[UI] OVERRIDE target is out of range
Now would this effect only aoe leap skills or all aoe skills?
Now would this effect only aoe leap skills or all aoe skills?
ideally it should affect all ground target-able AOE skills with a green circle targeting thingie.
Think this would be useless with nades but who cares it would be optional.
Think this would be useless with nades but who cares it would be optional.
hmmm why would it be useless with nades?
with this, you will always get to toss nades at the furthest range!
updated the topic title a bit.
[UI] would be [User Interface]
i reckon this ought to be user interface issue.
too bad though, due to the upcoming nerfs to warrior adrenaline, it is impossible to use earthshaker as a movement skill anymore.
As an alternative, if there was some sort of system in place whereby you could only extend the targeting circle to the maximum possible range, that would possibly also accomplish what the OP desires. That would still allow you to see where you’ve targeted instead of trying to interpret the actual targeted location based on an “out of range” location.
Essentially, you could move your mouse past the maximum range distance for and ability, say Blink. However, the actual targeting circle would get stuck at 900 (or 1200 if traited) distance units so that it doesn’t cross into the red zone. That way, you can simply extend your mouse away, see the position where it’s at and click as opposed to hovering it around a bit to get it at the maximum range. If you still want to precisely target the ability, such a system doesn’t remove that.
However, this isn’t likely something that can possibly be implemented quickly, so I find it doubtful that such a system will ever exist. I think part of the design of skills like blink is to require that the user specifically target their location, thereby enabling an ability to be more powerful due to its required “skill shot”. Things like earthshaker were never supposed to be used for escaping purposes anyways, so it makes sense that it’s designed the way it is.
since the thread has been bumped, ^this is my favorite suggestion. i don’t think it removes the “skillshot” aspect of these movement skills, just makes them functionally better for when you want max range.
I could definitely get behind this.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I could get behind this, but I wouldn’t be as behind as the amount of distance lost on thief shortbow 5.
I don’t like this suggestion.
The suggestion you are talking about it somewhat of a automation.
It reduces the player element from a lot of different builds which would not be a issue if it did not effect each class and more specifically builds differently. However it does
Balance ideas aside however. this is not something that can easily be implemented…as what you guys are taking about is somewhat of a automated precast… I can imagine that it would be time consuming for such a thing.
So as a suggestion
V
I would propose that instead what if targetable aoe’s are not cancelled when the player attempts to use them oor(out of range). Essentially increasing the fluidity of targeted aoe skills by 50% or more. As in if you miss with your first click you can simply adjust your mouse and click again without the clutter of having to select the skill be it with mouse macro, hot key, or the infamous on screen clicking.
It is not automated thus the player element is left untouched
This suggestion above is skill-balanced and a quality of life change that would reduce the clutter of the game.
The clutter is not that you cant get the aoe at max range. It’s that the skill is cancelled If you click something out of range
(edited by Chaos.3579)
I disagree with the OPs suggestion. I am against intentionally dumbing down skills in order to use them outside of there intended purpose.
https://www.youtube.com/watch?v=6q3em9s5I4c
Except if you’re throwing AoEs out, you’re using them for their intended purpose, aren’t you?
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald