Nightmare does not end upon taking attack damage Nightmare
is supposed to end upon taking damage. However, damage done by attacks do not end it. This means projectile attacks hitting after the invulnerability apply their damage and the Nightmare continues. Spells which use instant attacks
can also damage nightmared units without waking them up.
Nightmare does not end upon taking damage from active attack modifiers
Nightmare is supposed to end upon taking damage. However, damage done by active attack modifiers
does not end it. This even includes damage over time dealt by such modifiers. Passive attack modifiers work fine and do cancel Nightmare.
Nightmare is not properly dispellable
Nightmare is always placed as a debuff, regardless of whether it is cast on an ally or an enemy. This means when an enemy Bane nightmares himself or his allies, it cannot be dispelled
off of them by their enemies.
Furthermore, the invulnerability
modifier of Nightmare is undispellable, so that the unit still stays invulnerable even after dispelling Nightmare.
Nightmare causes Bane to get assist points for dying allies
Nightmare is always placed as a debuff, even on allies. The assist points system grants assist points when a debuffed hero dies. This results in Bane getting assist points when a recently Nightmared ally dies. Oracle
's Fate's Edict
has this issue as well.
Nightmare triggers Linken's Sphere and Lotus Orb upon getting transfered
When attacking a Nightmared enemy unit, Linken's Sphere
triggers, preventing the Nightmare from transfering. Lotus Orb
's Echo Shell
also triggers, applying Nightmare on whoever originally cast it. Both of these (and an upgraded Spell Shield
) should only trigger when Nightmare gets directly cast on the wielder, and not upon getting transfered.
Nightmare's vision removal does not work on Monkey King while on a tree
While sitting on a tree
, Monkey King
) does not lose vision when getting Nightmared.
Nightmare's sub-spell has only 1 level, causing several issues
Sub-spells usually have the same amount of levels than the spell they belong to. Their level is automatically set equal to the main spell. However, Nightmare's sub-spell has only 1 level, causing the following issues:
- ALT-clicking on Nightmare while its sub-spell is active always shows level 1 as its level in the chat, regardless of which level Nightmare actually is.
- Illusions created of Bane while Nightmare's sub-spell is active always have level 1 Nightmare, regardless of which level Nightmare is on the main hero.
- Nightmare cannot be leveled up while the sub-spell is active, getting the "Ability Is At Max Level" error message, even when Nightmare is not on level 4 yet.
Other spells with the same issue are Ice Blast
and Song of the Siren
Nightmare End cannot be shift-queued Nightmare End
has the DOTA_ABILITY_BEHAVIOR_IGNORE_PSEUDO_QUEUE flag, which allows the spell to be cast while stunned. However, that flag also removes the ability to shift-queue the spell. Borrowed Time
and Aghanim's Scepter
also have this issue.
Fiend's Grip deals too much damage based on player slot
Based on the player slot Bane is, Fiend's Grip
applies 1 damage/mana drain tick too much, ticking for 6 (1) times, instead of 5 () times.
Bane does not get attacked by wards and buildings while channeling an upgraded Fiend's Grip
When having Aghanim's Scepter
, Bane does not get automatically attacked by wards
, despite them being immune to Nightmare. Wards can be ordered to attack him still.
Fiend's Grip does not properly pierce spell immunity
Fiend's Grip does not attempt to damage spell immune
enemies. Since it is supposed to pierce spell immunity, it should apply its damage as well. Although it would get reduced to 0, this still is registered as damage, since some effects do react on 0 damage, or react on damage before any reductions
Multiple casts of Fiend's Grip on one target interfere with each other
When a unit is targeted by multiple Fiend's Grips, they cause each other to malfunction. The first cast grip stops dealing damage and stops draining mana. On the other side, the later cast grip ends prematurely, ending whenever the first cast ends. Furthermore, if the later cast gets canceled, the first cast continues channeling, despite not having any effect anymore.
Fiend's Grip's sounds are too long for the Aghanim's Scepter duration
Fiend's Grip's two sound effects
are made to match a five second duration. Aghanim's Scepter increases the max channel duration, so that the sounds do not match it anymore.