Sometimes I wonder how stupid our characters actually are. Apparently they don’t have enough programmed brains to do some things while walking.
Why does my Sentinel have to stop to throw a hammer or cast an orb?
i’m just happy that there are no longer small stones in the paths, otherwise the hollow nuts would keep stumbling.
This kind of Silly Walk isn’t Heroic
Because it’s a hack and slay and not a twinstickshooter. Having cast animations with most skills that make the toon stop is a rather normal thing in the genre.
I’m with @Macknum - its pretty “normal” to have to be able to interrupt one skill to do another in ARPGs - other similar game RPG genres tend to stack skills sequentially while pure action games tend to mash everything together.
That said however, the animation component (in contrast to the actual skill calculations or programmed brains as you put it) could be smoother when interruptions are called for. It may look nicer if the “staggerstep” with things like casting when walking could be smoothed somewhat - visually rather than technically at least (i.e. the interruption still happens, it just doesnt look so janky).
But I expect that will require a fair bit of work to figure out what transitions from multiple animations to another - and, I expect such smoothness may add performance issues if not done very carefully.
I would guess that this kind of thing isnt high priority now - if its actually on a to-do list already.
TBF I hate a lot of builds for the reason I stutterwalk and simply don’t play them at all. Orbiting hammer throw comes to my mind because it feels abyssmal to stutterstep arround the map. Same goes for Devouring Orb and stuff like that. I’d rather take less damage on the skill and be able to use these while moving instead on stopping for a sec to cast it.
I get the idea behind the system and I think it’ll be a nightmare to balance it so I don’t think the game mechanic in place will change at all.
Yeah. I accept the stuttering but I definitely dont like it. It definitely ruins the immersion of the game when you look like a janky old T-800 with a crowbar in the eye or C-3PO losing its sh1t.
I suppose other than improving the animation transitions to “hide” the problem, the devs could consider adjusting certain skills technically to “handle” interrupts better - like changing cast times or things like that, but as you say, balancing this route could be really problematic.
Hammer Throw is easy for example. Make it an instant cast with CD and CDR and Throwing speed reduce the CD so you technicaly walk but you have a downtime on throwing frequence. It would still be the same without stutterstepping. This isn’t a solution for everything but it would help spammy skills.
I’m currently maining a druid totem spammer and lightning strike mage. They’re both the stop-walk-stop-walk-stop-walk type of builds. I switched from deathblade and swarmblade builds and those felt a bit more fluid and organic. With the two current ones I actually sometimes just either switch back to blades or just close the game because my brain and eyes get tired of my screen constantly stuttering.
Couple that with being unable to pick items and shards up (why?!) while moving and having to stop to be able to click on labels most of the time and you get a pretty jarring experience, especially if you’re tired after work and want something smooth and non-jerky.
Wasn’t this added deliberately to prevent people using a NumPad auto-cast trick on certain abilities? I know they ruined Wandering Spirits by giving it a small cast time, for this exact reason. No fun allowed, remember.
Its probably a combination of things at this stage… animations, skills themselves, design philosophies, bugs…
I know the devs always wanted “active” play rather than holding down buttons or using autocasting etc but the Numlock trick on windows is just there… I dont know if the stuttering is specifically to address it - but I doubt it very much cause the devs have said they don’t “mind” players using it and arent doing anything about it right now. They would rather change the skills to motivate active play than autocast but I dont think they are worrying about it right now with everything else they are busy with.
The “Numlock” trick only came about because an autocast function is not / was not integrated. It was very popular when for a while (before 0.9) the VoidOrb Autobomber was played very often.
And with regard to “looting while running”, many builds are now based on playing as many monos as possible as quickly as possible,
it’s a pity that you don’t have the option to mark “Autoloot” or “Manual” in the loot filter, for example. I have no idea how many times I’ve done some wild click actions to get that one rune between casts.
This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.