Button to force character to "hold position"

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anubite wrote:
How in gods name do you keep your cursor near your character while running away? If anything so much as brushes up against your cursor when you click, and you're wielding a ranged weapon, you'll stop and fire. In order to micro ranged characters that are inflicted with bleed, you need to put your cursor far away from the action and order the character to run in that direction, then turn and fire to stop running. At no point can you really keep your cursor close to your character.

Thus, when you are bleeding and you do want to stop, your cursor is too far away and even if you're fairly dextrous it's quite a challenge to react in time to stop, let alone click only once with your twitch finger and click in a space extremely close to your character. This is even harder if you have lots of +movement speed.

Not all of us are running no life kripp build here :)


I don't click when I'm running, I hold the mouse button down. If there is monsters just in front of me, I take my cursor behind them and then clicks, holds down and gets my cursor in front again while holding it down.
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ongZ wrote:
I prefer if we'd have to practice our mouse micro. As a competitive game, I really like when people have less control over their character while those who have trained it bare better. That would of course still be the coincidence with a "stop walking"-button, but it would still be to make it lesser mouse heavy.


The problem is, this isn't just a competitive game. Sure, there are competitive leagues, but there are also plenty of people who aren't into that kind of thing.

Having less control over your character in an ARPG sounds like a terrible idea.


Didn't Chris or the dev mentions about the arrow to be turning into projectile?

I am guessing here, that that may solve part of the problem.

But i really hope they could just remove the auto-targeting mechnism totally. Not only it can cause you to move un-intentionally due to bad latenecy, the "target" is about 3 times larger than its own visual size.



Perm. Retired from this unforgiving land of the Exiles.
Self-impost EXILED.
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iamacyborg wrote:
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ongZ wrote:
I prefer if we'd have to practice our mouse micro. As a competitive game, I really like when people have less control over their character while those who have trained it bare better. That would of course still be the coincidence with a "stop walking"-button, but it would still be to make it lesser mouse heavy.


The problem is, this isn't just a competitive game. Sure, there are competitive leagues, but there are also plenty of people who aren't into that kind of thing.

Having less control over your character in an ARPG sounds like a terrible idea.


I see your point, and I have played a lot of Starcraft, so my mouse micro are probably better than those, who haven't played RTS that way. Although there is a stop key in Starcraft, it is also a must, as it would be impossible to control that many units without. Which is a difference, when you only have on char.

But I just think people are making a bigger problem than it is. Do you guys use shift attack? You stop immediately that way too. I don't see it as less control either, it just makes you more focused on using shift-click and your skills on the keyboard.

But why isn't shift-click good enough?
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Last edited by ongZ#0545 on Aug 26, 2012, 7:04:12 AM
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ongZ wrote:


I see your point, and I have played a lot of Starcraft, so my mouse micro are probably better than those, who haven't played RTS that way. Although there is a stop key in Starcraft, it is also a must, as it would be impossible to control that many units without. Which is a difference, when you only have on char.

But I just think people are making a bigger problem than it is. Do you guys use shift attack? You stop immediately that way too. I don't see it as less control either, it just makes you more focused on using shift-click and your skills on the keyboard.

But why isn't shift-click good enough?


Shift-click isn't good enough at the moment because it's not working in quite the right way. With a bit of fine tuning it will work properly.

For example, in D2 I played a zeal paladin quite a lot, with Zeal on my left click. I'd use a constant left mouse hold to move around, and would hit shift when near enemies, which would stop my character and automatically attack nearby enemies using zeal. That meant combat was super fluid.

As it is now, it doesn't quite work that way, you need to hit shift and rehit the lmb to stop your character, and aiming just doesn't work as well as it did in D2.
I might have to play some D2 again, to check this out.
Danskere: PM mig, hvis I har brug for en guild.
The difference is that in D2 movement is secondary so that any skill usage stops character motion.

In POE, movement is on the same priority as skills, so that skill usage won't stop movement (only an overriding left click will).

This is the primary reason PoE character control isn't as good as D2's.

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