This is how visibility works in deadlock (for now?)
Creeps do not have a radius of line of sight that automatically reveals you on the map. Instead you are only seen when they are attacking you or you are shooting them. Abilities and items do not reveal you. This leads to moments where you can...
This is intended. Yamatos ultimate removes debuffs and grants unstoppable (and armour etc). This means any form of hard CC(stun, sleep, slow, silence, disarm) is negated but effects like healing reduction, fire rate reduction (?) etc should still work on her.
I don't think it ever did but I might be mistaken.
Since express shot triggers another shot at the same time, I don't see why mystic shot should procc twice since it got already activated on the first shot.
So probably an intended mechanic I reckon🤷
Good points though I would say that the comparison is not the best since the jumppad is only for movement (and dmg). Apollo's 2 being a skillshot is likely one of the few ways to make a parry+stun ability not op.
The difference between slowing hex and metal skin is that you aren't going to lose...
I don't agree. Not because I don't see your point but because the skill itself is not a movement ability but rather a parry that turns into a dash-stun if successful. Without the parry it is just a swirl in front of apollo that does not move the character at all.
There is also the fact that...
What kind of performance issues are you getting exactly? Are you experiencing real drops to unplayable fps?
I have similar hardware and have the fps locked to 120 (because I hate my coil whine when having 300fps)and experience no drops at any time in the game. I'm playing on highest settings...
It is the only real defensive item counterplay (aside from counterspell) and still depending on chance.
Very good thing to keep in the game and definitely not a bug
Title,
when a friendly Dynamo uses quantum entanglement to move friendly haze, her ultimate still continues to fire although both are untargetable.
This does not seem to be intended.