Azmerian Wisp Mechanics Need Improvement (Recommendation)

Problem: The Azmerian Wisp mechanic has potential; however, in the current state of the game, they don't feel as though they fit in. I believe this is due to map monster density, monster damage, overall player damage, being incentivized to build in a way that allows decimation of packs of monsters quickly, A) for speed and efficiency, and B) to survive, as you will be quickly overwhelmed if you do not.

Current wisp mechanics are inverse to the playstyle incentivized and required in endgame in the following ways:
- Azmerian Wisps require the player to slow down to allow them to "haunt" monsters and eventually a rare
- The act of slowing down creates difficulty and adds friction, but in a "non-fun" way, it essentially forces the player to stop fighting at times to ensure the wisps "haunt" targets before the player kills. The act of trying NOT to do death-dealing damage and having to slow down significantly feels counter to what players WANT and arguably SHOULD be doing.

Recommendation: Upon interacting with a wisp, it should just travel at a relatively quick pace (maybe player sprint speed? Maybe quicker) to the next rare monster, "haunting" all the monsters along the way, and then eventually a rare. Remove the wisp dissipating feature (wisp leaving the area if the player isn't near it for an extended period of time) to allow the player to keep chasing traces of it.

Final Thoughts: Although there will likely still be some builds that have issues killing monsters quicker than a wisp can interact with them, it would likely be a much more enjoyable experience. Instead of guiding a wisp to find its target and then accidentally killing the target before the two can interact, the player will more often than not be tracking down the rare the wisp interacted with through "following the trail" of the marked normal and magic monsters the wisp left in its wake.

I think this would be much more in line with the "theme" of the wisps as it is thematically supposed to be like "going on a hunt". No one hunts by finding the animal they are hunting for, then standing next to it and walking with it until it gets to the destination that the hunter deems appropriate to take it down. Instead they follow trails and signs of the prey until they ultimately find their target. The trails and signs would be the monsters haunted in the path of the wisp.

Ultimately, I think with a little bit of tweaking, the wisp mechanic can go from something that is frustrating to interact with, interrupts the flow of play, and sometimes creates feel-bad moments and annoyances to a state that will feel like it belongs in the game. Obviously, my recommendation might not be the correct solution, solve the problem, or be a solution GGG believes is appropriate, but I like to provide a solution to a problem I identify for consideration.

Maybe this is counter to what players want as I know you could increase monster interactions with the wisp by preventing it from interacting with rares and forcing it to keep moving, but from my experience it is not reliable or fun.

*Edit* If not clearly articulated, the mechanic of the wisp dissipating would also be removed, the need to keep up with the wisp (either to slow down killing or increase pace of killing depending on build strength) is the problem.
Last edited by BlitzkreigBoots#7848 on Sep 13, 2025, 5:11:52 PM
Last bumped on Sep 13, 2025, 5:06:37 PM
I have the inverse experience. For my type of build (currently Spark, which draws enemies from all around), wisps move too quickly and just keeping up with them can get me killed. When I find a wisp, I typically leave it alone until I kill all but one rare. I think my experience would improve if the wisp didn't want to go all the way across the map.
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I think that your problem is the same problem and I may have poorly articulated my initial post. If you didn't have to worry about the wisp dissipating if you didn't keep up with it, then you wouldn't have to worry about it moving to fast.

i.e., my solution is that you interact with the wisp once, away it goes, it haunts a bunch of monsters along the way, and then haunts a rare immediately. It NEVER dissipates if you can't keep up with it

This way you can fight your way as fast or as slow as you want to but you don't loose the wisp through the need to stay near it.

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