Combat QoL Update: auto-approach + hold-to-cast

In the latest Warp Hunters build we’ve sanded off two of the roughest edges in moment-to-moment combat: closing the gap to your target and repeatedly casting the same skill.

What’s new

1) Auto-approach when out of range

Missed your Fire Nova by a few steps? No problem. If you attempt to use a skill while you’re out of range, your hunter will now automatically move toward the target and fire the skill the instant you’re in range.
No more stutter-stepping, no more “ability fizzled” messages—just smooth pursuit into a clean cast.

Why it’s good:

  • Fewer wasted clicks and whiffs

  • Smoother controller play

  • Lets you focus on timing and positioning, not pacing out exact meters

2) Hold-to-cast (goodbye button mashing)

For skills that can be used repeatedly, you can now hold down the button to keep casting. The game handles the rhythm—respecting cooldowns, resources, and any animation locks—so you don’t have to spam inputs.

Why it’s good:

  • Less strain on hands and wrists (especially for long sessions)

  • Consistent cast cadence (no accidental input gaps)

  • Frees your brain to watch the battlefield instead of your hotbar

How it behaves (quick notes)

  • Auto-approach: If you start a cast out of range, your hunter pathfinds to the target and releases the ability as soon as it’s valid. If you change targets or issue a move, the approach cancels—your inputs always win.

  • Hold-to-cast: Holding the key/button repeats the skill as long as conditions allow (you’ve got the mana/energy, the cooldown is back, etc.). Release to stop, switch to another ability at any time.

Tip: This pairs especially well with channeled skills and short-cooldown basics—hold to sustain pressure while you steer, dodge, or line up your next big hit.

A small accessibility win

We heard from players who love long sessions but don’t love repetitive strain. These changes reduce click spam and micro-taps without lowering the skill ceiling: you still make the meaningful decisions (targeting, timing, positioning), the game just handles the busywork.

Known edge cases we’re watching

  • Line of sight / tight corners: If the path is blocked, your hunter will keep trying to path intelligently, but won’t cast until the line is clear.

  • Crowd control: Stuns, roots, and knockbacks will pause the loop—once you’re free, holding the button resumes casts normally.

If you spot weird edge cases, please send us a clip—we iterate fast on combat feel.

Patch recap

  • Auto-approach to target when casting out of range

  • Hold-to-cast for repeatable skills (observes cooldowns & resources)

  • General input buffering and movement-cast handoff improvements