Projectile Targeting / Collision Behaviour
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I’ve observed an interaction with the Lightning Rod skill where projectile targeting behaves inconsistently when aimed near low obstacles.
If the target point is in front of a low wall or obstacle, the projectile appears to collide immediately and the skill effectively casts at the player’s position instead of the intended target. It seems that the game treats low-height obstacles as full collision blockers for projectile targeting, even though visually these obstacles don’t fully obstruct a clear shot. This results in the projectile’s target point being shortened or invalidated without clear feedback to the player, making aiming feel unintuitive and inconsistent for a skill that fundamentally relies on accurate placement of projectiles. Suggested improvements: 1) Differentiate collision logic for low obstacles vs high/full blockers for projectile targeting. 2) Add visual feedback when a targeted point is blocked by collision geometry (e.g., indicator or warning). 3) Consider allowing projectiles for skills like Lightning Rod to arc or ignore very low obstacles where appropriate. This would improve predictability and clarity for players relying on precise placement of projectile-based abilities. Last bumped on Jan 20, 2026, 11:35:12 AM
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I’ve noticed similar specifically in the blacksmith room in the temple. The molten metal tub (or whatever it is) in the middle isn’t a wall or anything that should obstruct vision but if I’m even remotely near the edge of it my comet casts onto me instead of where I was targeting which is a large waste of time and mana, yet the enemy attack can hit me 🥴
Last edited by emmagaie#3254 on Jan 20, 2026, 11:35:44 AM
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