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I've been using the illumination circuit with the beta upgrade for a bit now, and the light following my facing direction is really annoying I've come to find.
It's come down to 2 specific common scenarios that keep happening to me.
1- When I'm fighting something and I kite away, I can't press F to return to fighting the creature, I have to look at it first then begin my swing.
2- When I'm trying to light up stuff for my friends (because they're too lazy to go down to the caves and refuel their lanterns) It is very difficult to get an accurate angle on something.

So, I suggest having the light tied to the mouse like Willow's lunar flames. 

  • Like 9

This was also suggested in the beta forums.

My question was and continues to be what happens in the common case where you’re using your mouse to manage inventory or switch items? If the light is tied strictly to mouse movement, it would often end up pointing straight down or away from your actual target. In that situation you’re essentially back to the same problem—having to reorient the light toward the enemy before you can reliably hit F again. In some cases it could even slow things down further, since you’d need to correct both camera and cursor position before re-engaging.

It makes sense for Willow because you’re directly controlling an offensive ability. WX’s illumination, on the other hand, feels more like a positional utility. In that context, facing direction is the most consistent and readable solution—both mechanically and thematically. It’s closer to a flashlight mounted on the character than a free-aim light source like a spell effect.

  • Like 1
2 hours ago, UncleMikeE said:

This was also suggested in the beta forums.

My question was and continues to be what happens in the common case where you’re using your mouse to manage inventory or switch items? If the light is tied strictly to mouse movement, it would often end up pointing straight down or away from your actual target. In that situation you’re essentially back to the same problem—having to reorient the light toward the enemy before you can reliably hit F again. In some cases it could even slow things down further, since you’d need to correct both camera and cursor position before re-engaging.

It makes sense for Willow because you’re directly controlling an offensive ability. WX’s illumination, on the other hand, feels more like a positional utility. In that context, facing direction is the most consistent and readable solution—both mechanically and thematically. It’s closer to a flashlight mounted on the character than a free-aim light source like a spell effect.

The inventory concern is real but I'd argue it's the exception rather than the rule. The inventory issue is a genuine tradeoff, no denying that. If your cursor is hovering over an item you need to grab, a movement item, a healing item, the light swings away from the enemy at exactly the wrong moment. But consider the alternative: with movement-direction, the light swings away from the enemy every single time you retreat, guaranteed, with no exceptions. The inventory scenario is situational and depends on your playstyle and how you manage your hotbar. The kiting problem is structural and happens to every player in every fight, every kite cycle. One is a tradeoff you can play around, the other is a fundamental conflict with the game's core combat pattern.

2 hours ago, UncleMikeE said:

My question was and continues to be what happens in the common case where you’re using your mouse to manage inventory or switch items?

I suppose I never thought of that, though I use the numbers to swap items around so it wouldn't particularly affect me. Though perhaps the light could reset to direction facing mode when the mouse is not on interactable ground?

I'm pretty sure this is supposed to be the downside of using a single circuit slot for light only.  It gives you some light to see by and explore and travel etc and to do some minor combat with some difficulty if forced.

If you are looking to actually use the light for night combat you are probably looking for what you get with either the four slot night vision circuit or using 3 slots for light circuits, which would be the solutions to your problem.

Just one slot to kite and fight easily at night would be a bit silly.

  • Like 1
8 hours ago, The_UrbanGoose8 said:

The inventory concern is real but I'd argue it's the exception rather than the rule. The inventory issue is a genuine tradeoff, no denying that. If your cursor is hovering over an item you need to grab, a movement item, a healing item, the light swings away from the enemy at exactly the wrong moment. But consider the alternative: with movement-direction, the light swings away from the enemy every single time you retreat, guaranteed, with no exceptions. The inventory scenario is situational and depends on your playstyle and how you manage your hotbar. The kiting problem is structural and happens to every player in every fight, every kite cycle. One is a tradeoff you can play around, the other is a fundamental conflict with the game's core combat pattern.

It moves away from the enemy every time you walk away and it moves towards the enemy every time you walk towards them. You're walking away so you clearly know what they're doing, and if you don't know what they're doing and want to know invest more into illumination. It being a cone is an intentional downside. 

  • Like 1

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