Urgent, Mercurial Magnum Breaks Vindicta Ultimate (Assassinate) 20/02/2026

Etch

Member
Bug.
When Mercurial Magnum is imbued on to Assassinate the ability did not grant stacks of weapon damage upon kill an enemy hero.

Investigation.
It appears that for some reason the damage added by Mercurial Magnum is not consider apart of the damage dealt by Assassinate. It is instead treated as an independent source of damage. This means if the damage added by the item is what kills the enemy hero, it does not consider the death to be caused by Assassinate, in turn not granting the weapon damage buff.

Recreation.
You can recreate this bug with a Vindicta equipped with a Mercurial Magnum, Imbued onto Assassinate and another hero with a suitable amount of health. Use the Vindicta's primary weapon to bring the target health just below the threshhold the imbued Assassinate will kill the target. Kill the target with Assassinate and you should not receive the weapon damage increase. If you do receive the weapon damage increase the targets health was to low. Following a successful recreation of the bug, turn off cooldowns and repeatedly use Assassinate to kill the target. In this instance the player should receive bonus weapon damage as the Assassinate with out the Mercurial magnum should kill the target.

Suggestions
Fix the item

Short term fix. Add a hidden 0.001% execute to Assassinate that triggers when ability is used an target dies. The intent of the execute is to ensure the death of the target is given to the Assassinate not the item.
 
Bug.
When Mercurial Magnum is imbued on to Assassinate the ability did not grant stacks of weapon damage upon kill an enemy hero.

Investigation.
It appears that for some reason the damage added by Mercurial Magnum is not consider apart of the damage dealt by Assassinate. It is instead treated as an independent source of damage. This means if the damage added by the item is what kills the enemy hero, it does not consider the death to be caused by Assassinate, in turn not granting the weapon damage buff.

Recreation.
You can recreate this bug with a Vindicta equipped with a Mercurial Magnum, Imbued onto Assassinate and another hero with a suitable amount of health. Use the Vindicta's primary weapon to bring the target health just below the threshhold the imbued Assassinate will kill the target. Kill the target with Assassinate and you should not receive the weapon damage increase. If you do receive the weapon damage increase the targets health was to low. Following a successful recreation of the bug, turn off cooldowns and repeatedly use Assassinate to kill the target. In this instance the player should receive bonus weapon damage as the Assassinate with out the Mercurial magnum should kill the target.

Suggestions
Fix the item

Short term fix. Add a hidden 0.001% execute to Assassinate that triggers when ability is used an target dies. The intent of the execute is to ensure the death of the target is given to the Assassinate not the item.
Elaborate the "0.001% execute"? What about if Assassinate was used on a target, and if they die in the next 0.1 seconds, grant them a stack?

That way, it is more forgiving in team fights, and used with toxic bullets for example, or Shiv's bleed.
 
Elaborate the "0.001% execute"? What about if Assassinate was used on a target, and if they die in the next 0.1 seconds, grant them a stack?

That way, it is more forgiving in team fights, and used with toxic bullets for example, or Shiv's bleed.
You know of all the things in this post I expected someone to react to, the quick fix suggestion was most certainly not it. And to be honest I can't figure out if your reply is a questioning in the positive or the negative.

But yeah technically it would give them a stack depending on how long the execute trigger takes to register the targets health. So if a bleed effect is on the target, a very very very well timed Assassinate could potentially register the bleed effect kill as an Assassinate Kill.

With that said, considering Grey Talons Owl has around 3 second delay between activation and what it considers a kill. (Meaning if you hit a target with the Owl and they die less than 3 seconds later, even as an assist they are considered a kill, granting plus 10 Kill bonus.) I feel like I can honestly say, if this hypothetical execute has a 0.1 second delay (activation time frame) where by some miracle it counts a bleed effect kill, as an Assassinate kill no one is going to bat an eye lash.

Of course if I am wrong and this hypothetical execute does end up making the ability completely broken then yes, of course remove it. Though to also be very clear this fix was only suggested as a short term fix, until the issues with Mercurial Magnum are fixed and the damage dealt by the item is attributed properly.
 
