A part of Gondar's beard is glued to his upper lip When Bounty Hunter talks, a small part at the center below his lower lip is getting stretched. It's glued to his upper lip. This is only visible when equipping items which reveal his face.
Bounty Hunter's rare idle animation plays during injured phase While injured, Bounty Hunter uses his rare idle animation, which clashes with his injured idle animation. He has 1 rare idle animations which can currently play while injured.
Bounty Hunter's teleport animation does not loop Bounty Hunter's teleport animation does not loop, so that he switches back to his idle animation if the teleport lasts long enough. Instead of looping, he repeats one motion several times after the initial animation.
Shuriken Toss procs Linken's Sphere/Lotus Orb of secondary targets Linken's Sphere and Lotus Orb are only supposed to proc when being the primary target of a single-target spell, and the fully block/reflect the spell. However, Shuriken Toss procs them as secondary targets as well, causing it to stop bouncing alltogether. It also enables Lotus Orb to reflect multiple shurikens back to Bounty Hunter with a single cast of Shuriken Toss. Spirit Lance has this issue as well.
Recasting Shuriken Toss messes with the bounces of the previous and new cast When casting Shuriken Toss before a previous cast finished bouncing, the previous cast's targets get reset, so that it can jump on the same targets again. Furthermore, the second cast does not get its own set of targets, and jumps on whoever the previous shuriken did not jump on yet after its reset. This means while the first cast skips its final targets and re-jumps on its previous targets, the second cast jumps on the other targets and ends prematurely. Each cast of Shuriken Toss should work independent from each other, so that each of them jumps on their targets individually.
Shuriken Toss does not bounce off of, or to spell immune heroes Bouncing projectile spells are usually able to bounce to spell immune units, and also bounce off of them. This is to prevent them from completely fizzling only because one target turned spell immune before the projectile hit (this is the reason why Paralyzing Cask and Mystic Snake can bounce off of and to spell immune units). However, Shuriken Toss completely stops when its current target turns spell immune, instead of continuing to bounce to the next valid target. It also cannot jump on already spell immune units. Spirit Lance has this issue as well.
Shuriken Toss does not bounce off of invulnerable or hidden heroes Bouncing projectile spells are usually able to bounce off of invulnerable or hidden units. This is to prevent them from completely fizzling only because one target turned invulnerable or hidden before the projectile hit (this is the reason why Paralyzing Cask and Mystic Snake can bounce off of and to invulnerable/hidden units). However, Shuriken Toss completely stops when its current target turns invulnerable or hidden, instead of continuing to bounce to the next valid target. Spirit Lance has this issue as well.
Jinada's visual effect does not appear on the target on refresh Jinada's visual effect, a red streak crossing the target, only appears upon placing the slow debuff on them. It does not appear on the next Jinada strike if the debuff of the previous hit is still there. This means the visual effect is currently bound to the debuff itself and only applies upon the debuff getting created, instead being a part of the ability and get applied on each use.
Jinada's weapon glow is not disabled by Break When affected by Break, Jinada continues to emit particle effects on Bounty Hunter's weapon, as if it is usable on the next attack. Break should turn off the particle effects temporarily.
Shadow Walk's backstab applies to every hit during the fade time without breaking the invisibility Shadow Walk applies its damage to every hit during its fade times, without breaking the invisibility, allowing the player to apply its damage multiple times per cast. According to the description, only the attack which breaks the invisibility should apply the damage. This means attacks during the fade time should not apply the damage, since these attacks do not break the invisibility. Vendetta, Wind Walk and Shadow Blade also have this bug.
Shadow Walk breaks upon attack projectile impact, instead of launch when used by ranged heroes This matters for ranged heroes only. When Rubick attacks out of Shadow Walk, he remains invisible until the projectile hits. This is inconsistent with almost any other source of invisibility. Vendetta has this issue as well.
Track grants the movement speed buff to neutral creeps in range Track's AoE speed aura is set to affect "enemies of the debuffed target", instead of "allies of the debuff source". This means it affects neutral creeps as well, instead of only the caster and their team.
Track does not grant gold to nearby invulnerable or hidden allies Track is supposed to grant gold to allies that are within 1200 range of the target. This works independent from the speed buff it places. However, this does not work when the ally is invulnerable or hidden within range. This works fine for Gondar himself, who always gains the gold even while invulnerable or hidden.
Track's cast effects are attached to Bounty Hunter's wrong hand The Track cast animation has Bounty Hunter swing his left hand with the small dagger (off-hand). But the particle effect (the "projectile") comes from his right hand, attached to his big weapon (main-hand).
Mask of Dark Ferocy and Mask of the Giant Hunter clip with Gondar's cheeks when talking The Mask of Dark Ferocity and Mask of the Giant Hunter clip with his cheeks when he talks. These items almost fully cover his face and are fitted tight onto him. This causes his face to clip through them when he talks.
Creeper's Cruel and Hidden Hunter's Shuriken don't fly properly The custom projectiles of the Creeper's Cruel Shuriken and the Shuriken of the Hidden Hunter are not flying properly. They stutter towards the target heavily and sometimes even move behind it before hitting it.
Shuriken Toss' custom effects don't work with bouncing Shurikens When having an item equipped which changes the appearance of Shuriken Toss, this custom effect does not appear when bouncing off of units. Only the primary shuriken uses the custom appearance, and the following bounces use the default effects. In same-hero mode, when an enemy Bounty Hunter has a different Shuriken equipped, the bouncing shuriken's effect changes based on what the enemy has equipped. The shuriken should always be based on what the caster has equipped, and not what the targets have.
Trappings of the Pangolin Guild set Jinada particles are offset The Jinada weapon glow effects while off cooldown are not properly adapted to the Trappings of the Pangolin Guild set's weapons. They are rotated and do not match their blades.
When combining the Twin Blades Assassin set with the Hunter's Hoard immortal, the shuriken on the back sometimes clips into the immortal due to missing animations When having the Twin Blades Assassin set equipped together with the Hunter's Hoard immortal, Gondar uses a special set of animations of the Twin Blades Assassin, but with the shuriken being further away from him, to prevent it from clipping with the immortal item. Thes animations' names start all with "twinblade_hoard...". So Bounty Hunter has
However, he is missing 2 twinblade_hoard animations:
So when having these 2 items combined, he uses either hoard_run or twinblade_run at random. Hoard_run should not be used, because it mimics the default run animation, while the twinblades set is supposed to have a different animation. Twinblade_run should not be used, because it causes the shuriken on his back to clip into his immortal item. It should have an animation combining these effects, like how he has for all other animations.
This page was last edited on 16 March 2019, at 14:48.
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