The character animations are (literally) killing me.

"
https://www.youtube.com/watch?v=gTuKRovG5P0


Well played, sir. I laughed. Hard.
"
Unforgiving wrote:
Seriously, wtf Max! I've posted this bug several timez and you've shot me down everytime, but now a huge portion of the community also experiences this obvious bug and you still can't accept it? Go to hell! I've posted about this bug, commented on several members posts about this bug, yet GGG never acknowledges it , why? Because people like you keep distorting the truth! Its such an obvious bug, I'd go so far as to call the mechanic BROKEN! I have no idea how you can't reproduce or see this error! We're not making this up. You click on a target with melee, it moves before you attack, you miss 100% of the time...


*rolls eyes*
It should be easily for you to reproduce. I'm not making any claim of anything happening out of the ordinary.
There already are a lot of high level melee character builds showing they are effective. It would be easier for me to see the problem if I could ... SEE... it .
"I would have listened... I would have understood!" - Scion

Have you removed Asus ROG/GameFirst yet?
Very strange you haven't noticed it.

Me and my two friends noticed it before we had played 40mins of PoE. :/
Well you do swing slower at lower levels. It's very possible that it's more difficult to get the timing down.
"I would have listened... I would have understood!" - Scion

Have you removed Asus ROG/GameFirst yet?
I was playing my wand damage character and when I made the switch from 1.1 aps wands to 1.5 aps wands and took some extra attack speed nodes, the change in *CONTROL* I had over my character was absolutely AMAZING. I coudln't believe how much more accuracy in terms of my timing I felt I had, and I was able to move around or mid-battle change tactics/position SO MUCH EASIER. I never realized just how bad slower weapons locked you into "dead time" until I switched to faster ones.

Needless to say, I am much happier with the 1.5 aps wands and they have completely improved the way in which I play my character. Same with movespeed, to a point. Going the whole game with -11% from chest&shield and no movespeed boots, and then switching to dual wield and 25% boots (+21% overall) just made my character feel ALIVE, and MORE RESPONSIVE to commands and even things like running up and opening chests and such. Very interesting.
"
Witheringx wrote:
"
2. walking mobs will make you miss, no matter your accuracy rating. i've had this several times. i was trying to kill a ranged mob, who was slowly walking away from my character and my attack animation would always be to slow to hit him in time before he was out of reach.


I strongly agree with this one. Just small movement to various directions make me miss my melee attacks. It feels extremely annoying, and for this reason I avoid single target melee characters.
Unless you're shift-attacking, melee range is extended against these moving enemies to roughly triple the regular value. You can still 'hit' them mechanically even if they've gotten several steps from your character and you blow visually didn't connect, explicitly to avoid this (note that if you don't stun them there won't be any visual indication of the hit, so you could easily think you missed if you're not actively watching the monster's life at that point).
You have to have really slow attack speed, or really fast monsters, to consistently miss as a result of this, and it's intended that it cause you to mist in those situations.
Last edited by Mark_GGG#0000 on Apr 18, 2012, 7:44:19 PM
Perhaps, but its quite strange to walk to where a missle attacker was and swing when they moved forward, so they are actually behind you when you are swinging forward. Most games allow your attack to track/synch with your target. In your game, you keep walking and swing on your targets last position. Say a ranger attacker is at the very edge of my screen and I right -click an assigned skill to hit them. My toon walks over to them but... they move. Instead of following them, my idiotic toon walks over to where they where and slashes at air, no matter where the enemy actuly is! So you say I hit them after all? So what? Most of the time I want to track them and follow them into a mob as melee to deal some damage, but what ends up happening is my toon goes to where the target was and gets pummeled by other enemies along the way. Fix this bug already!
Last edited by Unforgiving#6418 on Apr 18, 2012, 9:51:44 PM
If the target moves before you reach them, your character will follow them until you get them in your melee range, at which point you'll stop and execute the attack (which will be given the bonus range when check if the enemy is still close enough to hit).
The only way to avoid that is if you target a location near where the enemy is currently at rather than the enemy itself, by not actually having the enemy highlighted when you target. If you target an action specifically an enemy, it's not possible for the action to start until your character has moved into range to hit that enemy - where they are, not where they were.

It might be possible that desync is causing you to look on your client like you're further away from the monsters than you really are, but I'm not sure.
Last edited by Mark_GGG#0000 on Apr 18, 2012, 10:05:54 PM

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