Since a goal of interface design should be to mitigate tedium, and the talent should basically assume that we are willing to do tedious stuff in order to be optimal, why not just have this talent automatically hit the endpoint twice? The target is not buffed much in terms of optimal use and can always be slightly unbuffed through damage or accuracy bonus, but it's much less of a grind now since you don't need to aim one beyond the optimal target in order to better ensure two hits on the creature at the end of the line.
On that note, when summoners target a summon on a mob-occupied tile, perhaps this should resolve into a selection among the adjacent empty tiles that you could place the summon in directly. If no tiles are legal by that route then it randomly places the summon on a closest adjacent tile, fails entirely, or whatever you want for the default case. In loose terms of lore and flavor, the reason why summoners are forced to place summons within line of sight when putting them next to monsters should be obvious. Summoners are Nature's bloody cowards.
Hammer toss targeting, and targeting in general.
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- Halfling
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Re: Hammer toss targeting, and targeting in general.
Also, shift-targeting should work with the numpad, not just the arrow keys.
milo wrote:Odd. My friendly Inner Demon fearscaped me. Guess that's how they say hi.