Spirits are dysfunctional in ultra late game

They simply move way too slow.
Nobody clears map at the speed the wisp moves.
Even if you do wait for them, they take a long time infuse into the rare monster.
Ulta juiced maps have a kill or be killed gameplay so waiting for the spirit to infuse is a pain and can get you even killed.
All ultra late game builds do insane AOE so you can't even isolate the rare mob so you just end up killing it accidentally.


Essentially, this mechanic is pretty much useless when you get to the ultra end game. In the campaign and low maps it works fine but it needs to be very significantly sped up and the wisp needs to travel way farther on its own to just seek the nearest rare mob without you having to touch it every 2 seconds.
Last bumped on Aug 1, 2025, 4:32:24 PM
agree
If you play with broken builds then it needs 3X times.

But nah bro , if Devs don't fix balance between classes the weak will complain and the toughest will complain also opposite.
Wisps need a complete ovewrhaul imo. They are one of my favorite mechanics (especially in campaign) but it doesn't really feel great tbh.

I think they'd be a much more exciting mechanic if instead of expiring, they lost potency over time to some base amount. And they need to move fast enough to always stay much further ahead of you and maybe even just have a larger area of effect as well.
That way you don't feel like complete donkey water for not clearing mobs fast enough and you still get to suffer wrestling a charged up rare. And for the juicy exiles, they get to enjoy the full benefit of the mechanic without losing any momentum.

Or idk what, but something.
"
freudo#0225 wrote:
Wisps need a complete ovewrhaul imo. They are one of my favorite mechanics (especially in campaign) but it doesn't really feel great tbh.

I think they'd be a much more exciting mechanic if instead of expiring, they lost potency over time to some base amount. And they need to move fast enough to always stay much further ahead of you and maybe even just have a larger area of effect as well.
That way you don't feel like complete donkey water for not clearing mobs fast enough and you still get to suffer wrestling a charged up rare. And for the juicy exiles, they get to enjoy the full benefit of the mechanic without losing any momentum.

Or idk what, but something.


Yeah, descently enjoyable "tiny", "little" mechanic but currently is just dumb post campaign. This was like 0 effort mechanic and isn't even made right.

Report Forum Post

Report Account:

Report Type

Additional Info