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Moon Glaive does not bounce multiple times per unit

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  • Moon Glaive does not bounce multiple times per unit

    sorry for the title. i forgot the name of the skill. but last time i played her, the bounces of her glaive were not bouncing back when there is no enough targets... for example, when there is only two availble hostile targets, the glaive do not bounce back to complete the total number of bounces of the skill ...

  • #2
    It isn't supposed to. There was a bug in DotA that allowed this to happen under certain circumstances but it isn't the intended behavior.
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    • #3
      uhm ,, well .. i have played DotA 1 for a long time ... and it has always been that way .. the max number of bounces is always completed if there is more than 1 target ... if it was a bug ,, icefrog would have fixed it right? and i think it is what veteran players has accustomed to ..

      thanks for replyin

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      • #4
        Originally posted by gelgel089 View Post
        uhm ,, well .. i have played DotA 1 for a long time ... and it has always been that way .. the max number of bounces is always completed if there is more than 1 target ... if it was a bug ,, icefrog would have fixed it right? and i think it is what veteran players has accustomed to ..

        thanks for replyin
        In DotA 1, it only happened if your attack speed was fast enough. You had to start a new attack while the previous glaive was still in air.

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        • #5
          ON building no matter your attack speed, you could bounce back to your previous building, and that WASN'T a bug.
          On unit, on the other hand, it was indeed a bug (since it dipended of the as)
          Last edited by miambox; 07-19-2012, 03:49 AM.

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          • #6
            Why not keep it? It doesn't break the game and rewards you for knowing about AS and then keeping the targets far enough away.

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            • #7
              added to intended fix list.
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              • #8
                Moon Glaive does not bounce multiple times per unit

                Bouncing Glaives no longer bouncing back to their original targets (discussion) added 19.07.2012
                - http://dev.dota2.com/showthread.php?t=28814

                I object.
                There is a setting in the World Editor gameplay constants dedicated just for this.



                Gameplay - Allow Multiple Bounces Per Unit
                it is set to FALSE by default (pink-ish color indicates that it is set something else than the default)
                is set to be TRUE in the DotA map

                It is known among the playdota community Advanced Mechanics pros: http://www.playdota.com/forums/showthread.php?t=270600 (search for "bounce")
                Robzor says "our guess", I have tested now, and it is no more a guess, it is a fact.


                Now pls.
                As I have seen in some other threads, it helped Luna to scale better to the late game.
                Yeah, I know you think Luna is OP. Don't care. Devs shouldn't care either.
                If you think that she is too good, and needs a nerf; go to playdota, ask for her base attack damage to get reduced, or bounce reduction percent to get increased, or movement speed to get decreased. Or goddamn ask this setting to get set to FALSE. They are all do-able and they don't require any work.

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                • #9
                  It makes a massive difference to WD's aghanim'd ultimate, which almost always bounces.
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                  • #10
                    i dont really care about Luna (i love to play her anyway), but for WD ulti i want old dota bounces!

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                    • #11
                      Originally posted by ThoAppelsin View Post
                      Robzor says "our guess", I have tested now, and it is no more a guess, it is a fact.
                      The 'guess' is not on how this constant works, but why this constant exists in the first place. As noted by Robzor, the guess is that it is to prevent bugs. And by whose 'guess' it is, it is not just Robzor's but that of the old mech team and including Icefrog.

                      By that token it still remains an intended change in Dota 2, just like a number of other things that could be changed in wc3 but aren't (some very easily), But you can continue to discuss the merits of it.
                      Always read and follow the forum rules. If you need help from a moderator, use the report button ()
                      Before posting new bugs:
                      -Check the Known Bugs List and search the forum for an existing report.
                      -Make sure its a bug (test in WC3 Dota, visit playdota guides and adv. mech, etc). If you're still not sure, post in Mechanics and Gameplay Bug Brainstorming instead.
                      -Read the Bug Posting Guidelines on how to report a bug properly.

