I see a lot of the known bugs are actually bugs in DotA 1, that do not exist in DotA 2. An example would be "manual cast orb attacks triggering on-attack events" or "Ursa's Overpower not ticking on miss". WC3 has no native detection for manually cast attack modifiers, and has no call-backable hit detection engine, which is why the behavior existed in that manor. Yes, it is possible to code one, but DotA 1 was not very advanced and was limited by the engine.
Is it official policy to replicate everything about DotA 1?
Some restrictions were obviously replicated for balance reasons, for example not being able to have multiple buffs on one attack (eg no frost arrows and life steal and poison orb). Where as others are "known bugs" when the original was clearly a bug (eg Windrunner's focus being blocked by spellsheild - the original ability in DotA 1 has bugged behavior).
It's a bit confusing to see something listed as a "known bug" when it does exactly what is described by the ability, but it's different to what the DotA 1 ability does.
Is it official policy to replicate everything about DotA 1?
Some restrictions were obviously replicated for balance reasons, for example not being able to have multiple buffs on one attack (eg no frost arrows and life steal and poison orb). Where as others are "known bugs" when the original was clearly a bug (eg Windrunner's focus being blocked by spellsheild - the original ability in DotA 1 has bugged behavior).
It's a bit confusing to see something listed as a "known bug" when it does exactly what is described by the ability, but it's different to what the DotA 1 ability does.
Comment