Bow Aim is off - WAI or known issue?

I sometimes notice that bowshots ar missing, even though the creature was highlighted in red while aiming at it. This is espacially annoying if ‘black arrows’ and ‘elemental arrows’ are part of the setup to finally deal the mortal damage to a boss or oneshotting magic/rare. This often ended in me dying to oneshots because the first shot loaded with buffs is a miss.

Mostly this happens while shooting at the flying solar mobs (devine era) and tall mobs in general.

To reproduce and visualize the issue go to the dummy in end of time, place your toon at the circle, aim at the “head” of the dummy and see how the shots are missing. For me its ~1cm above the tip of the mouse-cursor.

i believe i saw a comment from one of the devs on the discord server that this behavior is intended. (i could be remembering where i saw it wrong, it might have been here on the forum). iirc, they said they wanted bow users to be able to snipe between trash to aim at a rare in the middle of a pack.

i think this would be a good design choice in a more tactical game but the current implementation does sort of just feel like the aim is off. if i have a creature namelocked, i should shoot at that creature, not next to it.

it’s a lot more noticeable on single target abilities like flurry, puncture, and cinder strike (ignoring the pierce of puncture, the “inaccurate” node in flurry, and the aoe explosion and the flame daggers you can spec into with cinder strike). obviously with something like multishot or hail of arrows it’s not going to be noticeable but it makes those other skills feel pretty fidgety or clunky to aim well. especially since there are so many buffs that only apply “to your next attack with a bow,” wasting that one buffed shot feels terrible.

this sounds reasonable. i’m not asking for aimlock. but how am i supposed to aim at certain mobs if i cant use the tip of the mouse-curser to aim? if you aim exactly vertical from your toon all is good. arrows fly where you aim at.
but now imagine an exact horizontal line from where the arrows got shot (around height of the shoulders). Now start shooting with flurry and hover with your mouse above this vertical line.
expected behavior would be that the arrows all fly in the same angle, but you will see that the angle changes, depending on the distance between mouse-curser and toon on the vertical line.
this makes aiming and stuff like stutterstepping inaccurate.

I’ve noticed that generally as long as your cursor is over the “base” of the mob you will hit it (most of the time). This is more of an issue for tall/large mobs if you aim at the head, such as the void anomaly. I think I have some screenshots somewhere, I’ll have a look when I get back from walking the dog.

Edit: I’m aiming at the head of the void abomination but missing:

My cursor is over the base & the bow hits:

i think you’re right, that it is often more noticeable on larger mobs. it’s still an issue on smaller ones though. i did some testing a few minutes ago on the training dummy and i consistently missed the shot if i aimed at the head or feet, and hit it when aiming at the body. also as OP pointed out, the projectile is quite far from the cursor. i use yolomouse to make my cursor impossible to lose track of on the screen (it’s a giant bright pink pointer), but YM is very precise about keeping the “point” the same no matter which cursor setting you use, so i don’t think it’s a problem on my end.

if the idea with the current implementation is to enable the “sniping” that i mentioned earlier, i think it would make more sense for the projectile to always pass through the point at the end of the cursor. this might need to be less strictly observed if the player is keeping the cursor close to the character model.

the current behavior of needing to aim “center mass” to ensure a hit would make sense in a shooter. it just doesn’t feel good playing at the speed that the rogue class especially seems to favor.

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