scratchviolin
New member
For most of these, I have recorded an example clip.
1. Paradox can swap with a player behind the invisible wall in spawn. I would expect the projectile to simply collide with the wall to prevent this abuse.
2. Mirage can tornado into the zipline tubes, the enemy spawnroom, and backwards through push triggers (midboss vents, yellow/purple base vents). I would expect the tornado to simply collide with these things as well.
3. Mirage can teleport with traveler to an enemy behind the spawn wall. This one is harder to solve. Perhaps spawn should always remove enemies from the minimap?
4. Mirage's tornado can additionally go through ceilings in order to clip out of bounds. This is very easy to execute- jump towards a ceiling, tornado, and look directly downwards.
5. Pocket can use their cloak to get into the zipline tubes, the enemy spawnroom, and backwards through push triggers, same as mirage.
6. Shiv's killing blow can go through the spawn invisible wall as well. Again I would expect it to simply be blocked and interrupted by the wall.
7. I am no longer able to replicate this, so maybe it was fixed, or maybe I'm doing it wrong, but it was previously possible to teleport into the enemy spawnroom with phantom strike.
In all cases except for vents and true OOB clips, this is a one way trip for the offending character, as the spawn invisible wall is double sided. I would expect it to be possible to exit, in the rare case you legitimately get stuck there by mistake. There is already an example of a one way door you can't enter but can exit, which are the sliding glass doors near the shrines in each spawn. (Proof of that is in the pocket clip, I couldn't be bothered to record a whole clip for it.)
Notably, the following abilities correctly CANNOT be used to enter the enemy spawnroom, which makes the inconsistency more glaring:
1. Yamato's grapple. It simply immediately cancels if cast on a player behind the spawn invisible wall.
2. Wraith's teleport. It gets blocked by the wall and vents.
3. Shiv's dash. Blocked by the wall and vents.
4. Krill's burrow. Blocked by wall and vents.
5. Dynamo's teleport. Blocked by wall and vents.
The utility of these bugs is questionable at best. However, if you enter the enemy's zipline tubes and walk all the way back to the area where creeps are spawned in, you are able to shoot creeps off the zipline immediately and for all 4 lanes, without any real possibility of the enemy team discovering what you are doing. If this was to be abused in a real match it would completely ruin the game, as enemy creeps could not push objectives and your own team would be choked on farm.
1. Paradox can swap with a player behind the invisible wall in spawn. I would expect the projectile to simply collide with the wall to prevent this abuse.
2. Mirage can tornado into the zipline tubes, the enemy spawnroom, and backwards through push triggers (midboss vents, yellow/purple base vents). I would expect the tornado to simply collide with these things as well.
3. Mirage can teleport with traveler to an enemy behind the spawn wall. This one is harder to solve. Perhaps spawn should always remove enemies from the minimap?
4. Mirage's tornado can additionally go through ceilings in order to clip out of bounds. This is very easy to execute- jump towards a ceiling, tornado, and look directly downwards.
5. Pocket can use their cloak to get into the zipline tubes, the enemy spawnroom, and backwards through push triggers, same as mirage.
6. Shiv's killing blow can go through the spawn invisible wall as well. Again I would expect it to simply be blocked and interrupted by the wall.
7. I am no longer able to replicate this, so maybe it was fixed, or maybe I'm doing it wrong, but it was previously possible to teleport into the enemy spawnroom with phantom strike.
In all cases except for vents and true OOB clips, this is a one way trip for the offending character, as the spawn invisible wall is double sided. I would expect it to be possible to exit, in the rare case you legitimately get stuck there by mistake. There is already an example of a one way door you can't enter but can exit, which are the sliding glass doors near the shrines in each spawn. (Proof of that is in the pocket clip, I couldn't be bothered to record a whole clip for it.)
Notably, the following abilities correctly CANNOT be used to enter the enemy spawnroom, which makes the inconsistency more glaring:
1. Yamato's grapple. It simply immediately cancels if cast on a player behind the spawn invisible wall.
2. Wraith's teleport. It gets blocked by the wall and vents.
3. Shiv's dash. Blocked by the wall and vents.
4. Krill's burrow. Blocked by wall and vents.
5. Dynamo's teleport. Blocked by wall and vents.
The utility of these bugs is questionable at best. However, if you enter the enemy's zipline tubes and walk all the way back to the area where creeps are spawned in, you are able to shoot creeps off the zipline immediately and for all 4 lanes, without any real possibility of the enemy team discovering what you are doing. If this was to be abused in a real match it would completely ruin the game, as enemy creeps could not push objectives and your own team would be choked on farm.
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