You know of all the things in this post I expected someone to react to, the quick fix suggestion was most certainly not it. And to be honest I can't figure out if your reply is a questioning in the positive or the negative.

But yeah technically it would give them a stack depending on how long the execute trigger takes to register the targets health. So if a bleed effect is on the target, a very very very well timed Assassinate could potentially register the bleed effect kill as an Assassinate Kill.

With that said, considering Grey Talons Owl has around 3 second delay between activation and what it considers a kill. (Meaning if you hit a target with the Owl and they die less than 3 seconds later, even as an assist they are considered a kill, granting plus 10 Kill bonus.) I feel like I can honestly say, if this hypothetical execute has a 0.1 second delay (activation time frame) where by some miracle it counts a bleed effect kill, as an Assassinate kill no one is going to bat an eye lash.

Of course if I am wrong and this hypothetical execute does end up making the ability completely broken then yes, of course remove it. Though to also be very clear this fix was only suggested as a short term fix, until the issues with Mercurial Magnum are fixed and the damage dealt by the item is attributed properly.
It is neither positive or negative - because I am unsure what you mean by 0.001% execute. On what? Vindicta or on the item counting as a kill for the gun?
 
Yeah agreed, the 0.001% and way you are saying it is confusing.

The time delay would be an issue, Assassintate should not get stacks unless it's what killed the target. If toxic or some other DOT does, we are going to have a nasty patch of Vindicta getting crazy weapon bonuses from abusing that.

Whatever the backend does, it needs to understand that the additive damaged from Mercurial, when the ability is used, needs to count towards the ability kill. It's probably not as simple as you're making it sound which is why the bug is there in the first place.
 
It's about time someone commented about something besides the dang execute. I just want to let it be known that this has been a consistent bug ever since the shop rework and it also happens with Tankbuster and Mystic Burst. Even when Tankbuster was max HP%, since it's inception, it has been a trap item on Vindicta
 
Yeah agreed, the 0.001% and way you are saying it is confusing.

The time delay would be an issue, Assassintate should not get stacks unless it's what killed the target. If toxic or some other DOT does, we are going to have a nasty patch of Vindicta getting crazy weapon bonuses from abusing that.

Whatever the backend does, it needs to understand that the additive damaged from Mercurial, when the ability is used, needs to count towards the ability kill. It's probably not as simple as you're making it sound which is why the bug is there in the first place.
That's why I propose 0.1 second interval. Nice skill expression for the very good Vindictas.
 
That's why I propose 0.1 second interval. Nice skill expression for the very good Vindictas.
The interval isn't really skill expression though, it's that you hit the target within a time frame that somebody else (or something else) actually did the final damage.

It just needs to proc if Assassinate, and any other imbued abilites on assassinate, finish the target...Apart from mystic reverb
 
The time delay would be an issue, Assassintate should not get stacks unless it's what killed the target. If toxic or some other DOT does, we are going to have a nasty patch of Vindicta getting crazy weapon bonuses from abusing that.
The interval isn't really skill expression though, it's that you hit the target within a time frame that somebody else (or something else) actually did the final damage.
  • Mo & Krill has a 3 second grace period for ult stacks
  • Grey Talon has a 4 second grace period for ult stacks
  • Shiv gets his Killing Blow cooldown reset if he casts it and the target dies before Shiv reaches them
  • Drifter gets a partial weapon damage bonus for simply being nearby an isolated enemy hero dying
  • Bebop has a grace period for the on-kill bonus stacks (unsure about the exact mechanics)
  • Trophy Collector builds the same number of stacks for killing vs simply being nearby a kill
Vindicta's ult is actually the sole exception where "gain stacks on enemy hero kill" has no leniancy in its meaning
 
  • Mo & Krill has a 3 second grace period for ult stacks
  • Grey Talon has a 4 second grace period for ult stacks
  • Shiv gets his Killing Blow cooldown reset if he casts it and the target dies before Shiv reaches them
  • Drifter gets a partial weapon damage bonus for simply being nearby an isolated enemy hero dying
  • Bebop has a grace period for the on-kill bonus stacks (unsure about the exact mechanics)
  • Trophy Collector builds the same number of stacks for killing vs simply being nearby a kill
Vindicta's ult is actually the sole exception where "gain stacks on enemy hero kill" has no leniancy in its meaning
Yeah I think that's by design, just like prior she was the only hero that gained souls on kills instead of some kind of stat buff.

