PoE 1 PC servers are restarting in: .
They should be back up in approximately .Flicker strike attacking behaviour unreliable.
Flicker strike stops functioning if you attempt to use it while your cursor is above a solid object. Attack in place makes no difference to this behaviour.
This can lead to random deaths in more cramped maps like cells and toxic sewers, where your flicker suddenly stops working mid map, as your cursor is suddenly inside a wall. Last bumped on Jun 19, 2021, 1:46:03 AM
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Hey man I know I am a little late, but this should help out other people who have issues with flicker strike or movement skills in general.
It seems GGG knows about this but hasnt been fixed, however its not fixated on flicker strike but on other movement skills too Other Known Issues (PC) General: Channelled skills (in Predictive) can get stuck channelling. change your UI settings for networking mode to auto from predictive if thats what you are using. alternatively, try different gateways and dont use Wifi have fun |
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" This has nothing to do with latency or auto/predictive mode. If your mouse cursor is inside a solid map object, the skill is effectively disabled. |
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This was one of the most annoying parts of Flicker Strike for me. It happened so damn frequently that playing a Flicker Strike build felt more like a bullet-hell where I was trying to keep my mouse from hitting any walls. :|
It is also easily testable/confirmable by any character: Equip Flicker Strike, go somewhere with non-pathable objects (like walls), try to use Flicker Strike while the mouse is over the object. Video: https://www.youtube.com/watch?v=0CsB2ilPMRo&t=35s Last edited by SirGuySW#7930 on Jun 15, 2021, 4:29:10 AM
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" Thanks for your report, we'll look into this. | |
Man I have been screaming about this needing to be fixed for awhile. Glad to see its finally getting looked into.
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"BTW, this might be related: Skills aren't used when mouse cursor is at the far-upper edges of HD or higher ratio screens (ie: skill deadzones). Worse (larger, more intrusive deadzones) for ultrawide resolutions. |
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" the game is not designed for resolution wider than 16:9 Some monster does not enrage or display properly if you use ultra ultra wide by three mon setup This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong? quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature Last edited by neohongkong#0222 on Jun 16, 2021, 2:24:41 AM
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"Understood. As I said, the possibly related bug I mentioned occurs *at* 16:9 resolution however is easier to encounter at wider resolutions. Essentially, when a player has their mouse cursor over a 'skill deadzone' (whether that's some object/wall in the world or at the edges of their 16:9+ screen) the game acts like it doesn't receive the user's command to use skills. I can't find my notes but this thread has some decent approximation images illustrating the issue at 16:9: Screen deadzone, no skill execution if the mouse is outside of a certain area. Video testing illustration:
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" That's intended. There is a limit to where you can target and use a skill. It's skewed because of the angle of the camera. |