For the love of God, add weapon reach
Yeah, that's exactly my point actually. Visually, the weapon strikes the monster, but it doesn't do anything. That's because the actual weapon arc is smaller than the animation's arc; you don't technically hit the monster. It's more pronounced with two-hand weapons because they tend to have wider arc animations due to the nature of the weapon.
Cleave, on the other hand, has a very large actual arc, and the animation fits that arc fairly well (I often actually feel like the animation undersells the AoE). That's why it's not a problem with Cleave. Desynchs don't always trigger a rubberbanding effect; otherwise, it would literally constantly happen. You're practically never perfectly synchronised. Last edited by Vipermagi#0984 on Aug 2, 2012, 7:49:33 AM
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Hopefully you are right because at first I thought PoE was using some sort of very archaic melee system where character and mob have to be "clenched" first before the actual combat can happen.
Was using shift clicking against charching mobs and I couldn't hit anything before they got very close to me and "switched to the melee phase" by the looks of it. Such system would be of course laughable in 2012. Take a basic 2H sword for an example. Its animation is very narrow and it is very easy to make all frames go throug a mob yet nothing happens before that initial "melee switch". I would exclude server desync from this completely since it happens every single time and I didnt have problems with it in other online ARPGs. Last edited by Kaori#2406 on Aug 2, 2012, 8:57:30 AM
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Some sort of range indicator when hovering your mouse over a skill would be nice, too (see league of legends for example), especially for sweep.
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Thank god the devs are looking into this. I've suggested on a few occasions that they need to add a flat increase to melee range across the board.
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" It sounds like your describing an integral bug; the concept that the skill doesn't match it's range to the animation. This seems like something you normally take for granted. The animation should ALWAYS be matched to the attack speed and the range of the damage. Of course in the beta this won't always be the case, but I'm hoping the code has been written with scaling to animation in mind for the various weapons we use. A dagger should have a much lower range than a staff no matter whether I'm using cleave or sweep. |
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this is how weapon range looked in diablo 2:
![]() a dagger had range 1, and a 2h spear had up to range 5. there was really a huge difference in gameplay between using a 1h dagger and a 2h spear. |
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" Arc != range*. I'm not talking about the range of the Normal Attack (and other single-target attacks) being shorter than what the animation implies; I'm saying the 'hitbox' is tighter than some animations might imply. The animation of the axe might plow through a monster, but if the hitboxes don't overlap, nothing happens. I personally feel that this is the largest issue with shift-targeting. *=using ARPG terminology, where range = distance and arc ~= width. ------------- As for actual range; tricky subject. Should a weapon that already has lower damage and honestly not that much of a speed advantage also suffer from a shorter range, emphasised further with AoE attacks (doubling range = quadrupling coverage)? I'm not so sure.. EDIT: Coincidentally, I use Cleave as the quintessential exception to this. Last edited by Vipermagi#0984 on Aug 2, 2012, 12:07:25 PM
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Strange. I almost exclusively shift-RMB the air when I Cleave and I don't have problems hitting mobs. In fact, I'm sometimes surprised by its reach (arc and sometimes range).
Last edited by hubb#1956 on Aug 2, 2012, 12:03:37 PM
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" Yeah,but cleave is a skill and it has range. |
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" I just have to post here to thank you, chatpal91. This one sentence made me laugh SO hard, it might be the best possible description ^^ |
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