Character model collision & skill input queue

Hi team, grats on the patch, still needs some number tweaks but it got me hooked this time.

Anyway I’d like to write about two topics that are more related to the game engine (i think? :smiley: ):

Model collisions
The collisions feel strange, especially vs large bosses like the phylactery in melee or when surrounded.

It is like the character doesn’t “slide” on a blocking object but rather it “bogs down into” it.
I started noticing that to avoid this paste effect i command weird diagonal paths to move away from anything in contact. In my opinion it has some impact worth having a look to improve it.

Skill input queue
It is very noticeable in LE that if you press skills in rapid succession you will not cast many of these. The result is that I need to make sure that I am pressing skills very far apart and it doesn’t play smooth.

I’ve tried it without monsters and it happens so it has to do with either or a mix of long/unsynced wind down animations and a lack of input queue.

Stuns & similar that cancel skills and require you to press these again may be also happening (hard to distinguish ingame).

Imo also this one has a big impact and would improve the game greatly if addressed.

Thanks in advance!

This topic was automatically closed 60 days after the last reply. New replies are no longer allowed.