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sivagorn wrote:
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Mark_GGG wrote:
I don't see anything here that definitively appears to be a bug.
Fireball's projectile explodes only in the case where it can't continue onewards - this is not new. Fireballs that hit a target and split, pierce, fork, chain or return do not explode. That was the case before 3.21 and is still the case. Fireball's explosion is the projectile itself exploding, it can't do that and also continue on.
In the video with the boss, the returning projectiles are travelling through the boss, which would indicate they're piercing it, which is why they don't explode there. IF there is no pierce on the projectiles then something else is happening, but the non-pierce case seems to be working correctly for me in-game.
The Kinetic Blast projectile itself never explodes, but it creates explosions randomly around it each time it impacts something/stops moving, regardless of whether it continues on with one of the afformentioned behaviours.
Returning projectiles have never technically collided with the player, but previously the distance they returned was limited to the maximum projectile range, so if they reached that range, then returned to the same place there were fired from, they'd run out of range and stop there (forking, chaining, and moving while the projectiles are in flight could all mess with this so it wouldn't always be on the player). This was never specifically intended, it just happened as a consequence of how returning was originally implemented when it could only happen from a target. This was changed in 3.21 so projectiles which return can tavel a distance equal to the maximum projectile range plus the distance from where there start returning to the location the returning is aimed at (usually the caster's location). This is intentional.
The Kinetic Blast projectile creates explosions not like 3.20 because 3.20 is explosions around my character(all explosions will around my character like in video) but 3.21 it's not working correctly so we think it's a bug because some explosions is far from character.(patch note did not have kinetic blast change so we think it's a bug) please check my friend video (you will see all explosions only stay near character)
this first video show 3.20 KB explosions (all explosions will stay tight around character)
https://www.youtube.com/watch?v=sO1Xb90_e2g&ab_channel=M4DC4T
this second video show 3.21 KB explosions not a same as 3.20 because explosions is very far from character.
https://www.youtube.com/watch?v=pjhgZ62Nju4&ab_channel=TheSivagorn
you said that in patch notes and or in FAQ that Kinetic Blast is not change but it's not the same as 3.20 and our build is broken.
"Kinetic Blast does not itself explode, it causes explosions around when it impacts something, this is still the case." <<< but it's not the same as 3.20
*Bug is Kinetic Blast is NOT functioning the way it should, and it is significantly altered as a result.(like my second video)
this build in 3.20 can kill uber searing very fast(need high price craft and items), but in 3.21 damage is lost around 70%+ and can't kill any uber even in 10s. it's a very huge nerf? me and my friends created this build for fight uber boss but now it's already broken and he spend a lots of currency to build, this is fair for players? this is not a little nerf,because damage is very weak on single target even i changed all skills tree to damage. i feels it's not fair and i dont understand why need to huge nerf on this.
sorry for my english and thank you for answered Mark.
im still not clear why kb explosions is not like 3.20 because i read about patch note and faq it said kb not changed. did am i missing something?
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Posted bysivagorn#4053on Apr 20, 2023, 12:27:15 PM
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You may not recall, but back in the day people used to use Ice Wall (or walls in general) to Explode KB shots and effectively shotgun bosses or rare monsters. This mechanic was removed from the game as it was extraordinarily overpowered.
The interaction shown in your first video was like having that previous mechanic re-introduced, but 10x more impactful due to the interaction with Snipers Mark. You may not have been here back when KB was originally nerfed, but it's most certainly not surprising that they fixed this since it's not supposed to do that.
This may not be in the patch notes, but it's a good fix nonetheless.
Last edited by iolanthe#4702 on Apr 20, 2023, 6:52:14 PM
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Posted byiolanthe#4702on Apr 20, 2023, 6:52:02 PM
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Mark_GGG wrote:
I don't see anything here that definitively appears to be a bug.
Fireball's projectile explodes only in the case where it can't continue onewards - this is not new. Fireballs that hit a target and split, pierce, fork, chain or return do not explode. That was the case before 3.21 and is still the case. Fireball's explosion is the projectile itself exploding, it can't do that and also continue on.
In the video with the boss, the returning projectiles are travelling through the boss, which would indicate they're piercing it, which is why they don't explode there. IF there is no pierce on the projectiles then something else is happening, but the non-pierce case seems to be working correctly for me in-game.
