Constantly missing skills because you are casting them just slightly outside of their max range sounds like the opposite of an improvement. Why not just apply this to shift casting? So if you target outside of the skill range it still fires, instead of doing nothing. I feel like normal casting should still move you into range, that’s supposed to be the difference between normal casting and shift casting.
Yeah! Colour me impressed especially with the controller enhancements. Us old guys need all the help we can get
YES!! This is exactly what I have been bitching about for years now lol. Does this mean that all skills now, even traps, can be laid on the entirety of the screen? Is casting range changed?
Either way, great news!
Omg thank you Zantai, thank you CRATE team! Im soo enjoy of new DLC! And now more pleasant news, OMG!
Btw found few bugs in game, will post them tomorrow with screens
Will this affect Inquisitor Seal–hopefully casting immediately directly underneath you?
So the boss is shaman’s skill modifier?
I am moderately pleased, i GUESS…clips fingernails
I only use m/kb on the shops/devotion UI. So I’m super hyped for more controller support. Played hundreds of hours of GD on controller.
Will using m/kb instantly swap back to the Classic UI, or will it be stuck on the new UI if a controller is still plugged in?
You will be able to swap at will.
PLEASE give us an option to decide to keep the old behaviour! I don’t think that is better at all. If I target a skill at a specific place then I want it to land exactly there and not somewhere inbetween.
Also on cooldown skills like shadowstike/forcewave with a controller. The button does nothing when the skill is on cooldown. If you had said skills bound to Left mouse your character will use default attacks until its ready to cast again. Currently you waste 1 of your controller keys because you need to bind Default attack to one of the other buttons. If you don’t do this come builds cant even break a pot without waiting for a cooldown to end.
Not sure if others have found this to be an issue.
This change affects shift casting mostly. Callidor Tempest for example is much easier to cast with shift casting because now you don’t need to have the mouse cursor near your character to cast it. Without shift, your character will still go towards the enemy and cast it at the minimum range of the skill.
An example where I would hate the new behaviour is the Necromancers Ravenous Earth. It has a relatively short max cast distance and is on a cooldown too. If that doesn’t land where I want it to then in the worst case it’s a whole cooldown completely wasted.
Have there been performance improvements to the D3D11 renderer? Or at least a more discoverable way than a command line switch to go back to the D3D9 renderer?
I shudder to think how many people who bought the game when AoM came out are playing the game with far less FPS than neccessary…
I can cast Ravenous Earth perfectly fine wherever i want because it doesn’t affect regular casting.
Well ok then I misunderstood, because Zantai’s description didn’t say anything about it affecting shift casting only.
Exactly what i hoped for! Looking forward to these great updates. Could do without the controller support but the more copies you sell the better chances for another outstanding Grim Dawn II in a contemporary engine (and hopefully not a terrible console to pc port then:furious:)
Given that the DX11 render is supposedly faster than the DX9 one, probably not all that many
Personally I did not notice much difference but then I am usually limited by vsync, rotating the camera does feel smoother though.
Is there some (non-anecdotal) evidence DX9 is frequently a better choice (and if so, when) ?
This is awesome clapclapclap
The number of people complaining about FPS loss with the new renderer might be evidence you asked for.
I have a question about this change to skill casting behavior. Suppose I want to cast Sigil of Consumption on a particular location (on an enemy, e.g.). But that location is outside Sigil’s casting range - in that case I would want my character to walk to the max casting distance and then cast it there.
How will that situation look like after this change? Will my character cast the Sigil at the location which is at max casting range from his current location, or will he walk and then cast it on the targeted location? Because if he casts it somewhere I didn’t want him to, I will waste one entire cooldown and energy for that casting.
EDIT: Also, will there be a fix for the shadows issue? Because after AoM, a lot of people complained about shadows being way overboard and behaving strangely (I have experienced it also).