Would be way cooler if we had something I have drawn there in 1st picture than current setup cuz with 2 or 3 beam variants u can’t really hit anything correctly which defeats this whole purpose (well maybe 3 beam could work soemhow - the middle part but it becomes main thing with 2 supporting weird sides (see green/blue as yellow main if 3 beams together).
I am not sayin putting beam inside beam that wouldbe obviously too OP.
Solution is pretty simple, move angles either very close not 45 degrees but 5 or some small degree or smth or make the beams fatter (thiccer?) as picture shows which would be them being placed parallel in-between very closeby, not by using starting anglling as like now.
i was about to create a topic about this issue as well.
Two beams look ugly and useless, it’s very hard to aim and it is completely not clear which beam is doing damage and which beam is just for “fun”/whatever, making it the opposite of efficient.
Is it even possible to disable this second beam on Albrecht’s Commendation, please?
As the resident AAR builder I would just scrap the idea of multiple beams. Hate it. It is clunky and looks worse. Items that have it I just won´t use. More is not always better. More is often just a bloat. Many things in FoA are a bloat.
I remember community has been asking consistently for AAR to get pass-through and it was (thankfully) granted.
I don’t remember anybody asking for this multiple beam nonsense, frankly speaking.
Was it even play-tested?
Did somebody say “yeah it is great”?
Ternion attack in TQ was doing damage from all the projectiles/beams/you name it.
Here only one beam is doing damage. How on earth am i supposed to know which beam is doing damage and which one is just there for fun?
Albrecht’s Commendation is giving everything Clairvoyant AAR can dream off, especially for Spellbinder with bonuses to Spectral Wrath.
And now i have to either accept that i don’t know which beam of the two is doing damage (or are both beam doing same damage and DPS of such time is increased twice?) or i have to skip a medal with +50 damage to AAR just for the sake of one clear beam?
Previously i did not always have to stay close to do damage and had some seconds before monsters come to my char, now i am expected to facetank everything with 1.4k armor caster on Ascended Mode?
Seriously, people, we need more voices asking to undo this stuff, please!
Well, if every beam is doing same damage, builds with 4 beams have now x4 DPS at face tanking?
Making you leech x4 comparing to single beam?
how is it even remotely balanced in such case?
I thought it would work like the aether PB conduit, where the missiles are shooting in all directions so that, if you want to shotgun, you have to be inside a mob’s hitbox. If you can position correctly they do all hit.
Well, Aether PB conduit is optional stuff for specific damage type/playstyle, you can always play classic Demonslayer PB if you prefer.
In case with multibeams i am going to gimp myself if i don’t use items granting extra beams.
It’s a rather questionable design choice, to say at least.
Besides, if every beam is doing same damage, certain builds are locked out of it, like with Clairvoyant you basically need Fleshwarped Tome to convert elemental to aether and you cannot use off-hand granting extra beam, you can’t use helment granting extra beam, amuluet is also non-negotiable for aether/chaos AAR.
I’m not saying it’s good I just think it would be completely absurd if one of the beams was just cosmetic. (Imo, I wouldn’t want two divergent beams anyway.)
I disagree. I got a 5 beam build that instantly deletes half the screen anytime I tap the AAR button. With only 1 beam I’d have to hold down the button and move the cursor around the screen to hit all the mobs, which is much slower. Farming speed definitely increases with 3 or 5 beams.
I agree that 2 and 4 beams are awkward to aim with, which is largely caused by AAR auto-snapping to the cursor target. You’d have to aim at a point before or behind the intended target to avoid auto-snapping but that’s awkward as well. I don’t think there’s a way to turn off that behavior with any of the targeting options, so Crate would have to add a free-aim option.