The Kinetic Blast projectile itself never explodes, but it creates explosions randomly around it each time it impacts something/stops moving, regardless of whether it continues on with one of the afformentioned behaviours.
Returning projectiles have never technically collided with the player, but previously the distance they returned was limited to the maximum projectile range, so if they reached that range, then returned to the same place there were fired from, they'd run out of range and stop there (forking, chaining, and moving while the projectiles are in flight could all mess with this so it wouldn't always be on the player). This was never specifically intended, it just happened as a consequence of how returning was originally implemented when it could only happen from a target. This was changed in 3.21 so projectiles which return can tavel a distance equal to the maximum projectile range plus the distance from where there start returning to the location the returning is aimed at (usually the caster's location). This is intentional.
So why is there such a difference in what Nimis does vs what Vengeant Cascade does currently with Kinetic Blast?
You have to admit it's not working even just looking at how it interacts with these 2.
Vengeant Cascade = attack projectiles return to you
Nimis = Projectiles return to you + projectiles are fired in random directions
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Posted byIrishRoyal#4223on May 3, 2023, 8:41:05 PM
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Additionally:
From the Q&A:
Will Nimis projectiles return even if they hit nothing?
In most cases, yes. A projectile which flies out uninterrupted to the maximum projectile range will return instead of just stopping there. But returning, like piercing/chaining/etc, does not extend how long a projectile can exist. If a projectile lasts for an explicit duration like Spark, or fades out over a fixed time like Freezing Pulse, it stops existing after that and can't then return.
What are the implications of the changes to the way projectiles return to you for both Kinetic Blast and Fireball when used with the Nimis Ring linked with fork? Do they still explode on walls and your character, and on contact with fork?
Nimis changes from "Projectiles Return to you at the end of flight" to "Projectiles Return to you". This means projectiles will return if they collide with a target and don't pierce/chain/fork/etc from it, where before they would not have done so.
Kinetic Blast does not itself explode, it causes explosions around when it impacts something, this is still the case.
How is this still the case if it's functionally different to how it was pre 3.21
Or am I missing some undocumented change?
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Posted byIrishRoyal#4223on May 3, 2023, 8:42:46 PM
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IrishRoyal wrote:
Additionally:
From the Q&A:
Will Nimis projectiles return even if they hit nothing?
In most cases, yes. A projectile which flies out uninterrupted to the maximum projectile range will return instead of just stopping there. But returning, like piercing/chaining/etc, does not extend how long a projectile can exist. If a projectile lasts for an explicit duration like Spark, or fades out over a fixed time like Freezing Pulse, it stops existing after that and can't then return.
What are the implications of the changes to the way projectiles return to you for both Kinetic Blast and Fireball when used with the Nimis Ring linked with fork? Do they still explode on walls and your character, and on contact with fork?
Nimis changes from "Projectiles Return to you at the end of flight" to "Projectiles Return to you". This means projectiles will return if they collide with a target and don't pierce/chain/fork/etc from it, where before they would not have done so.
Kinetic Blast does not itself explode, it causes explosions around when it impacts something, this is still the case.
How is this still the case if it's functionally different to how it was pre 3.21
Or am I missing some undocumented change?
If i'm understanding correctly, before a proj would travel it's distance, then return that same distance, so it ends on you.
Now, it returns the distance traveled PLUS another full travel distance, so it's exploding behind you.
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Posted byMaurocke#4004on May 4, 2023, 3:00:19 AM
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they changed kinetic blast! Before 3.21 the explosions were directly around the Character. Now they are somewhere else on the screen.
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I got jebaited by build of the week to try the Jungroan's Nimis Creeping Frost
I got to lvl 48 an i cant kill yellow mobs with nimus equiped atleast post a disclamer on the YouTube chanel so other ppl don do the same mistake i did
https://www.youtube.com/watch?v=huXiz3Dbxds&t=87s&ab_channel=PathofExile
NO WHERE WAS IT SAID THAT THERE WER CHANGES TO THE BUILD AND IT NO LONGER IS PLAYABLE!!!
The thing is projectales just refuse to return they go to the end explode and that is it they dont even hit the mob on the way back they allways travel the maximum distance and that is that!
Last edited by kanartikin#2670 on Sep 9, 2023, 9:45:56 AM
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Posted bykanartikin#2670on Sep 7, 2023, 4:36:44 PM
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