Feedback on: Trail of Caltrops

I've been testing Trail of Caltrops, and I think there's a few things going wrong with it.

1. Area of Effect: there's something going wrong with the area calculations. Grabbing the Widespread Coverage area should be bringing it to 0.8 by itself, but I've found it capping at 0.7 when the base radius is 0.5 and I've grabbed over 50% area across other parts of the tree. 200% of 0.5 is not 0.7.

2. Caltrops are affected by "chains an additional time from terrain." Unlike most projectiles, the caltrops seem to target the ground where the target was, meaning they usually miss due to slow speed and apparently not being able to hit while moving. Additionally, "terrain" seems to specifically mean walls and not the ground, but only 95% of the time. This affix is causing projectiles to randomly chain from the ground. Also, I can't select the terrain-chaining support so I'm stuck with only 50% heatseeking caltrops.

3. Additional projectiles adds 3 caltrops per projectile added. Is this intentional?

4. Caltrops have an accuracy calculation, but they cannot be evaded.

5. When paired with Tangletongue, caltrops cease to be able to crit and the crit chance is lost in its info panel.

6. For whatever reason, the damage calculation for caltrops breaks at random intervals, refusing to update its damage when items/supports are changed until the player moves to a new instance.

7. Dodge roll replacements cease to allow caltrops to be dropped.

8. Dodge roll distance enhancements do not modify caltrops drop positions.

9. Dodge roll doesn't drop caltrops if enemies are "too" surrounding. You still dodge roll, you just don't get caltrops.

10. Ghostmarch boots (you phase through enemies) doesn't phase through enemies if they're too fat. Also, is dodge roll animation time tied to movement speed? Most effects in the game are being described in move speed and skill speed, and skill speed sources I've tested don't have an effect, but move speed sources like boots don't have an effect either. Why does the acceleration shrine and chill modify dodge roll time so significantly by comparison?

11. Dodge roll is not on the skill bar, which makes it a pain to control what weapon is being used when dodge rolling.

12. Helix of Ire does not apply explosions to caltrops though the description (non-melee projectile attacks from this weapon) is true of Trail of Caltrops.

Apart from all of these issues, I've been having some fun with it. Since it applies weapon damage without consideration of attack speed, it encourages big/slow weapons like Marohi Erqi to get the most per hit. Marohi's guaranteed stun and increased stun buildup also promotes permastun builds or Hammer of the Gods + Bleed pop builds. I've had some fun with using caltrops to stack large impales, then extracting them with Splinter of Lorrata for multiple big poisons.

I'm not sure about scaling damage with increases to thorns. It already scales from attack damage and projectile damage, which are more abundant and more significant in all areas near thorns nodes. I think it'd be smarter to just let them deal thorns damage so the player is encouraged to actually stack thorns when using them. I believe the competing weapon layouts (caltrops wants 2H weapon for hit damage, thorns wants shield for base thorns) should balance itself out.

I originally made this build to try to make use of Beetlebite because there's no thorns build that will use it when Briarpatch exists, yet I still couldn't make them work. Perhaps Beetlebite can get reworked a little?
Last bumped on Sep 13, 2025, 1:35:19 AM

Report Forum Post

Report Account:

Report Type

Additional Info