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Vengeful Spirit - Wave of Terror Vision

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  • Vengeful Spirit - Wave of Terror Vision

    Before I start I'd like to say I was quite unsure of where to post this, whether it is more of a Map Issue or more concerned with Hero Skill Mechanics; sorry If this is the wrong place.

    When Wave of Terror is cast upon an upper terrain it does not give full vision in certain areas/wardspots, as shown in the following:
    dota0009.jpg as opposed to in Dota1 (can't seem to upload my Dota1 example due to an error) where you get full vision.

    The problem seems to be that there is a small area in front of the castpoint to which the vision is lost immediately. Here I gain vision of the upper terrain for the full duration by casting from far away which seems to work:

    The peculiar thing is that there are spots which this does not happen as shown:

    I don't know the exact number on the Wave of Terror vision duration, but it's around 3 seconds. (nothing on playdota mech forums to my knowledge)

    Unnecessary Part:

    Why is this important? Usually playing VS you counter-ward by placing the counter ward on lower terrain so it can cover more ground and then you use your Wave of Terror on suspicious enemy ward spots. You can ask me why not just place your Observer Wards first to gain vision, well because you shouldn't place your Observer Wards while enemy has vision or else he'll know where to re-counter your wards.
    Last edited by mEGha; 10-12-2011, 12:42 AM.

  • #2


    • #3
      Fix it.


      • #4
        bump for the sake of VS


        • #5
          ye fix it!


          • #6
            Yeah, there's no vision dummy (or whatever DotA 2 now uses) spawned close to the beginning of the Wave of Terror projectile.


            • #7
              I've had the same problem. Supporting this one to be fixed!
              Winter solstice.
              Originally posted by uebok
              Muted scum shouldn't have an option to disagree with me. That's why they're muted.