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Thread: [Confirmed] Issues with skills and vision

  1. #1
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    [Confirmed] Issues with skills and vision

    Overgrowth:
    WC3: Gives 350/350 Flying vision vision of the affected units, duration is 0.4s
    Dota 2: No vision.

    Spoiler: 
    Dota 2:

    WC3:


    Spirits:
    WC3: Gives 400/400 flying vision for 2.94s when the spell expires
    Dota 2: No vision.

    Spoiler: 
    Dota 2:

    WC3:


    Static Link:
    WC3: Flying 800/800 vision for the duration of the spell plus 500/500 for 3.34s
    Dota 2: Ground vision for the duration of the spell only.

    Spoiler: 
    Dota 2:

    WC3:




    Black Hole:
    Dota 2: 500/500 flying vision for the duration of the spell + 800/800 ground vision for the duration of the spell
    WC3: 500/500 flying vision for the duration of the spell + 800/800 ground vision for the duration of the spell + 1s of both previous visions + 3s of 500/500 ground vision
    Spoiler: 


    WC3:

    Dota 2:


    Last word:
    Dota 2: 1800/800 ground vision for the duration of the spell
    WC3: 1800/800 ground vision for the duration of the spell + 0.94s of 500/500

    Spoiler: 


    Dota 2:

    WC3:


    Power Cogs:
    Dota 2: 1600/600 ground for the duration of the spell
    WC3: 1600/600 ground for the duration of the spell + 3s

    Spoiler: 





    Lightning Bolt:
    Dota 2: 900/900 flying vision for 3s
    WC3: 1000/1000 flying vision for 3s + 3s

    Spoiler: 






    Primal Split:
    Dota 2: No vision
    WC3: 1800/800 fog modifier for 3s around Brew.

    Spoiler: 



    Snowball:
    Dota 2: No vision
    WC3: 800/800 flying for the duration of the spell + 3.34s

    Spoiler: 



    Charge of Darkness:
    Dota 2: Shared vision
    WC3: 511/511 flying vision for the duration of the charge + 0.94s

    Spoiler: 





    Relocate:
    Dota 2: No vision of the original location
    WC3: 400 flying until Relocate ends, or Wisp dies.
    Spoiler: 
    Last edited by Noo; 04-28-2015 at 04:42 AM.

  2. #2
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    Shackleshot:
    Dota 2: No vision
    WC3: 200/200 flying while the projectile is travelling

    Spoiler: 


    Plasma Field:
    Dota 2: 800/800 flying around Razor for the duration of the spell
    WC3: 800/800 flying around Razor for the duration of the spell + 3.34s

    Spoiler: 



    Wild Axes:
    Dota 2: Flying vision
    WC3: Ground vision

    Spoiler: 
    Dota 1:

    Dota 2:



    Spectral Dagger:
    Dota 2: Gives shared vision of affected enemy/enemies.
    WC3: No shared vision.

    Spoiler: 
    Dota 1:

    Dota 2:
    [/QUOTE]



    Fire Spirits:
    Dota 2: No vision
    WC3: Flying 300/300 around each spirit for the duration of their existence.


    Spoiler: 



    Earthbind:
    Dota 2: Gives shared vision of affected enemy.
    WC3: No shared vision.
    Spoiler: 
    Dota 1:

    Dota 2:
    [/QUOTE]



    Sleight of Fist:
    Dota 2: No vision
    WC3: 600 fog modifier in the center of the targeted area for the duration of the spell

    Spoiler: 



    Infest:
    Dota 2: Lifestealer keeps his normal vision
    WC3: Lifestealer should have shared vision of the targeted unit.

    Spoiler: 



    Supernova:
    Dota 2: Phoenix keeps his normal vision
    WC3: 450/450 flying for the duration of the ult + 3.34s

    Spoiler: 



    Omnislash:
    Dota 2: No vision
    WC3: 200/200 flying for the duration of the spell + 0.94s


    Static Remnant:
    Dota 2: 0 delay
    WC3: 1 second delay

    Spoiler: 

    Illusory Orb:
    Dota 2: Leaves a trail of vision around the orb
    WC3: The vision doesn't linger, except when the orb dies.

    Spoiler: 



    Rolling Boulder.

    WC3: Gives flying vision around ES
    Dota 2: No vision

    Spoiler: 






    Sandstorm:


    WC3: Gives vision, practically flying, explained here http://dev.dota2.com/showthread.php?...=1#post609 103
    Dota 2: No vision

    Spoiler: 



    Timberchain:

    WC3: Gives flying 100/100 vision
    Dota 2: No vision

    Spoiler: 
    Quoting ThoApplesin:
    Anyway, the chain should have been granting a tube-like flying vision, that grows as the chain extends, and has 100*2 width.
    Basically 100/100 flying vision for the every single chain link.
    Here is the data dump for the unit Timber Chain Link in DotA:

