extra incentives to manually target it along the ground, which adds some extra skill to it there. Anyways, the new setup might not be the perfect compromise, but I don't think it's bad by any means.
          Last edited by Otter; 09-16-2011, 09:33 PM.

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          • #6
            Originally posted by Solace View Post
            what this pub means is the daggers buff effect last longer when leaving the path of the dagger. it probably owuld solve some pathing issues that currently exist as well when you simple A click in certain directions because the game assumes you have no pathing then you leave the path and hit the trees. then you turn around to go around the normal way which contains your dagger and it just repeats.
            +1 this, is annoying

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            • #7
              Isnt this fixed for like 3 updates now? As spectre got the buff to move like 6 seconds after leaving the path...

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