Skill casting animations

It probably has already been discussed but I could not find any topic using the search function.

I wanted to talk about the interruption to movement that most (non attack) skills have.
Instant spells don’t have this problem, but I was wondering why any buff spell that I might want to cast on my way from one pack of mobs to the next needs to interrupt my run, especially buffs that can and need to be applied multiple times.

I understand if they need their cast time and no other skills can be used during that time, but why can’t we move?
I think this approach is more a deterrent than an engaging mechanic.

Yes… you are right, this has been discussed numerous times before but to be honest I dont think the “why you cannot move” has ever been definitively answered. Logical speculation says you cannot drink your coffee/read a book/cast a spell while running but I dont think that there has been a “real reason” explained.

I think most just spec a node that makes it instant cast and be done with it and there usually is an instant cast option at the expense of an increased cooldown.

I suppose that a “negative” motivation could be to force you to sacrifice a node/node path to get instant cast if you or your speed/movement build cannot afford to stop and cast…

Another, especially buff related could be that you cast the buffs between encounters and you then have to sacrifice nodes to increase its duration to keep it up long enough as to not affect the chosen playstyle?

Who knows… pure speculation on my part.

The problem is mostly the fluidity of combat.

Most of the success of Diablo and PoE stems from their combat systems, which do not hinder the player’s abillity to play by forcing them to micromanage every single buff during the actual fight.

In game I’m seeing this with the Sigils of Hope, that I don’t have enough mana to cast all at once, and I try to keep up by distributing the casts over time, but this means I have to cast it about every 5 seconds, and every 5 seconds I stop moving…

I suppose this is more of mmorpg tactic than an aRPG. maybe one of the devs is a WoW fan… :wink:

Dont get me started on that ****show of a skill…If it motivated your original post then that explains a lot… It is very good spec & bonus wise but it has to be hands down the worst skill to actually use in the game. I am really hoping that it gets a “rogue-revamp” sooner rather than later…

Well, I can only hope that they revisit these decisions on the “old-school” combat mechanics and bring it to a more current adaptation.

I wrote this post because with Sigils of Hope I saw the same problem that I encountered a little while before with Maelstorm on a primalist: I expected to be able to keep the spell up while fighting and I had the build planned out, but once I finally unlocked the skill and tried to use it I undertood it was not usable and completely scrapped the character.

At the moment I think this game is the best contestant to Diablo, I can only hope they don’t dig their own hole by going the way Grim Dawn went with a solid game core but a poor combat system.

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