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Dying vision

Discussion in 'Advanced Mechanics' started by DracoLich, Mar 9, 2018.

  1. DracoLich

    DracoLich Member

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    How long exactly dying units provides 500 vision around them? It used to be linked with unit's decay time in WC3, and there are absolutely no info about this mechanic in dota2
     
  2. EebstertheGreat

    EebstertheGreat Forum Manager Staff Member

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  3. mapdesigner

    mapdesigner Member

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    I can test that for you. Prolly tonight or tmrw morning
     
  4. EebstertheGreat

    EebstertheGreat Forum Manager Staff Member

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    Incidentally, I don't remember how exactly this works in WC3. The 500 vision was removed on the next fog update interval after the flesh decayed, right? (death time + decay time) But the bones were still there for units that left bones until a bone decay time of like 12 sec, after which they were deleted and could no longer be resurrected.

    Do I have that right?
     
  5. dewouter

    dewouter Moderator Staff Member

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    My guess is 5 seconds, because that's how long it takes for a unit to be removed from the memory, but there might be other rules in play.
     
  6. DracoLich

    DracoLich Member

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    wc3 provides dying vision so long as stated in unit's death time, from 0 to 654987456187484
    it have a list of bugs anyway
     
  7. Bu3ny

    Bu3ny Moderator Staff Member

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    2 seconds by default, if the unit dies normally. The radius is 500.

    Some units may have their own rules though, if the spells specify something. For example, Death Ward's entire vision lingers for 5 seconds, because it doesn't "die". When ending or canceled, the ward gets stunned and its model hidden, and 5 seconds later, it gets removed from play (that's why its entire vision "lingers" after end, instead of just a 500 radius). PA traps and Clock cogs instantly lose vision, because they instantly get removed.
     
  8. EebstertheGreat

    EebstertheGreat Forum Manager Staff Member

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    That reminds me that in WC3, illusions and summoned units are removed immediately after they die or are unsommoned, so for instance Death Ward can easily cause a suicide due to death by a null source.