Hierophants reworked Nerf or Buff?
Without actually playing them, I dislike the brand mechanic on sight. Too much like mines and traps, which I already dislike immensely (and I pushed a GC miner to 90 just to confirm how much I dislike it lol).
So the fact that this somehow trickles down to affect a mechanic I really like (totems) really puts the new brand skills in the penalty box with me. One less totem overall is a 20% DPS nerf for Hiero, bottom line. Perhaps it is pared back to 15% loss because you put 4 totems down in the same time as you used to put 2, but that is probably far to generous. Call it 19%. What about the gain power and endurance charges when I lay down totems. Dos this mean each totem now gives me double the chance, because otherwise in order to maintain my dps and protection I still have to slam down 5+ double totems to build my charges. If there are "easier" ways to get that extra totem back we shall see how it plays out, but as someone said, if you sacrifice dps on an item to get your +1 totem, you are still losing damage. And that is a nerf. More "we shall see's". |
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" Shields can roll spell DPS mods. Add to that the 3% MORE dps on thge Heiro and it will add up to higher totem DPS. People cry nerf but it will most likely end up as a buff due to the shield added survivability. "Never argue with an idiot. They will take you down to their level and beat you trough experience." Last edited by Bone2flesh#0416 on Dec 4, 2018, 11:11:19 AM
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Lykkoith: My bad. You're right. I just derped on the damage boost.
So it's a slight nerf... in exchange for a lot more totems, and (at least the way I play) more QoL and other stuff. I dunno… I'm not too fussed with it, and it _certainly_ isn't going to spell the death of totem builds like some in the thread are saying. |
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" I remember fairly well how much it took to kill totems at one point and this doesn't even come near. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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" It's actually much less than a 19% nerf. As Lykko corrected my math, at least _my_ build would have a 3% nerf or so... and that is not even looking at the totem placement differences, which as you say is likely a small buff. " This is a very good question. I assume, by the wording, that Power and Endurance Charge gain is per totem. Which means that you would gain them faster as your apparent totem placement speed would go up. A lot, I believe. " Agreed here. But then, I run Soul Mantle. |
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" Similar mechanics usually don't behave that way, you do the action, and if it resulted in event X you get one of those 'on action' bonuses. Unless there's a special rule in place that says 'for each event X resulting from your action', we'll see if there is one. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Dec 4, 2018, 11:33:30 AM
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The point is how to use totems, and how to use the new support. People that play them blindly and without knowing what are they exactly doing, will probably see their dps to drop. But well used, a 3'2% dps loss is negligible. I think nemis marked the right way, not all new stuff has to be used on the main totem.
For those who don't want to lose the extra totem, I don't really know the impact that the second wand has on the dps. Is it higher than a 24% more? I mean, with an extra totem, and following previous maths: 5 arc totems = 500 DPS 8 total totems = 24% more damage 500 * 1.24 = 620. That's exactly a 24% more damage (disregarding the damage loss from the wand-to-shield change". So regarding that damage loss, I'm not sure how much dps can be gained/lost without losing the extra totem (although I don't think it'll be a great impact in any direction). A different thing is if that extra totem deserves the price of the shield, that won't be cheap. Feel free to ckeck some skill suggestions:
https://www.pathofexile.com/forum/view-thread/2253742 |
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There's still a fair bit we don't know, like where the second totem is dropping. If it's right in front of your character like Orb of Storms, that would be pretty dope, if it's next to the first one it isn't exactly ideal.
Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Dec 4, 2018, 12:13:27 PM
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So Hieros are just rebranded.
They are not actually totemers anymore. Enjoy the Brands forced into! ..if you can |
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" Losing an entire totem with just a 3% multiplier per totem? And your natural max is already down one so you're relying on gearing to replace what you used to have.... Multiple supports get = damage loss since it takes a slot that could be used to increase/multiply totem output -- in other words, to get what you had before you have to give up damage in the socket or rely on specific gearing. A 3% multiplier per totem doesn't make up for losing one to begin with. Having to run additional totems you normally wouldn't also add extra micromanagement, using up sockets and links that would have been used for something else. Yep, totally over league play.
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