Parry + Disengage feels bad because of auto aim

Just started a Huntress and while i'm kinda liking it, generating charges for Explosive Spear with Disengage feels very clunky.

A lot of the times i parry the monster, use disengage to generate a target and then auto aim just decides to target the monster just near the parried one, causing disengage to miss and you not getting the charge. I had it happen a lot of times, even with like two monsters attacking me, just feels unreliable.

A amazing fix would just make auto aim toggleable, but also increasing the sideways hitbox of disengage.
Last bumped on Apr 10, 2025, 10:46:22 AM
I agree. It might just be buggy atm, cause the culling strike will actively choose the target that can be culled via auto aim, but disengage won't choose the parried minion.
Like, we've been asking for an option to disable autoaim thoughout the entire 0.1. And yet it's still not there and they still design skills that are completely screwed by it.

I think the tagetting with a controller is always a little wonky in the game, but Rake/Disengage make it far more noticeable.

Rake will sometimes randomly go from the enemy you had targeted to some enemy much further away, even going around obstacles.

Disengage usually hits the parried enemy for me, but if I Rake in, then
immediately Disengage I'll sometimes end up disengaging in a completely different direction.

Both of these situations end up putting me in a worse position, surrounded by other mobs.
So much is wrong with projectile aim in PoE2 and has been since launch I have no idea how this isn't brought up more.

Run to an empty field, and just shoot directly left / right of your character (i.e. a pure horizontal shot)

It sails 6 feet above where you click 100% of the time.

Now aim up/down - no issue.

WTF is this? It's been there since launch. PoE2 projectile dev must have a foot fetish because apparently he wants us clicking on all the monsters feet. Drives me up the wall.
Possible improvements I'd like to see with disengage are either
  • make it a circular AOE or
  • prioritize the closest enemy to the cursor (within a certain range) with a parried debuff

I wouldn't mind both either but something has to be done. Missing disengage feels terrible especially with lots of enemies around you

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