LE has improved immeasurably in the time I’ve owned it HOWEVER the way your character paths/moves around obstacles still feels really amaterish…
Navigating onto bridges or stairs and getting through doorways and around corners is shonky and it feels like the Temple Depths is a level designed to show just exactly how shonky you can make it!?
The amount of clutter your character can collide with might even suggest this is deliberate - weirdly tho, some clutter ‘transparent’ to walking and some is not which is just weird and adds to the shonk-factor quite a bit…
It would be nice to see something done about this - the fact that ‘movement skills’ are generally limited by mana/cooldowns etc. means that dying because you were standing next some clutter feels like playing amateurish flipware and I think it could be a lot better…
I agree. I would like to add that moving while holding down the mouse button triggers object interaction which feels really weird imo. I do not want to activate a portal, an exit or entry, a chest, and more when I just want to move. It should always be an extra click for these kind of things.
Pathing definitely needs a full polish, game-wide, as I collide with invisible walls constantly, on every map in the game (no exceptions here, literally every map has something).
Also second the mouse-click movement (I did read the Devs are aware of this). Interacting with objects should occur on “Mouse-Up”, and movement should not rapidly repeat “MouseDown-MouseUp” but instead should “Enter movement mode” on “Mouse-down” and “Exit movement mode” on “Mouse-up”.
I want to add if you bind move to SPACE the environmental collision bricks movement when you try to move through narrow passages or stairs.
What happens is that your characters movement stops for a moment or can’t move forward at all.
This could mean that move bind to SPACE has a different way to determine the most efficent way to traverse from point A to B and needs to be optimized.
But in general it confirms that the player character or ally momement has issues to route the best way to move your player character from one position to another. Most obvious if you are a minion build and they tend to stack sometimes.