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Turn rate

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  • Turn rate

    I've been playing dota for the awhile now and I notice something very annoying, the turn rate... well not the turn rate in general the way we have to turn around to cast a spell.

    If you guys recall when you try to hex while running away in dota 1 you would hex before you fully turn, in dota 2 that is not possible if you try to hex while running you would turn abit and if you tell your hero to run just as he is turning he stops casting and just runs, wasting time that you could have used to run away. That is my own thoughts tell me if you guys agree.

  • #2
    This has been discussed in a few places before. Here is a thread I posted asking a similar question http://dev.dota2.com/showthread.php?t=32438&p=188796

    The conclusion there was that the actual turning movement of units in WC3 did not match the visible movement of models.

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    • #3
      I've noticed there's definitely a difference with turning. In WC3 it seemed like a unit would almost turn and move at the same time, whereas in D2 it seems to mostly complete the turn before it starts moving.

      Edit: Just got ninja'd pretty hard.
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      • #4
        Originally posted by winxp View Post
        I've noticed there's definitely a difference with turning. In WC3 it seemed like a unit would almost turn and move at the same time, whereas in D2 it seems to mostly complete the turn before it starts moving.

        Edit: Just got ninja'd pretty hard.
        I believe this is a graphical thing only

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        • #5
          This is a duplicate.

          Related thread - http://dev.dota2.com/showthread.php?t=18870

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          • #6
            Surely it should get added to the sticky then... And there's a noticeable difference (Not just visual) - try using enchantress impetus + blink, viable(ish) in DotA 1, barely useable in Dota 2... I can only just manage to do it without a sceptre in dota 2, and definitely not on every attempt, while in dota 1 I can get it every time.
            Last edited by Wyn-Ryder; 08-14-2012, 08:13 AM.
            Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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            • #7
              Originally posted by Wyn-Ryder View Post
              Surely it should get added to the sticky then... And there's a noticeable difference (Not just visual) - try using enchantress impetus + blink, viable(ish) in DotA 1, barely useable in Dota 2... I can only just manage to do it without a sceptre in dota 2, and definitely not on every attempt, while in dota 1 I can get it every time.
              could we have a video about that?
              Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

              Contributions i'd like to highlight:
              My Suggestion: Coaching System
              My Sticky: Intended Changes List
              My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

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              • #8
                Alright here you go, I only have it with agh's on in DotA 1 but if you watch the end of the clip I can manage to do it from quite close, and MUCH earlier, while in Dota 2 it's pretty sluggish.

                www.youtube.com/watch?v=GZsEn4zjh_c

                And sorry about the alternating sides, I tested it with Radiant vs. Sentinel as well and got the same results.
                Last edited by Wyn-Ryder; 08-15-2012, 06:37 AM.
                Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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                • #9
                  added the dagger thing to the sticky.
                  thanks for the video.
                  Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

                  Contributions i'd like to highlight:
                  My Suggestion: Coaching System
                  My Sticky: Intended Changes List
                  My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

                  Comment


                  • #10
                    I recommend that others test this as well though, even though I managed to get the same results with 250ms delay in WC3 (i.e. multiplayer, no DR) as well, but as I am Australian some of this may be attributed to having a high ping (However I generally cast dagger BEFORE I attack so that I blink as soon as possible after attacking, so the effect should hopefully be minimal)
                    Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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                    • #11
                      Originally posted by Wyn-Ryder View Post
                      I could be wrong, but it appear as though in the Dota 2 clip, you always attempt blinking when the projectile is halfway through the travel distance. It is not difficult to perform this blink impetus if you activate blink dagger immediately after attacking. The Dota 1 animation more clearly shows when it is over, clearly showing when you can blink without interrupting the attack. The Dota 2 animation is not so clear.

                      Here is a video

                      http://youtu.be/jNoDeQ4h7_Q
                      Last edited by smokedsalmon; 08-15-2012, 09:45 AM.

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                      • #12
                        You can tell when I click to blink in Dota 2 if you look carefully for the cursor change, and I still think it's easier and you can do it from a much closer distance in DotA 1, can you try comparing them and see what you "feel" the difference is?
                        Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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                        • #13
                          I dont know much about how this works in Dota 1 but I think someone should check to see if these issues have any interaction with the turn slow from Bat Riders Sticky Napalm and see if that is working right.

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                          • #14
                            It 100% wouldn't work for impetus/blink (as the projectile would always hit), and this could be a combination of turn rate and backswing to be honest, but I did not shift-queue blink so there shouldn't be a difference.
                            Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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