zce
08-09-2009, 07:21 PM
I don't know if this has been discussed, but my quick search found nothing.
I will refer to the spells as Hero:QWER, since I don't know the spell names :D.
1) Spells like the Defiler:Q and Pyro:Q have an area of effect (wave). I thought that if you clicked anywhere in the area of effect, the Hero would cast immediatly the wave in that direction. However, it only happens if you target the spell near you. If you target a bit farther the Hero will walk in that direction before casting.
2) If you target Magebane:W (blink) within range, it will teleport exactly there. If you target out of range, it will teleport immediatly in that direction.
3) Targetting Chronos:Q (timeleap) within range will teleport him there. However, if you target out of range, it will walk until the target is within range and then leap.
4) "Fireball" spells like Pyro:R, Scout:R, Accursed:Q, Armadon:Q, etc behaves like 3), the Hero will walk until the target is in range and then cast it.
The problems I see:
- First of all, I believe 2) and 3) are inconsistent. But I can understand that 2 is good for "running away" and 3 for determining exactly where you want to land (because of slow effect). There is the problem in 3) that if I'm using it for running away, I have to know the optimal point to target farther, but still in range.
- About 1), I see them as "direction-spells", ie, I would like to cast them only specifying direction and not point.
- 1), 3) and 4) have the "problem" that the Hero will walk before casting, sometimes making the spell pointless (the enemy escaped, for example). As a side note, can you "cancel" a spell? Specifically Defiler:Q, it seems that if you target the spell far and then click to move, it will not obey you until the Hero walks there and cast.
What I propose is a visual indication of casting range. Benefits:
1) I know where the limits where to click so I can cast without walking. Not ideal, but OK.
2) I know where I will land, even if I click too far.
3) I know where can I click to leap immediatly.
4) I know if my Hero will walk, and how much, before actually casting.
There is already an indication of area of effect in spells (Chronos:Q and R, Pebbles:Q, etc). Only thing lacking is the indication of casting range.
And finally, I don't believe this will automate the game, make it too easy, requiring no skill to use spells and all that stuff. Just a visual indication of what is already stated numerically.
I will refer to the spells as Hero:QWER, since I don't know the spell names :D.
1) Spells like the Defiler:Q and Pyro:Q have an area of effect (wave). I thought that if you clicked anywhere in the area of effect, the Hero would cast immediatly the wave in that direction. However, it only happens if you target the spell near you. If you target a bit farther the Hero will walk in that direction before casting.
2) If you target Magebane:W (blink) within range, it will teleport exactly there. If you target out of range, it will teleport immediatly in that direction.
3) Targetting Chronos:Q (timeleap) within range will teleport him there. However, if you target out of range, it will walk until the target is within range and then leap.
4) "Fireball" spells like Pyro:R, Scout:R, Accursed:Q, Armadon:Q, etc behaves like 3), the Hero will walk until the target is in range and then cast it.
The problems I see:
- First of all, I believe 2) and 3) are inconsistent. But I can understand that 2 is good for "running away" and 3 for determining exactly where you want to land (because of slow effect). There is the problem in 3) that if I'm using it for running away, I have to know the optimal point to target farther, but still in range.
- About 1), I see them as "direction-spells", ie, I would like to cast them only specifying direction and not point.
- 1), 3) and 4) have the "problem" that the Hero will walk before casting, sometimes making the spell pointless (the enemy escaped, for example). As a side note, can you "cancel" a spell? Specifically Defiler:Q, it seems that if you target the spell far and then click to move, it will not obey you until the Hero walks there and cast.
What I propose is a visual indication of casting range. Benefits:
1) I know where the limits where to click so I can cast without walking. Not ideal, but OK.
2) I know where I will land, even if I click too far.
3) I know where can I click to leap immediatly.
4) I know if my Hero will walk, and how much, before actually casting.
There is already an indication of area of effect in spells (Chronos:Q and R, Pebbles:Q, etc). Only thing lacking is the indication of casting range.
And finally, I don't believe this will automate the game, make it too easy, requiring no skill to use spells and all that stuff. Just a visual indication of what is already stated numerically.