Flicker strike attacking behaviour unreliable.

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Henry_GGG wrote:
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SirGuySW wrote:
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neohongkong wrote:
the game is not designed for resolution wider than 16:9
Understood. As I said, the possibly related bug I mentioned occurs *at* 16:9 resolution however is easier to encounter at wider resolutions.

Essentially, when a player has their mouse cursor over a 'skill deadzone' (whether that's some object/wall in the world or at the edges of their 16:9+ screen) the game acts like it doesn't receive the user's command to use skills.

I can't find my notes but this thread has some decent approximation images illustrating the issue at 16:9: Screen deadzone, no skill execution if the mouse is outside of a certain area. Video testing illustration:


That's intended.
There is a limit to where you can target and use a skill.
It's skewed because of the angle of the camera.


I think a more intuitive implementation would be for the skill to activate to the nearest shorter distance from where the player is, similar to how Flame Dash works when you target somewhere out of range and it goes to that direction, but short.

That's especially true on ultrawides because we don't even have a visual indicator of where the cutoff distance is.
Last edited by ammo109#3805 on Jun 18, 2021, 6:38:46 AM
So the wording of the skill says "teleports the character to a nearby enemy and strikes it with their weapon and grants increased movement speed for a short time. If no specific monster is chosen, one is picked at random."

Why does this care if your cursor is on the outer dead zone edge. If you aren't targeting a creature it should just calculate a random creature within its range. This would also stop gap solve the problem of desync. Desync would still happen, but the game wouldn't think your cursor is in or past the dead zone edge and stop working. Locking you in place until you do something else to force the positioning update.

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