New Support: Projectile Wall bounce aka Ricochet (Like Spark)
What if the limiting factor of bounces was projectile speed?
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" It already is, alongside Duration, for Spark. I am just saying it would be cool if the "bounce/ricochet" support was limited in terms of number of bounces. Or perhaps each bounce reduces projectile duration. That might make it fair. Forum Warrior - Why are you creating a thread about this subject? Use Search!
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I don't necessarily mind a cap on bounces but I wonder if there's a way to track projectile inertia and use that to mitigate duration and speed. Alternatively an arbitrary decrease in duration/speed would work too.
Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056 Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 Last edited by Veta321#3815 on Nov 14, 2013, 8:12:39 PM
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I think there would have to be a cap on the number of bounces to make this balanced with bow skills in tight corridors, since arrows travel very fast. I like the overall idea, though. Even just one bounce would open up some interesting possibilities when combined with Pierce.
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Agreed. The developers could test how it could work. Via 2 bounces, 3 or more. They can see what works, and test it with additional skills like gmp, peirce, fork, chain, faster/slower, duration's etc. Then mitigate how damage works. I think it could be done quickly and be a lot of fun and add tons of additional builds with just 1 small gem.
Last edited by TwoCoins#2128 on Nov 14, 2013, 10:33:20 PM
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LOL, I came to the forum to offer up this exact same suggestion. I expected to search for an existing suggestion, but this one was right there on the first page :)
I think the best way to balance it would be to add a cumulative negative effect every time the projectile ricochets. Good options for this would be: X% less/reduced damage per bounce X% less/reduced projectile speed per bounce (which would directly affect the duration of the projectile) ...or maybe even a combination of the two. If you went with either of those choices then I don't think you would need to add any limit to the number of bounces. Don't forget the mana cost multiplier as a balance tool as well. |
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" I like this a lot. |
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" The problem is that there are machine-gun tactics that don't depend on the damage of the individual projectiles. For instance, any projectile has the same chance to blind or knockback (slower projectiles could actually mean multiple knockbacks in a row on the same monster), and if you curse enemies with Vulnerability, even the feeblest hit has a chance to stun. Also, if you're not careful, the number of projectiles in motion at the same time could start to choke the game engine once GMP and Fork are brought into the picture. |
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I think this should just be something which Chain does; if a Chain projectile hits a wall, it uses one of its Chains up, then rebounds. I wouldn't create a new support for this.
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Chain goes back to the enemy like a tether. Riccochet is more like a skillshot. That can bank off walls until it hits something or nothing. Completely different utilities.
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