PoE Vs Diablo 3 new expansion
" There is actually a *very* short time span where you can dodge those attacks. You *cant* actively dodge anything in d3. |
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" Not to be too nitpicky, but there are some attacks in Diablo III you can actively dodge. |
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Since when? And which ones?
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" There are indeed some attacks, specifically generally ones preceded with a "Wind Up" animation, there aren't many enemies that have such an animation in the game though. You also can't evade projectiles in D3. GGG quite recently fixed a bug with the Skill the Golems use when rolling, finally allowing us to dodge them without getting hit. In Poe you can avoid almost all attacks regardless of animation by side stepping before the attack animation finishes/projectile reaches you. This allows for far greater amount of micro management of your positioning relative to the enemy/attack and is overall much more engaging combat. Computer specifications: Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's Last edited by Nicholas_Steel#0509 on Sep 3, 2013, 1:32:44 PM
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" Since...well...the start of the game? Been a little while since I played but I do remember that there were mobs in Act II and Act III that wielded massive club/melee weapons. One of their attacks was that they wound up their weapons for an overhead swing and smashed into the ground right in front of them. You could move during the wind-up and avoid the attack completely, and there was the same style of miniboss in Act II that did the same thing. If I recall correctly he telegraphed the attack in not only the same fashion, but there was a red glyph/circle on the ground in front of him to warn you the attack was coming and you could avoid it if you were fast enough. I do know that ranged attacks from the Blood Clan Occultists (their fireballs) can be dodged as well as the mini-hornets that the wasps in Act II fire. Also, I believe the jumping attacks from the lacuni can be dodged, as well as their 'molotov coctails' if you're fast enough. |
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" Sorry, you can't dodge rolling titans except through the "dodge" mechanic. If you are in range, they hit you. Period. |
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If you actually use the manual dodge mechanic it does not work 20% of the time when you think it should. Golems are not the only thing. Ranged attacks like alchemist bombs and kole pulls and smashes, vaal smashes, the very things that you should dodge, desync the most. The only game that did it good is Terra I guess.
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" I honestly haven't had much of an issue with desync once we both got an Aussie server and I started playing alone. Admittedly I haven't yet reached maps with any character (Reached Act 3 merciless on one though) and can't discuss super fast enemies and stuff. Perhaps the aussie server is less saturated with players resulting in the reduction of desyncs I experience? Or because I'm no longer playing with another human player which the client can not predict the behavior of and by extension, enemy reactions to that player. Computer specifications: Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's Last edited by Nicholas_Steel#0509 on Sep 3, 2013, 2:58:19 PM
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Well I am very far from the server. I got used to desync, but it always comes with knockback and movement skills. Try to knockback something a few times to test it kuduku is the best for that, because his movement is out of equasion. Also skills like alchemist bomb have an area of invisible range and desync a bit. Those are minimal desyncs, but when you run with low life without shav you will notice them. Also when you use skills like cyclone, sometimes monsters desync, because game thinks you moved through a group of mobs, while you didn't for real. Those are also mostly minimal desyncs - you are 2 steps back on the server than on the screen, but you will know, because you don't hit monsters. Jumping over ledges in lunaris 3 also desyncs a lot. Try those and check if an Australian connection eliminates those.
PS. All this topic is not really beta feedback. Last edited by lososthefish#3348 on Sep 3, 2013, 4:39:52 PM
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" what the fuck are you on about. i just stated that in d3 they have basically a built in desynch mechanism, which is quite retarded |