Dark and Darker

Dark and Darker

Cleric Targeting
I'm enjoying various aspects of the game, but it's very frustrating when the action starts to go down and in a huge pvp brawl I end up casting a buff on myself instead of my teammate because I'm off by a few pixels by the time they flip around each other during melee combat.

Suggestion: Please allow Cleric buff spells to have a bit more leeway. If I'm looking at my teammate in the center of my cursor while I charge a spell fully and am 6 pixels away, just let the buff still hit my clearly intended target please.

I saw someone else mention a 'self cast' key, That would remediate this partially and solve the issue they mentioned of avoiding buffing or healing an enemy and not having to look at the ceiling or something.
< >
Showing 1-15 of 26 comments
Aldain Feb 15, 2023 @ 10:40pm 
I'd also like to see a cursor change that shows you when you're in range to give the buff/heal.

Can't count the number of times I've had people sidstep or sprint out of my cast range when trying to give a shield out (even when I tell them it's coming).
Last edited by Aldain; Feb 15, 2023 @ 10:40pm
100% good point, the visual identifier would be immensely helpful. It's probably just going to take some getting used to, but I feel like the range just is intrinsically slightly 'off' for me.
Aldain Feb 16, 2023 @ 4:32pm 
Originally posted by OaxacaMohawk:
100% good point, the visual identifier would be immensely helpful. It's probably just going to take some getting used to, but I feel like the range just is intrinsically slightly 'off' for me.
Honestly the range feels...limp to me.

Like I get not wanting to be able to buff from clean across the room, but there's times when the buff range feels shorter than the length of a Zweihander.
yeah haha same, feels like about 6 feet instead of 8 or 10 which would be very helpful. There are a lot of options too, like technically if a spell is started on person A and doesn't highlight anyone else, maybe it could just target that person. I'm not saying I think that's the right fit for this type of game, but neither is randomly buffing monsters. Aside from it being potentially a funny troll once or twice, it seems stupid. Maybe there's room for a specific necro type spell or even an entirely different class which utilizes mobs, but for cleric it's just tedious.
TheBigHuey Feb 16, 2023 @ 4:39pm 
Bump! Definitely agree here
Ziozo Feb 16, 2023 @ 4:42pm 
I agree that heals and buffs could use a wider hitbox when casting. Seeing as they can hit enemies as well, it's not like you'll just be able to cast mid fight no problem, but they definitely shouldn't have a chance to miss if you're just doing some regular traveling. Alternatively if the same pixel perfect hitbox is retained, at least give me the option of trying to snipe allies with them, sometimes I can't tell if I actually missed a buff or was out of range to give it.
Aldain Feb 16, 2023 @ 5:03pm 
I'll tell ya, nothing was worse playing cleric than getting a player who thinks were playing CoD and just adadadadada-ing down an empty hallway like a person with the caffeine shakes.
Artagel Feb 16, 2023 @ 5:14pm 
I believe the current healing mechanic is good as is. It is unforgiving, yes, but this is a skill-floor that definitely should remain as it provides head-room for advanced players. Teammates who know how to synchronize the spell mechanics with team movement will have an advantage. Beginners who have yet to master these skills will have to heal from much shorter range...and often "Gamble" with their casts.

The range issue is a skill mechanic - you'll have to judge that range appropriately, and that also adds suspense to the game. I think it would cheapen and make the game too predictable to allow a visual queue - the cross-hairs along with some trial and error are more than enough to help with targeting and ranging.

Bottom line - the current healing mechanics are unforgiving and sometimes unpredictable, requiring much skill and practice to gain full advantage....but that means there IS an advantage to be gained, rather than a cheap skill that anybody can pick-up with no effort or skill.

This "High skill-ceiling" is what makes the game so interesting, fun, and "Hardcore". It's why so many players (of all skill levels) are gravitating to it.

It's basically Everquest's learning curve with a Diablo skin.
TheBigHuey Feb 16, 2023 @ 5:19pm 
Originally posted by Artagel:
I believe the current healing mechanic is good as is. It is unforgiving, yes, but this is a skill-floor that definitely should remain as it provides head-room for advanced players. Teammates who know how to synchronize the spell mechanics with team movement will have an advantage. Beginners who have yet to master these skills will have to heal from much shorter range...and often "Gamble" with their casts.

The range issue is a skill mechanic - you'll have to judge that range appropriately, and that also adds suspense to the game. I think it would cheapen and make the game too predictable to allow a visual queue - the cross-hairs along with some trial and error are more than enough to help with targeting and ranging.

Bottom line - the current healing mechanics are unforgiving and sometimes unpredictable, requiring much skill and practice to gain full advantage....but that means there IS an advantage to be gained, rather than a cheap skill that anybody can pick-up with no effort or skill.

This "High skill-ceiling" is what makes the game so interesting, fun, and "Hardcore". It's why so many players (of all skill levels) are gravitating to it.

It's basically Everquest's learning curve with a Diablo skin.

I get it for sure but still want a bit of leniency for healing spells and buffs. Generally cleric spells are not really directional but more cast upon someone... still I like that it is difficult too but at least some "indicator" that you are in range or aimed well or something would be reasonable. Idk - i did have fun as the cleric but just a tweak may help
Artagel Feb 16, 2023 @ 5:24pm 
Originally posted by 3strikesUout:
I was going to start a topic on this as I always seem to like playing healer class. I have been playing a healer cleric here and It comes down to the group I have noticed. I have been in groups that steam roll through everyone and groups that get wrecked constantly. I notice the groups that do well take into consideration that my heals and buffs have a max distance and that they need to be targeted. If I am in a group with people that charge in and circle around behind mobs and other players, split up and run all over the place, we tend to get wiped out.

