Inquisitor Seal - reduce max distance so that the character is always in range

That’s actually a really cool idea!

I use the transmuter on some builds like chaos AAR mage hunter

It will be generally more useful this way.

Yeah I guess

Your builds will not be #dead because of it.

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Nothing never too late for GD as long as Crate keeps updating it content.
What if Seal’s transmuter increases its max radius to 6m. In doing so, we’re always in range and nothing change on maximum casting distance.

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Not a bad idea there either, this would also help with its functionality

I voted yes but… The problem is not that the range is too long.

The problem is that when you highlight an enemy, spells target the enemy’s center and not the spot where the mouse cursor is actually pointing. So Seal is cast out of range even though - according to your cursor’s position - it would be cast in range if there was no enemy touching the cursor and getting highlighted.

Since this is engine and it won’t change, only increasing Seal’s radius will help for the most part. Range could be even increased, no matter

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Imagine being so unwilling to move your cursor a few pixels around that you’d rather reduce the flexibility of a skill instead of expanding upon its usage options.

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Wouldn’t be inherently opposed to a radius increase, but I’d much rather see the casting range increased than decreased so that both more aggressive casts (seals on far-away/ranged enemies) and defensive casts (seals further from the player where the player intends to kite toward) are more viable.

From the moment Inquisitor hit testing in (2017?) it was fairly obvious to me that the intent behind the seal was never for it to be cast right where a player was and to enable them to remain there. Instead, the seal is meant to be placed where a player wants to be (defensive option) or where a player wants to control (aggressive option).

Edit: I’m also not opposed to changing the cast behavior of the skill when the Transmuter is taken, and possibly improving the defensiveness offered thereof to make the Transmuter the hard “hold your ground” option. Don’t know how feasible that is, though.

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I agree that changing range seems to be the best solution.

I’ve tested Wendigo Totem and it has the same issue as Seal you’ve mentioned which is being cast further away because an enemy is highlighted which can cause not being healed.

The difference between the Seal and Totem is that the Totem is always in your range when you cast it on the ground, it always heals you whereas the Seal can be sometimes too far away as I’ve shown in the screenshots.

But that’s not happening either with that 1m range. You can’t cast a Seal and then SS on it. What’s happening is that you wanna cast it on yourself but it casts under Kuba out of range.

Transmuter is taken by no-one ever. It wasn’t even taken by melee when it just had cast speed penalty because it was too big and affected rotation of debuffs and stuff. And it was actually nerfed and given attack speed penalty as well.

Not sure what it could be given to make it usable but nerfing stuff nobody takes in the first place doesn’t seem like a good idea.

Glad you know no one is using the transmuter. Oh wait, I do. :rofl:

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Me too on some builds :slight_smile:

But I think what ya1 means is that “no min-maxer uses the inq seal transmuter”

But they’re probably the minority of players so that’s rather a big assumption to make.

Yeah, that’s what meant. Defensive gain is out of proportion to the penalty. And now it’s just tragic since it gimps autoattackers as well, and heavily. For autoattack builds sustained by adcth, this is actually a loss in defense as well.

Thus, air quote, “no-one ever”

what about chaos ARR with Black Flame set? You have so high overcapped casting speed in that set-up

Anyway, these are the changes I’d like to see to the Seal:

  • increase radius enough so that it affects the player even when cast under the biggest enemies
  • increase range a lot so that those described above “dreams and visions” of Seal as an offensive skill are actually closer to reality
  • change the trasmuter. How? I dunno. The desciption mentions a mental drain. So negative energy regen, maybe? As long as it gimps speed, “no-one” (air quote) will take it

But you get that overcap by investing in it. It’s probably better not to invest in it then do just becasue you want the Seal transmuter. But even if I’m wrong , this is an exception to the rule. Most build do struggle with capping speed. Getting 25% deflect for -15%/-10% speed and 1p is very bad. Espiecially since projectiles are not a prevalent dmg source, and are usually already gimped by Seal’s flat dmg redux.

Only extremely special cases use that transmuter. That should be changed. There were good suggestions already in this thread.

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Especially with Bonemonger, Inqui Seal is applied offensively as well. Reducing the distance would be bad for that.

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This is why I think whoever had the idea to have the transumter allow the skill to be cast anywhere (within reason, like occultist seal maybe) and reduce range/increase radius on default (or have default version spawn directly under the player always) had the best solution to this problem, along with trying to fix the targeting parameters that place it under highlighted enemies, if possible. That way only those who want the ranged effect, can get it, and those who dont dont have to.

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