Fleet Foot Melee Animation Cancel

When doing a heavy melee, the fleet foot active cancels the animation outright, this bug is commonly exploited. It seems like any ability or item that can be casted during the melee animation of any hero, cancels melee's as seen here with Mo & Krill.
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It's confirmed this is intended. Also works with colossus or whatever its called, the one that makes your model bigger. I think there is one more item but I can't recall...
 
the other item it works with is vampiric burst i believe. i think unstoppable might work as well?
Upon further testing i've deduced that this works with the following actives: Fleet Foot, Restorative Locket, Fury Trance, Vampiric Burst, Collosus, and Unstoppable. I have trouble believing this was intentional as the mods that allow it have very little synergy with melee centered heroes, aside from maybe collosus but even that mod isn't the best for melee heroes as it significantly slows your movement. This tech, if not a bug, would really only be viable on heroes who rely on these mods, the only heroes I could think of now would be maybe drifter and haze.
 
Upon further testing i've deduced that this works with the following actives: Fleet Foot, Restorative Locket, Fury Trance, Vampiric Burst, Collosus, and Unstoppable. I have trouble believing this was intentional as the mods that allow it have very little synergy with melee centered heroes, aside from maybe collosus but even that mod isn't the best for melee heroes as it significantly slows your movement. This tech, if not a bug, would really only be viable on heroes who rely on these mods, the only heroes I could think of now would be maybe drifter and haze.
colossus slows enemy movement around you, that's why it's good for melee heroes. additionally, melee cancelling has had many changes and reworks and used to be much more powerful as a movement tech. there was a time when it was removed completely but it was added back because people liked having it.
 
heavy melee cancel is, as of now, part of the game. It may be changed in the future but is a known mechanic and the devs have shown no interest in removing it.

indeed, it has already been changed without being outright removed.
 
great! could you link the evidence that this is intentional?
- Heavy Melee Cancel momentum is significantly reduced
 
Upon further testing i've deduced that this works with the following actives: Fleet Foot, Restorative Locket, Fury Trance, Vampiric Burst, Collosus, and Unstoppable. I have trouble believing this was intentional as the mods that allow it have very little synergy with melee centered heroes, aside from maybe collosus but even that mod isn't the best for melee heroes as it significantly slows your movement. This tech, if not a bug, would really only be viable on heroes who rely on these mods, the only heroes I could think of now would be maybe drifter and haze.
The way you got to think about it imho is if you are investing in melee items, having something to fake heavy melees would be crucial. Once you start showing the pattern of using your HMs people can start predicting them and that gives an inherent disadvantage other than just being in melee range. With these items, you can now have a way to utilize them more effectively. With Fleetfoot as an example it costs 1600, resets melees, gives bullet resist (works for melees too) AND lets you move normally while shooting on top of an active MS bonus. I think if you are playing a melee build at all, having this item alone would open up more opportunities for you to outplay (Who doesn't love skill expression?). Of course it depends on what item is more useful for the game, you wont really go for Fury Trance on Bebop as an example (or maybe you would? the stats are pretty nice for the cost).
 
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