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#1 |
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#2 |
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I think this should be in remake section.
imo, the problem is Chain Frost is not a homing projective. When it select a target, it will move to the target's location-when-it-select. If you move out of your location when the Chain Frost coming, you will still be hit and slow. After approaching its location, it will choose next target and simply move to that location, not the target. To fix your problem, I think we should make it move to the target as Sven's Storm Bolt, along with increase its speed. |
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#3 |
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T-up for fixing. Afaik the projectile is a dummy. But it can be done like sven's hammer.
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#4 |
Member
Join Date: May 2010
Location: India
Posts: 2,238
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T-up.
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#5 |
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ms of dummy isnt related to real visual.
tup ofc, but i very doubt about it. frog dont touch old code
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#6 |
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Moved to Visuals.
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#7 |
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Idk. It will look visually better but afaik it will affect gameplay. So it's up to ice.
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Vot1_bear's
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#8 |
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Affects gameplay... But still T-Up... Worth a fix...
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#9 |
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How would it affect gameplay? the projectile's targeting or speed doesn't change, just that now it would be shown accurately, instead of some random nova out of nowhere.
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#10 |
Member
Join Date: Nov 2010
Posts: 3,625
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Code it like Paralyzing cask.
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#11 |
Member
Join Date: Jun 2009
Location: Germany
Posts: 3,051
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Of course it would affect gameplay. Currently those missiles explode into the air, even if the hero is far away and than bounce to the next target. By making the missile reach the hero, there are things that change gameplay wise: Not only does the missile take longer to hit the target (since it is further away), but also it completly changes the search radius (Because when the target gets hit it is usually further away than when it was when the skill was casted. This way it is easier to save your allies and yourself.).
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#12 | |
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Quote:
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| Last edited by HHHNNNGGG; 06-23-2011 at 03:35 AM. | ||
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#13 |
Member
Join Date: Apr 2011
Posts: 44
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I wonder if it'll affect gameplay because;
I don't know if it bounces for position the projectile goes or for position person was when hitted. My suggestion would be to still mantain overall time, meaning even if the target moves 3000 range it will still take the same amount of time it would take with old one. |
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#14 |
Banned
Join Date: Oct 2009
Location: 404: Not Found.
Posts: 1,248
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well Idk about this...but still t-up for fixing.
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#15 | |
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Quote:
Its gameplay effect is more about the confusion of the mis-direction and range, which you need to calculate your next move in order to avoid as much damage as possible in middle of a teamfight, as said by sekainokami. From a purely visual point of view, this should be fixed like asap, but it has indirect side-effect on gameplay, and that's the only reason why I haven't simply T-Up'd this. |
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#16 |
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I agree this should be fixed, whether it'll impact gameplay or not, will be determined by how the fix is implemented.
Just assuming here, but take this scenario: Lich launches it at hero X, hero X blinks away and continues moving. The frost will eventually catch up with him, but this means he'll probably be alone, which means the frost will have no secondary target to search for resulting in a lost spell, or, it'll travel all the way back. IMO a simple increase in projectile movement speed will work, but that might affect heroes like Omniknight who can normally block it very easily will Repel.
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#18 |
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T-up ofc
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#19 |
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Join Date: Jun 2011
Posts: 65
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#20 | |
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Quote:
Cast CF on lycan with shapeshift. he runs away from his team. it still hits the ground when it targets lycan, and it keeps bouncing. If this gets implemented, lycan can just run away to somewhere w/o his allies, dragging cf with him. so unless Ice found a way to dynamically change its MS based on the needs afaik it will affect gameplay. and i have to t-d.
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Vot1_bear's
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