Skill Reveal - Ancestral Warchief

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Vhlad wrote:
These take way too long to manifest.

The delay between totem placement and totem attack, combined with the fact that you need to stop moving forward to stay in activation range, means that the builds which utilize these skills are inherently much less efficient than all of the competitive clear speed builds.

How do these slow totem skills fit into an endgame where 1 cast or 1 shot clears multiple screens? We're clearing at nearly the speed of continuous whirling blades and the video here shows a little wimpy totem whack things in a 1/3 screen size area 2-4 times before they die.

Don't get me wrong I love to see skills like this added to the game. But a lot of balance changes need to take place before a playstyle involving these totems becomes competitively viable.


I believe the problem is not the totems here, it is the 1 skill/cast clearing screen(s). Damage should scale down with each enemy they hit. Also I find Spark as an abomination that should be banished to depths of hell.
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Vhlad wrote:
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PsOfOs wrote:
If you enjoy slow pace then this totem right here is for you.
You can remove ms from boots too.
What problem do you have with someone else clearing fast?
Why should one invest hundreds of ex in items then?
To clear shipyard in 15 mins?

Well yeah if you want to create your own challenge you can wrap your face in duct tape and control your keyboard with boxing gloves on. Seems about as reasonable as using these totem skills in the current game state.

Look man, the game has gotten way too easy (the high rarity items are too strong and the game is a joke once you get them). It's not really about people who like to play fast vs people who like to play slow. I'm competitive so I want to clear as efficiently as possible but right now in good gear playing PoE is like hitting a button to unleash fireworks and seeing "I win" text appear on the screen. It's so trivial it's boring. Top gear like mirror weapons or uniques like skyforth/headhunter should be balanced irrespective of rarity and not have off the charts power because they are rare.

I remember when i kept dying on dominus with 10 times the leech i have now. Dominus fight isn't easier now,he does the same shit.
I just learned the fight after 3 years.
Of course the game will be easier once you know every aspect of it and you have nice gear and know how to use it.
You set other goals then.
Making the game slower will not make it harder. Just annoying.
I agree there is some power creep but do you remember the 1mil ll spectral builds? Or dual void batteries coc?
Balance melee and armor so people can play it,make monsters on t11+ maps way harder and with more hp and it will work for old and new players.
These are not the kinda skills this game needs atm.
delayed gimmick groundslam
Last edited by bottlehead93#3713 on May 6, 2016, 12:12:56 AM
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VushaWan wrote:
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Shppy wrote:
does it really *have* to be 'more melee physical damage'? Why can't it just be 'more melee damage'. I don't see why you've gotta exclude elemental melees yet again, there's already too many phys-only boosts that leave them in the cold.


There's not even NEARLY enough phys boosts yet to counter insane elemental builds like Voltaxic spark builds and etc.

TIL chaos dmg is elemental.

I agree about changing it to generic melee instead of phys only.
IGN: Ziggro
Nice, but in a game where the endgame largely involves running maps as quickly as possible, having to cast in place, then stay in the area is kinda lame...

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symban wrote:
Also I find Spark as an abomination that should be banished to depths of hell.


Spark isn't the problem or the culprit. Have you seen Kinetic Blast? Spark has nothing on that! That's what you want though. You want to feel powerful. In the current game, spells give you that feeling. Melee doesn't (unless you play facebreakers, which more involves the psychological aspect of using your fists to explode an entire screen).
Last edited by ClickHitBoom#6139 on May 6, 2016, 12:29:10 AM
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ziggro wrote:
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VushaWan wrote:
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Shppy wrote:
does it really *have* to be 'more melee physical damage'? Why can't it just be 'more melee damage'. I don't see why you've gotta exclude elemental melees yet again, there's already too many phys-only boosts that leave them in the cold.


There's not even NEARLY enough phys boosts yet to counter insane elemental builds like Voltaxic spark builds and etc.

TIL chaos dmg is elemental.

I agree about changing it to generic melee instead of phys only.
Chaos dmg is not elemental but in case of Voltaxic (most part of)it is affected by elemental modifiers.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
more crappy skills for melee. And why run low maps to showcase the skill? Sure, don't do uber atziri, but run at least maps t14+, t15 ideally. Would you last there? Would those totems die in couple of hits from a monster?

Path of vendor thrash.
yawn

unless you cut ranged damage in half and remove doubledip from chaos 2.3 will see 0 melee players so please do continue producing melee content that only new players and people bored with one-click meta will use

NOONE plays melee competitively. NOONE. and these that do play it - wont use this totem.

as long as the game is in its current dumb one-click gameplay state - noone cares

and thank you for yet again implementing this nonsense of 'skill bad by design'. it makes so much sense in a game where leveling is just the beginning.

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