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Anyone feels like Phase Shift + Dagger is bugged?

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  • Anyone feels like Phase Shift + Dagger is bugged?

    Im currently playing Puck and for some reason Phase Shift + Dagger seems not to work. Never had any problem with it, now even shift-click doesnt work. Anyone else got the same problems or is it just me?
    MEH

  • #2
    Shift click obviously wont work because you can't queue a item/ability into your queue while they are cooling down(in this case, dagger)
    About your problem, The only thing i can think of is that you are under heavy aoe attack. Leshrac, Death prophet and other similar heroes can prevent you from daggering out because when puck wants to blink, there is a very very short animation where she gets out of the phase, If she is attacked under that animation it gets cancelled and dagger goes on cooldown again.

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    • #3
      what viruser said, your are getting dmg/hit between phase shift and blink dagger, try it out on a custom match. its working fine.

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      • #4
        Shift queues with items in combination with skills and basic commands in dota2 are broken. You gotta manually do it.

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        • #5
          It always feels like a turnrate issue to me, if I'm trying to shift queue blink to a spot I'm facing there's no problem but to shift queue blink to a point behind me isn't possible.

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          • #6
            Even though the phase shift duration is (3.25s) longer than the blink disable time (3s) i also feel like blink just won't go off often. and for some reason then blink even seems to still be on cd on my screen while on my friends it is on cd, and vice versa when they are playing puck and i'm watching the blink from my screen.

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            • #7
              you need to face in the direction you plan to blink in before phasing

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              • #8
                Originally posted by czydude View Post
                Shift queues with items in combination with skills and basic commands in dota2 are broken. You gotta manually do it.
                Why don't they fix it? It's holding back many WarCraft 3 DotA veteran players until they get used to that fact.
                I will mercilessly add to my ignore list anyone that makes an incredibly annoying signature.

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                • #9
                  Originally posted by noblue View Post
                  you need to face in the direction you plan to blink in before phasing
                  This is the problem with blink in dota 2, u need to turn around, in dota 1 u could blink instantly without needing to turn around to the direction ur blinking.

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                  • #10
                    Phase Shift and Ethereal Jaunt don't use cast time

                    dont forget about this
                    „Die Kinder von heute kennen kein Vaterunser, dafür aber Deinemudder.“

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                    • #11
                      Originally posted by Amraa View Post
                      This is the problem with blink in dota 2, u need to turn around, in dota 1 u could blink instantly without needing to turn around to the direction ur blinking.
                      This is not true, every point target ability requires turning

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                      • #12
                        Originally posted by ThoAppelsin View Post
                        This is not true, every point target ability requires turning
                        I can remember that there was a difference (I got no source, simply remember having read something a LONG time ago) between how Dota 1 and Dota 2 handles casts, regarding the facing.
                        Dota 1 allowed you to cast without actually facing the target, as the cast starts while turning (this behaviour is definitly true, I've encountered this issue in wc3 quite often while coding skills (facing of caster != angle between caster/target)).
                        Dota 2, according to that thread, was way stricter with it. This could cause such issues, as turning would take longer until the cast is fired.

                        Would be an interesting test to compare the behaviour, if measuring would be easier including the milisecond timing.
                        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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                        • #13
                          What you've had read is most probably just wrong. It can be that someone interpreting a backswing issue incorrectly as a blink issue due to using extensive amount of variables, could even be me, don't know...

                          There is this thing called "propulsion window" in W3, that allows units to start casting point target abilities before facing directly towards the direction they had targeted
                          Dota 2 also has this, settings are not disclosed but its still there, similar to how backswing durations not being disclosed but still being there
                          Just made a test with puck in both DotA and Dota 2, they both have the turn rate set to 0.4, and here are the results:

                          - took 0.40 seconds in DotA
                          - took 0.30 seconds in Dota 2

                          between targeting a point that was directly behind the puck, within the casting range of the blink, and the point where relocation occured
                          made 3 trials on both versions, results are exact

                          if anything, Dota 2 is faster on this
                          the cause of the difference is most probably because the units reach the set turning rate speed gradually rather than immediately being able to turn with that speed, makes perfect sense and is more natural (source: http://www.playdota.com/forums/showthread.php?p=896504)
                          Dota 2 might be lacking this, which ends up making all the turns faster than they should be

                          Whatever the reason is, Dota 2 has a faster turning speed on units than they should be having, evident with the puck-blink test I've just made

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