Fix: Aspect of the Void (Blight Pull)

After using it for a while I can really see this aspect contributing a lot of fun gameplay for Necromancers, Yes it doesn’t give extra damage and might not be high end/tier but the effect itself might be worth it enough to slot it in your gear… If only it worked a bit differently.

I’ve seen people talk about why it sucks, long story short it keeps pulling mobs towards you, endangering ranged builds and making the previous blight pool ineffective when cast consecutively.

It think right now it pulls as soon as it touches an enemy’s collision box. making bigger enemies get pulled further and faster towards you.

I feel an easy fix is just making the pull drop right in the center of the target hit (target location) instead of its outer boundaries (collision). (or being able to control where the pool drops. - mouse & keyboard) That way, hitting an enemy consecutively wont pull them towards you. and other enemies near the target will be pulled to them.

The current effect would still happen with this suggested fix if new enemies are pulled in front of the previous target (making the next blight cast hit the enemy in front of the previous one) but I think at that point it is understandable and wont be as big of a problem as how it is currently implemented.

I feel a lot of people are excited when they get this aspect but end up being disappointed after using it as it doesn’t function the way people would expect it to. If this is adjusted, not only will more people end up using it but it might actually open up more diversity for necro core skills.

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I’ve seen people talk about why it sucks, long story short it keeps pulling mobs towards you, endangering ranged builds and making the previous blight pool ineffective when cast consecutively.

For me this is what makes it amazeballs. It sucks the entire screen into my bone storm + golem slam + corpse tendrils + Mendeln procs. With an Umbral (not codex) it’s free or even generates essence on any kind of group. With everything getting hit by it there’s LOADS of lucky hit and shadowblight.

Kripparians build is amazing with Void but he’s never properly tested it himself (someone asked, and he said a friend used void and didn’t like it). It procs decrepify so much I have 100% bone storm even if I drop osseous gale. I found this on my own trying to build for deathless scream and at this point I’ve literally copied kripps paragon because they’re so close.

I find it moving out of blight and corpse explosion annoying, but generally throw caution to the wind and just dash on top of a group to start pulling them in or send in some minions for distraction at first if it looks dangerous. Occasionally blacking out the screen can get me killed with explosive, but hopefully the visuals are fixed soon.

If it pulled on target location I wouldn’t have any issues with this either and could still easily move on top of them for things like bone storm if needed.

Pro tip: try to find an aspect of the umbral as well. The damage of blight is never amazing, but the guarenteed slow plus grouping like this makes for very high resource regeneration. Makes me want to see if a blight / bone spirit build is plausible.

The pull is powerful, its basically a mini cc, but it is very annoying when it pulls deadly mobs to you.

The thing that bothers me most about it though is the best version of Blight is the one from Bone Prison.

Plunging Darkness makes it so Bone Prison spawns a Blight, and Void makes it so enemies get pulled into the Bone Prison. Instantly pulls enemies together, makes them vulnerable, traps them in the prison, and does more damage than a regular Blight. Add Abhorrent Decrepify on top and you can get lucky hit procs from Plunging Darkness to make another Bone Prison.

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I pretty much have the same experience with the void aspect. Pulling enemies closer and having larger enemies get pulled “extra” actively hurt the skill itself. You pay upfront for a pool of damage but subsequent casts can, and often do, shift enemies out of a previous pool.

I think a simple solution would be to alter how Blight behaves. Similar to the OP’s solution but instead of being a direct projectile cast from character to target, what if the projectile portion was indirect? If Blight traveled in a parabolic arc over obstructions and enemies, the pool and associated pull would occur at the precise location of the cursor (or the center point of a targeted enemy).

I think that would solve both issues while still leaving the current behavior as something that can be performed by landing shots in front of a target (ie pulling things closer). This also has a hidden benefit of granting some backline targeting similar to Sever, which is handy on a mobility limited class like the Necromancer.