Fix. Hero. Pathing

This is the worst part of the game by far, and something that has existed since the very beginning.

Fix.
Hero.
Pathing.
Please.

If I’m running from someone and there’s a part of the environment nearby and I click around it, my hero shouldn’t be walking the long way around, yet this is what happens nearly 80% of the time and I end up dying purely because pathing is stupid (putting it very kindly, here). This is made even worse when there’s a tassadar wall. I cannot tell you how many times it will come up and then my character will just humping the wall instead of walking around it like I command it to.

Please. Once again, this has been an issue with your game since the start. It needs to be fixed.

22 Likes

Pathing has been broken since beta, its seriously bad I’m sure it contributes to a lot of the AI stutering and causes at least 3 deaths per game.

The other next to bad pathing is when your hero is walking away, gets an auto attack and turns 180 degrees to give an AA back…

Yeah, I hate when my hero double backs in the direction it just came from. I’ll be getting chased and I’ll be moving around terrain and then my hero will turn around and walk right into the enemy team. It’s so annoying.

I just mentally remove one death from my gameplay, when I’m assessing my performance, whenever that happens. It’s probably the single most annoying thing in the game.

“Like no moron, not TOWARD them, AWAY FROM THEM, as originally instructed”.

1 Like

It’s almost like Tassadar’s wall is designed to make people have to… physically move around it gasp.

Pathing outside of Force Wall and other hero generated terrain could be better.

But Force Wall is fine. After you’ve played against it you should understand that you need to micro more to avoid Force Wall messing up your pathing.

That’s… Fine. imo. Maybe lots of people disagree. But being able to control your fine movement when the battlefield condition changes is important.

You’re not going to complain that pathing will send you through a Flamestrike if it is indeed the shortest route. Or it won’t send you around a Malfurion Root. But Force wall, there pathing is to blame, totally.

1 Like

I wouldn’t even mind for an option to turn off pathing (or at least to make it minimal, so to speak).
That would allow me like things to hug a wall while playing, say, Li-Ming and escape instead of her running around.

This literally is a L2P issue. Never should you be auto pathing. Really you shouldn’t be clicking more than a few steps away from your hero 99.99% of the time.

4 Likes

WHY ?, if anything sounds (and IS) super tard to “spam click” your hero every second or so, heck, I’ve seen ppl do rapid spam-clicks for movement like… it’s super tard lol

And yes, pathing IS an issue in the game, well not really on the long run, but if the target is CLOSE to your hero the game shouldn’t “assume” you click with 100% accuracy (unless a skillshot) tbh

2 Likes

you can hold down your “smart” button (right-click by default). you don’t have to spam click

i mean, unless you’re stutter-stepping, but that’s a different topic

It’s almost like my point isn’t that Tassadar’s wall is stupid, but my character should be walking around the wall instead of just ramming into it over and over when there are obvious paths nearby.

And for those saying “just spam click”, I do. Probably about 85% of my input during a match is from movement coz I spam click. That’s not going to fix the issue, especially when teammates are replaced with AI if they leave which obviously also suffer from pathing issues. “Spam clicking” isn’t going to solve the issue with the game.

This called body block or terrain block by skill, this is feature of is game, moving around and stop click click same thing

it’s almost like you should be able to walk your hero around Tassadar’s wall.
Did you want the game to automatically get you out of bodyblocks also?

Baseline map terrain and buildings and pathing issues-- 100% legit concerns.

2 Likes

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ANOTHER problem about pathing is that the doodads don’t take the whole terrain often, meaning seemingly you can walk near the wall but there’s a “vase” on the bottom preventing you step on it… I mean how tard can THAT be also ?

If you look at the minimap sure, you could see the “extra curved” edge of the wall or corner BUT at the main screen doesn’t look/seem like an obstacle

Not sure how “worth fixing” that is but would like to see map’s edges (especially the ones with short doodads) be “ironed out” and look INTUITIVELY like obstacles/unpathable-terrain too

I feel like this is a nerf Tassadar’s wall thread in disguise. In which case, wow Dr Logan will be happy that someone thinks his hero is so OP that it needs to be nerfed. :stuck_out_tongue:

But seriously tho, buff Tassadar with a rework pls.

As for the pathing thing, I have to agree with Werbs, you can avoid this by microing your hero around whatever is causing the pathing issue. If you make really general clicks you open yourself up to pathing issues, and also make your movement more predictable so that enemies can more easily land skillshots on you. It would improve you gameplay if you got used to issuing movement commands more frequently to manage your characters movement more fluidly.

It gives you more control of your hero to click close to your hero. It allows you to stutter step more effectively. It keeps you more focused in the game.

That is not how stutter step is done lol, IF ANYTHING pathing (AS IS) screws it up badly when near a wall

Actually it is.

The habit of clicking near you repeatedly makes it so that when you AA a target you instinctively move your hero right after the attack.

Not really, the thing you need to “direct” is direction of movement (not the actual destination) during stutter step, it’s quite important that you A-click the right target while doing so, and usually stutter-step is something done mostly by ranged heroes, meaning they need to do that swipe-on-swipe-off mechanic fast (and accurate on the one, i.e. target-hit end) while doing so

That is mainly the reason why MOBAs are played with a relatively high mouse-sensitivity so you can make those “rapid” mouse-pointer moves

It’s not like FPS where your sensitivity is usually super-low in order to maximize precision, MOBAs are more of a “burst decision” and frankly them having same pathing for a MOBA game that an RTS had is just another example of “playing with fire”

If you don’t stutter step melee as well, there is no point in discussing stutter stepping with you.

Jumping to conclusions at the speed of light aren’t we lol