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CarryByKilln

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Everything posted by CarryByKilln

  1. Would be a nice change to make essence shroud target non heroes (especially for parasite).
  2. With how much ra has been nerfed into the ground and tank items in general, maybe give him complete slow resistance while on the path of destruction (not when the meteor hits him).
  3. Wards of sight are there but not rev wards, apparently it's been like this for the games entire lifespan. Was wondering if this could be added or why it's not.
  4. https://www.mediafire.com/file/bsaxwnw7ii8x37g/Onslaught_Fixes.zip/file
  5. Onslaught should be 100% consistent after these files are modified. Affected units can now chase the target through fog (unless it's invis) without needing it to be sighted or revealed, similar to how legionnaires taunt works. The forced attack command will no longer be disrupted (from being bound to a projectile etc). Undeads will no longer run back to deadlift or act weird while onslaught is active. File names and code that corresponds listed below: deadlift\ability_02\ability.entity <?xml version="1.0" encoding="UTF-8"?> <ability name="Ability_Deadlift2"
  6. <?xml version="1.0" encoding="UTF-8"?> <state name="State_Ichor_Ability1" icon="icon.tga" passiveeffect="effects/state.effect" movespeedslow="0.3" effecttype="StatusDebuff" allowtransfer="true" dynamicprecache="effects/impact2.effect" > <oninflict> <setscriptvalue name="impact2_effect" value="effects/impact2.effect" entity="this_entity" /> </oninflict> <onframe /> <ondamaged> <cantarget targetscheme="nonneutral_enemy_units">
  7. Life Leech doesn't heal nonhero units despite the tooltip not stating so, would be a nice change to make the hero more fun and flexible.
  8. Direct Pathing will make your hero ignore cliffwalking and still get stuck on cliff ledges, same doesn't seem to happen for building, tree and unitwalking.
  9. Sorry for the confusion, leash range on deadlifts charge order from onslaught needs to be adjusted too.
  10. A recent patch increased the leash range of onslaughted minions based on the ability range, not deadlift himself during the chase however, also the AOE around deadlift that onslaughts creeps is always 1000 rather than naturally matching the ability range.
  11. Pretty tiny change but the movement speed multiplier from apex's fire surge needs to be increased to 10000%, as it's necessary to make fire surge consistent with all other haste abilities, the movement speed multiplier is only 100%, which may seem fine but it means he gets very noticeably affected by flat move speed decreasers (like leech). Every other ability of the sort is a 10000% multiplier which means even flat decreases aren't noticeable unless your base move speed is that of the likes of pebbles.
  12. This is a pretty tiny change but it's necessary to make fire surge consistent with all other haste abilities, the movement speed multiplier is only 100%, which may seem fine but it means he gets very noticeably affected by flat move speed decreasers (like leech). Every other ability of the sort is a 10000% multiplier which means even flat decreases aren't noticeable unless your base move speed is that of the likes of pebbles.
  13. Something I don't think a lot of people realize is that whirling blade doesn't gain charges while on its very short cooldown, making this change would make it a bit more consistent vs enemies who are staggering their attacks.
  14. I already posted this in the pre patch discussion but gonna paste it here just to get it out there: Was hoping Elementals would inherit the onslaught state after splitting as well as the order, it's pretty below the belt for them to lose the state during onslaught as they split (considering deadlift heavily relies on his allies having great synergy with him). Good job on deadlift so far as he's just a meme hero that hardly gets any attention. Edit: Can't forget that the leash range for the state on deadlift himself is 1200, but the state on minions only has 1100, even in some ca
  15. Was hoping Elementals would inherit the onslaught state after splitting as well as the order, it's pretty below the belt for them to lose the state during onslaught as they split (considering deadlift heavily relies on his allies having great synergy with him). Good job on deadlift so far as he's just a meme hero that hardly gets any attention. Edit: Can't forget that the leash range for the state on deadlift himself is 1200, but the state on minions only has 1100, even in some cases on heroes if you cast it at max range while you have your back turned to them/they move really quickl
  16. Never made sense that onslaught has a magic cast type as it is all just auto attacks, when the target becomes immune after it's casted nothing happens besides the slow getting dispelled. The slow itself should be blocked by magic immunity and the cast not have an effect type.
  17. If legionnaire taunts onslaughted minions they still attack him after the taunt ends and don't get reordered to force attack the onslaught target, if they are undeads they are forced to attack legionnaire until they expire, and any other unit can be ordered around freely after the taunt ends while retaining their onslaught state. This also occurs with cthulhuphant ulti.
  18. Just need to make it clear that abilities like legionnaire taunt and kane ulti do not have this issue, they keep chasing even when chucked miles away. Hope this helps.
  19. https://www.youtube.com/watch?v=YWWcQUH6Cwc If the unit gets moved outside of it's aggro range from the target it stops attacking, but will continue if the target comes back into it's aggro range.
  20. If you're at a point in a replay where a tower is dead and you reverse to where it's alive the turret will be stuck facing north.
  21. https://www.youtube.com/watch?v=FNRKEUcvldg When the elementals split all of them still have the exact same forced order for the duration of the onslaught but the state gets removed.
  22. The script that tells minions to stop if deadlift doesn't commit only counts WILLING units, which means you can disable help on deadlift mid onslaught and he gets a partial hit and run.
  23. https://www.youtube.com/watch?v=_GxudjYx3FI When his undeads die from timing out he gets healed, but when any other entity dies by expiring/timing out he doesn't heal, soul syphon needs to have an <onexpired> as well as an <ondeath>. He also gets healed when they expire even when the undeads are outside of the 900 radius.
  24. https://www.youtube.com/watch?v=Q4X54g9neo8 As you can see in this video it has nothing to do with deadlift not committing, the real cause is that the distance calculation doesn't get extended by the radius of the target like the range for casting the ability does, meaning the distance before cancellation being only 100 over the cast range is insufficient and results in the state instantly cancelling.
  25. When you onslaught something that has a large radius (like buildings) from max range, your undeads will spawn but won't get onslaughted and instead will wander around.
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