karoratein
New member
Hello,
I would like to report several reproducible issues with Doorman’s Doorway that materially affect reliability and moment-to-moment usability.
1. Inconsistent door placement near walls
Doorway frequently fails to place on otherwise normal walls, or spawns noticeably above floor level - sometimes by only a few centimeters, sometimes by much more. In practice, some walls accept placement correctly while others do not, even when they appear equally valid.
Placement also seems to be disrupted by small pieces of ground clutter, angled wall geometry, and other minor environmental obstructions, which makes fast and consistent use of the ability unnecessarily difficult.
A possible improvement would be to make placement snap to floor level relative to the player when a small nearby obstacle interferes with valid wall placement. From my observation, a version of this behavior already appears to exist in at least a few locations around mid.
2. GCD is consumed near T1 tower even though the door does not deploy
If I stand in front of a T1 tower and aim at a wall where the door should be placed, the ability can still consume global cooldown. The wall projection is launched from Doorman, but it disappears just before reaching the target surface, and no door is actually created.
3. Cart often fails to pass through the door because of vertical offset
Because Doorway is frequently placed slightly above floor level, the cart often cannot pass through it correctly. This is especially noticeable when the cart approaches at a 90-degree angle. I have encountered this many times, and it appears to be directly related to the door spawning above the ground instead of flush with it.
I would be happy to provide additional details, examples, or reproduction notes if that would be useful.
I would like to report several reproducible issues with Doorman’s Doorway that materially affect reliability and moment-to-moment usability.
1. Inconsistent door placement near walls
Doorway frequently fails to place on otherwise normal walls, or spawns noticeably above floor level - sometimes by only a few centimeters, sometimes by much more. In practice, some walls accept placement correctly while others do not, even when they appear equally valid.
Placement also seems to be disrupted by small pieces of ground clutter, angled wall geometry, and other minor environmental obstructions, which makes fast and consistent use of the ability unnecessarily difficult.
A possible improvement would be to make placement snap to floor level relative to the player when a small nearby obstacle interferes with valid wall placement. From my observation, a version of this behavior already appears to exist in at least a few locations around mid.
2. GCD is consumed near T1 tower even though the door does not deploy
If I stand in front of a T1 tower and aim at a wall where the door should be placed, the ability can still consume global cooldown. The wall projection is launched from Doorman, but it disappears just before reaching the target surface, and no door is actually created.
3. Cart often fails to pass through the door because of vertical offset
Because Doorway is frequently placed slightly above floor level, the cart often cannot pass through it correctly. This is especially noticeable when the cart approaches at a 90-degree angle. I have encountered this many times, and it appears to be directly related to the door spawning above the ground instead of flush with it.
I would be happy to provide additional details, examples, or reproduction notes if that would be useful.