Yirktos Posted September 10, 2014 Share Posted September 10, 2014 Uh, no you didn't? You actually made it a lot worse. The aiming was fine: sending the prism towards where you were looking at the end of the casting animation, but now it's based on where you were looking when you started to cast the ability. This is miserable even with Natural Talent equipped. I can't imagine how awful this is without it. Link to comment Share on other sites More sharing options...
HypnoCircle Posted September 11, 2014 Share Posted September 11, 2014 (edited) THIS! SO MUCH OF THIS. When I read that aiming was "improved," I thought that it meant players/mobs/etc that were close behind you or near your "camera" wouldn't effect aim as much. NOPE! It was "improved" it my making it MUCH worse. Even if you're running Natural Talent (which i wasn't before this) a lot can happen in the casting time so being able to adjust is huge. Edited September 11, 2014 by HypnoCircle Link to comment Share on other sites More sharing options...
billthebetta Posted September 11, 2014 Share Posted September 11, 2014 Yeah, I loved being able to fine-tune where I wanted DiscoDeath to go. I mean, this is a fast paced game, and this ability has an amazingly long kamehameha wind up time(which I like), but in order for usto get the best use out of this ability, we need to be able to account for battlefield changes as best we can. I was really disappointed that the aiming works as it does now, and I'd love to see it act as it had before(with fixes mentioned above, well, fixed). Link to comment Share on other sites More sharing options...
RealPandemonium Posted September 11, 2014 Share Posted September 11, 2014 This should definitely be reverted. Link to comment Share on other sites More sharing options...
BusStopPalace Posted September 11, 2014 Share Posted September 11, 2014 Defiantly a massive step backwards in functionality. With a cast animation in the ballpark of 2 seconds, and with a playstyle that is constantly moving, I am constantly throwing ball harmlessly at my feet or into harmless corners. I don't know who told you the aiming of prism wasn't already perfect, but whoever did is an idiot. Link to comment Share on other sites More sharing options...
(PSN)Alphapsykongaroo Posted September 11, 2014 Share Posted September 11, 2014 oh wow that does sound horrible. i usally cast prism in mid air and aim when i hit the ground. Link to comment Share on other sites More sharing options...
ihaveBO Posted September 11, 2014 Share Posted September 11, 2014 Just tried Mirage's "aiming improvements". The idea behind the delay is the casting/channelling time where Mirage is preparing her Prism. Realistically speaking, space ninjas should be able to use this "charging" time to refine the aim and launch the prism at the end of the casting animation. In the middle of a heated battle, it is very easy to mis-aim Prism given how fast Mirage is coupled with high mouse sensitivity settings. I am all for a revert to the old aiming mechanic. Link to comment Share on other sites More sharing options...
Gillityr Posted September 11, 2014 Share Posted September 11, 2014 Revert this change. It was not improved: it was made worse. We have less control now. Link to comment Share on other sites More sharing options...
LasersGoPewPew Posted September 11, 2014 Share Posted September 11, 2014 they should make Prism follow our pointers/reticule. would be much funner. Link to comment Share on other sites More sharing options...
Monolake Posted September 11, 2014 Share Posted September 11, 2014 top kek DEL doesnt playtest at all Link to comment Share on other sites More sharing options...
Gillityr Posted September 11, 2014 Share Posted September 11, 2014 (edited) they should make Prism follow our pointers/reticule. would be much funner. This is not an idea I can get behind. It would force me to be stationary for its duration. Yuck. Edited September 11, 2014 by Gillityr Link to comment Share on other sites More sharing options...
Pseudo-Nym Posted September 11, 2014 Share Posted September 11, 2014 Liked it a lot better before the change. Didn't even understand where it was going before, now I read that it goes to where my screen was looking at initially. I'll activate it while looking at any random directly, and finally look towards where I want it to fire right at the end. I think all of us did that Link to comment Share on other sites More sharing options...
HypnoCircle Posted September 11, 2014 Share Posted September 11, 2014 they should make Prism follow our pointers/reticule. would be much funner. I could see why that would sound fun, but that wouldn't be as useful as the fire-and-forget option. You would need to micro-manage prism in flight and it would be very likely to get stuck on a wall otherwise. Besides, with Eclipse and Hall of Mirror, Mirage does more than enough damage where she's aiming. A simple revert is all that would be best. The aiming wasn't broken before, and I'm sure DE meant well, but trying to 'fix' it just broke it. Link to comment Share on other sites More sharing options...
Varzy Posted September 11, 2014 Share Posted September 11, 2014 Seriously, DE? The fine-tuning of the aim was great. Why change this? Link to comment Share on other sites More sharing options...
NutritionalValue Posted September 12, 2014 Share Posted September 12, 2014 This, I don't understand why this needs to be "improved", it's already good the way it was. Did they even test the change and thought that it was an improvement? Link to comment Share on other sites More sharing options...
FirstofEden Posted September 12, 2014 Share Posted September 12, 2014 I'm glad it isn't just me who thinks this improvement sucks. I had no problem placing the disco ball exactly where I wanted it, now I throw it like I"m blind and drunk... it sucks. Link to comment Share on other sites More sharing options...
jarthur Posted September 12, 2014 Share Posted September 12, 2014 I'm in agreement with Yirktos here the "improvement" is down right annoying to use, while I like the fact DE tried to make it so people can't change my aim by running in front of me, i don't think this was how it should have been done. So DE thank you for trying to fix the previous aiming problem but please revert this change. Link to comment Share on other sites More sharing options...
Firetempest Posted September 13, 2014 Share Posted September 13, 2014 Its a nightmare to aim now. far easier to aim while casting. How I have to stop moving even before I cast and I'm getting chewed up for gun fire for longer to make sure it is even pointing in the general area I want it to go. Far harder to aim it into pipes or tight gaps. If you clicked the power a little soon or in a panic you have to suffer the whole casting time knowing its going to go nowhere near your intended direction when its finally done. Link to comment Share on other sites More sharing options...
SoulEchelon Posted September 13, 2014 Share Posted September 13, 2014 Gonna have to agree. I'm not seeing any real reason for this change. Perhaps simply to make it harder to use? I dunno, but it really doesn't sound like the best way to add difficulty. Link to comment Share on other sites More sharing options...
Archwizard Posted September 13, 2014 Share Posted September 13, 2014 Hey guys, remember when they "improved" the aiming on Wormhole in Update 11.5? Which meant "Wormhole is now more prone to clipping on walls and floors"? Not sure how this outcome was a surprise to anyone. Link to comment Share on other sites More sharing options...
(PSN)Alphapsykongaroo Posted September 13, 2014 Share Posted September 13, 2014 so we should be afraid next time when de uses the word "improve" in their patchnotes xD but seriously, please revert it to the way it was before, de. Link to comment Share on other sites More sharing options...
Noble_Cactus Posted September 13, 2014 Share Posted September 13, 2014 Revert the "improvement," please. Link to comment Share on other sites More sharing options...
Yirktos Posted September 16, 2014 Author Share Posted September 16, 2014 Bump Link to comment Share on other sites More sharing options...
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