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Thread: The List - Common Misconceptions

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    The List - Common Misconceptions

    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!

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    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.).

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    Keeper of the Forest - Root - Does NOT silence anyone in it at all. This is also the same as it was in DotA..
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    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.


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    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.

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    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.
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    Arachna - Webbed Shot - Spider Sting - Both these abilities are physical and can be used on magic immune targets.

    Quote Originally Posted by Barahng View Post
    Webbed Shot is only considered physical when on auto. Manually casting/orbwalking will be considered magical for all intents and purposes.
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    Game Mechanic - Stacking Slows

    Quote Originally Posted by Trainingday View Post
    Myth #1: I don't know where people are getting the idea that webbed shot stacks with itself. I believe it was a tooltip error, that has been fixed. Similar to how toxin ward says it slows, but it doesn't. Webbed shot is IDENTICAL to Drow's frost arrows in dota. IT DOES NOT STACK WITH ITSELF. For you unbelievers, do me a favor and run a single player test, buy a warpcleft, level up to 5, and attack a creep with autocast, and note how both movespeed and attack speed (in the interface) will only drop ONCE. In fact I believe the devs have even removed the stacking statement
    Quote Originally Posted by Trainingday View Post

    Myth #2: Slows stack diminishingly. It just blows my mind that someone can actually think you can achieve 240% slow by level 3 ult and autoattack. Have you ever seen a hero come to a complete stop after being hit by webbed shot and level 3 spiderling? I sure haven't. The slows do not add up directly, but diminishingly. A hero effected by both spider sting and webbed shot (assuming both maxed out) will have 40% ms deducted from the 20% ms left over from spider sting...A total of 88% slow. You can stack other slows like hack n slash and frostwolf skull on Arachna, but they add up on the same way, diminishingly.
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    Voodoo Jester - Cursed Ground - This ability cannot be dispelled by any debuff removing abilities. Magic immunity will prevent the damage.

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    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.

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    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.
    http://heroes-newerth.com/wp-content/myimages/
    I need your help to keep this list up to date.
    Last edited by ElementUser; 02-11-2010 at 02:17 PM.

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