S26 Proposal - Wizard LoD Magic Missile

Yupp, that’s the point. You always want to be in range, other wise you’re in a pickle, because while the orbs could save you, a big chunk of your dmg is gone for a while. It’s a chalange. Or you just want an easy build? It’s more tactical this way imo. You can decide if you let enemies close and killing them whit the blows, but your dmg is down for a couple of seconds, or try to stay in range and kill as many monsters as you can.

I’ll just chime in one last time. None of your suggestions have some sort of concept for the struggle player can face but potential non-stop destruction by button spamming without any rhyme or reason to get passive benefits with no context.
This time, you try to bring ossified paragon level to Set/Legendary bonuses which is insane and never has been done before, as it would bring many imbalance concerns compared to other builds and classes.

Please bring this thread to the Wizard section by editing the thread. Don’t tell me those forums are dead too, it’s one of the most popular class this game has.
If you haven’t get any responses so far, it’s not because forums are dead but they can tell that you’re inexperienced after looking at your profile and that you want an easy way to break the game. When experienced class players see what you’re trying to convey, they refrain from ever engaging in a discussion or see your threads as an attempt of trolling.

Please at least try to play some class indepth before wasting hours into designing something that is far from game’s goal posts. Let along allowing one character to create so many projectile entities at once, is a one way to ensure that you’ll have performance issues at a wide scale. You also remove any kind of boundary check which makes collision calculation even harder on the resources and bandwidth.
Try to augment your own characters for once and keep at it until you learn something. Then play around the known builds and LoD or LoN counterparts to see what you can do. This will be less awkward for any parties that is involved.

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There is no Set involved in this proposal

Please refrain from personal attacks.
Enablers are better than gatekeepers.
Focus on proposal with rational objections.

Got plenty of constructive suggestions.

Diablo 2 can handle 80+ minions with multiple spell effects for each one.

https://pbs.twimg.com/media/FJrdshWXsAcDQKQ?format=jpg&name=4096x4096

Diablo 3 will be fine with 40 projectiles.

Projectiles are currently automatically removed when they go off-screen.
This behavior remains active.

This is not Diablo 2. This is Diablo 3, a game which has a long unresolved performance issues with area damage and unsynchronized damage over time. You can’t even teleport behind areas with closed doors either, yet you want projectiles to be pardoned for collision check. Those 80+ minions in Diablo 2 still subject to collision check, so are many different minions, pets and clones at Diablo 3.

I’m just straight telling you why are you not getting enough engagement of replies without bumping your own post several times.

Do they? It’s not really about a view check but projectile’s allowed lifespan I believe. If you shoot a projectile and move away from it, would game remove it from the arena the second it’s out of your view? I don’t think so. It’s about allowed life span of the entity. You have to mind that too as well as deviation or stray projectile spread from one shot.

Still removing collision check with environment to keep collision check with enemies is an imbalanced gameplay. You can attack monsters from behind closed doors and they can’t do anything about it. This promotes an abusive gameplay by removing mechanical skill requirement from player at certain sceneries.

40 projectiles at once with cooldown? Sure. 40 entities sprayed at each attack, scaling with attack speed. No. Projectiles piercing environment to collision check with enemies only. No. You’re making it more complex and cooldown reduction is a thing.
Also at which context you allowed them? Scaling with paragon level. For what reason? You turned magic missile into a frozen orb with cooldown spreading ice shards. Even Hydras can not spray this amount of projectiles at once, as they need to be checked for collision each quarter of a second or so by the server.

That should be an obvious yes. Remember, the people still playing doesn’t represent the majority of players. On the Xbox, Switch, & PS4, all have around 200k players who have started the season, and 90% of them haven’t even reached 700 achievement points. While it certainly is possible to go lower, I’d say 800 achievement points is roughly the amount you’ll have by the time you clear a Greater Rift 75. And the majority of players on these platforms never even reach Level 70. And I’d guess the same would probably hold true with the PC, with far more players on the PC than the consoles.

I think you have to define what a seasonal player truly is. I’d say, let’s discount all the players who never even reach GR70 in a season. And let’s discount the top 5% of players. (People who bot, play professionally, etc. I.e. They have an unrealistic play time.) The question becomes, where do the remaining players fit into this?

I’d say I’d probably fall into that category. In 25 seasons, I’ve only cleared Paragon 800 twice, this season and last. And I’m certainly not alone. Looking at my clan roster, we have 26 active players this season. Only 1 has 2000+ paragon. And only 5 players have 1000+ paragon. And only 2 players have <600 paragon. That’s roughly 80% of don’t have 1000+ paragon. And sure, I’d say it’s a casual clan, but for every clan which has an active participation for the season, there probably are 10 others which don’t survive past the opening weekend.

FYI, for hungering arrow, I think it tracks for a total of 120 yards traveled, or until it is more than 90 yards away from the DH. That’s why old GoD was so strong with missile dampening, because the arrows would live and pierce a very long time as the life span was determined by travel distance, not clock time. And with missile dampening you would have lots of arrows tracking at the same time, and afaik it didn’t affect servers too much?

For “20%” of players, you really need to define what the base population is here… 20% of people that paid for the game? No way. 20% of ppl that you see actively playing right now? Easily yes.

Either way, even if you make it work and balance the damage percentages, wizards don’t need another slow moving, slow damage LoD build that only unlock it potential at high paragon. We have (reverse archon) twisters for that.

It has a duration for flight time with that still and it’s limited within collision check and boundaries. In example; it can not pierce through walls and it will travel through that limit in a few seconds.

And this is why it got a heavy nerf, and why it was subject of a laggy compensation and desynchronization abuse from exploiters.

That’s not the same. Stone Gauntles and Ice Climbers work independently. To off set the negative effects of Stone Gauntlet you can use a lot of different items, skills or invigorating gem. It just feels bad finding a legendary item, with nice looking multipliers that you can’t use.

I was not sure if you really meant charges stored or projectiles. That would be an insance multiplier of 3x 120 x 9 = 3240 multiplier. And you never have this bonus, cause after you cast you only have 80 projectiles stored up (or two charges). The damage calculation should be dynamic. Just doesn’t work like that.

While the idea of making additional Wizard skill useful is a good one, this is far too limited - Wizard needs items (or sets) that buff all primary skills, and other items/sets that buff secondary skills (e.g. massively increase the Deathwish buff, but applies only to channeled secondary skills).

Additionally, some of the items don’t fit Magic Missile at all. Slorak’s should be a Disintegrate item, for example (but it needs a real and strong legendary power).