basicly, your movement when holding down the button is broken and it have been broken for a loooong time.
When I am holding down the button, I expect my hero to move towards the pointer. This happens in plain areas without any terrain.
However, as soon as terrain enters the fray, the implemented coding of the ‘hold down the button’ rears its ugly face. The thing is, instead of working like the intuitive “move towards the pointer at all times” behaviour one would expect, the behaviour is “interpret every refresh of the screen as if the user clicked on the area the pointer is located at, and calculate a path to that location”. Not only is this behaviour more taxing on systems, but it also causes behaviour where your hero moves in the exact opposite direction of where you want the hero to move if you are fighting near terrain and your pointer is a pixel too close to some terrain at some point.
It is frustrating to see your hero do things you are not ordering the hero to do; Like you are ordering your hero to move in 3 o’clock direction and suddenly he/she starts moving in 9 o’clock direction in the middle of the move without you changing anything at all simply because the screen scrolled and a terrain rolled unto your pointer or an obstacle made by another hero happened to be where your pointer on screen were.
Please code ‘hold down the button’ behaviour proper so the hero actually keeps moving towards where your pointer is regardless of terrain. This also makes it alot easier to use heroes that actually utilize terrain for their movement.