Potentially serious problem involving skill/spell travel range after the latest patch

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sirianstar wrote:
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VideoGeemer wrote:
Thinking more about this.

I really don't know why they couldn't just have the game assume there's always one player near whatever gets killed/broken open, and only count *additional* players if they're nearby (like, within a screen or so of each other).

Wouldn't this pretty much solve all the problems?



i think that this side effect is just a bug, not intended feature.

I think it will be fixed very soon.


Hopefully.

Their intention, I believe, was to make it less advantageous for multiple characters to cause the loot to skyrocket when they weren't close to the one doing the fighting. Making the game recognize ONE character (but not more, unless they are nearby) as being anywhere that something gets hit would still accomplish this.


Edit: There might still be a minor issue if the character close to the damage was not the one who fired the attack, but there maybe no way to make it *perfect* unless the game can tell whose attack did the damage. At least if "close" was 2 screens or so, it should be pretty good overall.

Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Last edited by VideoGeemer#0418 on Mar 22, 2013, 7:04:19 PM
"
VideoGeemer wrote:
"
sirianstar wrote:
"
VideoGeemer wrote:
Thinking more about this.

I really don't know why they couldn't just have the game assume there's always one player near whatever gets killed/broken open, and only count *additional* players if they're nearby (like, within a screen or so of each other).

Wouldn't this pretty much solve all the problems?



i think that this side effect is just a bug, not intended feature.

I think it will be fixed very soon.


Hopefully.

Their intention, I believe, was to make it less advantageous for multiple characters to cause the loot to skyrocket when they weren't close to the one doing the fighting. Making the game recognize ONE character (but not more, unless they are nearby) as being anywhere that something gets hit would still accomplish this.



yes, seems like a simple enough change without room for abuse.
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TheAnuhart wrote:
I guess the plus side of this is; when Temple map Piety does her infamous lightning ball of death one shot from 6 screens away... we don't incur a death penalty.

No? Well..that's a bit unfair.
You made my day.
Please pardon my bad english
Slapped faster projectiles on quality spark, then positioned myself on one side of a very long corridor in sewers map. Suffice to say, sparks went all they way to the other side, approx three screens away, killing a couple of weaker monsters there.

Ofc, in other environments this is highly unlikely to happen, however most spells/skills reach two screens away if linked to support gems like chain, fork and similar.

Just something to think about.

Like this it is also possible to miss out on the EXP gain from monsters dying farther away.
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Kabushiki wrote:
Like this it is also possible to miss out on the EXP gain from monsters dying farther away.


Oy; yeah, this could be an issue too.

Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Today i suddenly felt myself suspecting offscreen fireball kills gaving me no loot, or very very little. The search ended here.

This is a monstrous issue. I lose a LOT of loot from maps as a fireballer, im talking whole packs because my fireball destroys them at range, and they burn to death while i kite others.

It leads me to get much less maps and currency drops when i clear my maps, a very serious issue.

EDIT: It is still active and working this way or am i dreaming things?
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Crackmonster#7709 on Apr 5, 2013, 6:13:40 AM
No changes were done post-patch, so yes it is still an issue, a very serious one. And one of reasons I am taking a short break until the next patch, aside from low-life vision fix.

Any build using skills/spells capable of going beyond thirteen tiles range while linked to support gems prolonging their travel time is potentially loosing quite a sizeable amount of loot post-patch.

I can't speak for others, but from my experience, every cleared map I kill at least half a dozen packs way off-screen, very often resulting in nothing but empty corpses.

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