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Rupture not interacting as expected in specific situations?

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  • Rupture not interacting as expected in specific situations?

    Bloodseeker's Rupture has this specific rule:
    If the affected unit moved more than 1300 distance in 0.25 seconds, it will not be damaged for that instance.

    Queen of Pain's blink has exactly 1300 range - if she uses her blink while ruptured, she WILL take massive damage from rupture.

    But if QoP max-range blinks on top of something (like a tree) that she can not land upon, she will actually appear in the closest nearby location.

    This means that a ruptured QoP can completely evade the damage of blinking during rupture by max-range blinking onto an un-pathable object.

    The game will move QoP that tiny extra bit of distance so she appears slightly behind the tree, which exactly breaks the 1300 range limitation on rupture.

    This bug (if it is a bug?) is easily reproduced, max-range blinking with QoP slightly behind a tree will result in taking no damage.

    Second issue i noticed is that a Puck can, while ruptured, safely cast Q (sphere) and hide in his E (phase) - then he presses D (jaunt) and thus blinks unharmed by rupture (less than 1300 distance).

    If puck attempts this WITHOUT using the E (phase), he will take massive damage from rupture as long as he does not "jaunt" more than 1300 range.

    To me this seems unintended because Puck breaks his E (phase) to cast the jaunt that blinks him.
    Phase->Jaunt->Rupture's damage blocked by an already non-existent Phase.


    He should not be protected from Rupture by his Phase AFTER the phase has already been canceled by casting jaunt.

    Either way it is really confusing to see these strange interactions where players can completely evade taking ~700 pure damage by performing counter-intuitive actions.
    My personal opinion is that both of these issues are bugs, mechanical oversights that can be easily fixed.
    Last edited by Bogdanov89; 06-05-2015, 02:19 PM.

  • #2
    QoP can avoid the damage by moving right after having blinked. Cliffs/trees are not necessary, although they also can cause this, since Dota2 always moves units onto pathable terrain if they happen to be on unpathable one.

    This is pretty much intended. Her blink's max range is 1300. Rupture checks for distances in 0.25 second intervals (or 0.1, I don't remember exactly), so if you move right after the blink, the distance gets greater than 1300, so no deamage is dealt. This is done easiest with her blink or with global tps, but can also be performed by e.g AM with his own blink + queued blink dagger (or by any hero with refresher blink dagger).
    Please, just call me buny.

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    • #3
      Okay, what about the Puck's interaction with Rupture as i mentioned above?

      Makes no sense that a Puck is still invulnerable from Phase AFTER he has cast his Jaunt (which breaks the phase first).

      Jaunt cancels Phase and then moves Puck to his orb - rupture should deal damage AFTER puck does his jaunt, at which time there is no phase protection.

      Comment


      • #4
        I blame the facft that both (shift and jaunt) have a 0 second cast time, instead of 0.1.
        Please, just call me buny.

        Comment


        • #5
          Originally posted by bu3ny View Post
          I blame the facft that both (shift and jaunt) have a 0 second cast time, instead of 0.1.
          Okay, so is this a bug or an intended interaction?
          I assume the same bug would occur if KotL's Mana Leak was applied to the puck, or any other "movement performed" spell.

          I mean it either goes into the "known list of bugs to be fixed" section or we just ignore the awkward interaction between spells.

          Comment


          • #6
            Originally posted by Bogdanov89 View Post
            Okay, so is this a bug or an intended interaction?
            I assume the same bug would occur if KotL's Mana Leak was applied to the puck, or any other "movement performed" spell.

            I mean it either goes into the "known list of bugs to be fixed" section or we just ignore the awkward interaction between spells.
            Bump

            Comment


            • #7
              ^ Phase Shift/Jaunt having no cast time is already in the list. No need to add stuff to it which only happens because of that parity issue.
              Please, just call me buny.

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