Mouse control feels bad, constantly fighting the cast while moving
" Sadly this checkbox do literally nothing for spells. No changes at all. |
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" It doesn't work, what we want is your character stands still when using abilities, stops sliding all over. I too am a middle aged arthritis gamer and cant play WASD even though I think it looks great for people who can. WASD to me just replaced Piano Flask to me so its out of the question. If you are holding move only down and cast an ability the character will keep moving in that direction. In poe1 the character stops moving even if held down as most spell casting was stationary. We are just asking for the ability to set stationary casting on. When casting an ability the character stops moving. I hold down leftclick alot and use keyboard for most skills and my character just keeps moving the direction im holding which makes my character constantly walk right into enemy packs when casting. We just want our character to stop walking forward/at all when using skills. Just give us the option, even if you think it gimps us I promise you its better than constantly walking forward into enemy's melee. |
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Cast something - stop moving. Thats it, because its propper shit atm
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I'll settle for a "Stop moving forward" option
So if you manage to setup a backward kite the character will still move backwards while casting in the opposite direction or even sideways but if you are moving forward and cast an ability your character will stand still while casting then proceed to move when you are done. |
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please make it optional, i like this feature
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" Yep, this is bad, and the fix proposed by staff above doesn't work for spells (or perhaps not at all). I shouldn't have to dodge roll backwards every time I cast a spell to avoid bumbling into the enemy I'm casting at. This is a major downgrade from the first game, it is a scheme unlike that found in any other aRPG, it feels extremely clunky to play, and thus it should be fixed as a matter of the first importance. |
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Glad I am not the only one who dislikes this. I don't want to play WASD, I want to play with the mouse like I always have in ARPGs. I can get the character to stop if I hold shift, but that has two problems. First, I don't want to constantly have to hold down another key. And second, holding shift occasionally just causes my character to not attack at all no matter what I press. I have to move around a bit at random to get "unstuck" in not being able to attack. So please, GGG, give us a toggle option that actually works and lets us stop when we cast spells.
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I'd like to be able to use a mix of WASD and point to click instead of having to toggle between the two.
I find that WASD is harder for me to get used to because casting a skill or attack slows the character down to an absolute crawl when trying to cast and backpedal until its done casting. So the constant speedup slow down feels off. With point and click, that feeling of sluggishness doesn't seem to show nearly as often but get the same floaty ice skating feeling that OP mentioned. Regardless of either option, being able to move and attack at the same time is very nice. |
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The patch notes seem to be working for "Always attack without moving" now when you select it in the skills tab pull out.
Thanks gg. If possible in the future maybe have an option to just not walk forward while casting, I dont mind the kiting back and left and right, ive gotten used to it but the walking forward especially early on when you do little damage and everything hits hard in the campaign was really annoying. Constantly casting spark as I walk right into a pack over and over again was annoying. |
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This is going to be extremely long. So buckle in for a big read
" Exactly, and I feel the exact same way. A lot of people might get upset at me when I say this, but Diablo 3 & 4's implementation of click to move feels better to play. Just straight up. It's not even just Diablo 4 either, games like League of Legends, or even freaking RuneScape click to move feels better, so does Baldurs Gate 3. I tried PoE-1 way back in the day around 2016 and I starkly remember that the movement in that version was also really bad and shoved me away from playing it. " It does and I full heartedly agree. For ARPG's I use QWERT DF for my skills and all of my movement is on my mouse, with utility on my thumb buttons, like health potion and what not. My left hand is also less than stellar, similar to how OP described, I've had surgery on it, so I like to keep that hand as least occupied as possible. Anyways, moving on. I will try my best to describe what I'm personally feeling with the system. My character doesn't feel like she's walking on solid ground, she feels like she's sliding around on an ice ring, which is compounded by the fact that your characters movement is not tied or bound to the direction your character is facing, or the direction you're casting abilities, it's completely disconnected. Moreover, there's no arrow or splash indicator on screen or the ground for where I'm clicking the mouse. Although, I think there is a setting you can enable called "clicked cursor"? But when I enabled this it does not seem to do anything. I also discovered that the tip of the mouse cursor is off. The actual clicked location and where the mouse is pointing is off by like 25 pixels (this number is a complete rough estimate and is by no means accurate, I've just used it to get my point across). Furthermore, all of this is made