Staggering an enemy with a positioning-dependent skill should not make them change position

Pretty self-explanatory, but the examples:

With Lightning Rod + Magnetic Salvo is I might use Frenzy charges to drop a huge number of rods in one place, then the first salvo staggers the monster, with the effect that they are effectively "knocked back" (even though the skill doesn't apply the official knockback mechanic) so they're no longer in a position to take damage from the rods and the second salvo misses. Feels pretty stupid.

But the worse version of this is melee-dependent. Most particularly, I've had the same issue with Parry on Huntress: the skill deals damage, the monster is staggered and moves back out of melee range. By the time it happens I've usually hit the button to follow up with a melee skill, which whiffs; and I've also missed the tiny 2 second window to make use of the Parry damage bonus. Even if it happens infrequently, the confirmation bias is enough to make me not want to use active block.

The best fix is probably to just let us select whether we want a skill to apply "stagger move" in the skill screen UI, in the same place as we select which weapon set we want it to use.
Последняя редакция: Obyrith#7888. Время: 24 апр. 2025 г., 09:00:15
Last bumped24 апр. 2025 г., 08:34:33

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