New "Cursor targeting" aiming mode bugged for Ranged Skills

As per title, the new aiming mode is currently bugged and only works for Melee skills, not Ranged skills. This is obviously unintended but is currently causing issues such as your character doing 180s when alternating between Melee/Ranged skills despite having a stationary cursor.

See at ~50sec into this quick clip I recorded: https://www.youtube.com/watch?v=mi3tFfLHIbg
Zuletzt bearbeitet von LordMogadishu#9944 um 01.09.2025, 14:00:00
Zuletzt angestoßen am 17.11.2025, 14:05:28
Just recorded some more footage, all in "Cursor Targeting" mode: https://youtu.be/jUzfcE8DurY

(EDIT: Apologies about the colours, forgot to disable HDR)

There just seems to be a lot of jank around the aiming, especially when the the cursor is closer to the player (which is a lot of the time given the speed of mobs).

As you can see, despite a stationary cursor, javelins will get thrown in random directions. Melee attacks will randomly go behind you once and then back to being on front again. The angle of attack in general just seems really inconsistent and seems worse if the character is moving.

And there aren't even any mobs on the screen. Once you combine all of the above issues with mobs and autoaim & namelocking enter the mix and it really is just a recipe for chaos. You have an alarmingly low amount of control over your character for what is otherwise the most kinetic/meatiest/visceral action combat in an ARPG yet.

GGG please put some more focus on nailing these issues because they are so fundamental to the feel of the game.
Zuletzt bearbeitet von LordMogadishu#9944 um 17.11.2025, 14:10:08
This patch was a huge step in the right direction, but couldn't agree more - it's still scuffed with ranged. Kinda surprising considering 71% of people with a character over level 90 are deadeyes who should be experiencing this issue the most. I suppose cruising the content with giga damage and exploding the screen via rods masks the underlying issue.

GGG please fix this for us non-cringe ranged enjoyers.
Two quick new findings:

First, I've noticed the height chosen for the cursor-targeting mode is bizzarely different for different skills. For example with my Hollow-palm Monk, the basic 'Quarterstaff Strike' is correctly mapped to chest-height but 'Tempest Flurry' and 'Ice Strike' are incorrectly at hip-height. I haven't exhaustively tested every single skill in the game but it's clear that ALL non-ground-based skills in cursor-targeting mode should just use chest height by default as Jonathon discussed in his interview with Tri. It is the most intuitive and althought I don't know of any skill that doesn't operate at chest height, but if one exists it'll be close enough and should therefore still use the default of chest-aiming for consistency.

The other good reason for doing so leads into my second finding which is that, when not pressing any skill, the direction your character looks at depends on what type of skill you last used. Specifically, whether that skill used chest-height, hip-height or ground-based. For instance, assuming a fixed cursor with cursor-targeting enabled, if the last skill you used was 'Quarterstaff Strike', your character will look around using using chest-height for the cursor position. If you then use 'Storm Wave', your character will rotate slightly to hip-height aiming, and then stay in that new direction. I understand why it is this way because the alternative would be it quickly snapping back to the previous direction for a chest-high cursor once the animation ends - this would look even more jank. It's a hard problem to solve.

To summarise, the following fixes are needed:

1) Fix the cursor-targeting setting for Ranged skills (ie. they are bugged and still use ground-targeting)

2) All non-ground-based skills need a pass over to ensure they consistently use the same chest-height for cursor-targeting

3) For the rotation issue in the second paragraph, quick suggestion is to provide an option for ground-based skills to also use chest-aim to prevent weird aiming consistency issues when hovering your cursor over one target and alternating between ground and non-ground based skills. Also would make character rotation when not using any skills feel the most consistent and natural.
Bumping this thread as there haven't been any mention of changes/fixes to the multiple issues I've outlined above with the new aiming option in any of updates post 0.3-launch.

We're a month out from 4.0 and so I was really hoping at least the biggest issue - namely that the "cursor-targeting" does literally nothing for Ranged skills - can be addressed.

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