multiple projectiles mobs
r e m o v e t h e m ! you cannot balance melee/range when there are monsters that shot 5 projectiles in a cone. that means 5x times higher damage to melee. even 3 is out of any discussion. i read about "unfair deaths" in the patch notes... im sure you care. This thread has been automatically archived. Replies are disabled.
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either remove them or change the mechanic so only 1 projectile can hit each player per shoot (same way it works with player spells), even with 80 resist u still die instantly against rares with multi proj
i am sure u care about this soon, just want to remeber u that this is a big issue; dont wanna play ranged like 90% of all 70+ |
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" They work exactly the same as player skills. Multiple attack projectiles from one source cannot hit the same target, but multiple spell projectiles can. The most obvious example is freezing pulse. This is the currently intended design by GGG (not that they can't change it). |
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It is true, a Multi-pro voidbearer is almost always instant death if they get into melee with you and drop that stream point blank. Shotgunning in general, on mobs at least, needs to be fixed. It was allowed for player spells, but with the spells receiving quite a large buff when ported to mobs, I believe exceptions could be made for specific mob projectiles.
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Cannot do anything else other than agree with the complete removal of multiple projectiles on spellcasting mobs.
8 blue voidbearers are already hard to tank, 24 blue voidbearers condensed into 8 is impossible to tank, so all melee people are forced to scroll out and hope for a better spawn. |
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Just wait until you do multiple projectile maps that have tentacle creation.
FUUUUUUUUUUUUUUUU |
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