Hi all,
Once you get used to your atk speed and how your cyclone hits, you get a good feeling of how the skill animation works along with the provided hits from cyclone. At the moment, on live, this synergy seems pretty fluent and quite reactive to my playstyle (SHIFT-Clicker). But as soon as I play on PTR, I get this stutter feeling which is really annoying. I'm not sure if this is only due to my internet speed, the environment being on PTR, or if something has changed in general. This is why I would like to know if someone (playing a cyclone monk), has made the same or the opposite experience as I did.
I have to add, that this experience has been made throughout the whole (RoS) PTR process and is not sporadic. Also the numbers popping up, feels pretty stuttering. I hate the new font anyway... I hope this is not due to effect of splash damage though.
This "question" could be asked in general (all classes and so on), but it seems with cyclone you can see the "flaw" much better. I get the same feeling with other chars as well (barb, wizard, dh), but can't seem to recognize this big difference as I do with my monk.
So please, share your thoughts....
You don't say where in the world you are, but don't forget all PTR/RoS beta servers are in the US.
Also I have noticed some improvements when playing at 120Hz (3D) in the areas with water, don't know if it's graphical changes or less mobs/clutter though.
Truthfully, all they did to the font was add a serif. It went from a rather bland Arial to a slightly fancier Times New Roman. With all due respect, I hope this "problem" ends here and now, as this kind of minutiae is just pointless to bring up.
Anyway, sorry...on topic...
Could be the stutter you're feeling is some kind of graphical bug or problem in how the PTR/beta works in general. I recently upgraded to a much more powerful computer, but even before I did, I found I the graphic quality (even on the lowest possible settings) to be much smoother and crisper moving around and attacking than it was on D3V. So that could have something to do with it...sorry if that doesn't offer much in the way of insight.
However, while we're on the topic of Monk issues...
I was on the PTR this morning, and I'm sure this has to have been brought up before by somebody or another, but...while I absolutely LOVE the update to Dashing Strike (that allows it to be more of a positioning/escape skill than a Thunderclap-like short-range teleport that takes up a whole active skill slot), I noticed that Dashing Strike can take you through some walls! Not every single one, but some that have a door nearby...you can Dashing Strike right through.
I mean, the Wizard's teleport fix a few patches ago was a similar issue, but the Wizard is using magic to move from point A to point B. He/she isn't moving in a straight line, they're just being transported to another position...whereas Dashing Strike takes you in a straight line, and should probably be hindered by walls.
If it's intended to do this, that's a pretty cool feature of the skill. But I do want to do my due diligence and look into reporting it in case it's not.
Okay I just played now after the update... I think it is in fact the numbers flashing and popping with a small delay that causes the stutter effect. After turning "Display Critical Damage Numbers" (Gameplay options) off, the gameplay seemed pretty smooth to me. There should be an additional option to turn off these effects, in case players are still interested in (crit) damage numbers.
I also appologize for the lack of describing the areas of effect, to me it seemed everywhere in-game (in-fight) and that was the most confusing part to me at least. I still have a stutter,which may be referred to internet speed and distance of location (europe), but it seems greatly decreased after turning the mentioned option off. But thanks to all, who replied, for the hints.
@Sexton: I'm not sure if this is intended, since I haven't seen any skill rune describing a "dashing through obstacles" behavior. But let's wait for actions to happen.
You don't say where in the world you are, but don't forget all PTR/RoS beta servers are in the US.
Also I have noticed some improvements when playing at 120Hz (3D) in the areas with water, don't know if it's graphical changes or less mobs/clutter though.
Hey Loki...
First of all, I have to say...I'm a bit shocked (though a part of me isn't surprised) that this complaint has actually come up numerous times:
Truthfully, all they did to the font was add a serif. It went from a rather bland Arial to a slightly fancier Times New Roman. With all due respect, I hope this "problem" ends here and now, as this kind of minutiae is just pointless to bring up.
Anyway, sorry...on topic...
Could be the stutter you're feeling is some kind of graphical bug or problem in how the PTR/beta works in general. I recently upgraded to a much more powerful computer, but even before I did, I found I the graphic quality (even on the lowest possible settings) to be much smoother and crisper moving around and attacking than it was on D3V. So that could have something to do with it...sorry if that doesn't offer much in the way of insight.
However, while we're on the topic of Monk issues...
I was on the PTR this morning, and I'm sure this has to have been brought up before by somebody or another, but...while I absolutely LOVE the update to Dashing Strike (that allows it to be more of a positioning/escape skill than a Thunderclap-like short-range teleport that takes up a whole active skill slot), I noticed that Dashing Strike can take you through some walls! Not every single one, but some that have a door nearby...you can Dashing Strike right through.
I mean, the Wizard's teleport fix a few patches ago was a similar issue, but the Wizard is using magic to move from point A to point B. He/she isn't moving in a straight line, they're just being transported to another position...whereas Dashing Strike takes you in a straight line, and should probably be hindered by walls.
If it's intended to do this, that's a pretty cool feature of the skill. But I do want to do my due diligence and look into reporting it in case it's not.
Okay I just played now after the update... I think it is in fact the numbers flashing and popping with a small delay that causes the stutter effect. After turning "Display Critical Damage Numbers" (Gameplay options) off, the gameplay seemed pretty smooth to me. There should be an additional option to turn off these effects, in case players are still interested in (crit) damage numbers.
I also appologize for the lack of describing the areas of effect, to me it seemed everywhere in-game (in-fight) and that was the most confusing part to me at least. I still have a stutter,which may be referred to internet speed and distance of location (europe), but it seems greatly decreased after turning the mentioned option off. But thanks to all, who replied, for the hints.
@Sexton: I'm not sure if this is intended, since I haven't seen any skill rune describing a "dashing through obstacles" behavior. But let's wait for actions to happen.