[Possible BUG] AoE's

I've only experienced this when playing against Rook and as the TB. If the enemy rook uses Hammer Slam directly on top of me, and i run out of range before the hammer comes down, i still take all the damage as if i was in the centre circle. Where as when im playing TB and i use Rain of Ice in an area, if an enemy hero runs out of the area before the cast is completed, they still take the damage from the rain.

Seems a little odd, just wondered if anyone else was experiencing this, because i was getting really annoyed with Rooks hammer finishing my TB every single time no matter how much i ran.

6,220 views 10 replies
Reply #1 Top

It actually applies to everything, the sort of the cast is decided not at a certain animation point but at the begin of the casting.

I mentioned about it in my post about TB and his Fireball range but actually it applies to everything and is kinda lame (imho), no worth to escape and force a "kamikaze" tactics against the caster to try to kill him before the cast ends.

Reply #2 Top

well i think that needs to be fixed .... the animation should be the indicator saying "now you should move". only careless ppl would get hit by a direct hit and suffer the penalty.

Reply #3 Top

You could be experiencing one of two things. One may be some unkind latency. The other is a misconception about Hammer Slam. Hammer Slam's high damage zone is not the center of The Rook. It's the center of the hammer where it lands. The instinct to run away from The Rook during a Hammer Slam may very well keep you in the high damage zone longer. Strafing and running through tend to be better tactics to counter.

What I can assure you of is that Hammer Slam does not gather targets to damage until the cast is complete, which is around a second.

Rain of Ice is a near-instant cast, so I wouldn't be surprised if the damage goes through faster than expected. I can always double check and see if it makes sense.

Fireball is a different matter. Unlike Rain of Ice and Hammer Slam, Fireball is targeted on a unit. When the cast completes, a projectile is created, the target is set to the unit targeted, and away it goes. I suspect the tricks that break Snipe's targeting would break Fireball's targeting. Fireball is faster cast than Snipe and has less of a tell that it's happening.

Abilities and items with a cast time can be stopped. A well-timed stun, interrupt, or silence will stop the cast and put the ability into cooldown. Almost every Demigod gets access to an interrupt, stun, or silence in their skill tree (QoT doesn't have one, Regulus is left up to chance).

Reply #4 Top

Quoting Vundarbread, reply 3

Fireball is a different matter. Unlike Rain of Ice and Hammer Slam, Fireball is targeted on a unit. When the cast completes, a projectile is created, the target is set to the unit targeted, and away it goes. I suspect the tricks that break Snipe's targeting would break Fireball's targeting. Fireball is faster cast than Snipe and has less of a tell that it's happening.

Abilities and items with a cast time can be stopped. A well-timed stun, interrupt, or silence will stop the cast and put the ability into cooldown. Almost every Demigod gets access to an interrupt, stun, or silence in their skill tree (QoT doesn't have one, Regulus is left up to chance).
End of Vundarbread's quote

You are suggesting what i said too: a kamikaze strategy to "try it for all" instead of an evasive strategy. Btw Fireball hits you even if you are actually already teleported away meanwhile the cast is not finished (so the fireball is not yet created).

Anyway i still think that all AoE effects should deal the damage only when a certain animation occurs (hammer smash the ground, icy daggers hits, etc..) and that the targets gets gathered only at that animation frame and not before. Also about ranged target spells i think there should be a "max target range" at usually it should be 150-200% of the "cast range".

Reply #5 Top

Quoting drakeblood, reply 4



Anyway i still think that all AoE effects should deal the damage only when a certain animation occurs (hammer smash the ground, icy daggers hits, etc..) and that the targets gets gathered only at that animation frame and not before.
End of drakeblood's quote

 

This is already the case.

Reply #6 Top

No. To whom the damage is dealt, is decided at the start of the animation seemingly, thus meaning where the blow falls in relation to your current position is irrelevant as long as it originally was targeted on you. This being exactly what im complaining about.

By the by, i do infact run directly through rook when he goes for a hammer slam, because it is "usually" the best way out of it. This being due to the fact the Rook cannot actually hammer slam ontop of himself or anywhere when the circle touches him, meaning its only around the edge of him. Essentially no, it is not a misconception, i know exactly how the mechanics work, but the damage hit is flawed.

Reply #7 Top

I'd like to add that it seems the AI rooks use the 2D targeting system for Hammer Slam still, they tend to hit regardless of distance.

Reply #8 Top

Jamez, Vundarbread has just confirmed the damage isn't assigned until the cast is complete, maybe you should trust him, being a dev and all? It would be kinda cool if the damage for rain of ice was assigned alittle later than the end of cast, to match with the animation more. (Edit - Just to clarify, the cast time on hammer slam matches the animation pretty much)

As for hammer slam, either you're too slow (poor latency won't help) or you didn't guess the impact point right. I've been able to dodge AI hammer slams after they started, you have to reasonably quick to react though, the high damage AoE's not inconsiderable and you have to get right out of it.

Also, the target area's a circle, if it's targeted right on you then running in any direction is equally quick, running towards the rook only works if he aims deliberately behind you. If he knew you ran towards him every time he could aim deliberately in front of you and you'd end up running into his slam.

Reply #9 Top

Quoting DroopyTheDog, reply 8
Jamez, Vundarbread has just confirmed the damage isn't assigned until the cast is complete, maybe you should trust him, being a dev and all?
End of DroopyTheDog's quote

 

Or maybe that the way it's supposed to work but there's actually a bug involved?

Reply #10 Top

Which is the point i was making, thanks. Nonetheless i do apologise that i hadn't noticed he was a Dev, which ofc adds weight to to his point.

My explanation of running through the Rook was justified. It's clear when playing the Rook that you can't click anywhere and have him hammer slam, you cannt click over yourself or very close to yourself, it has to be so that the edge circle doesn't touch the rook. This means That by running through the Rook your more likely to avoid the slam. This means that he simply can't aim in front of you if you run through him. As for as i can tell, the Rook couldn't slam you if you were on top of him?