I’m playing a Devastation Templar with Vire’s Might as my movement skill. I’ve come to realize that I never ever want these skills to target an enemy, ever. I only want them to target the mouse pointer.
When I’m fighting a group of enemies and there are big ones around, they throw off the aim on my Devastation. And with Vire’s Might, it’s really good when I can zoom through enemies and lay down the fire to trigger my devotions. But if I target an enemy, it’s pretty much always bad, because it charges me to the wrong place, leaves me out of position, and lessens my fire trail.
This also applies to other area skills, like Inquisitor Seal. Position is very important with that one, and big enemies will throw it off.
Basically every area skill in every ARPG should be targeted at the mouse pointer and not a specific monster.
Vire’s Might is a charge skill and not an area skill, so I’ll describe what I want it to do. Let’s say I click it on a big group of enemies. I want my character to charge exactly to the mouse pointer location. Then if there is an enemy in melee range, do the melee hit. If an enemy was highlighted when the skill was activated, then hit that enemy. This would sometimes result in a situation where my character charges behind an enemy and then hits them in the back. That’s totally fine.
Perhaps there could be toggle in the options that disables monster targeting for area skills. In comparison to other ARPGs, I think Grim Dawn plays really well. Especially when it comes to melee builds. But this area targeting thing has been bothering me for a while.
Final note on what is an area skill: it’s a skill that can be targeted at the ground. Vire’s Might counts because if you target empty space, your character will charge there. Shadow Strike doesn’t count because it does nothing when you target empty ground.
Add thermite mines to this list, target lock causes them to spawn outside of target’s hitbox, which sometimes makes them unable to hit that target at all (meaning no RR).