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Old Sep 27, 2008, 09:12 PM // 21:12   #21
Desert Nomad
 
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not a really good idea on the shadow step but i can see why that would make sense, shadow stepping is meant to be so that you disappear from this world and appear near the target again, for that split second foes will be confused.
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Old Sep 28, 2008, 02:27 PM // 14:27   #22
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Because when someone disappears and reappears elsewhere, you can't just instantly know were they are.

Yo have to look for them again, and that may take a split second or a while, depending on your visual skills.

Without the target lost, people just have to hit space or skills again to keep their usual mindless button mashing routines.
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Old Sep 30, 2008, 12:28 PM // 12:28   #23
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While losing a target on him shadowstepping might have been a good way to design it from the beginning (only if shadowstep was over quite a large distance), but making such a change at this point would be just stupidly annoying and nothing else.

And as for targetting itself, I bound my [Tab] to Closest Target, [F] to Next Target, [R] to Previous Target for quick easy access back in 2004 and it's working fine for me. A small tip: a quick Next, then Previous Target returns you back to your last target you had selected by Next/Prev changing, so you can quickly go back to doing your stuff after spiking a called [T]arget.

I don't feel a need for an extra targetting window, it could make things much easier,

But what I think really could use improvements is the targetting by clicking on a player.
It's often a big mess in a tight fight making it hard to quickly and precisely select the target you want this way. Changes I'd like to see would be:
*Make it impossible to select a friendly target while holding Ctrl and impossible to select an enemy target while holding Alt. (as an option)
*Give all players a larger clickable selection area, independant of model and size.
*Maybe another key to freeze the onscreen player names for another way of selection.
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