The issue is that the mercurial damage didn't proc the assassinate buff, not that there isn't some kind of interval grace period like the other ults.

I promise you, a grace period on Vindicta's ult will be more painful to deal with than what we have now.
 
  • Mo & Krill has a 3 second grace period for ult stacks
  • Grey Talon has a 4 second grace period for ult stacks
  • Shiv gets his Killing Blow cooldown reset if he casts it and the target dies before Shiv reaches them
  • Drifter gets a partial weapon damage bonus for simply being nearby an isolated enemy hero dying
  • Bebop has a grace period for the on-kill bonus stacks (unsure about the exact mechanics)
  • Trophy Collector builds the same number of stacks for killing vs simply being nearby a kill
Vindicta's ult is actually the sole exception where "gain stacks on enemy hero kill" has no leniancy in its meaning
Yeah, so why not give a bit of leniancy to Vindicta ultimate - that pro players could benefit from it more?

The interval isn't really skill expression though, it's that you hit the target within a time frame that somebody else (or something else) actually did the final damage.

It just needs to proc if Assassinate, and any other imbued abilites on assassinate, finish the target...Apart from mystic reverb

I mean, you can shoot a bit more earlier than anticipiated, to make use of the gun fire a lot more. When players become better and better, the skill expression becomes more and more pronounced. That way, you are incentivised in blowing their heads clean off ASAP - similar to Vindicta's personality.
 
Yeah I think that's by design, just like prior she was the only hero that gained souls on kills instead of some kind of stat buff.

The issue is that the mercurial damage didn't proc the assassinate buff, not that there isn't some kind of interval grace period like the other ults.

I promise you, a grace period on Vindicta's ult will be more painful to deal with than what we have now.
Even 0.1 second interval? I think that's fair and decent for both low elo and high elo Vindictas.
 
Even 0.1 second interval? I think that's fair and decent for both low elo and high elo Vindictas.
Okay if we are talking about reworking Vins ult then do this:

- Weapon Damage Per Kill only procs on Headshot
- Time interval for kill damage = 2 seconds

So you get a headshot with assassinate, somebody else kills them in 2 seconds, you still get weapon buff.

You kill somebody with assassinate and it's not a headshot, you don't get the bonus weapon damage from the kill.

Adding a 0.1 second interval doesn't fix the initial problem this post made, it is making Vindicta an easier hero to use and gain stacks without any kind of disadvantage or real skill expression. Make the player get headshots, make them wait with the assassinate instead of just instantly pulling the trigger because it doesn't matter where you hit them.

The benefit, you are the only hero that can stack 9% weapon damage per kill IF you make headshots, which makes every other kill afterwards that much easier.
 
Okay if we are talking about reworking Vins ult then do this:

- Weapon Damage Per Kill only procs on Headshot
- Time interval for kill damage = 2 seconds

So you get a headshot with assassinate, somebody else kills them in 2 seconds, you still get weapon buff.

You kill somebody with assassinate and it's not a headshot, you don't get the bonus weapon damage from the kill.

Adding a 0.1 second interval doesn't fix the initial problem this post made, it is making Vindicta an easier hero to use and gain stacks without any kind of disadvantage or real skill expression. Make the player get headshots, make them wait with the assassinate instead of just instantly pulling the trigger because it doesn't matter where you hit them.

The benefit, you are the only hero that can stack 9% weapon damage per kill IF you make headshots, which makes every other kill afterwards that much easier.

Isn't 0.1 seconds faster than most reaction times, around a blink of an eye? Getting headshots would be quite difficult. no? It wouldn't really help lower elo, but would help higher elo just marginally.