worse because the running animation for my character doesn't match up to the movement speed or the speed that the ground and camera is moving. It's almost like 2010 Fallout New Vegas and if you're in 3rd person your character is just running on a sheet of air and the run animation doesn't match up to the speed at which the ground is moving. It's particularly noticeable when your character is walking diagonally, and even further noticeable whenever you're casting spells, especially diagonally. Moving forward, When your character casts a spell, or casts an ability, your movement speed goes from 100% down to 25%. (these numbers are not accurate, I'm just using them for sake of explanation.) Okay great. Seems like this makes sense The problem, your character continues to move in the previous direction of travel before you casted a spell or an ability. The continues to face in that direction while the casting animation takes place, while moving in the complete opposite direction, even if you're calling for your character to change directions from the vector you're traveling on. So if my character is back pedaling, and I cast a spell diagonally to the right then start clicking to the left of my character to indicate move left. My characters movement does not change until the animation for the spell completes, and then my character moves. Again, Okay Great, does not sound like a problem, at least on paper. But what happens is you get this lurching effect where it feels like you threw all this weight one way, like a brick, and it slides on ice until it stops then all of a sudden you snap back up to 100% movement speed. But since you're trying to move one direction, while your character is moving in the opposite direction, while also facing a different direction from that. It just feels like your character is sliding uncontrollably on ice and fighting you constantly. So it's almost like I have 3 different types of movement all going on at the same time, all the time, and I can never control what my character is doing. Additionally, we should talk about the camera. With the camera being so far zoomed I feel like I'm looking through a port hole window on a ship or a ferry, while trying to swing a brick on ice around. At the end of the day, I'm not typically one to suffer from motion sickness, but the game straight up made me dizzy and made me motion sick. It was not enjoyable. I played for all of 30 minutes before I started getting nauseous. Rapid fire list of other gripes that are relatively unrelated to this thread by I'll put them here anyway - To many tutorials at the start of the game, and placed in the worst possible position. Like GGG why are you taking away control of my character in the middle of a boss fight to explain to me how a health potion works? This literally caused me to get slammed by the boss and die. Only to run it back and get interrupted by the same tutorial. Just put the tutorials right at the start of the game when you land on the beach with a splash screen asking the player if they want tutorials or not. The boss wasn't hard, I killed it just fine. But the game and it's obnoxious tutorials were the boss fight in this instance, not the boss itself. It's disruptive and completely immersion breaking, and annoying, and I didn't get to enjoy the boss at all. Which the boss looked like it was really well done, and visually looked awesome with good sound design. But I didn't get to enjoy it because I was being interrupted by tutorials. - Lack of customization for anything. - No character customization. If I want to play a female character I'm limited by whatever class is a female, and if I want to play male, then I have to choose whatever class is male. Is it really to much to ask to let the player at least have little bit of customization? If you don't want to have a character customization because you're trying to go for a very specific look and aesthetic with the game, fine. But at least let me choose if my character is male or female. And..... NO... This isn't for some DEI whatever.... There's hundreds of examples of role play that I could list out, but this post is already long enough. Yes. People engage in role play with RPG games. At the very least I want to choose if my character is male or female, and then choose the class they're going to play. - No UI customization or repositioning - Literally 0 accessibility features - No automatic control swapping between M&K or controller, why do I have to log all the way out just to swap control schemes? - And the menus.... First of all there is to many of them. I don't know how to fix this, but there just feels like menus ontop of menus, ontop of sub menus. Then, any time you open a menu, instead of it overlaying on top of the screen. Instead the entire screen shifts left or right depending on which menu you opened. For instance, if you opened the inventory menu. The entire screen shifts the entire screen to left, which is super disorienting. - The game just felt like it ran poorly. I have an i7-10700k and RTX 3080ti, with 32gb of RAM, 1200W PSU. And I could not get a stable framerate. I can play Cyberpunk, Diablo 4, Baldurs Gate 3. Horizon Zero Dawn and Forbbiden West, Halo, Hogwarts Legacy, Dying Light 1 and 2. Any game I throw at this computer run at 4k perfectly fine. But, this game just did not run well, the FPS was choppy, and the game felt sluggish. .... Anyway. This was long. Thanks for listening to me. I refunded the game, I'll try the game again when it comes out of Early Access and is Free to Play. It's a real shame this game was designed entirely around WASD movement, with no forethought on any other control scheme. I hope they look into these kinds of issues, and I hope they optimize the game. I'd like to play PoE, the concept certainly looks really cool. But not with the way it currently plays, I'll try it again when it comes out of Early Access. |
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