0.9.12 - Arrows will now be real projectiles

I'm not against bow totems, but it does defy the current system of logic which is - totems don't have weapons, so when they use your skills that require weapons, they fail.

I think they need to re-think the idea. Maybe instead of a "bow totem" they create a new kind of support, something different from the totem. We have traps and mines, so why not a "turret" or some kind? You can give a turret non-spell skills to fire when enemies get within range. These skills could be melee or ranged.

The main difference would be the damage scaling factor. It wouldn't use your weapon, but the "turret's", which would be based on the level of the support and perhaps be configurable using a few kinds of supports.

To fit the theme of POE, this turret could be something of a ballista or catapault, or perhaps a stationary minion.
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Last edited by anubite on Aug 24, 2012, 5:21:05 PM
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anubite wrote:
I'm not against bow totems, but it does defy the current system of logic which is - totems don't have weapons, so when they use your skills that require weapons, they fail.

I think they need to re-think the idea. Maybe instead of a "bow totem" they create a new kind of support, something different from the totem. We have traps and mines, so why not a "turret" or some kind? You can give a turret non-spell skills to fire when enemies get within range. These skills could be melee or ranged.

The main difference would be the damage scaling factor. It wouldn't use your weapon, but the "turret's", which would be based on the level of the support and perhaps be configurable using a few kinds of supports.

To fit the theme of POE, this turret could be something of a ballista or catapault, or perhaps a stationary minion.


We are talking about logic in a game where i can raise the dead, cast fireballs, teleport, have lightning come out of my shield, make my arrows cast a thunderstrike on people. Come on the totem uses magic to conjure arrows from it. I personally think it fits perfectly with a bow lock style game play.
Last edited by DSWBeef on Aug 24, 2012, 9:26:06 PM
I read on this topic many saying that using the weapon's damage to determine the base damage of the "bowtem" is illogic, but I think in terms of balance (not pvp balance) it's the only right thing to do: Let's say it has its own base damage, there will be situations where using it may result in a better damage base for the skill applied on it rather than with you equipping the weapon required (maybe it's strength related and the "bowtem" is intelligence).
In my opinion using the equipped weapon as base is the only way to keep it "fair" (with a certain amount of reduction), as someone said it you are just conjuring a copy of your weapon over a turret, which is not harder to imagine than the aimbot enchantment firing it =P.

I apologize for my English.
Last edited by gjrud on Aug 25, 2012, 1:13:05 AM
Glorious. :)

I lost a HC character in the last 2w race at Kraityn by assuming that I could dodge arrows by running horizontally-ish around the bandits to allow my ES to recover.. didn't work so well. (This was before I realized it was easier just to pre-trap them and run to the end of the bridge to deal with them on my own terms and spam totems to confuse Kraityn's Flicker Strike.)

@Charan: I don't think Totems shooting arrows is silly at all.. they just become the arrow equivalent of a remote automatic rifle turret. Assume there's a nice big arrow clip and a firing mechanism that may or may not resemble a bow (and is internal to the Totem). As for the 'must have a bow equipped' part, I'm a bit divided.. I think it should either work or not work regardless of what I have equipped since I'm soul-linked (not mechanically-linked) to the Totem but perhaps it's a good balance thing. As for Cleave, why can't Totems have internal blade(s) and slits for attacking? ;)
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KatGunz wrote:
Now I'm just waiting for when they make melee hits like projectiles where if you move out of the way of the swing you avoid the damage completely. It's kind of annoying to take damage when you clearly moved out of the way of the attack. :(
This does happen if you actually get far enough away.
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Dreggon wrote:
The most important question of all:

Does this mean that ranged attacks now follow the same hitscan rules as projectile spells and - provided they come into contact with a target - can no longer artificially miss?
Arrows are still subject to accuracy/evasion. But now if they miss, instead of hitting but doing no damage, they'll travel past the target and potentially hit something else behind them.
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TehHammer wrote:
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Mark_GGG wrote:
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Covert wrote:
Does this mean I can 'shotgun' with arrows the same as I can with projectile spells?
No. there was discussion of this, but for balance reasons and to help make attacks more distinguished from spells, multiple wand projectiles or arrows from the same attack cannot "shotgun" the same target, but most spells can.
I assume this means that if I shotgun something with lesser multiple projectiles and lightning arrow 2 of the arrows will pass through that shotgunned target.
Yes, just the same as now. One arrow hits, and other arrows from the same attack then ignore that hit target completely, and pass through.
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Britannicus wrote:
I think the bow totem idea is a bit flawed. This is the first time that a pet skill is based upon a characters weapons. I really don't like the idea that the bow totem would take weapon damage from your bow. a) It stretches the imagination 2) gives bow uses sole access to a swathe of options.

I would recommend this alternative:

Add a special bow totem support that can take bow skills. This bow totem support will supply the base damage to the bow skills.
Apart from the fact that this is mechanicaly impossible with how totems actually work, totems are not a "pet" skill. They are a means of using your skills from a different location. They always have been using your skills, with all your bonuses, and it would make little sense to arbitrarily change that relationship now even if we could.

As to stretching the imagination, I disagree. Every bow clearly already comes with an infinite number of arrows that deal a certain damage, why couldn't you put some of those in a totem, and have them deal the same damage?

For those asking, yes a different totem art could be made for arrow skills, but that may not happen immediately.
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Tertium_Quid wrote:
How would bow/wand skill traps/totems be handled? Since traps/totems are spells, would bows and wands be improved by spell damage? Or, would they just simply be the same as if they were directly used by a player (simply using weapons damage), but with 40% less damage in the case of totems?
Totems and traps are not, in and of themselves, spells. Skills are either spells or attacks, and totems and traps are modifiers which can be applied to those skills to change from "use the skill" to "make a thing which uses the skill". Up until now those modifiers have only been able to affect spells because we needed this chance, but they are not inherently spells themselves.
Last edited by Mark_GGG on Aug 26, 2012, 7:43:09 PM
Bow totem? You mean I finally use my 4 link on my gloves for something? Neat. Hmmm.. ideas ideas... Explosive arrow totem.
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Mark_GGG wrote:
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KatGunz wrote:
Now I'm just waiting for when they make melee hits like projectiles where if you move out of the way of the swing you avoid the damage completely. It's kind of annoying to take damage when you clearly moved out of the way of the attack. :(
This does happen if you actually get far enough away.
...and if the client doesn't desync badly enough.
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IGN: TheHammer
I think it would be ok if the bowtem has a different art.
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Mark_GGG wrote:
Totems and traps are not, in and of themselves, spells.

What about shockwave totem or fire trap? I thought increased spell damage improves them.
So if I understood correctly, the shockwave and the burning ground themselves are the spells?

Or were you talking about skills with a trap/totem support gem on them exclusively?
Disregard witches, aquire currency.
Last edited by dust7 on Aug 27, 2012, 9:43:28 AM
I like how this thread veers from arrows becoming projectiles to totems then back again to...

Anyway, to veer of course again :P

So now we have weapon wielding totems?

Next we need totems to be able to wield armor, then to be then animated with movement, then show whatever weapons and armor they are equipped with... tadaa! Mercenary totem!
POE is a constantly evolving game, so expect balance changes, buffs and nerfs STILL!

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