Frost Wall Pierce Nerf - Devs please explain!
" KB is intentionally designed to explode when piercing monsters. Fireball is not. The frost wall issue is a matter of consistency with this fact, not balancing between two different skills. |
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"There's a significant difference between a projectile creating explosions nearby when hitting a thing, and the projectile itself actually exploding. These are not directly comparable. | |
" *BUMP* Can anyone clarify? |
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" I'm still confused. Don't both KB and Fireball explode when they hit something? KB may be multiple, nearby explosions at the point of impact and Fireball may be one explosion at the point of impact, but they both explode when they hit do they not? So why then when KB pierces at the initial point of impact does it get to have multiple, nearby explosions at the point of impact and then continue on and have more multiple, nearby explosions when hitting a subsequent object/enemy? And why then when Fireball pierces at the initial point of impact does it not to explode at the point of impact and then continue on and explode at the second point of impact? |
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" No, not at all. KB is a standard wand projectile, and whenever it hits something a bunch of explosions are generated. The projectile itself does not explode. |
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mark, can you give a update on this here pls, i want to play my KB again.
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It looks like this change also affects lightning arrow. Projectile effect triggers if you have no pierce, but if you pierce the wall you get nothing. Kills a pretty fun build I was hoping to play again.
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" It still works with lightning arrow. I made a character and it 3-4 shot most bosses. Maybe you tried it without high pierce, because i found it very effective. |
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At some point, a couple weeks ago I think, this change was quietly removed and kinetic blast will currently create its explosions when piercing a frost wall. However, the build is extremely nerfed compared to how it used to be, due to the effects of the shotgunning change- each frost wall can only create explosions from a single kinetic blast projectile, and thats the real nerf.
Honestly, I think its worth bringing up the larger question of whether frost wall should be subject to the shotgun nerf at all. I don't think thats simply a question of whether the wallblasters should be unnerfed, I think maybe its okay if that particular build stays gimped, but frost wall in general is a really finnicky and clumsy skill right now that doesn't work as expected. Because shotgun projectiles will ignore a frost wall, frost walls won't reliably block enemy projectiles who have multiple projectiles. Whether its rare mobs with the splitting affix, or mobs who have it implicitly, or things like porcupine goliaths or spark casters, frost wall is very unreliable now at blocking enemy projectiles to keep you safe. I think one solution might be to keep the shotgun nerf in place for frostwall on player projectiles, but make it block enemy projectiles as if the nerf never happened |
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" If it is working, the behavior is inconsistent. I have 100% pierce chance. I tried it with single projectile, LMP, and GMP, and at best, I sometimes can see a the secondary effect trigger. It requires an enemy to be near the wall, and even then, when an enemy is clear in range of at least one projectile, many times it fails to proc. WIth 0% pierce, I can see one secondary projectile hit 1 enemy consistently, though depending on which direction the wall is oriented, projectiles pass through it quite frequently. My best guess is that it may be counting whichever projectile hits the wall first, and will create the secondary from that exact spot and from no other projectile. I hadn't played for a few leagues before this one, but I can tell you that the interaction with LA + frost wall is wildly different than it was before. This would make sense if it is a result of the shotgunning nerf, but not all skills behave this way. For example, ice shot: LMP, GMP (doesn't matter) every projectile that passes through the wall triggers the ice explosion and the ground ice. The shotgun nerf was applied to normalize the behavior of spells to attacks. Look no further than tornado shot's continued ability to shotgun with secondary projectiles. Which is the bug, which is intentional? Do you see a reason why lightning arrow and ice shot would behave so differently? I'm just swapping the ice shot and lightning arrow gems in the same link, so there is no other variable in play. *edit: typos Last edited by xakary#1886 on Aug 16, 2015, 5:05:30 AM
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