It's not like cooldown is dependent on fire rate. The behavior is consistent. It's more like it feels bad for low fire rate heros. The same problem when you mix heavy melee during alt-fires of heros like Viscous, Shiv, Yamato.
Toxic, Inhib, Slowing, etc do not have cooldown while Siphon do. While description can be more unambiguous, the cooldown symbol should tell you why it doesn't proc.
I wonder if you think something like Stalker, Headhunter, Mystic Shot are having the exact same ambiguity that you are describing.
This one is funny.
The Split Shot doesn't hit the same target twice. Thus, as long as one of 5 pellets hit a thing, that thing will be ignored by any other pellets. This seems to apply to everything when it shouldn't.
The hero very close to the shooter eats just one of the pellets and 4 others...
Text and video are complementary.
Air dash normally stops you from shooting. But when you air dash at the exact tick/frame when your character shoots, it doesn't stop you from shooting.
Bug report by Playeroth about Graves shows you that when you normally get stopped from shooting, Graves will...
If Sinclair copies Vindicta's Assassinate and shoots it as the copy expires but make sure to not use all charges, they can keep Assassinate to use it for the rest of the match.
Using all the charges at any point will revert it back to Audience Participation.
Especially useful if you wish to play...
This reminds me of what happened during HL:A's development about player teleportation lol. They can probably do similar things to solve this problem.
Any ceiling will cause this problem. Also, Mina and Dynamo seems to have the same detection. Examples:
In this case, I can't reload until ammo goes less than or equal to 32.
Using Vampiric Burst, my ammo goes up to 58, ammo value becomes yellow indicating that I have more ammo than max ammo.
During above state, if you find a way to increase max ammo, you still can't reload until ammo becomes...
Probably intentional to allow reload to get item effects. Thing is, over-loaded by something like Vampiric Burst still prevents reload from happening.
They probably should allow reload only when the item is ready (not on cooldown).
What community (and Valve) calls corner boost is just wall jump, but normal vector of the wall have vertical component (usually done by touching a top corner, hence corner boost), trading horizontal speed for vertical wall jump height.
But yeah, I guess accidental ability cancel prevention...
I have no clue what is the problem with others. I also have no problem with the video and there is no weirdness found when inspected using devtools(F12).