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jumps!


Indo
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Is it possible to make jumps, blinks etc have atleast some things in common?

 

1) invulnerable during jump/blink, this also means unaffected by spells applied during jump

( darpa still gets stunned from cains q when it hits the spot where he started jumping)

 

2) jumps are instant when you are during jump,, could your standing point pls be instantly changed? like tbone uses toillet, cyprus jumps, stones appear but he still got hit eventhough the target point was far away from toillet

 

3) eventhough they should be invulnerable to spells applied during the jump, dots should keep ticking during the jump

( i believe micro has his resists changed to 100% during his jump wtf, molotov uslss but unsure if it actually was micro)

Edited by Indo
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This already is the case...

 

1: If darpa used jump before q hits him he wont get frozen. If he uses jump after he's frozen he can't jump. If he is frozen in the same time he jumps but ends up frozen. There is no during the jump were he gets frozen, he either is hit at the exact(relative talking about 0,0x seconds) time of jumping or he isn't. (The reason this happens is that q deals dmg first and then freezes otherwise the q dmg would reduce the amount needed for the ice to brake)

2: tbones toilets deal dmg before the actual toilet row If cyprus blinks and gets dmg he blinked to late.

3) micro(same goes for vergil R) goes into a lockbox state before he reappears so he can't get dmg. (you can lb yourself from molo dmg aswell so its fine)

I'm not 100% as i can't solo test these things but i am 99% sure this happens.

 

Most of these thing happen at a incredible short time 0.1 second or less that most of these glitches are just visual lag related.

The famous jump animation/rocks but minerals showing at the start site is because the hero dies at the exact time of jumping.

And it's incredible hard to determine what happens first because of pings. And its insanely hard to reproduce some of these timings so i dont think it needs changing. Or at least not worth the time of devs "fixing" these type of things.

 

 

TL;DR

Darpa jump and cyprus are the same. Immune during jump, dmg is from before blink or they wouldn't get dmg, if dmg = blink you get jump animation + death

Micro goes in lb state before reappearing so no dmg any source

We are playing at fastest settings with lags(ping time) most things will be visual glitches so time is better spend somewere else

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I agree with Zombieee. Most of these aren't glitches. I don't know about DOT ticks during jumps, I'd have to test. In all reality it's difficult to reproduce and incredibly unlikely. Also, Micro's jump was given a short channel to nerf his initiating so that should stay the same.

 

I know what your talking about with certain affects hitting the area where the hero was pre-jump and affecting them post jump (i.e cain's freeze on Darpa or cyprus). I really don't see this as a pressing issue compared to other issues the devs could be working on however. Maybe it's similar to how roots work? Darpa can jump after he's been fungaled by unix.

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I agree with Zombieee. Most of these aren't glitches. I don't know about DOT ticks during jumps, I'd have to test. In all reality it's difficult to reproduce and incredibly unlikely. Also, Micro's jump was given a short channel to nerf his initiating so that should stay the same.

 

I know what your talking about with certain affects hitting the area where the hero was pre-jump and affecting them post jump (i.e cain's freeze on Darpa or cyprus). I really don't see this as a pressing issue compared to other issues the devs could be working on however. Maybe it's similar to how roots work? Darpa can jump after he's been fungaled by unix.

 

You mean Zeeeend.

 

Reported for trying to generalize all players whose name begins with 'Z'. Watch what you say next time, Grantypoo.

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I agree with Zombieee. Most of these aren't glitches. I don't know about DOT ticks during jumps, I'd have to test. In all reality it's difficult to reproduce and incredibly unlikely. Also, Micro's jump was given a short channel to nerf his initiating so that should stay the same.

 

I know what your talking about with certain affects hitting the area where the hero was pre-jump and affecting them post jump (i.e cain's freeze on Darpa or cyprus). I really don't see this as a pressing issue compared to other issues the devs could be working on however. Maybe it's similar to how roots work? Darpa can jump after he's been fungaled by unix.

 

in games where I played as darpa against another darpa, I remember dying and killing during the "jump" when hit with spider mine. As said before im not sure if it's an animation lag thing or not.

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What i meant is: attack animation still shown ( cyprus stones appear, Darpa jump animation) yet the spells still hit.. since this happened to me multiple times in the same game, I don't think the timewindow for i to happen is 0,0 seconds

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