Melee - Attack without moving, Attack during movement.
Pressing Shift does not always disable player movement during the use of melee skills.
For some attacks it works, mainly strikes but also slams like Earthquake, where it disables the "dash-to" portion of the skill. Ironically these skills are fine with or without pressing Shift. Problem comes to those skills that have mandatory movement built in. And with that I don't mean Leap Slam, Shield Charge, Gathering Storm or Vaulting Impact. It's everyone's beloved Rolling Slam (which was announced to be taken care of in the last patch). It's Molten Blast, a projectile based melee weapon skill, that forces you to advance to your target head on while using it. And then there are the melee skills that work quite fine, because they were designed with WASD movement in mind. Glacial Cascade, Wind Blast, Storm Wave. Those are fun to play in a game that's centered around manual dodging and backpaddeling. How to fix? For starters make "Attack without moving" actually attack without moving! Override any movement baked into the skill, even if it looks silly like with Rolling Slam. Just see what the players say. Molten Blast should work like the above mentioned stave skills. And about strike skills? They should be working with WASD movement as well. If not, stacking enough attackspeed just makes them feel like Flickerstrike, where you magnetically lock on to the next available target. If the dash range was a little higher you'd only need to "move" when there are no more enemies left. There actually was a skill that played the exactly this way in PoE1 - Consecrated Path. I'm sure development is aware of this problem, otherwise we would have seen swords, axes and daggers in the EA, a set of weapons that's historically mainly used with close combat strike skills. Not to mention flails and spears which will be used with strikes and slams as well. The only place where forced movement on attacks feels adequate right now is with escape skills like Frozen Locus, Wave of Frost or even Electrocuting Arrow, where movement is the main aspect of the skill, just like the travel skills mentioned above. Every attack should be able to be used without leaving the point you stand, if you choose to. Every attack should be able to be used on the run, with the respective slow modifier. Last edited by Gussl#7418 on Jan 24, 2025, 6:11:04 AM Last bumped on Jan 24, 2025, 8:16:51 AM
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Ya, i used molten blast in the campaign a bit. It was alright until the forced movement caused me to end up in ground mechanics all the time. For a game wanting you to methodically position yourself and dodge everything it sure tries to make sure you end up in shit if you want actual dps uptime.
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