yup, the actual gameplay is horrible and has gotten worse with 1.03. it turns into, smash the enemy before they smash you. or kite like crazy. theres no actual gameplay to be had.
yup, the actual gameplay is horrible and has gotten worse with 1.03. it turns into, smash the enemy before they smash you. or kite like crazy. theres no actual gameplay to be had.
Oh, you can't walk out of melee range to avoid damage? Tell me again how forcing ranged classes to also have some defensive stats is ruining the game for you.
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"Anything I say can't, and won't be used against me because if they understood my point, they'd have given up theirs." -Christopher Hitchens
I just thought you might want to add this to your list. Although I don't think Blizzard will ever change this...the good news is I spoke with Runic and they have confirmed they have NOTHING like this in Torchlight 2! Thanks for the thread!!
I 100% agree with your hit detection concerns, so much so that I made a very clear 4 minute video:
I just thought you might want to add this to your list. Although I don't think Blizzard will ever change this...the good news is I spoke with Runic and they have confirmed they have NOTHING like this in Torchlight 2! Thanks for the thread!!
While Torchlight 2 might not have "hit you before my animation is over" style combat, it has so many other issues, thats a moot point.
This will go down in my history book as one of the most retarded game decisions ever. Whoever greelighted this as "Intended design" at Blizzard should be ashamed of themselves.
I don't know how anyone can defend the awful hit detection and bugs that get you stuck to enemies when they hit you. How many times do you try and run away and you basically get teleport-glued to enemies for half a second or so. It's a disgrace. I still love playing the game but it's indefensible.
a friend is playing with a monk and is experience this:
- surrounded with mobs, decides to use tempest rush to get out of the mess;
- game "working as intended", he's pushed back to the same place 3, 4 times to take every hit he HAS to take, ends up dying in the same place he was trying to get off the whole time
- 10x worse with close-to-wall rubberbanding (which is also reported as "working as intended")
I tried this with my monk, same experience. You try to use tempest rush, you see your character getting off, you see damage popping up on you/on mobs, you still get back to the place you were trying to run off.
Also happens when just trying to walk away.
Conclusion: it's useless to use skills that take you out of the mess: resource expensive, no real bonus. Oh, so wait, something not 'working as intended'.
Edit: also happens with other classes, but with the monk case I noticed how ridiculous this "you can't avoid damage" mechanic is. Not only you can't dodge manually, but you can't even leave that "damage zone".
There was a blue post during diablo 3 beta where people were crying how they couldn't weave in and out of attack range.
The blue post said there is a mechanic where if your within the attack range within like a certain time frame, You will be hit.
This made it so you cant stack movement speed (which has a cap already at 25%) and run in punch the mob, run out,
Sometimes there is lag or it does bug out but most 99% of the time it's this ^
i cant find the blue post but i will post when i find it
I tried this with my monk, same experience. You try to use tempest rush, you see your character getting off, you see damage popping up on you/on mobs, you still get back to the place you were trying to run off.
Edit: also happens with other classes, but with the monk case I noticed how ridiculous this "you can't avoid damage" mechanic is. Not only you can't dodge manually, but you can't even leave that "damage zone".
The ironic thing is they added skills designed to evade attacks, and yet their flawed hit detection renders them completely obsolete. Take evasive fire, for example. The skill is designed to backflip you away when a monster approaches. Instead what happens is you fire, the monster begins its attack, you backflip away, and afterwards you take the hit despite your distance. Same with vault.
I seriously want to punch any person who justifies this as acceptable.
This thread needs to be locked. At this point you're just trolling.
Blizzard has patched the hit detection issues on flies are gone completely, and they've acknowledged that that's how this game is designed. Melee procs at a certain range and gets one chance to attack you. If you move away, they don't get a second chance. They always get one. That's the game, if you don't like it, fuck off, because there's nothing anybody here can do and nothing that will ever get done about it. That's how this game plays.
Why you're still here, crying about nothing for changes that will never happen; instead of just fucking playing Torchlight II (since that's exactly what you describe as "right") is a fucking mystery to me.
Why you're still here, crying about nothing for changes that will never happen; instead of just fucking playing Torchlight II (since that's exactly what you describe as "right") is a fucking mystery to me.
Because I want to play D3 without flawed game mechanics. And judging by how many others are chiming in it would appear I'm not the only one.
Just because Blizz stated this was intended does not excuse bad design. And how people can support this asinine decision is just baffling.
Because I want to play D3 without flawed game mechanics. And judging by how many others are chiming in it would appear I'm not the only one.
Just because Blizz stated this was intended does not excuse bad design. And how people can support this asinine decision is just baffling.
It isn't a flawed game mechanic when it was intended that way. It just becomes a game mechanic you don't like and don't agree with.
If they had made some other way for you to take consistent damage you couldn't avoid, you would still be bitching. Fact is, you don't like the concept of *TAKING* damage. And let's face it - when one can avoid all damage, the skill required to play a game goes down ridiculously faster than simply having no way to avoid a minuscule amount of damage (unless you pick retarded no survivability builds, I mean).
