SUPPORT ACCOUNT CLANS
Welcome, Unregistered.
 

Thread: Slither / Pandamonium / Chipper Replenish Annoyance

Results 1 to 13 of 13

Hybrid View

  1. #1

    Slither / Pandamonium / Chipper Replenish Annoyance

    When any of these three heroes casts their burst abilities the fraction of a second it replenishes, it will not cast and prompt you with an " ability not ready" message. With 2 of these 3 heroes being my absolute favorites, this gets horribly exhausting.

    If you are not familiar with these heroes or their abilities, I've provided a video with the exact bug / annoyance.

  2. #2
    Why would you ever need to cast 4 flicks in under a second?

    Besides being impossible to do in-game (just because of the animation that takes time) you'd also be wasting 0.5 seconds of stun.

    I can't think of any time when you would need to cast all of these spells in under a second.

    EDIT: Just tested this in-game and I don't have a problem with it.

    I can play Pandamonium and press Q four times in under a second, without error, and with full effect of the ability.
    Same goes for Slither and The Chipper.
    Last edited by TheHasbeen; 04-23-2010 at 06:22 PM.

  3. #3
    Quote Originally Posted by TheHasbeen View Post
    Why would you ever need to cast 4 flicks in under a second?

    Besides being impossible to do in-game (just because of the animation that takes time) you'd also be wasting 0.5 seconds of stun.

    I can't think of any time when you would need to cast all of these spells in under a second.
    wat?


    This has nothing to do with how fast I cast them, or how many. When the spell replenishes it basically silences you for a fraction of a second that in the midst of battle can kill you / give you false error messages. For instance, I'm 1v1ing with no rockets left on Chipper, and we're relatively low health, it comes off of cooldown and I click it to fire and it says it's on cooldown, so I have to click it a second time because of the replenish animation and in doing so, I have lost the encounter...


    EDIT: I even provided a video to clarify to the fullest extent possible of what I was talking about.

  4. #4
    And my edited post says that I can cast rockets 200 times in under a second without any 'replenish' or 'silence' backfire.

  5. #5
    Quote Originally Posted by TheHasbeen View Post
    And my edited post says that I can cast rockets 200 times in under a second without any 'replenish' or 'silence' backfire.


    So you're saying the very exact moment the ability replenishes, you can cast that ability, just like in the video?

  6. #6
    Judging by the extra ticking sounds in the video, I assume you're holding Q or whichever key is the spell, correct?

    So I test this by replicating exactly what you did in the video; wait for the spell to regain a charge and at the same moment keep holding Q (for Pandamonium and The Chipper). So right when I gain a charge, instead of what happens in your video, my hero uses the spell instantly and THEN it says "Flurry is not ready yet." Obviously because I just used it and it has no charges left.

    So I don't have the same problem you're having because, yes, my hero does cast it the instant it gains a charge.

  7. #7
    I just tested this with Slither, the TC is absolutely correct.

    If you have 3 charges and use one ward, and wait 5 seconds to cast another, and you cast it EXACTLY as the timer goes from 1 to 0 and the little golden highlight happens, it WILL NOT GO OFF.

    It takes absolutely precise timing, I tried it 10 times and it happened 3 times. But in a fight it could happen causing a flurry to not go off when you need it to. This needs fixing.

    Just tested it on Pandamonium, too. 5 tries and it wasn't happening, so I thought it might just be a slither thing. 6th try and it happened. It exists.

  8. #8
    Well if it does exist and I'm just not getting it, the most logical thing to do would be just to hold down the key before it even has a charge.

    I've been doing this in practice and I don't see how this little bug could possibly even affect gameplay with so many ways around it.

  9. #9
    Nobody would ever look at the timer for more flurry charges, especially if they still already have charges up. The point is that when you want to use the ability, it might not work, and this should not be the case.

    Say you are chasing somebody and just get close enough to flurry and finish them off for a fraction of a second and you hit it.... and it just happens to be the fraction of a second that it refreshes. Then the guy jukes around a corner and you lost him. GG no kill because your skill didn't work.


    By the way, the precise timing required is to press the button the instant the golden stuff starts coming on.

  10. #10
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Posts
    34,048
    All of them apply a 0.1s cooldown upon receiving a charge.

    For example, Pandamonium's Flurry:

    Code:
        <onimpact>
            <startcooldown toolname="Ability_Panda1" duration="100" />


    I don't need to list the other 2 spells' code since the ability name is different.

    I'm not sure what would happen if S2 removed this. Hopefully it would still work, though the only thing that won't happen is the "ding" that indicates you received a charge.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------


    Tech Support and Customer Support: https://www.heroesofnewerth.com/support/


    Look for my highlighted text (important information) and grey text (interesting but not required information).

  11. #11
    I can't believe I didn't find that string. :\

    Now I know. Haha.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •