Unresponsive movement / activation will hurt this game IMO
Character responsiveness to mouse clicks and movements is the biggest issue in PoE for me. In other words it is far from being precise.
For example: When I move my mouse with left button pressed around my character in little circles it will not move or just move a little bit in one direction. You can forget about doing 8's or spin your character in place quickly. D3 got it right (only that :P ). If you address these issues PoE will be The best ARPG game Ever !!! Thanks. Circle Of Nine - Polish Multigaming Guild
www.c9gaming.pl |
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" Yeah, Sweep becomes pretty horrible at higher difficulties as literally EVERYTHING interrupts it. Path of PEW PEW PEW PEW PEW PEW
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For me, combat and movement are not fluid at all.
As an example, I have Phase Run bound to Q. When I am running and I want to cast it, I have to stop my character completely, hit Q, then click again. I should be able to click and hold, hit Q, and get the boost. |
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" I recently started playing a duelist bow spec character, and have noticed this as well. I'll be attacking a monster, and when it gets close to me I click behind my character, but he keeps attacking the mob 2-3 more times before he starts moving. | |
I've noticed this too, but I don't really have much of a problem with it. Took some adjusting, but I'm used to the play style now.
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Unfortunately I kind of agree. There are many things that are great about this game. But it is definitely not very smooth. I hope this gets worked over by the time it's out of beta.
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I agree
+1 for OP |
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" Personally, this is the biggest issue holding back the game right now. I'm tired of seeing the attack animation go through, then realizing that no damage was dealt. It's specially bad with slow attack speed weapons. My accuracy was 90%, so I know that it can't be my character missing three attacks in a row. I think the term is called "desync." |
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" I think this one is different from the others previously discussed in this thread. Desync happens with stuff like flicker strike where the activated attack and its target are...well...out of sync, so all sorts of wierd anomolies arise like the character teleporting to the target but the target appearing elsewhere when the character arrives etc. The OP issue is also pretty serious and I think it mainly attributes to the lack of ability to cancel the animation? This would be trying to move your character in the middle of an attack but having to wait until your character is finished attacking before it moves. I think everyone is aware of the gravity of this issue. However, it also possibly looks like there may be (or at least occasionally) another similar issue. What I mean by this is in reference to the OP's comment about having to attack "5-6" times before being able to move. See if it were just an animation cancelling issue you should be able to move right after the very next attack. However SOMETIMES (definitely not always), in the heat of battle when you "overclick" a target several times, and attempt to move immediately after, it seems like your character is unable to move until after all of the attacks are complete. I think this could be due to a combination of circumstances including the attack animation issue, and also I notice it happening more often when you are crowded by enemies. I have adapted alot to these issues since I started playing and can manage pretty well and even feel a decent sense of mobility. Although I do hope these will be addressed as I'm certain it will improve the playing experience! |
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" On my templar, I use glacial hammer as my regular attack. One of out every three or so uses seem to play the animation, but don't actually deal damage. They stop just short of the monster and the monster doesn't display the "hit" animation, either. I don't know what the issue is - perhaps I'm cancelling the attack? Perhaps it's desync? I don't know. I have experienced the other issues listed here, and I would hope that they and my issue are addressed. |
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