Shocked ground issue with level geometry.

I'm using the combination of Ball Lightning and Lightning Warp to spawn patches of shocked ground for use with other skills, however this is painfully unreliable close to any sort of "non-ground" terrain like pillars or walls or edges or the summoning portals in the trial of the Sekhemas.

I'll often Lightning Warp into a pack of monsters and none of them end up being shocked at all, completely invalidating my damage output.

I believe the main issue is that terrain (somewhat) close to for example a wall appears to be immune to have ground effects, plus the shocked ground from Lightning Warp needing an uninterrupted "line of shocked ground" from it's point of origin - given that there is no shocked ground at the point of origin there won't be any created further out either.

So in summary I'd like two issues to be changed:

1) Large parts of the geometry close to walls or edges being immune to ground effects. This horrible in tight corridors (especially if they also have pillars) and kinda bad on bridges and uneven terrain.

2) Lightning Warp's shocked ground needing too strict line of sight from it's point of origin. It feels like a gamble on whether or not I'll be able to shock enemies around certain geometry like those summoning portals of the trail of the Sekhemas as is.
Last bumped on Jan 10, 2025, 6:27:04 AM
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