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                      • #12
                        I remember making thread about it with movies from dota2 and dota1 when new WD ult came to dota2, that is around 24/25.10.'12 (at least that's what yt analytics tell me), and saying that vs 2 targets it's -60% dmg, but I can't even find that thread anymore, probably doesn't exist.

                        With Luna You had to have big ias, but with WD ult You almost always have, as it's 0.25 BAT. We know it, IceFrog knows it, so I guess his intention is to deliberately change dota1 balance from dota2.
                        I do not agree on this one, but who am I to have any opinion.
                        On the other hand he made distinction between SplitShot and Flak Cannon regarding couriers out of the blue (pun intended), so maybe there is a chance for WD.

                        For me new he could be almost new "tiny agh", not as main carry ofc due to big cd, but due to how powerful his ult can be in small skirmishes - in d1 that is. In dota2 he's only shade of what he could be.

                        And to be honest, /rant on/ talking about it is like being a caster of dota2 match - You can only guess what and why, You might disagree with players decision, but You can't change anything in game.
                        Of course I could gather some critical mass by perma-bumps, adding links to sig, reddit threads, protesters with posters, spamming this issue wherever I can etc., but bughunting is my hobby, not politics. /rant off/
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                        • #13
                          The point I want to make is that what you guys think or post here is taken into consideration with regard to changes like these. You all know that some things have been kept because despite being originally bugs or limitations, they became 'part of the game'. Conversely there are mechanics that have been dropped.

                          Whether these things are part of the game or not is based on the perspective of players, which means all of us, and not solely Valve's or Icefrog's.


                          That also means we shouldn't immediately overturn changes between the two games just because its not identical and theres no mechanical reason to account for it. While we report bugs by using wc3 Dota as an example of parity, it is a guideline only. In the case of the above issue, it is clear that this was deliberately changed, especially for WD's death ward. This (like everything else) is subject to change and you can state your reasons why you think so, or don't think so.

                          The intended changes list is not meant to be a final statement on any changes listed, neither are the comments of any forum staff.
                          Always read and follow the forum rules. If you need help from a moderator, use the report button ()
                          Before posting new bugs:
                          -Check the Known Bugs List and search the forum for an existing report.
                          -Make sure its a bug (test in WC3 Dota, visit playdota guides and adv. mech, etc). If you're still not sure, post in Mechanics and Gameplay Bug Brainstorming instead.
                          -Read the Bug Posting Guidelines on how to report a bug properly.

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                          • #14
                            Well, they have said their opinions about WD's ward, and I had said mine about Luna's Moon Glaive in the original post...

                            Now, my question is, why is that constant set to TRUE anyway?
                            It's almost like if they were planning to allow Luna's Glaives to bounce back and forth all the time; but then sadly seen that even with that setting set to TRUE, it only bounces multiple times per unit under a certain circumstance...

                            I mean, look at the setting:
                            "Gameplay - Allow Multiple Bounces Per Unit"
                            look at it as if you had seen it for the first time. What would you expect from that settings functions? Well, it is clear to me:
                            - Set to FALSE: It shall bounce once per unit
                            - Set to TRUE: It shall bounce multiple times per unit


                            Creators of the map set it to TRUE,
                            MOST PROBABLY with the same expectation as mine...,
                            seen that it bounces multiple times per unit ONLY when you manage to launch another Glaive to units,
                            there is a bug here, the bug is that it bounces ONLY under this certain circumstance. It should bounce multiple times rather ALL the time...


                            So, yeah, my point is, the intended fix should be other way around. It should allow Moon Glaives to truly be able to bounce multiple times per unit, which apparently (at least apparent to me) was the initial intention of the one who had set that constant to TRUE and the ones who left it out to stay as TRUE.

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                            • #15
                              I think the point if not the difference, but the fact that it is set to false by default. This is nothing that could get changed in Wc3, no. It is something that got changed by IceFrog. The bounces are intended. I don't see a bug as an intended change if it was intentionally set to work in Dota 1.
                              If you think I've closed or deleted a post unjustified, feel free to PM me and I'll explain it to you/discuss it with you further.

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