then rewatch your videos with the highlighted moments you gave me, and reinform me what the issue is contra the specific mention, when factoring in “if you had repositioned/turned around”/found said action aggreable
because like my “git gud” mentions was about, that was basically the type of small stuff that would be alleviating those encoutners
doesnt’ reach 360, is a single wps/the rest don’t have that high arc, and is then a 30% chance/1hit every second, which dont’ 1shot heroes either
3/3 - hope you get the idea
like ffs afanasenkov i’m literally linking to a video clip doing just that minute movement i’m addressing , exactly because even avenger/high arc wps builds are still affected by these actions/interactions
and i think that’s probably the main dish
these interactions/reactions/engagements are so instinctive ingrained and automatic for you guys you’re not even realizing you’re performing them on even the high performing builds… which is what starkly contrasts it being “highlighted” as an issue for beams…
I know you like taking devil’s advocate positions, but this seems like you’re veering too far into disingenuous territory, so last reply for me
Blitz, a repositioning skill itself, with 180 degree/120 degree arcs, and Avenger, with 2 180 degree arc WPS and an AoE wps, aren’t having the same problems as a skill that stands still and has, what, maybe 30 degree arc if we’re generous when it’s not dealing with a desync hitbox? And this is somehow a refute of the OP concerns? I’m quite sure if FOI had every other tick blasting out 180 degree radius, or a nice 4 meter AoE centered on the caster as part of the skill, we wouldn’t be here.
i’m not remotely saying these builds have “less” aoe than they do
but there is a vast difference having 180 degree aoe, still needing to turn around to kill a hero behind you/focus on the nem infront of you like those issues raised on foi “i’m showing you the exact same actions being complained about on foi as an issue”
i’m not remotely addressing the arc of foi, but specific grievances raised, “as a grievance”, despite those exact same actions are being performed and needed to be performed on vast majoriy of builds
yes blitz is a skill with reposition potential, doesnt’ change we also use it statically/facetanking, right? or that in scenarios with someone right behind us we can’t hit them or need to turn around/shift target “just like the example chosen for foi as an issue”
as for playing devils’ advocate, sure, if foi had 4meter girth it might clear the front faster; would it change you still had to priority target or turn around to hit stuff 180 behind you?, or getting blocked by objects etc?
there is a reason i’m addressing these very specific points/moments chosen, it’s not to be disingenuous, the darn clips literally shows this to be a thing we perform without issue, so those actions are hardly the actual issue here/for beams, hence the issue i take with them being pronounced like this…
hell if this is somehow coming off as me saying “keep foi as is” it’s specifically not an issue of balancing i’m addressing, but the moments picked highlighting encounters that most builds still handle in the same actions/manner, eg surviving full surrounds/retargeting/blocking objects/stragglers/relocating - the actions there is not a “git gud” thing; we literally apply them all the time even to the top builds, so doing them is not the issue…
“how fast until you can turn around” would be a balancing issue
“how long does it take you to kill the priority target behind you” would be a balancing issue
but the darn act is not…
as for the actual arc
can touch all the 3 close dummies at the same time (positioned assuming front dummy is at same line as side dummies/front dummy is closer in our face)
but can’t touch either of the dummies on the wide
melee wps/shears and seal of the void “arc”/reach standing in same spot
I wouldn’t like these suggestions, personally. I like the gameplay of these skills! I just want to be able to make builds with them that are at least worth considering as potential top builds, even if they don’t ultimately make the cut.
Seems like solving energy for FoI is intended design, that’s why the last node doesn’t give much besides it. Usually two spark in amulet and medal help a lot.
For an AoE wannabe it’s really not that great, easy to notice when fighting multiple bosses.
“RNG” element of its aoe specifically, or just general dmg amount?
or like, having 15+ targets is “wasted” aoe/we have no extra dmg when just fighting 2-3 bosses
(but like dmg is “maybe scaled to account for 15”?/old aoe dmg argument)
I’m not exactly sure on the mechanics of stacking the chance sources but if i had to guess it’s the low chance of affecting multiple targets, not the amount of targets specifically.
Isn’t your new tech with skill mods working for transmuters a chance to bring back old AAR now? Have the transmuter change AAR from single target to piercing and move all conversion to gear only.