Again, just because you and some minority of posters do not like a mechanic doesn't make it bad - just means it isn't unanimously accepted. People can accept it because many people play the games as intended, without crying to have every little thing they dislike changed to their benefit. I pity all of you people who have to go get jobs someday, when your boss when constantly change your job requirements because you don't like something.
FWIW - I wouldn't mind a different mechanic that feels less "cheap". But I don't correlate dislike of said feature with some misguided sense of entitlement that I deserve to have it changed.
It's called latency. When you play with 0 latency, you will understand.
Some of it is. Others are intended design. These are Bashiok's words:
It's intentional. We don't want a game where the most effective way to play is to dodge in and out of enemy attacks. It's not that difficult to do, and it's just not a very fun way to play. "Most effective" and "not fun" just can't be in the same sentence when describing part of the game. We want combat to be based on use of abilities, putting thought into builds, building up offensive and defensive stats, etc. Skill is absolutely a part of all of the systems you'll use, and kiting can be too, but it'd be ridiculous if you could avoid all of the systems that make the game the game because you can time dodges of enemy attacks and negate every other factor.
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Oh, you can't walk out of melee range to avoid damage? Tell me again how forcing ranged classes to also have some defensive stats is ruining the game for you.
Welcome to western australia =p that's one of our features
http://www.youtube.com/watch?v=2G7L8WRQHsM
I just thought you might want to add this to your list. Although I don't think Blizzard will ever change this...the good news is I spoke with Runic and they have confirmed they have NOTHING like this in Torchlight 2! Thanks for the thread!!
While Torchlight 2 might not have "hit you before my animation is over" style combat, it has so many other issues, thats a moot point.
Thanks again.
http://imgur.com/a/crN39#0
This will go down in my history book as one of the most retarded game decisions ever. Whoever greelighted this as "Intended design" at Blizzard should be ashamed of themselves.
D1 and D2 were both faceroll easy. They were both about starting with bigger #'s than the enemy.
I can't wait for T2 to come out, so i can see you all on their forums crying. Because you won't ever get the game you want.
- surrounded with mobs, decides to use tempest rush to get out of the mess;
- game "working as intended", he's pushed back to the same place 3, 4 times to take every hit he HAS to take, ends up dying in the same place he was trying to get off the whole time
- 10x worse with close-to-wall rubberbanding (which is also reported as "working as intended")
I tried this with my monk, same experience. You try to use tempest rush, you see your character getting off, you see damage popping up on you/on mobs, you still get back to the place you were trying to run off.
Also happens when just trying to walk away.
Conclusion: it's useless to use skills that take you out of the mess: resource expensive, no real bonus. Oh, so wait, something not 'working as intended'.
Edit: also happens with other classes, but with the monk case I noticed how ridiculous this "you can't avoid damage" mechanic is. Not only you can't dodge manually, but you can't even leave that "damage zone".
The blue post said there is a mechanic where if your within the attack range within like a certain time frame, You will be hit.
This made it so you cant stack movement speed (which has a cap already at 25%) and run in punch the mob, run out,
Sometimes there is lag or it does bug out but most 99% of the time it's this ^
i cant find the blue post but i will post when i find it
The ironic thing is they added skills designed to evade attacks, and yet their flawed hit detection renders them completely obsolete. Take evasive fire, for example. The skill is designed to backflip you away when a monster approaches. Instead what happens is you fire, the monster begins its attack, you backflip away, and afterwards you take the hit despite your distance. Same with vault.
I seriously want to punch any person who justifies this as acceptable.
It was quoted in my OP.
Blizzard has patched the hit detection issues on flies are gone completely, and they've acknowledged that that's how this game is designed. Melee procs at a certain range and gets one chance to attack you. If you move away, they don't get a second chance. They always get one. That's the game, if you don't like it, fuck off, because there's nothing anybody here can do and nothing that will ever get done about it. That's how this game plays.
Why you're still here, crying about nothing for changes that will never happen; instead of just fucking playing Torchlight II (since that's exactly what you describe as "right") is a fucking mystery to me.
Because I want to play D3 without flawed game mechanics. And judging by how many others are chiming in it would appear I'm not the only one.
Just because Blizz stated this was intended does not excuse bad design. And how people can support this asinine decision is just baffling.
It isn't a flawed game mechanic when it was intended that way. It just becomes a game mechanic you don't like and don't agree with.
If they had made some other way for you to take consistent damage you couldn't avoid, you would still be bitching. Fact is, you don't like the concept of *TAKING* damage. And let's face it - when one can avoid all damage, the skill required to play a game goes down ridiculously faster than simply having no way to avoid a minuscule amount of damage (unless you pick retarded no survivability builds, I mean).
Again, just because you and some minority of posters do not like a mechanic doesn't make it bad - just means it isn't unanimously accepted. People can accept it because many people play the games as intended, without crying to have every little thing they dislike changed to their benefit. I pity all of you people who have to go get jobs someday, when your boss when constantly change your job requirements because you don't like something.
FWIW - I wouldn't mind a different mechanic that feels less "cheap". But I don't correlate dislike of said feature with some misguided sense of entitlement that I deserve to have it changed.
Some of it is. Others are intended design. These are Bashiok's words: