Spell Pathing - Please fix for future patch

General Discussion
Hopefully a blue can read and consider this for a future patch.

Here are some examples of situations that need to be fixed:
(note: I only use a wizard, if this happens to other classes, feel free to comment)

Example 1:
- You are on a bridge in act 1 where there are no walls, and the bridge is in the shape of an 'L'.
- When you cast, let's say teleport, you cannot cast across the corner of the 'L'.
- When you cast Tornado, it does not appear across the corner of the 'L', it just ends up in front of you.

FIX for example 1:
You should be able to teleport across the 'L' to get to where you want or to escape enemies. It is unacceptable that we have to teleport following the 'walking path'. Obviously, we should be able to target our spells to i.e across the 'L'.

Example 2:
- You are in a room with an open door and you can see the terrain on the other side since you are close to the doorway.
- When you cast teleport, you cannot get out of the room, you end up against the wall.
- You can only teleport out of the room if you are directly in front of the doorway.

FIX for example 2:
You should be able to teleport to the other side of a wall if it is within your reach (30 yards). I do not want to say anything about damage spells beyond walls, as I can see how this could be exploited. This example focuses on teleport.

Opposing arguments to Example 2:

- I have heard "You should not be able to teleport to areas that your CHARACTER might not see". Do we really need such realism? If we can see it on our screen, why not let us teleport there. I can understand that you do not want people to skip entire areas quickly with teleport like D2, but don't we have a cool down/range to prevent that?

Example 3 (the most common complaint from people):
- You are in the 'Cursed Hold' in act 1 where there are jail cells. You are able to see the monsters inside the cells and the doors need to be broken/opened to get in the cells.
- If you try to teleport inside the cell, it does not work.(just ends up in front of the cell wall.)
- If you try and cast i.e Tornado in the cell, it does not work (just ends up in front of the cell wall.)
- Once you open the door of the cell, however, you are able to teleport / cast spells inside. This is so broken.

FIX for example 3:
You should be able to cast spells inside rooms where you are able to see in through windows,holes or, in this case, bars.

I know I am not the only one experiencing this, what I don't understand is that this is not being recognized as a huge problem. I am no game developer, but to me the spell pathing feels like something that is not ideal. I think it is important that they include a correction to this in a future patch.
Here are some examples of what I am talking about.

Try to cast across 'L'

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-10at63136PM.jpg

Try to cast across block of terrain:

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-10at64504PM.jpg

Try to cast on other side of stairs:

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-10at64840PM.jpg

Try to cast on stairs or on top of stairs:

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-10at63458PM.jpg

Update:
My barb friend was able to 'Leap' across the 'L' in the above screenshot so it seems to be wizard related since teleport and offensive spells cannot do this.

EDIT:

Here are more screenshots of the broken spell casting in this game:

Cave of the Betrayer (Act 2)

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-14at120251PM.jpg

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-14at120242PM.jpg

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-14at120229PM.jpg

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-14at120217PM.jpg

Basically to explain the screenshots, I cannot cast energy tornado or teleport across these small holes in the ground. Even though I am clicking a great distance away, the spell ends up appearing directly in front of the hole.

Act 3 (By Ghom):

Being against a pillar trying to cast in center of hallway:

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-14at121557PM.jpg

Try to cast around a corner:

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-14at121636PM.jpg

Through a doorway:

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-14at121728PM.jpg

Cast around pillars at Ghom:

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-14at121901PM.jpg
http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-14at121936PM.jpg

Try and cast to the right around corner at Ghom:

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-14at121958PM.jpg

Try and cast up the stairs to the right, spell stops at stairs corner:

http://i1173.photobucket.com/albums/r592/atslayer/Screenshot2012-07-14at121925PM.jpg

Where are the CMs?!

Can we get a response that they are looking into the broken spell casting? The spell casting as it stands is a handicap to all wizards and likely an issue for all other classes.

Do I have to make a sob story saying I am quitting to get attention to this?
Yes. Hydra works pretty fine. You can cast Hydra in the jail cell outside but not ET.
Casting ET has limitation as you said, L-shape or map with different slope.

Teleport works sometimes but you have to be in right position. In Cursed Hold, you can passing through jail cells with wooden partition by teleport, but not wall with solid rock. You need to cast teleport a bit away from the partition. If you are right next it, you wont be able to teleport in and out.

You can go up and down with teleport like entering into Level 3. You can teleport to the entrance of the level 3 just right above instead of walking into the corner with the long stairs.
Seems to just be some spells in some locations.

The bridge example I have the same issue when trying to cast rain of toads on things, the toads rain down in front of me.

With leap, I've been able to jump all over the place where I have issues with teleport/rain of toads type spells, except a few that dont make sense. Just before the skeleton king for example, after the pillars, half the time leap works there and half the time it doesnt.

Then there's hydra, which you can place down and entire floor of the tower of hatred.

I did have teleport massively work in my favor in the ramparts in act 3. Any time I would get hit I could teleport up or down a platform and the champs would have to run the long way around, allowing me to regen to full hp each time and sink a few orbs into them.
I think they have to fix the ET as if there is something in front, you won't be able to cast ET to the location you want, unlike Hydra.
I still see one of Zombie Bears just stop at top of stair, while others go down.
Sometime you can't throw Bliizard on monsters if there is abyss between you and them.
Why our range attack (arrow/spell) can't go over balcony? Especially Fireball, I mean, WD throw fireball in air, not directly at monsters. And yet monsters with mortar can go over wall, balcony, and space (abyss).
Barb used to be able to jump over space/obstacle but no more.
Its almost as if certain spells are configured with the same map limitations as each characters walk path i.e you can't walk through the wall or across the 'L'. It is just strange to me that of all things people complain about (i.e how many gems should stack in a single slot) that this is not one of them....This is a fundamental game flaw and it has yet to be acknowledged.
Yes. Hydra works pretty fine. You can cast Hydra in the jail cell outside but not ET.
Casting ET has limitation as you said, L-shape or map with different slope.

Teleport works sometimes but you have to be in right position. In Cursed Hold, you can passing through jail cells with wooden partition by teleport, but not wall with solid rock. You need to cast teleport a bit away from the partition. If you are right next it, you wont be able to teleport in and out.

You can go up and down with teleport like entering into Level 3. You can teleport to the entrance of the level 3 just right above instead of walking into the corner with the long stairs.


Oh yeah that's right, hydra can be cast into the jail cells...strange. At least it all gives me hope that it shouldn't be too difficult to change on their end.
ya it sucks when your barb friend hops over somewhere and then when you teleport you hit a brick wall instead
I still see one of Zombie Bears just stop at top of stair, while others go down.
Sometime you can't throw Bliizard on monsters if there is abyss between you and them.
Why our range attack (arrow/spell) can't go over balcony? Especially Fireball, I mean, WD throw fireball in air, not directly at monsters. And yet monsters with mortar can go over wall, balcony, and space (abyss).
Barb used to be able to jump over space/obstacle but no more.


I know, super lame that we cannot make use of the 3D environment and yet 'The game' is able to exploit this.
Seems to just be some spells in some locations.

The bridge example I have the same issue when trying to cast rain of toads on things, the toads rain down in front of me.

With leap, I've been able to jump all over the place where I have issues with teleport/rain of toads type spells, except a few that dont make sense. Just before the skeleton king for example, after the pillars, half the time leap works there and half the time it doesnt.

Then there's hydra, which you can place down and entire floor of the tower of hatred.

I did have teleport massively work in my favor in the ramparts in act 3. Any time I would get hit I could teleport up or down a platform and the champs would have to run the long way around, allowing me to regen to full hp each time and sink a few orbs into them.


