Now if it were true that it was a fundamental change and that it would necessitate re-balancing the game which would likely make mouse movement redundant which basically would mean changing the control scheme of the game entirely from one to the other and dropping the previous one then I’d definitely agree such a change would probably be silly to even bring up.
Sadly this fundamental difference you’re speaking of comes with no example and the only difference that has yet been mentioned is kiting which I believe we’re all past that one now.
So please provide an explanation of this fundamental difference and an example of why it would require re-balancing of the game so I can get back to you on that.
In the meantime however:
I would just say that a lot of changes made to the game introduce headaches but are done for a multitude of different reasons, several QOL changes might not make you big dollar bills at the end of the month but might dramatically increase the amount of fun some people get out of the game and WASD movement is one of them.
If you needed another reason than that its also entirely possible some people buy the game after learning that it is getting WASD movement thus providing a monetary incentive to do so.
You are right, though I suppose trying out is still better than just saying its broken without testing.
Also I am no aiming expert, most people will be able to stutter step and still hit the desired target most of the time.
I’ve taken pains to register just to pitch in.
I don’t understand why there’s such bias against WASD in arpg.
To me it seems more like a religious thing than a thing of reason.
I don’t get the argument of kiting - you can do the same with mouse - you just have to be fast.
I don’t get the argument that it wouldn’t work, cause it would.
I understand the sentiment, heck, Diablo, which started it all, happened 25+ years ago.
I’ve been wasting literally years of my life playing games like this.
having said all that - I don’t understand why letting the player move with WASD and attack with mouse suddenly defile the whole experience.
It just works - in my opinion it makes the game way more enjoyable: no more frantic pointer jerks to kite, no more deaths cause you’re attacking the guy when in reality you really wanted to just gtfo.
Can we pleaaaase have it?
Console peasants have it and we dont? Now, that’s a disgrace!
I feel you my man. Don’t get your hopes up, remember these are the same developers that are anti magic an won’t add staves/wands because it’s too magical (you’ve played this game you know there’s a TON of magic.) But will add off hand tomes and “wands” that are actually just stat stick maces for mages.
Wouldn’t be as bad if we had WASD movement cause currently if you’re a mage and you mislick you run in melee cause your only ranged weapon options are rifles that need dexterity, if they had their own dedicated attack style option like in EVERY SINGLE OTHER GAME IN THE GENRE you wouldn’t sometimes accidentally run in melee range on a misclick. Also just freakin immersion, playing a mage with a shotgun feels WRONG.
Anyhow rant aside about the hypocrisies with these devs, I wish you good luck, I got told off by one of them for bringing it up, maybe you can convince them. <3
P.S Seriously though, rangers get guns, melee dudes get melee weapons… mages get… one of those options… not their own… lovely…
“This is pretty much what I plan to do. In GD I’m moving away from the typical feeble staff / wand wielding caster image and towards a more badass image as a specialist soldier type. To that end, casters will wield either melee weapons or guns but there will be a left-hand item called a fulcrum that will function as a sort of supporting piece of gear similar to a shield for warrior, but probably more oriented towards boosting offensive power and energy.”
“I’m not afraid of players ignoring melee weapons or guns, I just see staffs and wands as being sort of redundant, not fitting that well with the fiction, and really kind of taking away from what a real spell caster should be - a class that relies primarily on spells instead of a weapon. I mean a staff in TQ is basically a bow with different art and animations. So since we already have a ranged weapon class, I think it is a lot more interesting to have the pure archetypal caster classes using spells instead of an alternative ranged weapon.”
“The fantasy of spark-throwing wands or staves does not really fit the lore and gritty world of Grim Dawn, so we had to consider what a weapon used by spellcasters in Cairn would actually be. In the end, we settled on two distinct weapon types: Daggers and Scepters. These two archetypes fit the vision of devious sorcerers slitting their palms over a ritual circle, or powerful priests swinging implements of righteous fire at the foul undead.”
