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Let move interrupt attacks


MsSmart

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There are times, when discretion is the better part of valor...

 

I find myself at times fiercely fighting a mob, and I noticed they are owning me, and so I decide, while I have hit points, time to run.

 

Unfortunately, since my system or server lags, I may have double clicked an attack, and so it goes off, I began to run, then go to a full stop and shoot again, which is exactly what I do not want done.

 

Is it possible to let movement interrupt attack "chains" as it does trying to pop inspirations for example?

 

This is not a request to interrupt the nefarious "rooting" associated when attacking, only that once I start moving, do not root me again to do an attack that is undesirable.

 

Thank you

 

Ps: Talking abut rooting, is there a way to reduce how long you are rooted? I understand the root prior to shoot, the rooting as you "pose-graphic" your shot, but why remain rooted once the shot left, why I do I have to be rooted to see if the shot hit, and still remain rooted to see the mob I hit do its dramatic posing after being struck? This could be alleviated some, is there a software issue for this?

 

Sue

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The downside to this request is when NPCs or mobs move you when you trigger an attack. Your character would have moved and that would cancel your attack, even though you wanted that attack. Worse if you needed that attack to land. Triggered your nuke but you got faceblasted with knockback before it fully activated? (Edit: Or an enemy or passing NPC slightly jostles your character trying to get closer?) Buh-bye, nuke.

Edited by Rudra
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9 hours ago, MsSmart said:

Is it possible to let movement interrupt attack "chains" as it does trying to pop inspirations for example?

 

I believe the default is ~ to cancel a queued attack.

 

I haven't noticed that moving stops inspirations from happening. I tend to "pop" heal insps while running away  ... if I need to in order to getaway.

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3 minutes ago, UltraAlt said:

 

I believe the default is ~ to cancel a queued attack.

 

I haven't noticed that moving stops inspirations from happening. I tend to "pop" heal insps while running away  ... if I need to in order to getaway.

I haven't noticed that either. And I pop inspirations charging into combat or when running for my life too. Particularly greens and purples.

 

9 hours ago, MsSmart said:

Is it possible to let movement interrupt attack "chains" as it does trying to pop inspirations for example?

The thing about attack chains in this game, aside from setting up a power to auto-trigger when it times in, the game can only track one attack being triggered by your character at a time. So even during times of peak lag, you won't see your character launching an attack chain unless you keep at it trying to make that chain work. And while I have never heard of the Z key de-queueing an attack, I know I've successfully stopped attacks or other powers from triggering by hitting the ESC key to drop the target. No target selected? No attack happens. (Except for location AoEs. Though ESC still stops those in my experience as long as the power has not already activated.)

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40 minutes ago, Saiyajinzoningen said:

what about jump cancelling?

I might be thinking of a different game

 

You're probably thinking of the in game strategy to jump just before you trigger your attack so you remain in motion while you attack. The root still happens, but since you are not in contact with the ground and already moving in a set direction, often the game keeps the jump going. This lets you shoot and get behind cover to draw targets to you or to attack while staying in motion so you can get out of melee range with a mob. (Edit: Though some times the root overrides the jump instead and your character just plops straight down to the ground at the point the power activates.)

Edited by Rudra
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10 hours ago, Rudra said:

And while I have never heard of the Z key de-queueing an attack,

 

The default keybinds have Z set to do that. (If memory serves.)

In fact there are two commands: one that cancels your next queued attack only (/powexec_unqueue?), and one that cancels both your next queued attack as well as clearing whatever auto-fire power you have set (/powexec_abort?). The default bind is the latter.

 

Personally, I have Z set to just the cancel-next-queued-only command and relegated the clear-both to CTRL+Z instead.

 

As for the OP: no strong feelings. As an option I suppose? That way it doesn't interrupt jousting, as lemming said.

