Target Lock controls

Trying to use manual Target Lock feels very unresponsive at times.

Pressing the Target Lock button should always switch targets if there are multiple enemies on screen. Sometimes I’ll press it with my cursor directly over an enemy I want to switch targets to and the button will do nothing.

If you’re keeping the “hold to unlock” input I’d like if it played a sound when it unlocks because I have no idea how long I have to hold it, and there’s no immediate feedback like your camera no longer tracking an enemy in Dark Souls.

The whole “hold to unlock” idea is completely broken. Not to mention it doesn’t even seem to work correctly.

Besides that, even with manually locked targets - the game will frequently do whatever it wants and swap them as it sees fit.

I need to remake the post but I’d done a report on this before. But to add to this discussion…

Auto-target option from the settings menu doesn’t do what you’d assume based on the description.

Auto-target should only impact your camera automatically picking up on an enemy, as indicated with the white soft lock icon.

When you hard lock you should have all the aim-assist of the other lock… But that’s not what it does.

Instead auto-target does this AND tracks enemies with runes and attacks as you’re using them! With auto-lock turned off your character will track with hard lock but the moment you input an attack or rune ability your characters “aim” is locked it. Leading to missing attacks to the enemies side over and over. Or just entirely.

If you really, really slow down your play it’s usable but the system feels far from intended.

I’m addition the game frequently switches targets without player input. It’s most egregious with enemies that blink but not exclusive to them.

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this is being discussed here every few weeks. i would consolidate threads, but its too many, and i’d likely never get them all.

that being said, target lock on is still broken. if u auto lock, targets just lose lock on or are switched mid combat. when doing it manually u lock on to an enemy, but as they and u move and other enemies come in as well it gets chaotic.

from what i have seen, it seems that manual and auto lock always lock the enemy in direct line of sight. once u change directions or create too much distance lock on is lost.

u can switch targets with moving the right stick to the desired target, but that only works semi-well, as the issues i stated above still exist. all in all i mostly do not lock on at all, and if needed i do so manually and switch manually.

If the let the character always look in the direction of the mouse like PoE2s WASD+mouse it’d do so much for a better manual feel, imo.

That said I don’t think it’ll help controller all that much as getting the angle right on attack inputs would be criminal.

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i think this is exactly the issue here. as target lockon is only applied to the enemy in direct line of sight, or for kb+m users mouse position. once the enemy changes directions, or u turn around real quick to create distance, the lock on is lost or “randomly” switched to the next enemy in sight. while it should actually stay locked on the one u locked on to until they are finished.

countless times i had 3 or more enemies with <20% of their HP, still dying and not finishing them off, because of this.

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That makes so much sense. I use run a lot in combat in short bursts. More a stutter step, just to space attacks or dodge without dodging and I often do it 180 relative to the target. Sometimes 90 degrees but more often than not it’s a little stutter step back.

That would explain so much about why I break lock constantly and feel the need to speak with more obscenities than I already do. The character turns to follow the sprint in the direction I’m telling it to move. ( Breaking line of sight)

Oooof yeah that needs some work.

i mean i am not sure, but that is what i observed. yesterday when i went down into the dark basement of the shallows, i noticed it a lot, since there are so many enemies at once, that i almost predictably lost lock on.

Yeah who knows. One thing is certain it feels clunky and needs a lot of love for a game that promotes itself on action combat.

Honestly I’m of the impression it should take nothing short of an act of God to break lock when you’ve input the controls to do so (we can always turn it off with the same input)… After all the enemies have no problem attacking the player from behind walls, even with the new “edge protection”. If the enemy is within your screen FOV it doesn’t matter if you can’t see them because the camera hasn’t clipped the wall yet.

Hello,
Since The Beach update, I’ve been having a major issue with enemy locking. I play with keyboard and mouse, and I’ve noticed that most of my attacks and runes miss the target on their own, which really hurts my gameplay experience.
I hope you’ll read my message and help me with this enemy lock-on issue.
Thanks in advance, and keep up the great work on No Rest for the Wicked. We believe in you :+1:

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we were just discussing that here :slight_smile: feel free to join the discussion.