Frost Wall
I would like to report a bug with Explosive arrow using gmp/lmp. The arrows sometimes stick and sometimes, just one stick and the others goes through. Sometimes it just passes thru as if i have Pierce support (which i dont). Mind if you fix it? You said you want us to be creative with using skills but I dont see how we can be creative if the skill is bugged to the point of not being align with laws of physics. Pls do look into it. Thanks very much :D
|
|
Reading the few posts above me, there seems to be a recurring theme here.
I'm not sure if the shotgun changes are meant to affect frost wall, but if it does, using frost wall is mechanically unrewarding in regards to making AoE's overlap. I made an Arctic Breath build in the last week of beta and i tried to use frost wall in conjunction with my GMP arctic breath in an attempt to use the skill as both an aoe and single target skill. Sadly my single target was horrible and mostly inconsistent. The majority of the time the first projectile from my GMP AB exploded while the rest just went straight through and rarely around 3 of the projectiles explode on contact. I noticed that the same applies to enemy projectiles like arrows. Some monsters can also casually walk through the wall (the ones that can be blocked by the wall can still walk through it on occasion.) If the wall can only block 1 projectile from a multiple projectile attack, and monsters can casually walk through the wall, it renders the skill mostly useless in terms of a defensive and offensive mechanic. I would really appreciate a reply as to whether or not frost wall is working as intended or at least what its new updated purpose is. Until then i am holding back on making my AB build in the live version :( |
|
getting poe has stopped working crash when cwdt+frostwall or selfcast
|
|
Frost wall has become pretty clumsy and junk ever since the change to shotgunning, it both gimped frost wall in the 'intended' form of "Stop enemies from getting to you" as well as the 'unintended' kinetic blast single target dps.
My recommendation is that even if GGG doesn't feel kinetic blast should be returned to that rather overpowered build being allowed, maybe frost wall should be tweaked to let it block ENEMY projectiles regardless of shotgunning. Right now the skill is rather useless against many skills such as spark, porcupine goliath death quills, etc as well as multiple projectile maps, bosses, etc. Letting the frost walls block only enemy projectiles regardless of shotgunning would still prevent frost wall from being used for shotgun damage on skills like KB, but make frost wall effective at blocking enemy projectiles, which it simply isn't right now |
|
Frost wall seems to be a forgotten skill.
The interaction between projectile and the wall needs to fixed. Explosive arrow and frost wall just doesn't make any sense. |
|
Can we get an update on this skill? There has been a fix in the latest patch for Frost Wall, but it was a minor one.
I would like to know if this skill will enable builds that have secondary AoE effects to "shotgun" by triggering those. Maybe make it impossible to damage enemies behind the wall with projectiles that explode/trigger in front of the wall if it would be too broken. Or would it? |
|
" Even a single projectile AB does not behave consistently with FW. When using a single projectile AB without piercing on FW, there are three apparently random possible events: 1) It explodes as one would expect/hope. Impact animation on the FW and AoE chill around that point. Nothing past the FW. 2) It goes through, as if it had piercing. Impact animation, AoE chill and skull disappearance only when hitting a real obstacle. 3) It seems to explode but does not. Impact animation on the FW, but no AoE chill on that point. The chill trail keep going past the FW, but the skull has disappeared. The AoE chill happens without impact animation when the skullless trail meets a real obstacle. |
|
Could we get a confirmation on whether or not projectile interaction changes to this skill are intentional? It's been totally broken since 2.0 but I haven't seen a single GGG comment on it anywhere. If they plan to leave it like this as a balance change that'd at least be good to know.
|
|
Skill needs some serious reworking for reliability since 2.0.
-Enemies can sometimes stroll right through as if the walls aren't even there. -While the majority projectiles tend to be blocked, some still sneak through. I've set 3 walls between myself and packs of tentacle miscreations and watched as numerous projectiles somehow manage to pass through all 3 to hit me. I've died because rare rakangos' shots passed right through the walls i placed between us, stunlocking and kill me. I rarely even bother trying to block projectiles with it anymore, because it's so pathetic at reliably blocking them that i'm not inclined to risk it. -Enemies that are pushed back by summoning a wall directly on top of them almost always can turn around and walk right through. Bosses seem to be an exception here, seems like they struggle to pass through in this circumstance (guessing because of collision size), but 'normal-sized' enemies virtually always can pass through if the wall is summoned on them, even though the small knockback pushes them clear to the other side. Honestly, the skill feels pathetic right now. It's good at stopping charging enemies, and it seems to force faraway enemies to re-evaluate their pathing, stalling them, so it does do *something* to keep enemies away, but it's truly horrible when it comes to keeping imminent threats away or blocking the projectiles it's supposed to. |
|
If you make everything hit the wall but remove overlapping dmg with skills like Fireball KB or EA the skill would see play.
|
|