The tower information should make clear the differing bounties between when allied creeps kill a tower, when an allied hero destroys the tower, when you destroy the tower, and when it is denied.
Decency 00:51, 10 March 2012 (UTC)
- You can do that :D Redefining history 00:55, 10 March 2012 (UTC)
tower attack speed
How fast do the towers attack, what's their attack speed number? Should be noted down on this page somewhere.
- Look at the table. It says how fast they attack. BAT stands for base attack time. Tier 1 towers attack once per second, all other towers attack once per 0.95 seconds. Bu3ny (talk) 01:01, 30 January 2015 (UTC)
wrong information tower bounty
the information of bounty tower are wrong
descending not ascending order
The list of things a tower hits is is order of *descending* not ascending priority -- the highest priority is #1, the next is #2, and so on. (Also, why allow anon editing if they get auto-blocked? It's wasting people's time.)
Tower attack priority
Heroes are prioritised above catapults. I can't change this because of nonsensical anon edits. Someone else please get on that shit.
Something not mentioned in the wiki is that should an enemy hero attempt to take a tower on without any creeps, the tower will have a massive healing factor that makes it much harder for heroes to solo even with armor reducing items and abilities. Horsemen1337 (talk) 15:37, 25 May 2014 (UTC)
Special (triggered) aggro on hero attack
So I've made a few edits anonymously, since I somehow lost my password for this site. The only edit I think looks very much out of place explains the special aggro acquired when you attack an enemy hero. This is not part of WC3 AI, and instead is triggered in DotA 1. The rule is that whenever a player unit attacks an enemy hero (even automatically) or whenever a player issues an attack order for a unit against an enemy hero (even if the attack is not completed), all enemy computer-controlled units (Sentinel/Radiant or Scourge/Dire) in a 700 AoE, including towers, will be ordered to attack that aggressor. Upon triggering this function, a 2 second cooldown is initiated during which that same player cannot trigger it again, even on the other side of the map.
This is a very important rule, but it is difficult to explain in a way that is sufficiently exact but also readable. It's also hard for me to decide where to put the information in the article. Help is appreciated.
- Eebster the Great
Can someone explain the rules of Backdoor Protection in Dota 2 more precisely? Also, a picture of the AoE on the minimap would be nice. See these references from DotA 1: http://www.playdota.com/forums/showthread.php?p=1021321#post1021321#5 (explanation from BBQ) and http://www.playdota.com/forums/attachment.php?attachmentid=23936 (a picture from the DotA 1 minimap). Psion1C (talk) 00:29, 10 February 2016 (UTC)
- I could do it on my own, but the problem is that I neither know the exact mechanics in Dota 2 nor how to look it up from the game data. Psion1C (talk) 14:58, 11 February 2016 (UTC)
- Indeed, this is intended :) Please keep in mind that the template is still work in progress and might get renamed/changed/deleted at any point. Molldust (talk) 17:04, 11 March 2016 (UTC)
Abilities that Affect Buildings
The text currently says: "Backdoor protection is not responsible for the invulnerability [buildings] have, so the [buildings] still stay invulnerable if their corresponding towers are not destroyed first." --> Should this say [barracks] instead? — The preceding unsigned comment was added by 220.127.116.11 (talk) • (contribs) 27 April 2018 • Please sign your posts with ~~~~
- Towers, Ancient and Shrines are also invulnerable until certain towers are destroyed. --Litzsch 22:27, 27 April 2018 (UTC)