I can cast it 3-4 times right on top of an enemy and they take ZERO damage.
These aren’t cold immunes, some times its a normal enemy. It’s almost as if its not registering that the blizzard is being cast on an area.
I can cast it 3-4 times right on top of an enemy and they take ZERO damage.
These aren’t cold immunes, some times its a normal enemy. It’s almost as if its not registering that the blizzard is being cast on an area.
Same reason why you sometimes dont get hit standing in the middle of a hailstorm
It has always been like this, which is also why i prefer frozen orb
cast it a little in front of them it seems to target asap like a foot behind where u actually cast it… go try it ive been messing around trying to perfect the timing and placement but its def somewhere around a footish in fron of ur enemy… like imagine 2 or 3 little square tiles in front of enemy maybe 2 would be a safer bet test it urself ull notice an atleast 50% accuracy rate… also just to add in legacy mode it may just be me but it seems to be overall more accurate… someone go test it out and come back and tell me i aint joking im serious cast a foot in front and ull land much more… never click cast blizzard its trash always shift
What TeKneeq said, aim a bit in front of them. There should be a “wall” of blizzard between you and the enemy. If the enemies wanna get to you they have to walk through a shower of cold, icy death
Yeah it has always been broken and apparently always will be. You can compensate somewhat by doing what others suggested and spamming areas for monsters to walk through, but the fact is it still has a huge dead spot and will always operate at like 60% effectiveness, plus you sacrifice a little more while it’s snowing on open ground waiting for monsters to enter. This is why everyone used to give up on it and just play orb, and with controllers not really being able to lead blizzard I think this will be even more pronounced this time around.
having a dead spot is a great way to describe it… cuz ull see it raining over them but just doesnt register as if theres a little dead spot on the spell right in the dang middle lol… also any blizz sorc should also be glacial spiking
I still prefer blizzard but yeah it’s hit or miss. I can put it in front of a bunch of cows and most of them all die but one of them will just walk straight through it unhindered right towards me.
there was a time when blizzard had no cooldown :3
I too have been getting used to how blizzard is cast, and when that fails, 2 blizzards do the job
I’m going to necro this old topic because I have something to add after playing a Bliz sorc for awhile. Blizzard seems to have trouble hitting mobs which border a wall or anything impassible. Sometimes it seems like a diminished hit chance. Other times it seems you can’t hit them at all.
An illustration. Just got finished farming Arcane Sanctuary for hate keys. Those spectral mobs which are phys immune, when they are on the narrowest pathways, my merc will stand there slowly DPSing them because of their immunity, while Blizzard cannot hit them at all. And no, it isn’t because they are off the walkway. I know because when they eventually die, they drop loot.
I would not describe this as a “dead zone” in the spell because I keep casting it over and over again, sometimes slightly changing the position of the spell, always to no effect. It isn’t RNG either. When your merc takes 90 seconds to kill 5 phy immune specters and you re-cast blizzard on those 5 mobs like 15 times and got zero hits on any of the 5, and that happens over and over again, no that is not RNG.
Something is bugged about Blizzard and it most definitely has to do with the proximity of the mobs to anything impassable by standard movement. Whether the mobs are standing next to a wall in Chaos Sanctuary or on a narrow walkway in Arcane Sanctuary, they are either really hard to hit or just plain unhittable.
Something is bugged.
Blizzards “hit box” is a huge isometric square which is divided up into a bunch of mini hit boxes which pulse on and off in a pattern during the cast duration. If there is an obstruction like a pillar or an impassible area that takes up the majority of the mini hitbox, that mini hitbox will do no damage.
I saw a demonstration of the hitbox of Blizzard a long time ago which showed the pattern, but I can’t find it anymore.
Thanks for the explanation. It makes sense. If a mob is standing next to a wall, the hit boxes it occupies it is sharing with an obstruction and hence no hit.
Kind of sucks in many, many situations. Really tiresome to have my merc have to kill non cold immune mobs just because they are standing next to a wall. It’s especially bad when they are phys immune because the merc takes forever to kill them, when bliz would just one shot them if it could actually hit.
I wonder if this was intended or not.
The important thing about the hitbox damage pattern is it is the same every time. Casting Blizzard slightly before a monster who is walking into it is the best way to ensure maximum damage. For stationary monsters, casting immediately to the left of them seems to work very well.
The spell is made of individual projectiles.
Their individual areas are small(ish).
This is also why Armaggeddon does the same thing. And really if they wanted to help this spell, they would increase the impact radius.
TLDR: Yes. It’s intentional. You sacrifice something for higher hit damage than the other cold spells.