Interesting, perhaps the issue is not so black and white. Maybe the maps have been set to limit certain spells i.e dungeons have different thresholds over the open terrain. Maybe caves are considered "dungeons" since I have heard complaints about caves as well (casting over those holes). But that still would not explain the casting over terrain screenshot.....I will leave this one up to the developers to fix....so broken
07/10/2012 10:57 PMPosted by Yutty
ya it sucks when your barb friend hops over somewhere and then when you teleport you hit a brick wall instead


I had the same reaction when my friend did the leap over one of the areas in the screenshots ('L' bridge).

I can see how balance issues can make it into a game since we have no idea how classes will balance before launch, but this is so messed up. How does something like this make it into a release? It is so obvious that the programming is wrong, are we to accept that this is OK and to just compromise our play style?
07/10/2012 07:42 PMPosted by smartcartman
I think they have to fix the ET as if there is something in front, you won't be able to cast ET to the location you want, unlike Hydra.


I still see one of Zombie Bears just stop at top of stair, while others go down.
Sometime you can't throw Bliizard on monsters if there is abyss between you and them.
Why our range attack (arrow/spell) can't go over balcony? Especially Fireball, I mean, WD throw fireball in air, not directly at monsters. And yet monsters with mortar can go over wall, balcony, and space (abyss).
Barb used to be able to jump over space/obstacle but no more.


Support the post to get popularity, it is not mentioned nearly enough on the forums and it isn't even recognized as a bug! We need CM's to respond to these posts as there is no grey area here, it is just plain broken.
I completely understand this frustration. It's obvious at even the most basic level...dropping your banner. Just try and drop your banner around the corner or beyond a doodad. It drops the banner right at your feet.

Yet another example of bad pathing that's inherit in this game.


I hear you there, I have made a formal request to have this included as a bug, but 0 response yet...

I hope they value fixing programming errors like this over how many gems you can stack in a single slot...
You should also make a thread on the bug forums.
07/11/2012 09:46 AMPosted by Dantallion
You should also make a thread on the bug forums.


The official bug post links to this post:

http://us.battle.net/d3/en/forum/topic/6079748628

This needs to be more popular, we are not asking for balance changes or nerf / buff, this is a no brainer 'fix this' situation.
Trying to teleport or leap across terrain does suck mainly because of the long cooldown timers. Whiffing your mobility skill feels bad every time it happens as you do the walk of shame long path instead.

It doesn't feel consistent either. Sometimes you make it sometimes you don't. Examples are teleporting in and out of a1 jail cells in warden's lair and jumping out of the lower rooms in halls of agony.

Specifically though for the jail cells I think it depends on if the cell is a closed room or not. If there is a closed door encloses the room then you can't teleport in. If it's an open room (broken door or open doorway) then you usually can teleport in.

This wasn't as big of a problem in D2 because there were no cooldowns for mobility skills. Barb leaping across a4 river to chaos sanct was fun.

Not really sure how they can fix it though. Mobility spells often have secondary rune effects like creating mirror images with teleport and barb leap stuns/increase armor etc. Sometimes you DO want to spam that skill in place for those effects. How would the game handle the situations where you try to access terrain but reject you without putting the skill on cool down?
Trying to teleport or leap across terrain does suck mainly because of the long cooldown timers. Whiffing your mobility skill feels bad every time it happens as you do the walk of shame long path instead.

It doesn't feel consistent either. Sometimes you make it sometimes you don't. Examples are teleporting in and out of a1 jail cells in warden's lair and jumping out of the lower rooms in halls of agony.

Specifically though for the jail cells I think it depends on if the cell is a closed room or not. If there is a closed door encloses the room then you can't teleport in. If it's an open room (broken door or open doorway) then you usually can teleport in.

This wasn't as big of a problem in D2 because there were no cooldowns for mobility skills. Barb leaping across a4 river to chaos sanct was fun.


I did like the lack of teleport cool down in D2, just like you, but I also see the necessity of having a cool down to prevent the exploit of skipping entire maps...

D2's teleport did not have the mobility issues mentioned in this thread. Cool down or not, in D2 you could safely depend on teleport to get you out of harmful situations. In D2, you could point to a location and teleport there, whereas in D3 it is not that consistent.
^Bump

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