I'm thinking of a fix + QoL.
 
Isn't 0.1 seconds faster than most reaction times, around a blink of an eye? Getting headshots would be quite difficult. no? It wouldn't really help lower elo, but would help higher elo just marginally.

I'm thinking of a fix + QoL.
I just don't think we agree. I see what you are saying, what I am saying is if you add any kind of delay without adding in some kind of actual skill shot mechanic, it is going to be a problem.

It doesn't matter what the human reaction time is here, we are talking about computers and servers and systems, and it will get abused. Why add a delay when the problem is item damage? You're introducing more problems and more places for things to go wrong.
 
I just don't think we agree. I see what you are saying, what I am saying is if you add any kind of delay without adding in some kind of actual skill shot mechanic, it is going to be a problem.

It doesn't matter what the human reaction time is here, we are talking about computers and servers and systems, and it will get abused. Why add a delay when the problem is item damage? You're introducing more problems and more places for things to go wrong.
Yeah, honestly, considering there is latency, that can pose some issues. But yeah, having the weapon damage be part of the Gun would defo pose more issues than solutions - in terms of making a fix, so time needs to be taken for that.

And increasing the window, would make it that stacks would be obtained faster than it should. Yeah, it would need a direct solution, that would involve coupling items to guns, when using an ability that modifies a gun.

I notice Valve has issues, whenever it involves abilities that alters the base gun. Venator's ultimate prompted a fix where Mystic Reverb now applies on Gun based abilities, like Silver's 1 - which actually they read my post, responded, and the next few patches fixed exactly what I described.
 
I promise you, a grace period on Vindicta's ult will be more painful to deal with than what we have now.
I have 0 stats to back this, just a lot of experience playing in different skill brackets
I'd agree that it's probably an intentional decision to handicap Vindicta.

Giving her ult some kind of forgiveness will have different effects in different skill brackets.

In lowelo, players would benefit more from the forgiveness as they aren't as likely to know when a snipe will actually kill the target. Her ult isn't an execute, so you have to consider a lot more than "they glow red, I shoot" if you want your bonus.
The issue is, Vindicta is already considered OP due to a lack of perceived counterplay to Flight and Assassinate. Lowelo players don't need more consistency.

In mid/high elo soloq, players won't benefit as much from the increased consistency. They generally know when Assassinate will kill, and therefore when to keep shooting instead. You also see a lot more people countering Vindicta via items, decision-making, positioning, etc. Because a lot of her power is tied up in her most counterable abilities, she feels very underpowered because she will need a lot more counter-counters (dispell magic, unstoppable, etc) just to use her abilities. These counter-counters also suffer from needing to be worse than the counters themselves (Dispell Magic on a 50s cooldown vs Knockdown on a 35s cooldown). Giving mid/high elo players more forgiveness on Assassinate will just feel like "Minor QoL" without really "fixing" the character.

In proplay, teams have a lot more coordination than even the highest soloq skill brackets. You'll see teams working dilligently to enable hypercarries like Vindicta. Deadlock rewards "my friend counters your counter", with items like Divine Barrier on a 22.5s cooldown when used on someone other than yourself. Teams will also deliberately not take kills just to give their Vindicta a stack.
In these min-maxxed lobbies, players certainly don't need more forgiveness on Assassinate. Instead, they're more likely to abuse it. In proplay, a 3-second forgiveness window would enable Vindicta to cross-map quickscope someone for a free stack without even killing them.

This is really the core of the issue. Vindicta doesn't need to take many/any risks when using her ult, so they have to balance that fact by making it inconsistent in other ways (unforgiving skillshot).
For every ability I mentioned as having forgiveness, you have to put yourself at risk to consistently gain stacks. For most of them, it's the need to be in close quarters. Grey Talon is the only exception, but he has to stand still for the entire ult duration, and it's also very clear to the enemy when they are at risk of being hit.

I think Vindicta will eventually see a rework, but I doubt that's at the top of their priority list right now lol
 
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