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Icarus Dive shouldn't trigger Wall of Replica

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  • Icarus Dive shouldn't trigger Wall of Replica

    placeholder

  • #2
    I think we can count these all as intended. Nowhere is said that certain speed should make the wall ineffective.


    Also it makes little to no sense for the wall to not affect those.
    Please, just call me buny.

    Comment


    • #3
      All those bugs because TriggerRegisterUnitInRange cannot detect then unit is moved in its range by triggers. You can test with static remnant. So I would say it is WC3 engine error.
      Known Tooltips and UI information Issues List
      Unreleased heroes data:

      Hero Balance Compilation 6.48 onwards
      Items and Other Balance compilation 6.48 onwards
      Dota 1 6.81c Test Map

      Comment


      • #4
        Actually instead of using TriggerRegisterUnitInRange you can check for enemy units in needed AoE every small fraction of seconds. This will fix this issue
        Known Tooltips and UI information Issues List
        Unreleased heroes data:

        Hero Balance Compilation 6.48 onwards
        Items and Other Balance compilation 6.48 onwards
        Dota 1 6.81c Test Map

        Comment


        • #5
          Originally posted by igo95862 View Post
          All those bugs because TriggerRegisterUnitInRange cannot detect then unit is moved in its range by triggers. You can test with static remnant. So I would say it is WC3 engine error.
          so you are saying the limitations on wc3 engine are being corrected on source engine?

          all the stuffs that were "bugged" on wc3 are gona be "fixed" here?

          i dont understand how valve deals with wc3 engine limitations, do they keep it like they were or they considere it as a bug/limitation and fix it here.

          Comment


          • #6
            Originally posted by wachon1992 View Post
            so you are saying the limitations on wc3 engine are being corrected on source engine?

            all the stuffs that were "bugged" on wc3 are gona be "fixed" here?

            i dont understand how valve deals with wc3 engine limitations, do they keep it like they were or they considere it as a bug/limitation and fix it here.
            Usually Icefrog (some Valve developer, core tester) confirms what is bug and what is not but because he went full silent mode after force staff incident we might never know. And this WC3 limitation can be avoided as the way I stated above. Most of the spells use that way of detection except some old coded like static remnant or Wall of replica.
            Known Tooltips and UI information Issues List
            Unreleased heroes data:

            Hero Balance Compilation 6.48 onwards
            Items and Other Balance compilation 6.48 onwards
            Dota 1 6.81c Test Map

            Comment


            • #7
              Force staff incident?

              Comment


              • #8
                Force staff was not being castable on self then magic immune throught double click. It was confirmed as intended by Icefrog but after some time it was changed to Dota 1 behavior. He left this message:
                Originally posted by IceFrog View Post
                Nothing is set in stone, if there are things we confirm as intended for whatever reason, you guys are still free to debate the pros and cons.
                and soon completely stopped posting on forum. If you seen Valve conference videos in one of them they say that no communication is better then bad. I guess Icefrog decided to adopt this strategy and now we doomed to never know his intentions.
                Known Tooltips and UI information Issues List
                Unreleased heroes data:

                Hero Balance Compilation 6.48 onwards
                Items and Other Balance compilation 6.48 onwards
                Dota 1 6.81c Test Map

                Comment


                • #9
                  Originally posted by wachon1992 View Post
                  so you are saying the limitations on wc3 engine are being corrected on source engine?

                  all the stuffs that were "bugged" on wc3 are gona be "fixed" here?

                  i dont understand how valve deals with wc3 engine limitations, do they keep it like they were or they considere it as a bug/limitation and fix it here.
                  Replying to this context alone (not your op) I'd say it's the same as CM's Frostbite vs Firefly on Batrider.

                  There is a possibility that IceFrog's vision of the game and how it works was limited by the engine. Now that he has something to work with from scratch where he has total control, he might want to balance them the way he intended them. I don't see the problem here...
                  Explanations on the normal, high and very high brackets in replays: here, here & here
                  Why maphacks won't work in D2: here

                  Comment


                  • #10
                    Originally posted by The Nomad View Post
                    Replying to this context alone (not your op) I'd say it's the same as CM's Frostbite vs Firefly on Batrider.

                    There is a possibility that IceFrog's vision of the game and how it works was limited by the engine. Now that he has something to work with from scratch where he has total control, he might want to balance them the way he intended them. I don't see the problem here...
                    You can easily fix Firefly frostbite/overgrowth interaction in DotA1.
                    Please, just call me buny.

                    Comment


                    • #11
                      Although I haven't played D1 (nor have it installed), from my understanding it's been like this since the dawn of time
                      Honestly ever since 6.79 I am not sure if D1 matched D2 that much anymore. Especially back then when Brood had free movement all over the map and Blood had 999999999999999999999 movement speed. I assume after the latest balance changes it matches it more (except for the Intended Changes List, of course)

                      Still, on-topic, I don't see why ability movements shouldn't trigger WoR. (I meant to say as an intended change, of course)
                      Explanations on the normal, high and very high brackets in replays: here, here & here
                      Why maphacks won't work in D2: here

                      Comment

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