....though I'm still baffled on exactly what was wrong with the previous control scheme anyway.
Actually, I think the truth of this is absolutely nothing at all -- on a joypad. Unfortunately, this was not the case for the keyboard controls. If this were a console game then the most recent change to 4 way aim would pretty much make no sense at all; however, the change is at least understandable as a way to accommodate non-joypad users, after all they are going to make up the majority of the player base. I'm just not convinced all the options were exhausted before this rather drastic change was made.
Regarding the talk about Gunstar Heroes and its firing modes. Well, before the change to 4 way aim was introduced I always championed the adoption of a single button to switch firing mode on the fly from fixed shot to free shot. It would have simplified the keyboard controls slightly, although probably not quite enough to fully silence the complaints and the calls for the reintroduction of mouse controls. And really, let's be honest about it, silencing those calls once and for all was the main factor in the decision to change to 4 way aiming.
But let's face facts, this game has 4 way control now and the developer is probably not going to reverse that decision. Notice, I said 4-way control rather than 4-way aim? This is what I find so interesting about the OP's suggestion, he has offered a possible way to have 4 way control and yet still have some element of 8 way aim. If you were to give an ability the property of a fixed 8 way turret-like control -- note, this is not the same as a Gunstar Heroes style fixed control as that would still be using diagonal keys -- then you might just be able to get the best of both worlds. Maybe it's a long-shot, but I'd rather take a risk on this now and see if it works rather than the developers go through the arduous task of rebalancing the game completely.
I just wish I could think of a suitable game that uses the turret-like approach as an example. Maybe I'll do a little research on it some time.
Limited Context-Based Auto-Angled Shots
- Limited context-based angled shots have been added back into the game.
- If you stand on a slope facing into the slope, and fire your spell straight forward, it will angle up instead (firing directly forward would accomplish nothing, after all).
- If you stand on that same slope facing away from the slope, any shots you fire go forward like normal. However, if you duck, then your shots will go down the slope at an angle instead of doing your normal low-shot.
Wrote my post before this announcement. Wow, this may change things up a little. Might as well post what I was writing, though, I guess.