Tech priest movement bug

11

Tried playing a tech priest with controller, and whenever you try to summon a construct while an enemy is in auto target range it forces you to walk towards the enemy before activating the summon skill. This makes tech priest almost unplayable with controller.

Store Page
Share
11 comments
Tech priest movement bug
Your Thoughts? Please login to place your opinion. Not a member yet? Register here and now!
3 years 288 days ago
Posted by Marcopolocs 3 years 294 days ago

An update on the issue: we could resolve it the way we discussed previously so the selector will appear only for the two turrets!:)
We will implement the changes with the next update!

This is awesome!


Just shows that feedback  works! 


Thx alot! :) 

And see you an my next request

3 years 294 days ago
+1
Haadhun

An update on the issue: we could resolve it the way we discussed previously so the selector will appear only for the two turrets!:)
We will implement the changes with the next update!

3 years 295 days ago
Posted by Marcopolocs 3 years 298 days ago
I cannot guarantee if we can separate them from the rest but I will discuss the issue with our console team!
Thx :)


Best wishes! :) 


3 years 298 days ago
+1
Haadhun
I cannot guarantee if we can separate them from the rest but I will discuss the issue with our console team!
3 years 307 days ago
Posted by TropicalMirage 3 years 310 days ago

I can say that the first 15 minutes I was also uncomfortable, but I quickly got used to it, I speak only for myself)

This is In some situations a big frustrating handycap.


And getting used to this.... Mähh... XD

3 years 307 days ago
TropicalMirage
This is In some situations  a big handycap.


3 years 307 days ago
Marcopolocs

Is it heresy to ask if it's possible to separate the target function of such spells? 


Even if I hold the The button and choose target:

Rnd walk through the map 

Followed 

By Spiders which  r spawning on my side no matter what. 


Sometimes I have to walk way out of range to summon them.


And than all that other stuff that not working right xD


Thx vor listening anyway! 


:) 

3 years 310 days ago
Haadhun

I can say that the first 15 minutes I was also uncomfortable, but I quickly got used to it, I speak only for myself)

3 years 310 days ago
+1
Haadhun
You have a point there but there are also other constructs like the Tarantula Boltgun and the Voltagheist Turret which were the primary reason that we chose to implement this feature. Dropping the turret/tarantula onto the head of the character wouldn't be that useful as for example holding a defense line in a mission should require the character to move to a given position where they want to utilize their skill.
3 years 324 days ago
Marcopolocs
I have the same issues.


The auto target function should be off for the summoning spells.  There is no need for it while spamming exploding spiders for example. Need it just in time and not after a few seconds while running directly into an enemy. 

And the constructs are summoning by me any way instead of by the auto-target enemy. Makes no sense at all I my opinion. 


Greetings from Germany! 

Rly like your game!

3 years 325 days ago
If you press the button once the selector will automatically lock onto an enemy within target range but if you press and hold the button you will be able to move the selector to the point where you want to summon your Constructs.