Chain and fork are grossly outdated

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Tin_Foil_Hat wrote:
When was this fixed because it felt like it was working months ago when i was playing my Iceshot ranger ?


It was some time after the introduction of Tornado shot, I think, we had that exploit for a while but it was fixed then because it was beyond ridiculous with TS. Point blank now counts the combined distance traveled, including the original projectile.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Jun 21, 2016, 7:29:48 AM
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Nephalim wrote:
Fork is potentially one of the least used supports in the game and for good reason. Why would you use this over pierce when the latter has a 30% more damage modifier?

Chain was buffed some time ago but any utility it had with LA/KB has been made obsolete by 100% piercing made possible with the passive tree changes. It's mana cost is too high and there are too few skills that have true aoe propagation (only LA and KB come to mind as fireball does not actually explode on contact but rather on dispersion). Compared to pierce, you will literally have HALF the dps which makes your single target potential worthless.

Both skill gems need either buffs or rework with fork being priority.
PoE suffers from having too many skills that were left in the dust after wave and wave of power creep and FOTM skill gem releases changed the baseline of power.


I'm using barrage - coc - chain - ek, it wrecks everything as always. Would definitely agree for self-casting or normal attack builds though.
You have to be realistic about these things.
Logen Ninefingers
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raics wrote:
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Tin_Foil_Hat wrote:
When was this fixed because it felt like it was working months ago when i was playing my Iceshot ranger ?


It was some time after the introduction of Tornado shot, I think, we had that exploit for a while but it was fixed then because it was beyond ridiculous with TS. Point blank now counts the combined distance traveled, including the original projectile.
Feelsbadman. Yeah that kind of sucks that that interaction is gone then, i can definitely see the complaints about chain being underwhelming now then. I havent played my Iceshot ranger in months soo thats probably why i never realized it was even gone.
Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
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Alex_Lied wrote:
What if we take the fork chance outside of chain and pierce chances and make it "projectile always fork on hit". This would introduce new mechanic outside of current ones.

Dunno about that one. Fork isn't a very good competition, but combining it with pierce or chain like that... even more projectiles on screen, more power creep, Rigwald quivers skyrocketing to 50ex and so on.

My point was that fork should probably have same damage multiplier as pierce and more than chain if it stays like this, and current numbers could stay if it gets auto tracking or some other type of boost. Maybe it could get more projectiles but to the side to keep it different from pierce so it would look something like a bowtie at high levels. Yeah, it would still miss a lot but the volume should more than make up for it.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Jun 21, 2016, 7:38:23 AM
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raics wrote:
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Alex_Lied wrote:
Spoiler
What you just said gave me new idea to reviving this gem:

"if it had a projectile that continues in the original direction it would be too similar to pierce"

That's not exactly true. What if we take the fork chance outside of chain and pierce chances and make it "projectile always fork on hit". This would introduce new mechanic outside of current ones.

"Projectile always fork on hit creating two extra projectiles
Extra projectiles have 70% dmg of original one
Original projectile can pierce but cannot chain"

Mixing it with pierce it would make single hitting skills like burning arrow, behave similar to shrapnel shot with cone-like damaging pattern.

It could also be good alternative to using GMP on every single projectile skill.

Dunno about that one. Fork isn't a very good competition, but combining it with pierce or chain like that... even more projectiles on screen, more power creep, Rigwald quivers skyrocketing to 50ex and so on.

My point was that fork should probably have same damage multiplier as pierce and more than chain if it stays like this, and current numbers could stay if it gets auto tracking or some other type of boost. Maybe it could get more projectiles but to the side to keep it different from pierce so it would look something like a bowtie at high levels. Yeah, it would still miss a lot but the volume should more than make up for it.


Yea, with the current mechanic it only useful for spark. Giving gem more dmg could make it more competitive to other builds as it is, although spark builds would go crazy after that.

That's why this change to it's mechanic would be some nice fresh air here. At least some alternative to adding GMP to almost everything.

Just look at this... it's like some chrismas tree xD
....../...../......./
---<---<----<-----
......\.....\.......\
Last edited by Alex_Lied#4288 on Jun 21, 2016, 7:53:28 AM
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Alex_Lied wrote:

That's why this change to it's mechanic would be some nice fresh air here. At least some alternative to adding GMP to almost everything.


Another good point here.

I'm done with GMP everywhere tbh...
Yeah, very pretty but we'd probably have to give it a shot to see if it's practical too :)

About spark, it's kinda interesting. Before the recent nerf a 100% pierce park was much more popular than fork because you'd get more hits out of it with high duration and projectile speed, not to mention higher damage per spark. We'd think that with the reduced life timer fork might break through again but I somehow doubt it, the most likely thing a forked sparkie will do is go to the side, hit a wall and bounce back, and maybe it won't have enough time to do that now.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Jun 21, 2016, 8:12:28 AM
Does a Forked Projectile count as new, or is it just the same, twice?
Zaanus:
Global chat: Mechanics for A work one way, B for another, C for a third but also with A, B uses C but not A, and D uses A&B but not C

___
Isn't a "no" better than an ignore?
Still counts as being the same Projectile.
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UnDeaD_CyBorG wrote:
Does a Forked Projectile count as new, or is it just the same, twice?


In what sense? Right now dmg multipler affect both "old" projectile and "new ones" created after impact if that was your concern.

If you are talking about game mechanic, new projectile is most likely created with every pierce, chain or fork - with pierce probably every value is copied and with others their movemnent direction is modified. Just look how framerate goes crazy on worser comps with such a builds.
Last edited by Alex_Lied#4288 on Jun 21, 2016, 9:13:58 AM

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