Feature request: Shield Charge - hold button to control magnitude of displacement
Hi, I'm just starting out in PoE and noticed Shield Charge is extremely janky when using it as a consistent movement skill vs its short range slam (i.e. trying to use maximum move distance of the skill instead of the actual attack slam), often getting stuck attacking in place and causing me to release my right click constantly (which is bound to follow only) to allow for a requeue of actions.
This has gotten me killed in quite a few spots during the campaign experience and here is one idea I would love to see implemented for QoL of Shield Charge: I think it would be good if shield charge were changed to a semi channeled ability that allowed you to hold the skill button for a longer duration to increase the magnitude of your travel time. This would allow the player to better control when and where the slam animation happens. The way I would envision this to work is: - The player hovers over a specific direction/magnitude, which would be taken into account as the initial direction/magnitude applied to the movement vector of the character, same as today. With a quick release (sub-second) or tap of the skill the skill should calculate the movement vector to the exact cursor position taken at initial depress. This is how shield charge appears to work today, from my experience. - In addition to the current mechanic, adding a condition where the skill button being continually depressed instead of tapped would allow the movement vector magnitude to extend up to the max range of the skill while held down, and also requeue the next movement vector with an updated direction/magnitude based on the new current mouse position at the end of the depress. This would allow players skillshot to determine the initial direction and to retain control (through timed depress of skill) of the magnitude of the displacement better than the current system of point + click, auto-calculated direction/magnitude, and stuck wondering exactly how the skill will respond. Updating the magnitude with respect to skill button depress would allow the skill to retain its initial functionality on a tap/quick press, while affording a player the additional flexibility to control how far they would like the skill to travel in the specified direction. This should make life roaming around as a shield-charging, fortify stacking, SST Raider a lot more enjoyable, and also increase player agency over their character's movement, specifically complex movement into/out of dangerous situations using Shield Charge. Last bumped on Jun 27, 2023, 3:45:23 AM
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This genuinely sounds like a downgrade in every conceivable way for builds that aren't using the skill as a primary means of attacking. It makes the skill nearly useless to dodge boss telegraphs and greatly diminishes its already-not-great utility as a travel skill.
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I don't think this changes shield charge in any appreciable way from how it currently works, it only extends the full usability of the skills range at the choice of the user, simply hold down shield charge and it goes further, stopping when you stop. Not sure how that would impede dodging mechanics, and would actually do the opposite, if implemented as described.
As it stands holding down shield charge after the skill is cast has no added functionality other than requeuing the skill from constant depress. This change would fill in that dead time during the skill's animation and give value to the moment between pressing shield charge and pressing it again for another requeue, or simply holding it down. Neither of those interactions would be eliminated, so could you elaborate on how it would be a downgrade in every conceivable way? Last edited by gidralabs#5293 on Jun 26, 2023, 5:30:51 AM
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" Sure. If you are using the skill to dodge a telegraphed boss attack, you need to start moving the instant you press the button because the skill itself does not move the player instantly. If the skill is a channelled skill as you suggest, and you have to charge it up for half a second just to START moving to safety, you will not get out of the way in time. There's a skill already in the game that works this way, it's called Charged Dash, and literally nobody uses it as a movement skill for this exact reason. |
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" Thank you for clarifying what you meant! I do think you might have conflated what I am proposing in this change. Specifically, that holding the button down for longer should impact the magnitude of the movement vector of the skill, meaning it should let you travel further than the initial position of the cursor, registered by the initial depress of the button, through continued depress of the skill button. So, when I hold down the space bar I have mapped for Shield Charge, for example, Id like the skill to augment how far I travel, in addition to the initial position of the mouse cursor, based on how long I hold the button down for. In no way am I suggesting slowing the time to act or the animation down through creating a channeled effect, nor that the skill graduates the acceleration of travel based on depress time, rather that the skill increases the magnitude of its movement vector with a longer depress. This would only allow the user to choose how far the skill moves the character beyond the initial cursor position, enabling full use of the range of the skill on every cast. It would add an element of control to the user interaction with the skill that allows the user to always choose how far they'd like to travel during the animation resolving. I think you might have gotten caught up by the term "semi-channeled" ability, and I admit, I don't readily have a better label for the action of holding down a skill button to create a controllable input for a movement skill. Maybe I should have went with "long-pressing the button" to clarify what I meant initially. Last edited by gidralabs#5293 on Jun 26, 2023, 10:21:45 AM
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I feel like that might potentially make it too powerful as a movement skill without some kind of movement speed penalty (like cyclone).
The only reason cyclone works as a movement channel skill is because of the movement penalty. Similarly, shield charge works as a charge because of the movement boost. But if you were to combine the utility of a constant movement skill like cyclone with the speed of a "normal" movement skill like shield charge you end up with a near-mandatory map movement skill. If GGG were to nerf the speed of shield charge in order to implement this channeled idea, then the reverse would happen and it would lose its utility as a movement skill entirely. |
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