With the current system, say you have a demon hunter and you are surrounded on 2 sides with monsters in a narrow hallway with a mix of skeletons (low DPS) and zombies (higher dps). With the current system, you would be FORCED to click on either a skeleton -OR- a Zombie to vault to, and then vault again out of danger. You're essentially being limited to choosing "X" amount of vault paths out of danger, "X" being vault range multiplied by the number of monsters in that range (since your screen is covered) RATHER than being able to choose ANY vault path to MINIMIZE the amount of hits you would be taking by ZOMBIES. I hope that makes sense. It is really difficult to explain, but I assure you it's a huge problem AND TAKES A GIANT SKILL CAP AWAY FROM THE PLAYER.
With a system that does not "auto target," the player would be able to choose any Vault pathing out of dangerous situations of your choosing, rather than being limited to vaulting to monsters in some cases.
Another issue I notice when playing the Witch Doctor is with the spider ability. Say for example I want to place my spiders 3 feet in front of an oncoming monsters rather than right on top to MAXIMIZE DPS UPTIME OF MY SPIDERS AS THE MOB MOVES THROUGH THEM. I am unable to do this because even at that distance the system auto targets the mob and I'm forced to place them either too far, or right on top where the monster no longer is (considering moving toward me).
I hope I explained that well enough. And please don't comment with "just be skilled enough not to click monsters." because that's simply not what I'm referring to. If you understand how the targetting system works, even if you click close to a monster it auto-selects it, even further disallowing the use of skillful, pinpoint positioning for certain abilities that WILL require this. ESPECIALLY FOR THE HARDCORE PLAYER. THIS CAN AND WILL MEAN LIFE OR DEATH.
1. Provide an option to remove auto targeting.
2. Make holding SHIFT (or another modifier) remove the targeting feature. (this is probably the BEST fix, because if you think about it when holding shift you're either trying to stand in place to make sure your positioning is correct or trying to place an ability properly).
3. Remove targeting limitation from specific skills that don't need it (i.e. POSITIONING SKILLS - spirit walk, leap, dashing strike, vault, etc.)
4. Any combination of these 3.
This is a copy of a post I made in the beta feedback forums. Read and think about this issue carefully. It will affect each and every player, and ESPECIALLY those of us planning to play Hardcore who require near flawless gameplay to succeed.
You can move without hitting anything at all, there is a keybind that is unbound in beta called "force move" I believe which simply moves you, instead of left clicking to move which would trigger your primary if you clicked a monster.
My move-only/force move key was my middle mouse wheel.
I'm using the Witch Doctor ability Corpse Spiders in this example. Say I want to place my spiders 3 feet in front of an oncoming monsters rather than right on top to MAXIMIZE DPS UPTIME OF MY SPIDERS AS THE MOB MOVES THROUGH THEM. I am unable to do this because even at that distance the system auto targets the mob and I'm forced to place them either too far, or right on top where the monster no longer is (considering moving toward me).
This would also apply to any attack that has an AoE or piercing effect. They simply can not be used for maximum efficiency with the current targeting system in specific situations.
Rollback Post to RevisionRollBack
To Jay Wilson and everyone else: Diablo 3 can be competitive without being an E-Sport.
I did not have this problem at any point in beta. I had no problem, for instance, with shooting Jars of Spiders at the right locations. Neither did I see auto-target on AoE spells like Grasp of the Dead. The only spell that acted weird was Ray of Frost, but there seemed to be some issues with making it attack w/e it was going through, I'm not sure if it's supposed to...
Someone mentioned it's a latency issue and that's probably what it is. Beta was slow for a lot of people.
There's going to be some auto-adjustment because it's a 3D game, for one, and on a 3D engine it's troublesome to make stuff hit the right way. I've encountered this in tons of games like TQ, Shift-shooting causes you to miss all day. DIII actually doesn't have this problem, in fact, you actually hit stuff on different elevations which is kinda weird. The auto-detect probably has to do with it.
Yea I never had a problem either. I thought vault was a set distance away no matter where you clicked? If not I guess I'm just used to using flash from League of Legends where you click significantly further from where the max range is so you go the max distance. Corpse spiders I used a bunch and never had any problem aiming either.
As there's a force move button and you can over extend your target to make sure things like leap attack or vault travel their maximum distance I don't see this as being a huge issue. It might get a little difficult trying to precisely aim AOE in large packs, but we'll adjust before it become life or death. I'd say it's a minor criticism, definitely not urgent.
You can hold shift and throw spiders where you want.
Love nuking mobs from ledges.
Also, spiders are so short in duration they're effectively an on-hit weapon.
Vault does indeed work like flash in League of Legends. If you cast it to the periphery of the screen (far away from you and the mobs swarming you) it vaults you the maximum distance towards that click.
Your argument is broken because it's rooted in not knowing how to play the game effectively.