We have necromancers with “wands” and “scepters” that are just stat stick maces. Mages will always be a spell casting class, but pretending they’re using “wands” and “scepters” that are anything but what their name would suggest just to force them to be melee classes is insanity, mages should not be using daggers or maces, it doesn’t fit with the archetype. And this nonsense that keeps getting repeated about the gritty lore of the world is ridiculous. Your gritty lore / world whatever includes necromancers, shamans, arcanists, and more magic related classes that fit very well in this fantasy world, denying them their own unique weapon style because it would be “redundant” is grade A bs.
Bows/Guns/Maces do not make real Wands/Staves redundant, in theory the wand/staff is a focus point for the mage, or a channeling tool for their power, not its own thing, a wand held by a non magic user should be just a stick.
It’s the mage the makes the stick special, and forcing mages to run around with rifles/bows/melee weapons that rely on stats other than typical mage stats like Spirit forces them to have to choose between going pure spell caster with essentially no weapon whatsoever or to reduce their spell casting capabilities in order to have a useful… dagger… on a class meant to be glass cannons and can’t get close to enemies safely to use said dagger.
And you call them scepters, but they look and act like typical maces. If you want to use a ranged weapon as a MAGE you have to go halvesies with the idea of being a mage and being a freakin archer, or likewise with being a gunslinger. You can’t JUST be a mage. Why are mages so gimped?
Also you can equip a spell component onto a weapon and it can KIND of mimic the same effect but none of the spell component spells are really any good at any stage, they don’t scale well, and even if they did they still have cooldowns and whatnot associated with them, making them a poor choice for a last line of defense weapon (your primary method of attack will always be spellcasting your weapon being for when you’re out of mana/all cooldowns). It’s just a jank system put in place when the real thing would have been so much better.
I play with a controller because kb/m on this game is such a poor experience, and yet this game doesn’t have true controller support lol, if it weren’t a DS4 controller and I can still use the mouse via the pad It wouldn’t even work at all it’d be a worse solution than the kb/m. It either needs WASD or true controller support, either one at this point would be a great step forward.
New weapon types at this point are pretty much out of the question because it would require new templates for their movesets and that takes a lot of work. That combined with the extensive balancing that would require after makes this a bunch of work for really no payoff. And yes, staves don’t fit the setting since it’s not high fantasy.
And people have explained why WASD movement is not getting added to the game: the game is NOT made around it. It’s made around mouse and keyboard. If you don’t like mouse and keyboard in this game, then maybe this game isn’t for you. Plenty of ARPGs out there with WASD movement.
Your entire post history on this forum is solely in this thread and the entire conversation appears like it went fairly civil. It appears you imagined being told off or inflated what was actually said in your own mind.
You should check out Universal WASD Controls program - disclaimer: I have not tried it cause all these ahk scripts are usually not working for me as intended, so i’ll bear the default scheme.
Only that it doesn’t.
That’s why i have said that it’s a religious thing.
It’s a belief not supported by facts.
Guys in other posts have already showed the way it is done, and kiting with ranged is basically the same with kb/m.
I don’t want to stir the hornet’s nest. Grim Dawn is one fine game.
Having said that: there’s zero reason for not implementing WASD. Except a (false) belief of upending balance.
Frankly if someone would be so generous to explain how’s controller different from kb/m and why would wasd break anything i’d be glad to listen.
Controller is the same as mouse and keyboard - you cannot move backwards while targeting an enemy in front of you at the same time. It would be the case if right analog stick was used to aim as it is in some other games. WSAD + Mouse is different in this regard.
I more or less agree with Zantai’s views on it and I feel it’s worth noting that GD began development roughly a decade ago. If they wanted to add WASD as a control scheme they would have done so long ago. It’s kinda pointless to bang on that drum as I feel reasonably certain there isn’t any argument for or against that they haven’t read yet in all this time and I don’t see them changing their minds about it anymore.