Behavior of multi projectiles.

The obvious problem with shotgunning is that tougher enemies are generally larger and therefore easier to shotgun. Multiple hits with things like Ice Spear and Freezing Pulse are pretty cheap in my opinion. It just seems wrong that area attacks can be better against single targets that single-target attacks. I don't think this could be properly balanced while still retaining the original, intended usefulness of both area projectiles and single-target attacks.

The only thing I think really should be able to hit with more than one projectile is Spark, and that's only because of its ability to miss a target but still come back and hit it later. Face-shooting enemies with Spark isn't really all that fun. It would be cool if it had a chance to hit with more than one projectile only after a certain distance traveled. Of course, I'm biased in favor of Spark retaining full awesomeness because it's my favorite skill.
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WhiteBoy88 wrote:
It just seems wrong that area attacks can be better against single targets that single-target attacks. I don't think this could be properly balanced while still retaining the original, intended usefulness of both area projectiles and single-target attacks.


Well to be fair the Lesser Multiple Projectiles and Greater Multiple Projectiles support gems do have the 150%/200% increased mana costs, plus they start with 30%/50% decreased damage. They aren't free.

Whether those values would need to be adjusted to balance the shotgun effect is the question.
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Mark_GGG wrote:
Ranged weapon projectiles (arrows and wand projectiles) can't do this. Spell projectiles (and weird things like lightning strike) can.
This will likely change in future.


Hello Point Blank Split Arrow Ranger! Finally, a viable Point Blank build??

Petrov.
When you talk about it being changed: will spells not be able to hit more than once or will arrows BE allowed to?
hmm
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WhiteBoy88 wrote:
The obvious problem with shotgunning is that tougher enemies are generally larger and therefore easier to shotgun. Multiple hits with things like Ice Spear and Freezing Pulse are pretty cheap in my opinion. It just seems wrong that area attacks can be better against single targets that single-target attacks. I don't think this could be properly balanced while still retaining the original, intended usefulness of both area projectiles and single-target attacks.

The only thing I think really should be able to hit with more than one projectile is Spark, and that's only because of its ability to miss a target but still come back and hit it later. Face-shooting enemies with Spark isn't really all that fun. It would be cool if it had a chance to hit with more than one projectile only after a certain distance traveled. Of course, I'm biased in favor of Spark retaining full awesomeness because it's my favorite skill.


If the damage per projectile is attenuated appropriately, shotgunning should only give you a moderate increase in total damage output.

Getting 5 projectiles instead of 2 should not 2.5x your damage...

I see no problem in converting your 2 projectile damage into a better area effect that deals 2*1.x/5 damage per projectile.

I feel this is the only way to remain logically consistent... having a projectile go through a target and not deal damage is just wrong.
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I believe there are plans to also put limits on minimum and maximum spread of multiple projectiles, so shotgunning one thing with 9 projectiles is harder.

Ethereal Knives avoids shotgunning for balance, and this introduces a damage timing bug that we'd rather not have, and certainly don't want in anything else - ethereal knives gets away with them because it's projectiles last very little time, which makes the bug much less obvious on that skill.
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Mark_GGG wrote:
I believe there are plans to also put limits on minimum and maximum spread of multiple projectiles, so shotgunning one thing with 9 projectiles is harder.


I use multiple wand shots and rarely fire at more than a ~30 degree spread because it's enough to cover mob packs while firing from long range, and any wider spread would just uselessly hit walls in the myriad of narrow corridor/cavern environments.

The same 30 degree spread would probably be narrow enough to shotgun bosses at close range, so there isn't really a good value to set a minimum spread at.

As for maximum spread... there's still the problem that causes shots to go sideways/backwards when targeting something at melee range.
I would think about nerfing shotgunning. For example, that's the only reason many people use greater multiple projectiles. You might have to buff some other numbers if you're going to nerf shotgunning.

I personally think shotgunning is a cool thing to build around, but I'm cool with whatever. I just want to make sure that nothing gets overnerfed.

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