Lightning Strike

A positive feedback and idea

Played it in 3.17 and now in 3.18 (no omni)

It feels awesome, but lack what all strikes skill has, which is: you need additional strike.

At this point, strike skills should gain +1 strikes with level. lets say at lvl 17 +1 strike, 21 +2 so people would evaluate levels to attack gems again.

I really hope they dont nerf it in 3.19, strike skills are cool, sadly we have a small pool to choose from.
Lightning Strike visual feedback:

The rapid, flashing downward lightning effect that comes from Lightning Strike, Ephij's Vaal Storm Call, and some Herald of Thunder effects are the only ones in PoE that gives me headache and hurts my eyes to the point where I can not play.

I have even tried buying the least bright MTX in order to play LS this league but the flashing from the lightning is still too bright and constant to be able to play.

Any option or MTX to turn off the downward lightning effect, or make the skill much less bright and constantly flashing would be very welcome.
3.25 Patch notes state that Lightning Strike is getting an Effectiveness of Base and Added Damage at level 20 from 163% to 237% but it already has an Effectiveness of Base and Added Damage at level 20 of 225% as of 3.24.

So there is a mistake in the patch notes regarding Lightning Strike.

The changes in 3.25 should be a slight nerf or buff to LS.
I don't know (sorry, I didn't read all pages... yet) if the behaviour of this skill compared with other projectiles skills is... "Working as intended", because it is the only one that I have found that has this problem:

When any of the projectiles passes over a "border" or a pool (usually ignored by all projs), a fence, or any kind of height difference from the point from where it was launched, it collides and stops. You can launch three projectiles with an archer's volley Burning Arrow, and all three will surpass the obstacles. I could do the same with wands and even any other melee projectiles (I'm thinking about Frost Blades) and all skills behave the same EXCEPT LS.

If it's a bug, I would be glad if you could address and fix it. And also if it isn't and it's just a cap in the skill

In the last two days I fugured how to "visually" explain... And I went creator to show (more or less) the case.

In the image https://docs.google.com/spreadsheets/d/1iMc0xw3Ig4jtUfl7FjMl_kCTSJapgvhI4EOFvd5A338/edit?usp=sharing you can do an extremely exercise of imagination and you'll notice the mistake I show. If not, I can do nothing else for you, pals :-D.

Ok, red "ovoids" are enemies, and as you see, in my ideal case , you can have 4 launched projectiles, and only get ONE hit because of this odd behaviour.

Please, forgive me my lazyness, my capabilities with Paint, etc.
Last edited by Turadan#3637 on Sep 19, 2024, 6:12:09 PM
I just tried to play a melee Deadeye in HC Ruthless. I picked up LS from Nessa, and immediately regretted it. It's terrible and I promptly died to some normal enemies. Let's go over the issues.

It's a melee skill, so when you click on the edge of the screen, your character starts running at the mouse pointer.

It's has no AoE, so it's useless against any kind of summoners. Which is what killed me. I would've been fine with molten strike.

The projectiles have a fixed arc, so often they don't hit anything.

Because of the way melee skills are implemented in PoE, it feels terrible and clunky to use.


Here's how it should be redesigned:

Projectiles should have auto aim in a 45 degree arc in front of you.

It should behave as a ranged skill, so you can comfortably attack enemies from afar. It should still have a melee hit, but I don't want my character moving a millimeter when I right click.

It should maybe have +1 chain by default. Not 100% sure on this one, auto aim by itself might be enough to make the skill feel decent.


I've played melee deadeye with LS in previous leagues. Think I made it to 45 or so. And damn, it was a painful experience. Maybe this skill is good with a 6 link. I wouldn't know. But on it's own it's literally the worst.

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