PLEASE add an option to disable target lock
target locking means that if you click and hold on an enemy, the game ignores where you're pointing and makes you follow that enemy if you're out of range
so for example, if you use incinerate surrounded by enemies, you'll want to wave the mouse around to get them you but if you're locked on a target, no matter how much you move the mouse, nothing is going to happen until the enemy is dead (and so you're not locked on it anymore) Target locking much more often than not will hinder instead of help you, it depends on what skill you're using and how you actually use it, it has its uses and will break single target skills like heavy strike, so disabling it needs to be in the form of an option GGG removed target locking with cyclone specifically, what they should have done is what I'm suggesting: giving us an option to turn target locking on/off altogether Last bumped on Aug 3, 2016, 11:05:40 PM
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Spoiler
It's so frustrating when no one but you cares about something
I guess this will never get fixed Last edited by Coal48#3951 on Aug 3, 2016, 2:27:42 PM
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Optional target locking would be good for me for some skills. Having the option would be great, so I agree with your overall idea.
Some of your points I disagree with though. So I couldn't just post '+1' to your post when I first read it. For eg, target locking often helps and does not hinder for most skills. Other than flicker strike, there aren't too many builds that you really would need to turn it off for. With incinerate for eg, I don't want to just wave the fire beam around and hurt all enemies without killing them; I want to aim it once and kill most of the enemies, then move it around and mop up the rest. Also, optional target locking should not be implemented for cyclone, unless they make it a channeled ability. GGG did the right thing by turning target locking off for cyclone. Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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I always thought adding a button you could hold down to "Target Rare and Unique Enemies and Shrines Only" button would help immensely. The tech should be there from item filter stuff and corpse targeting stuff. League of Legends has something similar with Target Champions Only button.
So, I voice my general support for your sentiment! Melee has, er, room to improvement in this game, to say the least. Need game info? Check out the Wiki at: https://www.poewiki.net/
Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347 |
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Sometimes I died because I don't want move to this point. I want move in that direction while the button is pull down and stop immediately after the button has been released...
E = mc^(OMG)/wtf
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" Control is a personal thing, it's fine if you disagree With incinerate for example, I wouldn't just wave it around all the time, it's in the following situations that it hinders me -In a frantic situation or just with a large crowd of enemies, you're going to lock on something by accident (in fact I never want to lock on something, so everytime I do it's always accidental) then enemies move around, some get close and further away and you cannot adjust yourself unless you realize you're locked and need to let go of the button -you're targeting a boss, it summon minions, you want to let go of the boss and kill the weaker enemies, again, you'll be moving your mouse around for a few seconds, notice your locked on the boss, then let go of the button In general, since enemies move all the time, you need to switch targets accordingly and target locking doesn't allow you to adjust yourself (for me anyways). For a few moments you wonder "why can't I turn around and kill that enemy backstabbing me, what the hell am I shooting at right now? (and it's a enemy within attack range but considerably further away and not a priority) As for cyclone, I DO think it's a good idea that you can't lock on enemies anymore, however maybe some people disagree, I don't think you can ever make a mistake by adding more options Last edited by Coal48#3951 on Aug 3, 2016, 2:47:32 PM
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" I personally wouldn't like that option but then I simply would not use it, I'm not against it at all |
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" took me a little while to understood what you were saying but I get it and agree, it is not related to target lock on but to point and click controls and general
Spoiler
I find point and click controls bad and think that "WASD" ones would be far superior but it's blasphemy to so say so here, because PoE is a arpg, people will defend that WASD controls are inappropriate and for a different type of game, going against tradition is not something respected, so I know it's pointless to talk about it, nothing is going to change, no matter if you have good points or not, might as well try to convert a islamist to buddhism.
Last edited by Coal48#3951 on Aug 3, 2016, 3:06:24 PM
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" Not "WASD". I try to sayd about that: hold mouse button and move to cursor direction while button is pressed, not to cusror position. Right now if I click somethere - My character move to that point in any case throught traps, walls, others objects. But I personaly don't want this. I want move My character only while mouse button is pressed and only to direction, not a position. For example, that type of control be in Phantasy Star Online and some other games. Also I don't like automatic pathfinding. E = mc^(OMG)/wtf
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Moving to a position works well for a few things:
1- Predictive mode is much more reliable when you are moving to a set position, since you know that the server and client will agree once you get there. Especially good with opening chests, etc. Without automatic pathfinding either, Predictive mode would be a disaster if your latency was even 100 or so. 2 - In a race you can save a few seconds by clicking to move, and then doing inventory management/crafting/passives/etc while moving. The easiest way to see how this is useful is to start a new character and try to equip the first gem that drops without spending any time standing still. With your movement system you'll never be the first one to enter Lioneye's Watch ;) 3 - being able to easily choose the precise endpoint of your movement means you are a lot safer in many labyrinth trap layouts. Being able to 'stop on a dime' is also useful for some layouts, but in general I think choosing the endpoint is more reliable. For example, dodging darts. Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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