When pocket uses his Cloak he can escape Doormans ULT but when the timer ends he still takes the damage from not escaping in time. (in the clip you can see pocket by his guardian even tho i have him in my ULT)
When dynamo uses his ultimate the yellow radius disappears a few seconds before the channel is supposed to end when ability duration extender items are used but this only applies for the opponents. His team mates the animation plays as normal and ends when the channel ends.
Whenever you ping in ability in game it will let your team know whether it's on cool down or not. However I've noticed with charged ability's the time displayed is incorrect displaying it as either ready to use or just a couple seconds left on the cool down. I've attached 2 clips with different...
An old bug where players within close proximity to the patron when its in the weakened state cannot be moved by lash ultimate. At the end of the video i show how they can still be picked up in the pit but not when by the patron itself. Valve please fix.
Because it’s a charged ability. All charged abilities don't have their CD reduced when buying CDR as you get the ability back (1 charge added) when buying extra charge and its upgrade.
im assuming it has something to do with the dash animations. Ivy has a pretty unique one but kelvin? i have zero clue. It makes lane harder with kelvin as i can't parry for my team mates or go for a cheeky final hit parry.
In the first clip you hit parry, the shield shows up and fades like it normally does. But because you parried the tower, the shield flashes back up to indicate you hit the parry. In the second clip, you parried them both as they both went for the light melee. The parry window is 1 second long...