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Invoker's Forge spirit bug/reworked

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  • Invoker's Forge spirit bug/reworked

    Forge spirits in dota1 had a spell that was an Orb spell so to say, now this is a passive. To most people it makes no difference because they were not using spirits properly, however to a player that is more skilled this does make a significant chage and here is why:

    For those who are unfamiliar with the term Orb-Walking, it is an action that you can perform with autocast orb spells such as Drow Ranger's frost arrows which allows you to:
    1. attack without causing creep aggro
    2. turns your attack into a spell, thus allowing you to attack while prevented from attacking by let's say Crystal Maiden's Ice Prision
    3. briefly extends your range (due to animation)

    Now, in Dota1, you could harras the enemy with spirits without causing creep aggro that would result in them dying fast, here, you cannot.

    Fix incoming or?

  • #2
    you can still animation cancel with them

    Comment


    • #3
      how bout #1? it makes sense, it was an orb attack.

      Comment


      • #4
        Just to point out, #3 is not completely true.

        The knowledge stem from Huskar's Burning Spear having a 450 cast range compare to his attack range of 400, meaning a manual cast can be done at that range and effectively increase his attack range.

        However, when you compare it to Drow, whose attack range and Frost Arrow's cast range are both 625, she won't attack from longer range via manual cast.
        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


        • #5
          @roflcat, true however due to the way spells are done in wc3 in comparison to attacks, it gives a bigger range because of the cast being/end point is different. Sometimes when enemies are running away from you, you cannot hit them with a regular attack but orb attack hits them...it is just how game works in wc3

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          • #6
            Originally posted by vladhood View Post
            you can still animation cancel with them
            Not even remotly close to orb walking

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            • #7
              which is why i said animation cancel and not orb walk =|

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              • #8
                Orb walking > animation cancling....thus we need it to be an orb

                Comment


                • #9
                  Originally posted by RoflCat View Post
                  Just to point out, #3 is not completely true.

                  The knowledge stem from Huskar's Burning Spear having a 450 cast range compare to his attack range of 400, meaning a manual cast can be done at that range and effectively increase his attack range.

                  However, when you compare it to Drow, whose attack range and Frost Arrow's cast range are both 625, she won't attack from longer range via manual cast.
                  I think he meant the range motion buffer for spells is longer than attacks in WC3 - so if you try to autoattack someone who's moving quickly, or who uses a movement ability, your attack might be canceled where a spell cast wouldn't. But this doesn't matter in Dota2 because there seems to be no maximum range where an attack misses/is canceled anyway.

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