Personally, I’m enjoying it quite a bit. I’m one of those newbs that can’t function without auto-targeting enabled so having a brand new camera/targeting system that lets me get around some of the problems with simple auto-target is a big plus. The fact that my character turns and runs in the WASD direction I set for them and not strafe or backpedal (as long as I’m not using a skill of course) turned out to be one of those things that I didn’t think was a big deal but turned out to be a massive QoL bit that I never knew I wanted.
That said, I do have a couple of issues with it. At the moment, they pretty much revolve around locking targets and the difficulty of knowing when a target is locked (or that I have a locked target) As far as I can tell, there is no difference in the UI between a target that I have locked and a target that I have “just” targeted because that was the last thing I hit when I didn’t have a target, which can be annoying when I think my cursor is close enough to snap to my target, only to find out it isn’t. When there are a lot of enemies that are close together, it can also be really difficult to tell whether I’m close enough to hit my locked target, or if I’m going to instead use that skill against a nearby target instead.
So, a couple of things I’d like to see are
Thanks for reading.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.