Icestorm

New league new hope. Perhaps there will be a little bit love for wispering ice again?
It was such a fun gameplay. I think lingen post summarise the problems and i couldnt be so much work to get it fixed.
would be great
-> Right now channelling via Cyclone is probably the smoothest way to play



Thanks for jinxing it. Now they introduced mana cost of the skill in C-W-W skills.
It seems as though the main problems with Icestorm are a result of the devs trying to work around other issues.

1. The 5 icestorm limit seems like it was put in place to limit the FPS drop from excessive firestorms
2. The 0.2s impact interval decreases the performance requirements (1/2 the number of icicles per storm, while at the same time helping with ailments.

The radius of the icicles was increased, but without the coverage from multiple icestorms there can still be misses/long delays till something in the storm AoE is actually hit.
The lack of relatively quick damage makes the skill feel really clunky, unless they are overlapped and cast quickly/pre-cast (CWC Cyclone).

Both Firestorm and Icestorm were given the same treatment, however it is less of an issue for Firestorm because of the frontloaded damage (which is still getting buffed due to the issues).
The first impact from Firestorm is generally on-target, which limits the wait.

I wonder if there is a way to give Icestorm it's own unique mechanic that can accomplish a similar effect (relatively immediate effect), while possibly reducing the performance hit.

One thought I had was to add a pseudo-coldsnap effect at the front. Create chilled ground + DoT in the full Icestorm area with an initial animation, and then have the icicles fall (san new chilled ground).
It would provide some guaranteed "immediate" damage through the entire AoE and consolidate the chilled ground animations, while being differentiated from Firestorm (though now semi-similar to cold-snap/vortex).

The skill currently scales partially through increased duration (0.1s/100int), but then gets limited due to performance reasons. There should be a solution that fixes the scaling/storm limit problem, as well as the initial effect problem.
icestorm dps so outdated it should be 5-10 or more to be some what competitive, and probably need to get level 2 icestorm at +1000 int, level 3 at 2000+++ and so on amd lvl 3 should be like 20-30 or more, right now top ice storm dps build in poe ninja https://poe.ninja/challenge/builds?skill=Icestorm&sort=dps is 350k dps its a joke compared to other builds what do literal y billions.. even if you would go with my numbers it would not reach 10 million, but it would be viable somewhat.
In 3.17 Patch notes: "Icestorm (granted by The Whispering Ice Unique Staff): Now has an Added Damage effectiveness of 100% (previously 60%), which affects the 3 to 5 base Cold Damage per 10 Intelligence that the Skill grants (this is a buff)."

is ggg saying right now this 2-4 dmg per 10 int has 0.6 multiplier ?

P.S. or it`s just confusing wording to pretend its bigger buff then it really is?
Last edited by SaiyanSpirit on Jan 28, 2022, 7:46:28 AM
You guys not only killed this beautiful casting dream for the direct casters.
You also butchered it's visuals, where everyone was like "Wooow! So cool to freeze the whole screen!!".
Not sure why you are keep taking the fun out of the players with the hope that they will make another character. Nope. They will NOT. They are just leaving.
Indi game developer, passionate gamer, 22 year of programming, 32 years of playing RPG's started with books and board games.

If Your characters tab is set to private - Your arguments is already invalid!
Another league, another hopeless request that you increase the storm cap in this skill.

5 storms is so absurdly low that you can reach it with 0 investment, meaning that any increase in cast speed or duration is irrelevant.

No amount of damage buffing will be able to counter that without causing other problems, so just increase the storm cap to 50. Nothing compared to the amount of storms we could have before but at least high enough that self-casters can do some investing in the skill without immediately hitting the cap.

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