Carbot about Diablo:

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This is an excellent video and everybody should watch this especially if youā€™ve struggled hitting Eā€™s like me. I donā€™t play diablo in real games because I know my Eā€™s never got off so I just thought MAN I SUCK AT THIS, if I play against people Iā€™m hurting my team because I canā€™t get this talent off, and its an important part of his kit.

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I usually only use E after a Q ><

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yea, thereā€™s a couple other abilities that are not only like that, but others where the shown display for an ability range or expected hit area arenā€™t quite accurate either.

That can be esp problematic for trying to combo some abilities together on heroes where you expect one ability to happen from a specific spot, or for one ability to happen first, and then the next to follow, but then the game doesnā€™t get one, and goes onto the second and messes up your positioning/combo and so on.

To some degree, those are quirks player kinda just have to cope with and leads to the difference between players that ā€˜knowā€™ the hero, and those that just think they do, but any sort of visual gap in expectation vs ā€˜realityā€™ does get to be frustrating.

ā€œThis game isnā€™t ā€˜realisticā€™ā€

edit: imb4 QoL talent suggestions to help with those sort of quirks. (eg make a talent that grants diablo a little bit extra movespeed on queuing a grab ā€˜in rangeā€™ that isnā€™t quite ā€˜in rangeā€™)

a talent to make Q knock back multiple targets would be cool

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I too have notice Overpower not grabbing the target at times even when Itā€™s grey.

I think the circle might not represent the range of the ability, but rather the displacement after ā€œthrowingā€ the hero.

Overpower just needs a line in its tooltip saying that it ā€œgrabs the mid-point of the targetā€. This mechanic is needed to be fair as otherwise big heroes would be at a huge disadvantage against Diablo as he would have so much more range to grab them. To such an extent that they would nerf his grabbing range a lot to the point that small heroes like Tracer become hard to grab as they must be literally bumping into him to be grabbed.

The charge looking like it affects multiple enemies appears to be an actor error, likely left over from a previous design of Diabloā€™s charge ability. Possibly this version did hit multiple enemies and hence the arrows were accurate. Likely overlooked since everyone playing seriously uses quick cast for that ability so does not see the targeting.

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After testing this out, I highly suspect Overpowerā€™s range indicator is, in fact, bugged.

I checked in Try Mode, and most PnC abilities require the edge of the range circle to be within about 0.5 range of the near side of the center of the target.

Diabloā€™s Overpower actually requires the same thing, except on the far side of the center of the target.

So basically while every other PnC ability I tested gets 0.5 extra range beyond the circle displayed, Overpower has a 0.5 range penalty. You have to overshoot on Diablo to hit the ability, while everything else gets to slightly undershoot.

Time for a bug report.

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It really is, itā€™s quite accurate in range itself which was always been as 1 range, however the radial range of the indicator isnā€™t in fact accurate which can be seen as a problem.

You see, both the splash indicator and the range of the ability are both handled separately where range is basically range and the splash indicator is just a scale of a texture, itā€™s currently as set in the DiabloData.xml file:

<CActorSplat id="DiabloOverpowerRangeSplat" parent="StormRangeSplat">
    <Scale value="3.2" />
</CActorSplat>

note: diabloā€™s basic attack range (1.25) was modified for this representation to have the same exact range of his overpower before being casted to get close to its target

Which in game it should be like this with no modification:

Now with a value of say 6.4 which is twice the previous scale:

But like it was said, this does 0 changes on the ACTUAL range which is 1, itā€™s only an indicator.

Now for something slightly similar where Iā€™ve set it to 2.75 where it only considers the target is in range when its central location is in fact inside:

From what Iā€™m getting from all of these tests isā€¦ itā€™s pretty much a design choice? For example Iā€™ve did this same test against multiple heroes and other try mode entities and it considers differently in which location it grabs them which means hitbox size plays a role in this, though how indication was created itā€™s probably was designed as the target suppose to be more fully inside than just simply slightly touching the range indicator, itā€™s even safer to assume that PnC procs instantly the moment the enemy is in fact colliding with the range of 1 and not when its FULLY colliding inside the range.

So how can this be looked at? Iā€™m not really sure, this is heavily debatable design choice, itā€™s definitely not a bug though, and its just a simple value change to change the indicator itself.

just few notes for anyone reading this:

  1. this was possible through modding try mode, which is in fact offline.
  2. because it uses SC engine its no different when it comes to how it handles these modifications
  3. im not a blizzard employee, go away
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