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Allow me to clarify

 

I am reluctant ok, with once you attack you are rooted and stuck, stuck, stuck, stuck, let me count four times, let see I prime the attack; then I do all the clown posing for the attack to go off; then as I retard I have to stand still to see my attack fly across the distance and strike the mob; then I have to also stay still to see the creature dodge it or does some dramatic move to indicate it was struck; and finally and only then an after all that, I can finally do anything.

 

But my second attack, can't happen because of attack recharge, so I have enough time to move a bit and then as my enemies chase me, I of course must stop execute the attack that now can be done, since it recharged, and thus I stop and turn; do the pre attack pose, do the attack clowning, see the attack go off, and see what happens but usually by that time the mob caught up with me and killed me.

 

What I want, is once I start moving, it cancels the attack that is essentially queued until it recharges.

 

Hugs 

 

Sue

 

Anyone can explain to me, why the rooting is so mandatory? seems to me if I want to run and shoot as I can do in real life, just hit me with a 25% accuracy penalty and let us have a dynamic game as opposed to mail in turn base game play?

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Not sure why the decision was made to have attacks root, but it is what it is at this point.  Though, I do remember that -25% accuracy penalty from playing DDO, and I was not a fan of missing my attacks all the time (though, it did make the Spring Attack feat very attractive...)

 

As for fixing the problem, you could probably add this effect to your own keybindings - for example [/bind w "+forward $$ powexec_abort"] or [/bind w "+forward $$ powexec_unqueue"] would make it so moving forward would dequeue your next attack (the former also disables your auto-firing power). Similar binds for left/right/backwards/jump would perform exactly what you're asking for (except for removing the rooting, that's an engine limitation).

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1 hour ago, MsSmart said:

Allow me to clarify

 

I am reluctant ok, with once you attack you are rooted and stuck, stuck, stuck, stuck, let me count four times, let see I prime the attack; then I do all the clown posing for the attack to go off; then as I retard I have to stand still to see my attack fly across the distance and strike the mob; then I have to also stay still to see the creature dodge it or does some dramatic move to indicate it was struck; and finally and only then an after all that, I can finally do anything.

 

But my second attack, can't happen because of attack recharge, so I have enough time to move a bit and then as my enemies chase me, I of course must stop execute the attack that now can be done, since it recharged, and thus I stop and turn; do the pre attack pose, do the attack clowning, see the attack go off, and see what happens but usually by that time the mob caught up with me and killed me.

 

What I want, is once I start moving, it cancels the attack that is essentially queued until it recharges.

 

Hugs 

 

Sue

 

Anyone can explain to me, why the rooting is so mandatory? seems to me if I want to run and shoot as I can do in real life, just hit me with a 25% accuracy penalty and let us have a dynamic game as opposed to mail in turn base game play?

No attack's root time is that long. They are barely longer than the animation time.

 

17 minutes ago, Akisan said:

Not sure why the decision was made to have attacks root, but it is what it is at this point.  Though, I do remember that -25% accuracy penalty from playing DDO, and I was not a fan of missing my attacks all the time (though, it did make the Spring Attack feat very attractive...)

If I remember correctly, the root time is so the character can do the animation for the attack. Otherwise, they would need different animations for running forward, running backward, running to the side, running at an angle, and jumping for all of the above for every attack. That's why jumping and attacking doesn't always work for getting around it, because sometimes the animation drops you back to the ground disrupting the jump.

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On 12/27/2023 at 12:27 PM, Rudra said:

You're probably thinking of the in game strategy to jump just before you trigger your attack so you remain in motion while you attack.

 

That's the "jousting" mentioned earlier, or at least one form of it. Like dealing with... blah, whatsisface, moment? in Jenny Adair's TF. Queue attack, run, jump past him, never gets a shot off, never gets to use his big AOE heal. 

Primarily on Everlasting. Squid afficionado. Former creator of Copypastas. General smartalec.

 

I tried to combine Circle and DE, but all I got were garden variety evil mages.

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