BECAUSE READING IS HARD, OR YOU NEVER READ THE FORUMS UNTIL NOW AND YOUR ABOUT TO MAKE THE 8 OR 9TH THREAD ABOUT ONE OF THESE ISSUES.
Greetings fellow players of HoN, I have here what I hope will, with your help, be a complete and relatively up to date list of many common misconceptions. And I am not talking about misconceptions like Scout is OP, I mean actual game mechanics, either intended or of unconfirmed intention. This is not a thread for bugs.
Why the hell can I not re-size images, these things are huge.
LET'S GET STARTED THEN!
Glacius - Ice Imprisonment - Does NOT silence the target. The freeze animation is misleading. This is the same as it was in DotA (whether or not it should be is a debate for another thread). The immobilized portion of the spell disables blink-like spells (Flash, Courageous Leap, etc.).
Keeper of the Forest - Root - Does NOT silence anyone in it at all. This is also the same as it was in DotA..
Swiftblade - Blade Frenzy -Does MAGIC damage, a unit that is immune to magic damage, such as a unit with Jeraziah's Protective Charm on it, will take NO DAMAGE from this ability.
-Pausing Swiftblade (such as with Chronofield) will not end his blade frenzy like it did in dota, it will still do damage and he will be magic immune.
Counter Attack - Counter Attack does not block/evade the attack when it procs, it simply enables Swiftblade to attack the enemy with his regular attack (without resetting his attack cooldown or slowing down his movement speed).
Swift Slashes - If you get high enough attack speed you can attack in between hits of Swift Slashes, up to 3/5/8/10 extra attacks once you reach +325 attack speed.
Jeraziah - Protective Charm - Unlike the DotA equivalent, Jeraziah's Protective Charm does not dispel his own ultimate: Sol's Blessing. It does not for that matter, dispel ANY positive buffs from unit it is cast on.
Blood Hunter - Blood Crazy - This is a buff. Attempting to purge it from an ally with Protective Charm, Cleansing Shock or Fire Shield has no effect, the target retains the damage boost and remains silenced, Protective Charm WILL stop the damage per second.
It can be dispelled from enemies.
Arachna - Webbed Shot - Spider Sting - Both these abilities are physical and can be used on magic immune targets.
Game Mechanic - Stacking Slows
Voodoo Jester - Cursed Ground - This ability cannot be dispelled by any debuff removing abilities. Magic immunity will prevent the damage.
Accursed - Flame Consumption - Any source of damage that would kill you from above 400 health will do just that, KILL YOU, Flame Consumption will not trigger automatically. You must be under 400 health and take damage for it to automatically trigger.
Legionnaire - Decapitate - This ability does not do damage to you if you are below the threshold, it simply kills the unit. This allows it to go through all immunities (Flame Consumption, Sol's Blessing, Protective Charm its not even magical for Christ's sake)
Taunt - This ability is physical and penetrates spell immunity. Also breaks invisibility of any invisible units caught in its radius.
I used to have a section here about fixed issues, but people kept thinking they were still live and complaining. Reading comprehension is difficult.
What's that? I'm missing something? I have an erroneous statement? Tell me what it is, and I'll see what I can do.
I need your help to keep this list up to date.
Last edited by ElementUser; 02-11-2010 at 02:17 PM.
Swiftblade - Blade Frenzy:
This does NOT make you invulnerable to physical damage, level 25 heroes WONT run from you if you do it and it deals LESS DPS then if you auto attack in Late game (if you're not really crappy farmed). Thus running into 3 heroes with it is not to recommend in lategame
That's more the kind of thing to be put in a Hero Guide, anybody who gets the idea it makes you immune to physical has about the same logic of assuming Protective Charm gave you physical immunity simply because they ignored every word but "immunity".
Nevertheless, thank you for your effort.
Last edited by TheConqueror; 08-10-2009 at 04:27 PM.
Protective charm does not remove Sol's blessing unlike in dota.
Magebane can use his blink in Tree ulti and in glacius' ice imprisonment unlike in dota.
Last edited by BimBam; 08-10-2009 at 04:33 PM.
getting killed by a hero in 1v1 does not mean the hero is overpowered, it just means you shouldnt 1v1 it
Arachna's spiderling can be cast on blade frenzied swiftblade. Intended or not, but it's possible. Also spiderling can miss if target fades invisible when spiderling is launched.
E: Legionnaire's ult passes accursed's ult and over 400 dmg dealing nukes can kill ult ready accursed without ult activating at all.
These are more or less no-brainers, but deserve their place here I think.
Last edited by Targuil; 08-10-2009 at 04:45 PM.
You should list everything phase boots can do ;P
Fissure, hooks, mummy wall, valk spear
Glacius - Ice Imprisonment: Does not last 10 seconds on creeps like in DotA (it should last 10 seconds on most creeps) :/
Zephyr: Wind Control does not slow enemies like it says it does in the tooltip (and if it does slow, it's not noticeable)
I didn't know the above facts about Jereziah and Chronos, thanks OP!
Last edited by ElementUser; 08-10-2009 at 05:12 PM.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
It's possible to autoattack between swiftslashes' strikes if you have enough attack speed.
Wildsouls' Booboo is able to take rune.
Defiler's ghosts and towers work inside Chronos' ult.
Slither wards currently have zero aggro. (Will change most likely)
dark lady's charge attack can destroy runes
malphas can pick up runes
Warbeasts hellhounds can pick up runes, pretty sick if your a runestealer
Bump because I just read 4 threads pertaining to 4 things I've mentioned here.
I Hate You, Phase Boots. THREAD SHOULD BE POSTED...l
Phaseboots were "mostly" fixed in this patch.
Runes: curiours can also pick them up, so can the demons from puzzlebox.
No need to bump; stickied
I think you should mention the orb stacking in here, where you can explain that life steal, armor break and feedback from nullfire can stack all together if I am not mistaken. And there was also a thread on how nullstone completely nullifies venomous leap. So no leap at all.
P.s. very nice list.
I'm not 100% on how orb stacking (i.e. attack modifiers versus buff placers) works. If someone wants to go into detail and explain every orb then be my guest, I'll try and condense it all into a table or flowchart or some such thing.