Why Fury Leap feels so bad

Curious, I decided to look up the cast times of each movement skill in Last Epoch and compare to some movement skills in PoE ( I looked for information for Diablo 3 but couldn’t find any, and shuddered at the thought of doing so for Grim Dawn).

Last Epoch:

  • Teleport

    • Cast Time: .2s
    • Cast Delay: .75s
  • Leap Slam

    • Cast Time: .4s
    • Cast Delay: .75s
  • Transplant

    • Cast Time: .05s
    • Cast Delay: .8s
  • Lunge

    • Cast Time: .5s
    • Cast Delay: 1s
  • Smite

    • Cast Time: .07s
    • Cast Delay: .75s
  • Shield Charge

    • Cast Time: .1s
    • Cast Delay: .37s
  • Shift

    • Cast Time: Not Found
    • Cast Delay: Not Found

All information pulled using https://www.lastepochtools.com/planner/

Path of Exile:

  • Flame Dash

    • Cast Time: .7s
  • Shield Charge

    • Cast Time: 1s
  • Leap Slam

    • Cast Time: 1.4s
  • Whirling Blades

    • Cast Time: 2.4s
  • Flicker Strike

    • Cast Time: 1s
  • Lightning Warp

    • Cast Time: .7s
  • Charged Dash

    • Cast Time: 1s
  • Blink Arrow

    • Cast Time: 1s
  • Dash

    • Cast Time: .15s
  • Cyclone

    • Cast Time: 1s
  • Frostblink

    • Cast Time: Instant
  • Chain Hook

    • Cast Time: 1s
  • Body Swap

    • Cast Time: .7s

All information pulled from https://pathofexile.fandom.com/wiki/

I find it interesting that there’s a broad range of cast times in PoE that are used for movment skills, but most are split between .7s and 1s with a few outliers in Leap Slam, Frostblink, Whirling Blades, and Dash.

Comparatively, Last Epoch movement skills all seem to have wildly different cast times, but also include a cast delay. I’m unsure what cast delay is/does, and couldn’t find anything in the community game guide @AndrewTilley, who might have the answer here. Either way, total time (Cast Time + Cast Delay) 4 of them end up as less than 1 second with Leap Slam taking 1.15s and Lunge taking 1.5s. It’s my suspicion that what everyone is feeling as taking a long time is the cast delay and whatever it does to the movement skill itself.

Another thing that seems to be missing, and could also contribute is the “travel” time from Departure point to Arrival point.

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So, in the case of PoE, some of those are actually tagged as “Attack,” which means a “cast time” is misleading (or incorrect) because they scale from attack speed. For example, if you use Merohi Erqi (unique 2h mace) and compare it to Brightbeak (unique 1 mace), there’s a vastly different experience even for the same skill, say Leap Slam. Then stack in attack speed passives, buffs, and possibly support gems… it becomes a whole other world of how it feels to use.

In the case of LE, I believe that cast delay is the time between when you initiate the cast and when you actually begin to travel. I may be off about it being the cast delay, but whatever is causing this is the primary culprit for movement skills feeling so sh** in this game.

They must be responsive and snappy, or they are utter trash. No amount of skill augment trees can save them from this, even if they add damage, procs, buffs, or anything else. It absolutely needs to serve its primary function first and foremost.

This is one of their MTX they are showing off, but the crispness between when the skill is activated and when it takes place is excellent.

P.S.
Grim Dawn’s movement stuff is all over the place, but at least it’s responsive.

I also don’t know and can’t find a definitive answer for you so I’ve posed the question in the ask-the-dev’s section of Discord. I will update this post if I receive an answer.

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