Best group I was in was a barb and a ranger. The barb did an excellent job being point man and plowing the road. Me and the ranger followed behind him. They were both easy targets for me to heal and buff and they were good at hitting their target. We stayed close and worked great together.

Help me, help you.

Just my opinion.

Honestly, if they're just mowing down enemies, that's just your Barb and Ranger mostly being better tacticians.

That doesn't necessarily mean they are strategizing a way for you to heal them.

If they were to meet competent resistance, however, then they would be able to hold a "Frontline" and prevent anyone from flanking you, or possibly getting behind the Barb into your "Backline".

I've seen plenty of Barbs go charging after an enemy in tunnel-vision, running right PAST the enemy teammates, and ignore fighters and rogues running into his Backline behind him (of course, they come straight for the healer, Me).

What happens after that is messy and often predictable.
LooniestHeart Feb 16, 2023 @ 5:29pm 
actually just adding an indicator (blue for ally, red for enemy) when someone is in range would mean all the difference. me missing a spell is my fault and i accept that but i would like to know if im even in range or not when casting spells as a cleric
Aldain Feb 16, 2023 @ 5:32pm 
Originally posted by LooniestHeart:
actually just adding an indicator (blue for ally, red for enemy) when someone is in range would mean all the difference. me missing a spell is my fault and i accept that but i would like to know if im even in range or not when casting spells as a cleric
That's what I'm saying, seriously that small amount of feedback would fix all of my issues aside from players who literally don't sit still even when you're trying to heal them while nothing is happening.
Artagel Feb 16, 2023 @ 5:37pm 
Originally posted by TheBigHuey:
I get it for sure but still want a bit of leniency for healing spells and buffs. Generally cleric spells are not really directional but more cast upon someone... still I like that it is difficult too but at least some "indicator" that you are in range or aimed well or something would be reasonable. Idk - i did have fun as the cleric but just a tweak may help

Cleric is one of the higher skill floors.

Ranger is the class people coming from Tarkov think of when they make the transition, but Cleric has an element of FPS to it too:

Instead of "Shooting Enemies", you are "Shooting Allies".

And like hitting Enemies, you have to learn how to anticipate and shoot Allies who sometimes seem to "Dodge" your healing spells.

It helps to set up a system to coordinate with your teammates, and indicate when your spell is being cast and landed. This is a BIG part of the "Learning Curve" for Cleric...and I find it fun.

Mostly, I just call their name, give a "3-2-1" countdown for the spellcast, and they know that if they're moving too unpredictably, I might decide to cancel my cast, or at least have to delay it until they stop (or move in a way that is amenable to my spell trajectory). So this system gives THEM a decision with trade-offs: they can keep moving if they feel they have to (dodging projectiles, escaping enemy attacks, positioning), or they can adjust movements (or even "Stop") for a time so I feel comfortable enough to Cast and "Land" the Spell.
Artagel Feb 16, 2023 @ 5:45pm 
Originally posted by Aldain:
That's what I'm saying, seriously that small amount of feedback would fix all of my issues aside from players who literally don't sit still even when you're trying to heal them while nothing is happening.

But that's like asking them to do the same for Ranger, Wizard, Fighter, Rogue, etc, regarding ranged skills, spells, throwing knives, etc.

It shouldn't be added - those kinds of visual queues are "Training wheels" - and this game is NOT supposed to be a tricycle on a kiddie playground. It's supposed to be a "Hardcore" Nascar event and you take the pile-ups, wrecks, and deaths as they come...

...because that's just a part of the game.

If you want "Visual queues" - you should try practicing with some of the FPS training aid programs (look them up, they work). So if you want "Training wheels", you can do so in a practice environment on your own time and venue.

But IMO, the game developers should NOT put training wheels on what is supposed to Hardcore game - there are NO training wheels allowed at Nascar.
TheBigHuey Feb 16, 2023 @ 5:49pm 
Originally posted by Artagel:
Originally posted by Aldain:
That's what I'm saying, seriously that small amount of feedback would fix all of my issues aside from players who literally don't sit still even when you're trying to heal them while nothing is happening.

But that's like asking them to do the same for Ranger, Wizard, Fighter, Rogue, etc, regarding ranged skills, spells, throwing knives, etc.

It shouldn't be added - those kinds of visual queues are "Training wheels" - and this game is NOT supposed to be a tricycle on a kiddie playground. It's supposed to be a "Hardcore" Nascar event and you take the pile-ups, wrecks, and deaths as they come...

...because that's just a part of the game.

If you want "Visual queues" - you should try practicing with some of the FPS training aid programs (look them up, they work). So if you want "Training wheels", you can do so in a practice environment on your own time and venue.

But IMO, the game developers should NOT put training wheels on what is supposed to Hardcore game - there are NO training wheels allowed at Nascar.


I get your point and wouldnt have a problem if they kept the system they got. I just lean towards the old "Dungeons & Dragons" days I guess. I liked the challenge as it was but it would make sense at least the range or whatever was known. I swear I was close many times to others and ended up buffing myself when I shouldnt have... idk
< >
Showing 1-15 of 26 comments
Per page: 1530 50

Date Posted: Feb 15, 2023 @ 10:37pm
Posts: 26