Selfcast Forbidden Rite single targeting feels very clunky

I'm running a lifebased selfcast Forbidden Rite Occultist in SSF, it took quite some effort to make it work but I'm now entering red maps and the clear feels quite good. The big downside of the skill is the ridiculously bad targeting on single enemies, especially bosses. When the boss is right in front of me and standing completely still I can put out quite some damage but as soon as the boss moves (and most bosses do) it becomes almost impossible to dps because the "homing missiles" are just missing... it feels very clunky to say the least. I tried stacking some projectile speed because I thought the missiles are just to slow but it does nothing.
Hope this is not intentionally balanced around the clunkyness on single targets because I don't see myself fighting any major bosses with the skill in it's current state... would be nice if someone could look into this.
btw love the concept of the skill and I really like the new league :))
Ingame Name: GadamDesync
Last bumped on Jul 29, 2021, 5:53:58 AM
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I do a self-cast CI Occultist and I experience the same issue. Pretty sad because the skill is actually fun
Trying to make an occultist forbidden rite character too and have the same feeling.
I think the extra projectiles that auto-target should always hit the enemies chosen like Arc because even with tons of projectile speed the exploding projectile frequently misses. If not, at least make the projectile faster and the explosion larger by default.
Additionally the cast time too long, especially when combined with the slow projectile. I frequently cancel the spell when I move after casting or die because I have to wait for so long. Instead of 0.75s (slower than Purifying flame at 0.7s) I think it should be at 0.6s like Ethereal Knives.
The worst part is Ultimatum league-specific uniques haven't properly been added to league-specific drop tables so you can't use Mahuxotl's Machination with this spell which seems like they were made for eachother.
Did the same as my league starter and the issue isnt that the projectiles are missing. It feels like that for sure but thats not whats happening.

The usual behaviour of projectiles in this game is that the projectiles are traveling in a straight line towards the target hitting everything in between the character and the target on collision.
I expected the same behaviour here and was surprised this isnt how Forbidden Rite works at all.

Instead Forbidden Rite works like a mortar shell being lobbed high up into the air traveling in an arc and then coming down onto the targeted area to explode on impact dealing damage to everyone within the AoE.
This means everything with high movespeed or move abilities like charge or leap slam will be able to avoid those projectiles simply by moving out of the targeted AoE or rushing towards you underneath the projectiles arc without being hit and kill you in a worst case scenario.

I tried to scale proj speed so Forbidden Rites projectiles would hit the targeted area faster, hopefully fast enough so mobs cant get out of the AoE and die. So far I wasnt able to achieve satisfying results and shelved the character for now until someone else comes up with a solution or my poor brain comes up with something else.


Im not quite sure why Forbidden Rite doesnt work like other projectiles and why this downside was added to this skill. Its not like there arent enough downsides to deal with as is and thats fine. I chose this skill knowing I would have to deal with significant downsides but I failed to see this one coming and its this specific mechanical downside making it feel pretty bad in any situation related to fast moving mobs/bosses.

Think of it like Storm Call with a projectile tag.
You target an area and the dmg will be dealt with some delay involved. Thats why it feels like the projectiles are missing.
Last edited by Orbaal#0435 on Jul 29, 2021, 6:02:48 AM

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