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    Exile + Entangling Roots


    zebra
    • Closed

    Exile can teleport out of roots, but when you teleport to a location that is too close (e.g. nearby wall, or the ground) while rooted, it will break the root and reset the cooldown on teleport because it's 'too close' to teleport to.

     

    That being said, I hope this doesn't get fixed in the manner that Exile can no longer teleport out of root, but rather it just can't aim at the ground to get unrooted.

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    I'm okay with exile teleporting out of roots (it was specifically coded so it can, I intentionally remove all movement impairing buffs the frame before the blink on races with it, anti mage included). 

    Here's the deal:

    With blink, there is high potential to get yourself stuck. The way the code works is, you should always have velocity after teleporting 100% of the time. If you don't have velocity, it assumes you are stuck and TPs you back instantly.

    So here's the ordering:

    Entangle

    Use TP, this removes all movement debuffs THEN teleports you

    Stuck in a wall or something (rip) so you get TP'd back

    You no longer have movement impairing debuffs and are back inside of the "entangle" but can escape.

     

    I can't simply add back the movement impairing debuffs, because it'd be really freakin gimmicky and probably cause more (worse) bugs than this.

     

    If you have any ideas I'm open. Specifically @thorgot might be creative enough here.

    Edited by Face

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    If anyone wants to take shots at coming up with a solution, feel free. Just be aware that what you say might not work because of a lack of understanding of the code.

     

    Closing this for now.

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    Pending = We are awaiting confirmation on this report.

    Fixed = The issue has been fixed.

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