    [u01Q]
    auto=_
    abilList=A04R,Aloc
    level=1
    type=undead
    bountydice=5
    bountysides=3
    bountyplus=15
    stockMax=3
    stockRegen=30
    HP=125
    realHP=125
    regenHP=2
    regenType=blight
    defUp=2
    defType=medium
    spd=350
    bldtm=15
    reptm=15
    sight=100
    nsight=100
    Primary=_
    upgrades=_
    tilesets=*
    preventPlace=_
    requirePlace=_
    collision=16
    race=human
    prio=1
    threat=1
    valid=1
    death=3
    cargoSize=1
    movetp=fly
    moveHeight=30
    turnRate=0.6
    propWin=61
    orientInterp=3
    targType=ground
    pathTex=_
    points=100
    buffType=_
    canFlee=1
    file=war3mapImported\TimberChainElement_V1_02
    unitSound=Shade
    name=Custom_u01Q
    unitClass=UUnit02
    blend=1.5
    scale=2
    scaleBull=1
    maxPitch=10
    maxRoll=10
    elevRad=20
    walk=200
    run=200
    weap1=_
    weap2=_
    teamColor=-1
    armor=Ethereal
    modelScale=2
    red=100
    green=100
    blue=100
    uberSplat=_
    unitShadow=_
    buildingShadow=_
    shadowW=120
    shadowH=120
    shadowX=60
    shadowY=60
    shadowOnWater=1
    castpt=0.5
    castbsw=0.51
    launchZ=60
    impactZ=60
    weapType1=_
    targs1=_
    showUI1=1
    atkType1=normal
    weapTp1=_
    splashTargs1=_
    targCount1=1
    weapType2=_
    targs2=_
    showUI2=1
    atkType2=normal
    weapTp2=_
    splashTargs2=_
    targCount2=1
    Name="Timber Chain Link"
    Tip=""
    Ubertip=""
    Art=ReplaceableTextures\CommandButtons\BTNImpale.b lp


    Chakram:

    Dota 2: No vision
    WC3: Gives flying vision

    Spoiler: 
    Dota 2:

    Dora 1:
    Last edited by Noo; 04-04-2015 at 03:22 AM.

  3. #3
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    The overgrowth thing is probably because Overgrowth used multiple dummy units to cast entangling roots on the targets, and those require vision to do so (like how Witch Doctor's Cask is a repeated casting of Storm Bolt and stop bouncing once you lose vision)


    Overgrowth grants 350/350 Flying vision for "0 seconds;" however, this is long enough for it to last one "vision update cycle" of about 0.4 seconds.

    Spirits do not provide vision, except when they expire for any reason—in which case they provide 400/400 flying vision for 2 seconds. Are you sure you weren't forcing them to expire by recasting Spirits on -wtf or something?
    Last edited by bu3ny; 08-08-2014 at 08:03 AM.

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    That's probably it, I'll test Spirits again.

  5. #5
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    Okay, you're right, they give vision when they expire, and I assume the 400/400 flying vision is around every spirit, right? They don't give any in Dota 2.

    I also added Static Link, would you mind checking if the numbers are correct?

    Also, are Ice Shards/Storm Bolt supposed to give any sort of vision while the projectile is moving?
    Last edited by Noo; 01-22-2014 at 03:28 PM.

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    Why would they remove it in Dota 2 and keep it in WC3? Got a link of the changelog or anything?

  7. #7
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    From 6.78 patch notes:
    Spirits no longer provide vision, except temporarily when they collide with an enemy hero.

    I remember when Spirits did give vision.

    Quote Originally Posted by Noo View Post
    Okay, you're right, they give vision when they expire, and I assume the 400/400 flying vision is around every spirit, right? They don't give any in Dota 2.
    Yeah that was removed

    Quote Originally Posted by Noo View Post
    Why would they remove it in Dota 2 and keep it in WC3? Got a link of the changelog or anything?
    The spirits still give vision when they explode or expire but do not give vision around the spirit.

    -Spirits no longer provide vision, except temporarily when they collide with an enemy hero.
    http://www.dota2.com/news/updates/10779/
    Last edited by bu3ny; 08-08-2014 at 08:02 AM.

  8. #8
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    Quote Originally Posted by Noo View Post
    Spirits:
    WC3: Gives 400/400 flying vision when the spell expires.
    Dota 2: No vision.

    Static Link:
    WC3: Flying 800/800 vision for the duration of the spell plus 3.34s (I tested it myself, but took the numbers from a PD guide, so I'm not sure about them)
    Dota 2: Ground vision for the duration of the spell only.
    If that's true, and I don't have a reason to doubt you, it means they fixed it the wrong way already.
    Static Link got 'fixed' by them making it so losing vision doesn't break the link. Goes to show you their priorities. Ignore inconsistencies, and just try to focus on keeping the game fair if too much crying happens? Seems very inefficient. I'm not sure which spirits you're referring to, is it Death Prophet's ability?
    Last edited by hoveringmover; 01-22-2014 at 04:30 PM.
    I will mercilessly add to my ignore list anyone that makes an incredibly annoying signature.

  9. #9
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    The spirits still give vision when they explode or expire but do not give vision around the spirit.

    -Spirits no longer provide vision, except temporarily when they collide with an enemy hero.
    http://www.dota2.com/news/updates/10779/
    I tested it in Dota 2 and spirits don't give vision when they expire, just to make sure I'll test it again in Dota 2 and WC3. I would make videos but don't know how.

    What you're referring to is Spirits no longer giving vision while floating, which works correctly.

    If that's true, and I don't have a reason to doubt you, it means they fixed it the wrong way already.
    Static Link got 'fixed' by them making it so losing vision doesn't break the link. Goes to show you their priorities. Ignore inconsistencies, and just try to focus on keeping the game fair if too much crying happens? Seems very inefficient. I'm not sure which spirits you're referring to, is it Death Prophet's ability?
    The vision is around the hero Razor is targeting. I'll make a video if I find some software to do it.
    I'm talking about Wisp's Spirits.

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    Updated OP with videos.

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