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2. In Dota1, the area that Shackleshot could latch to was determined in a really weird way due to engine limitations (basically it'd draw a square box behind the hero in the direction the projectile was flying and pick a tree from inside that box. The WC3 engine cannot detect triangular areas.) It's safe to assume in Dota2 the spell actually uses the correct triangular area to pick its targets, and this may result in some angles and ranges that WC3 Dota wouldn't get.