Reduce 'Less Damage' penalty by 20 or 30% on 'Ranged Attack Totem' and 'Spell Totem' (good reasons!)

Damage-dealing totems are currently hilariously underpowered. This goes double for any totem which is attempting to ignite enemies.

From a balance perspective, I am always worried about the potential for Summon Skeletons totems to become too efficent at distraction. Frost Wall raises similar concerns. In general, non-damaging spells on Spell Totems bypass most of the penalty, since the big penalty is damage-only.

Currently, Spell Totem and RAT do 50% less Damage and 30% less cast speed, for a total of 35% base skill DPS.

I think Spell Totem and RAT should instead have 30% less Damage and 40% less Cast Speed, for a total of 42% base skill DPS. From 35 to 42 is a 20% more increase.

Note that an increased Less Cast Speed penalty also may help slightly with graphics performance issues.

I do not believe a Spell Totem should be allowed to do 50% or more of base skill damage. The amount of buff suggested in the OP feels like swinging the pendulum from underpowered, past balanced, and onward towards overpowered.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB on May 14, 2015, 5:27:48 AM
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ScrotieMcB wrote:
Damage-dealing totems are currently hilariously underpowered. This goes double for any totem which is attempting to ignite enemies.

From a balance perspective, I am always worried about the potential for Summon Skeletons totems to become too efficent at distraction. Frost Wall raises similar concerns. In general, non-damaging spells on Spell Totems bypass most of the penalty, since the big penalty is damage-only.

Currently, Spell Totem and RAT do 50% less Damage and 30% less cast speed, for a total of 35% base skill DPS.

I think Spell Totem and RAT should instead have 30% less Damage and 40% less Cast Speed, for a total of 42% base skill DPS. From 35 to 42 is a 20% more increase.

Note that an increased Less Cast Speed penalty also may help slightly with graphics performance issues.

I do not believe a Spell Totem should be allowed to do 50% or more of base skill damage. The amount of buff suggested in the OP feels like swinging the pendulum from underpowered, past balanced, and onward towards overpowered.


They should just remove the penalty but also remove any damage bonus from those totems. Then the totem does the skill it casts damage plus what attack/cast speed it gives. No need for a damage boost if it just grants the ability to use skills as totems and has some speed modifier.

Like:

Spell Totem

1% increased cast speed (1% inc. per lvl)
Last 15 seconds
Totem casts supported blablabla

Bump. Even though I feel people in this thread seem to want to overbuff totems, I feel a more moderate buff is very reasonable.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
I am using Spell totem x2 with Arc in the HC 1 month league. Clearspeed is OK - Good even. But it struggles with tanky ele resist necromancers or similar rare mobs. Kills Piety merc faster than those.

I think it works pretty OK considering traps is still an offensive capability i can lean on.

But the reductions that's presented with the spell totems are significant enough to make me glance at my self-cast Arc build which WOULD roll through stuff faster ..
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Last edited by Cergic on May 18, 2015, 7:50:23 PM
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ScrotieMcB wrote:
I do not believe a Spell Totem should be allowed to do 50% or more of base skill damage. The amount of buff suggested in the OP feels like swinging the pendulum from underpowered, past balanced, and onward towards overpowered.


Pardon my late reply.

You are wrong...

Where in my OP do you see I am suggesting that GGG raise the % values in Ranged Attack Totem and Spell Totem to such overpowered values? Where do you see these suggested overpowered values in my OP?

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ScrotieMcB wrote:
Bump. Even though I feel people in this thread seem to want to overbuff totems, I feel a more moderate buff is very reasonable.


That is the general people; I am not the general people that want overpowered totems. In case you did not notice, I worded my OP in such way to suggest GGG to give totems a 'moderate' buff so they are effective just enough to be viable in most (not all) situations like other builds.

I do not understand where you get the impression my OP suggests GGG to give totems an overpowered buff.
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism
does not mean to call it a day and make a foolish misplaced assumption that it is perfect.
(me)
Last edited by HeavyMetalGear on May 22, 2015, 5:21:25 PM
I thought the OP read differently before. An edit, perhaps? In any case, anything I'd strongly disagree with isn't there now.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
"
ScrotieMcB wrote:
I thought the OP read differently before. An edit, perhaps? In any case, anything I'd strongly disagree with isn't there now.


Right. I edited the post back in February (added more info) and today (addressed some grammar errors), yet I never directly suggested, "I would like to see GGG raise x value to x value." I only talked about the penalties, not base damage. Otherwise, I would have provoked negative feedback from other players in earlier replies before yours in this post arguing why they think raising x value to x value would not be a great idea.

However, since I did not provoke such criticism early on, I am lead to believe you misread my original OP before it was ever edited. (I can even restore my edited OP to a previous time before today's date if you would like me to)

If I am wrong, I am wrong (I am pretty sure I remember what I wrote).

With that being said in mind, I am glad you are still active in these forums, and I look forward to seeing more from you. I may not comment all the time, but I keep a look out.
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism
does not mean to call it a day and make a foolish misplaced assumption that it is perfect.
(me)
Last edited by HeavyMetalGear on May 22, 2015, 6:03:21 PM
I think everything should be nerfed/buffed in a way, that it is viable in endgame content, but still challanging. Right now, Ranged Attack/Spell Totem aren't viable for endgame and therefore they need a buff.
"
If you switch the Cast Speed and Damage penalties, it's what I suggested.

But the penalties should be switched. I already explained why.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.

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