On January 14 2013 16:34 TheYango wrote: Same deal then. If he moved from low ground onto high ground, attacks in flight can miss based on the high ground miss chance because DotA 2 checks miss chance when the projectile hits rather than when the attack is launched (known bug/change in DotA 2).
Force Staff does not make the target invulnerable or disjoin projectiles in any way. If it somehow does in DotA 2, it's a bug.
Nope, no high ground stuff. I just looked at replay too. I was Clinkz, chasing Axe and go for the kill. Did not succeed because of the Force Staff use. Here it is @ exactly the 31 minute mark:
Now I don't know if that was intentional by Axe but I was very surprised. He didn't have evasion at all, and he didn't block the damage either as his HP didn't drop at all after my Searing Arrow was suppose to "hit".
I watched the replay. You missed because of Brewmaster's Drunken Haze debuff, which he cast on you a couple seconds earlier. The Force Staff had nothing to do with it. If you slow down the replay, the Force Staff happens entirely after your attack already missed.
can't this stuff be checked through the log ingame? i love amounts of data in general, that gives so much info if you don't understand what just happened. i have to admit tho that i haven't used it that much, maybe because i can explain most of the things happening on screen, dunno.
I don't really know many people who remember to use the log, but yes - this can all be verified via the combat log
ok i just checked, the combat log does not report missed attacks, so in this case it's no use. slowing the game you can clearly see tho that the arrow hits before the forcestaff gets used.
The little "miss" popup also comes up in game signifying that he missed due to some form of miss chance. If Force Staff was somehow bugged to disjoin projectiles/grant invulnerability for a second, it wouldn't show that (Blink/etc. don't show "miss" when they disjoin projectiles).
I tried the MID ONLY mode with 7 other friends, using the same hero of course, and seeing which team got to 20-30 kills first. In descending order of fun:
1. Pudge (DUH) 2. POTM - transitioning from stacking arrows to 1 carry + 3 other guys spamming starfall 3. WR - needed to assign who should be maxing shackleshot and powershot first 4. Kunkka - highly recommended for laughs, and of course it's the race to crit that matters.
Disruptor could be fun with mass Glimpse. Even mass Huskars, with everyone jumping on each other and everyone with low life. Kotl must be extremelly annoying.
On January 14 2013 20:40 cecek wrote: I played only puck. Shit was insane :D Also, the best 5v5 mid mode ever has to be 1 tiny, 4 techies n each team. Can't wait for techies release.