(edited by Amaimon.7823)
Broken ground targetings
If you combine "Snap Ground Target to Current Target " with “Lock Ground Target at Maximum Skill Range”, you can get some predictable effects, such as when the target is out of range, the skill can cast at the cursor instead. That happens more frequently with short-range skills, such as Sundering Leap. (It should not happen as easily with Symbol of Energy.)
Is it possible that’s what’s going on for you?
The other time the ground-targeting skills hit the wrong spot (for me) is when there’s an obstacle that isn’t obvious (e.g. a tree trunk that looks too similar to the ground) — the game still tries to let you cast, which means missing the target.
I don’t consider those ‘bugs’ as much as the game trying to resolve contradictory instructions as best as it can. The first is easy to work around; the second less so, which is why I rarely use the “Snap Ground Target to Current Target” option.
While testing it with auto and snap. It seems like it only works around 10% of the time even when things are in range.
The cast at feet issue is just the same old problem where it does that if your cursor is over any part of the UI. That is obviously unavoidable if you are clicking the skill(unavoidable is referring to the cursor being over the UI not the other stuff).
If you combine "Snap Ground Target to Current Target " with “Lock Ground Target at Maximum Skill Range”, you can get some predictable effects, such as when the target is out of range, the skill can cast at the cursor instead. That happens more frequently with short-range skills, such as Sundering Leap. (It should not happen as easily with Symbol of Energy.)
Is it possible that’s what’s going on for you?
I’m afraid not, even when I’m 100% sure I’m in range, I even tested it by standing almost a dodge’s distance away from an enemy, no matter the settings, one thing I’m certain off is that neither of the two skills I mentioned will ever automatically head to the enemy
While testing it with auto and snap. It seems like it only works around 10% of the time even when things are in range.
The cast at feet issue is just the same old problem where it does that if your cursor is over any part of the UI. That is obviously unavoidable if you are clicking the skill(unavoidable is referring to the cursor being over the UI not the other stuff).
yes, I fear I can replicate it. but only for the skill bar, though, not all the UI. When my cursor is over the skillbar part of the UI, even when I press the number, I hop in place, or fire Symbol straight ahead
Hmmn. OK, I’ll keep an eye out; I was chalking it down to a combination of me not remember to toggle off “snap to ground” and not paying enough attention to the cursor. From Amaimon’s detective work, it might be wonkiness due to specific skills.
@Amaimon: please also use the in-game /bug reporting tool, too, if you have time. This one seems easier to replicate than a lot of bugs, but it’s still usually helpful to be able to find the logs of it happening “in the wild”. That is, /bug should help them troubleshoot.
Hmmn. OK, I’ll keep an eye out; I was chalking it down to a combination of me not remember to toggle off “snap to ground” and not paying enough attention to the cursor. From Amaimon’s detective work, it might be wonkiness due to specific skills.
@Amaimon: please also use the in-game /bug reporting tool, too, if you have time. This one seems easier to replicate than a lot of bugs, but it’s still usually helpful to be able to find the logs of it happening “in the wild”. That is, /bug should help them troubleshoot.
don’t worry, I did, sadly there’s no way of seeing whether an ingame bug report is handled correctly, although you can’t see whether a dev sees it here, either. Posting it both here, and making an ingame report increases the chances of a dev seeing it, and fixing it.
Indeed.
Alas, a lot of forum posters aren’t aware that the more details we can provide about bugs, the more likely it is that ANet’s QA team can troubleshoot.
Hmm maybe it is the range
Just tested those option with necro staff and all the skills work 100% of the time with those settings assuming I am in range.
Hmm maybe it is the range
Just tested those option with necro staff and all the skills work 100% of the time with those settings assuming I am in range.
I already tested range, when I’m in range, or out of range, the skills still go to the mouse instead of the target. yes, I tried toggling “allow maximum distance”
I checked on reddit, but there seems to be no similar topic there. I wonder if there’s a way to check if anet is aware of this problem? it’s fairly gamebreaking from my point of view. In a big battle where it’s easy to lose your cursor in the flashy discofights, your AoE’s or AoE-oriented attacks can get lost, wasted, and carefully aiming with the mouse costs valuable seconds you don’t have in raids. As a necromancer I’ve tamed myself to move to to the place where I want the corrosive poison cloud to spawn, so it won’t get wasted
If you want a direct, personal response the only option is to file a support ticket directly. Neither the forums or reddit get any assurance of response, and generally the devs try and steer clear of commenting on any (apparent) bugs or anything.
I checked on reddit, but there seems to be no similar topic there. I wonder if there’s a way to check if anet is aware of this problem? it’s fairly gamebreaking from my point of view. In a big battle where it’s easy to lose your cursor in the flashy discofights, your AoE’s or AoE-oriented attacks can get lost, wasted, and carefully aiming with the mouse costs valuable seconds you don’t have in raids. As a necromancer I’ve tamed myself to move to to the place where I want the corrosive poison cloud to spawn, so it won’t get wasted
From responses from the QA team members that sometimes post here or reddit, I feel comfortable stating that they don’t miss much. Seems like anything on the front page of the bug forum for more than an hour or three gets picked up. I’m less clear on what they do with in-game /bug reports: it’s clear that they look at those and create (or update) tickets.
In my opinion, however, it’s not very helpful to know there’s a ticket for something I’ve reported — I’m more interested in priority and status. I understand why they can’t publish that — I’m okay if a bug I think is important is listed as “low priority” and “not started,” but most people aren’t.
tl;dr I think we can safely assume that there are tickets for the bugs we’ve reported. We don’t know the priority or status, which is probably closer to what we care about.
Did another experiment today and found something interesting.
I found a way to make it work 100% of the time.
I also found a way to fail 100% of the time.
In the picture I am standing at maximum range for Sundering Leap. Pressing the key for it will autotarget and snap to the golem but if I move my camera even slightly slower(it can’t go below the diamond on the golem’s face) it will start to fail.
This is probably just the same old issue of autotarget being weird and unreliable where it will target a neutral mob miles away from you instead of the creature that is in your face trying to kill you.
Good detective work, Khisanth. So far, that better fits my experience than the theory I outlined above. (And I hope it’s enough for QA to get started finding a way to fix it.)
Well … here is the thing. There has been many complaints about how autotargetting works but I’ve never actually seen anyone even try to assert how exactly it should work or supposed to work. Short of mind reading it seems like an impossible task.
I can think of some examples but I can also come up with counter examples of why it would be bad. That leads to “well just make it configurable” but that can be bad in its own way by being too complicated.