Beastmaster's rare idle animation plays during injured phase
While injured, Beastmaster uses his rare idle animation, which clashes with his injured idle animation. He has 1 rare idle animation which can currently play while injured.
Beastmaster's teleport animation does not loop
Beastmaster's teleport animation does not loop, so that he switches back to his idle animation if the teleport lasts long enough. Instead of looping the animation consists of the same motion repeated a few times.
Other heroes with this issue are: Alchemist
, Drow Ranger
, Ember Spirit
, Keeper of the Light
, Lone Druid
, Naga Siren
, Shadow Demon
, Shadow Shaman
Beastmaster's rare attack animation uses Beastmaster's regular attack sounds
Beastmaster has a rare animation where he kicks his target, instead of using his axes. This rare animation uses the axes hit sound, instead of having a different, fitting sound.
Wild Axes provide vision at the map center whenever they are cast, until having fully returned
Wild Axes grant 350 range vision
at the map center whenever they get cast, lasting until the axes fully return to Beastmaster. The axes are only supposed to provide vision around themselves as they travel.
Wild Axes fly towards the facing angle, instead of targeted point, making it possible for them to launch towards the wrong direction
Wild Axes fly towards the caster's facing angle, instead of targeted point. This means when targeting the spell behind, so that the caster needs to turn around, the axes may fly towards the unintended direction. For Beastmaster himself, this does not matter, because of the cast time he has on Wild Axes, he will always be fully facing the target point. But for Rubick
, this causes issues. Since he has a 0 second cast time, the axes may fly towards the wrong direction for him.
Enemy Wild Axes hover in the air when they enter the fog of war
When an enemy casts Wild Axes, their axes get visually stuck in the air as they enter the fog of war. The actual effect of the spell continues to work normally, they only get visually stuck. Like other projectiles, the axes should disappear when entering the fog of war.
After casting Wild Axes, a pair of axes is still visible in Beastmaster's hands
While Wild Axes are out, Beastmaster still wields axes in his hands. The axes should disappear as the spell is cast, and reappear as soon as the axes finished returning.
Beastmaster's Wild Axes catch animation plays even while dead
When Beastmaster throws his axes, and then dies before they return, his axe catch animation still plays while lying dead on the ground.
Wild Axes' catch animation don't play when not having the spell anymore
If a hero has a catch animation for Wild Axes, that animation does not play when not having the spell anymore before the axes returned.
This affects Rubick, who has a catch animation for the axes and can lose the spell before the axes return.
Call of the Wild
Box-selecting a hawk and a boar does not always select the boar first, so that attack orders can get messed up
When box-selecting a boar and a hawk, they are selected based on the order they were spawned. So it can be different each time. When the hawk gets selected first, attack orders cannot be given to the unit group, since the hawk cannot attack.
The hawk, due to the nature of how the unit is mostly controlled, should always be the last unit in the selected group.
Unified Unit Orders issue orders to the Hawk as well
The "Unified Unit Orders", which causes orders to be sent to all your units when done while holding the CTRL key, also sends the order to the Hawk. The Hawk should be excluded from Unified Unit Orders, for the same reason why it is excluded from "Select All Units" and "Select All Other Units" options do not include the Hawk.
The Hawk can leave the map boundaries
The Hawk (along with Flying Couriers
) is the last remaining unit which is still able to leave the map boundaries. All other units with flying/unobstructed movement had been fixed in the past, with the Hawk and Flying Courier remaining.
Beastmaster's responses upon controlling his Boar and/or Hawk do not work
Beastmaster has several responses for ordering his Boar to move or attack, and for ordering his Hawk to move. None of them work currently.
The Boar's Poison ability lists a damage type in its tooltip Poison
does not deal damage, but still lists MAGICAL
as its damage type. It should not list a damage type.
Primal Roar does not destroy trees around knocked back enemies, causing them to get stuck
Primal Roar can cause secondary targets to get stuck between trees, since it does not destroy trees around them. Knockback effects of this type usually destroy trees around the moved units, Primal Roar should do so as well.
Primal Roar does not apply its slow and damage on secondary spell immune targets
Primal Roar does not slow spell immune
secondary targets. It also does not attempt to damage spell immune secondary targets (does on the primary target). Since it is supposed to pierce spell immunity, it should apply its slow and damage to secondary targets as well. Although the damage 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
. The knockback does pierce spell immunity, so does the stun.
Primal Roar does not push the secondary units if they are aligned with Brewmaster and the primary target
When enemy units are aligned with Beastmaster and the primary roar target, they are not shoved aside. They are hit by the secondary effect normally, except that they are not moved aside. Strangely, if the distance between Beastmaster and the pimary target is exactly 920, algined enemies are pushed away from Beastmaster, towards the targeted enemy. Enemies should always be shoved aside when within the area, as the spell is supposed to open a path for Beastmaster to the target, as indicated by the spell description.
Primal Roar's knockback debuff is not visible in the HUD
Since the knockback is a stun
, it should bevisible in the HUD and not be hidden.
Units hit by Primar Roar's secondary effect do not use their flail animations during the knockback
Units which get knocked back usually use their flail animation. The knockback of Primal Roar does not make them use their flail animations.
Beastmaster's mouth does not open during the cast animation of Primal Roar, so that he roars with a shut mouth
Beastmaster's mouth is not animated during his Primal Roar cast animation. His mouth stays shut throughout it. Since it is supposed to be a deafening roar, his mouth should be open as he roars.
Primal Roar's SHOUT WIDTH value in the description shows amplified values when holding ALT
The SHOUT WIDTH trait in Primal Roar's description is currently affected by the ALT spell damage amplification calculations. Since it shows a range value, and not a damage value, it should be static, and not change when holding ALT.
The Chimera's Rage set can be equipped in Beastmaster's weapon slot
The Chimera's Rage
set is wrongly tagged as a weaponslot item, which allows the entire set to be equipped into the weapon slot. Doing results in Beastmaster wielding no axes in-game. As a set entity, it should not have slot tags.
The Ancestral Vest of Karroch chest piece is floating on Beastmaster's body
The Ancestral Vest of Karroch
shoulder item from the Custom of Karroch Set
is too big for Beastmaster. It is floating on his upper body, not attached to his body. Its size has not been adapted after Beastmaster's model size was reduced in a past update.
Wild Axes always use the default axes, regardless of what is equipped
Beastmaster's Wild Axes spell always uses Beastmaster's default axes, even when having custom axes equipped.
The stun and flail animations of custom boar and hawk models do not loop
Stun and Flail animations are supposed to loop and last as long as the disable/knockback do. This does not work on any of the custom Boars and Hawks. The default Boar and Hawk stun and flail animations loop properly. Only the custom stuff is broken.
All of Beastmaster's custom Boar models are missing footstep and death sounds
The default Boar has foot step and death sounds. The custom boars do not have them. They are completely silent. They should inherit the foot step and death sound from the default boar.
The Anunkasan custom Hawk model has lighting issues in its portrait and its wings flap the wrong direction in its idle animation
custom Hawk from the Friend of the West
set has lighting issues in its portrait. It's partially black on the lower part.
The same custom Hawk also has issues with its idle (and portrait) animations. Its wings flap horizontally. They flap correctly (vertically) when moving, but when standing still, they move the wrong direction.