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[Intended] Spectral dagger - Spectral Path

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  • [Intended] Spectral dagger - Spectral Path

    In Dota you could run anywhere with spectral dagger buff on: buff lasted for 4 secs. after leaving dagger path, but you could terrain/treewalk while it lasted. In Dota 2 you can terrainwalk/treewalk only on the dagger path itself, if you step off it - you lose the ability to do this, but the buff still imposed. Also, in Dota 2 this buff lasts only for 3 secs. after leaving path.

  • #2
    it feels a bit sucky, cause the "modelsize" ,or whatever u wanna call it, of the dagger is to small. sometimes it looks like u walk on the dagger but stuck on trees.

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    • #3
      Originally posted by Tooyz View Post
      In Dota you could run anywhere with spectral dagger buff on: buff lasted for 4 secs. after leaving dagger path, but you could terrain/treewalk while it lasted. In Dota 2 you can terrainwalk/treewalk only on the dagger path itself, if you step off it - you lose the ability to do this, but the buff still imposed. Also, in Dota 2 this buff lasts only for 3 secs. after leaving path.
      Please, if you have no idea how buffs/aura work post at brainstorming..................................... ..................................

      When the buff fade out, most of the buff last 4 sec on you.
      Example : Vladimir offerings

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      • #4
        Originally posted by Yuki3012 View Post
        Please, if you have no idea how buffs/aura work post at brainstorming..................................... ..................................

        When the buff fade out, most of the buff last 4 sec on you.
        Example : Vladimir offerings
        The problem is not in the buff, but in the impossibility to freely run elsewhere then on the dagger path. In dota you actually could run anywhere while you got the buff.

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        • #5
          I completely agree with you, this should be fixed. I know ill recieve soem hate for this, but Sand Wraith's (Spectre in hon) dagger was very well made and exactly like this.

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          • #6
            I agree. It doesn't feel like the original dota 1.

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            • #7
              I think this should be considered as bug.
              Winter solstice.
              Originally posted by uebok
              Muted scum shouldn't have an option to disagree with me. That's why they're muted.

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              • #8
                y is a bug.

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                • #9
                  This is not a bug. It is designed this way (different that dota1). I/bQ explained why in a previous thread. Search pls.

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                  • #10
                    On request

                    In Dota 1: When you move out of spectral path, the phased state remained for ~4 seconds. This was done to compensate the difficulty of moving thru trees/unpathable terrain in D1.
                    In Dota 2: When you move out of spectral path, the phased state goes away immediately. This is because moving thru the trees/unpathable terrain is now super easy.

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                    • #11
                      Reposting since it's still up for debate apparently.

                      So it's an intended fix that Spectre now only gains phase on the path rather than getting a 4 second leeway due to pathing fixes, but there are still problems. See picture attached (not quite sure how to make it show up on the post sorry).

                      specdagger.jpg

                      Basically, Spectre threw a dagger through trees which curved around, and since the player had targeted Luna with auto attack, (s)he went off the path and immediately got stuck. I brought this issue up in the past but didn't really have an in game occurrence until now. I myself have had similar problems where if I don't click exactly in a straight line down a shadow path into trees I'd get immediately stuck the moment I step off.

                      The only things I can think of to remedy this is to bring back the 4 second leeway or make it so that Spectres path down the shadow path when they click on an enemy who is daggered (which doesn't seem very conventional to me). It seems unreasonable to leave things as they are since the reason for removing the 4 second off-path duration was that the dagger pathing was made easier (post above), yet with situations like these there really isn't a difference from clicking very closely along a line in DotA to move through trees or cliffs and having to manually manoeuvre yourself along a thin curve the same way unless you want to be stuck in trees in Dota 2.

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                      • #12
                        This is an intended fix.

                        I can see why it would be inconvenient in the situation you explained. You'll have to manually move thru the path in this case then.

                        It is possible with some new pathing logic, spec will follow her target thru the curved path automatically if the straight path will get her stuck. New feature request or another bug fix.
                        Last edited by CvP; 09-04-2012, 08:02 AM.

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                        • #13
                          Originally posted by CvP View Post
                          This is an intended fix.

                          I can see why it would be inconvenient in the situation you explained. You'll have to manually move thru the path in this case then.

                          It is possible with some new pathing logic, spec will follow her target thru the curved path automatically if the straight path will get her stuck. New feature request or another bug fix.
                          I know it's an intended fix, I'm just saying that now a new problem has come up as a result and that needs fixing too.

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                          • #14
                            I think you should open a new thread about this and the possible solution I listed.

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                            • #15
                              I did, but another volunteer mod closed it and redirected me here.

                              http://dev.dota2.com/showthread.php?t=53657

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