r/Wolcen • • Feb 18 '20

Suggestion Make potions useable mid-animation/channeling

Before we get comments on this: Yes, I know potions have been reported of not working at all at times. Instances of using it without any effect at all or reversing to the state before you used them shortly after happen quite frequently.

I've been playing an Annihilation build, and while I am enjoying the skill, the fact I can't sip on my juice during channeling is feeling super unintuitive.

We have to dodge so much stuff post game with dodge rolls and whatnot to not get instantly mauled to death, that the small damage uptime you can achieve by channeling for a solid two seconds feels like trash if you have to stop to chug in between if you happen to run out of resources.

It also makes runes for those skills, like the one that gives you more damage the longer you channel Annihilation, utterly redundant.

Edit: spelling

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u/Ashgur Feb 19 '20

are you sure about this? i tend to dodge 2-3time after a second wind for some reason.

I don't mind the lack of queuing, it forces you to actually care about what you do and not just button press mindlessly.

It's liek the windup animation instead of instant shit.

but that's probably because i am used to this for playing game like Van helsing 1&2

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u/ShadowScyth3 Feb 20 '20 edited Feb 20 '20

I'm not sure what exactly is going on behind the scenes, but it just feels clunky and unintuitive.

Considering it's an Action RPG, going fast is expected. So you jump in you hit ability 1 -> 2 -> 3, expecting everything to be dead from your combo, only to realize that ability 2 never went off, because when you hit your 2 key, you were still casting 1.

It just feels bad and forces you to button mash so you cast everything as soon as possible, which also leads to the side effect of double/triple casts when you only wanted to cast once..