Nerf Ancestral Bond - it should have a downside

Hi

Ancestral is fine, I hate that bubble dome ability some rare monsters get mainly because it never goes down!!!!! IT SHOULD COME DOWN ONCE AND AWHILE GGG otherwise you force players to have to use certain skills to deal with them.

cheers
Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women.
Never dance with the Devil because a dance with the Devil could last you forever...
-I thought what I'd do was,I'd Pretend I was one of those deaf mutes-
Nullus Anxietas:)
I came to read about some useful stuff and ended up reading a rant of a 5 year old bitter A$# hole. Blah blah totem is boring blah blah. then dont play it. Stop crying about others enjoying it. Not every one like you dislikes coffee so stop asking GOD to make coffee less enjoyable.
I think GGG should not nerf but rather buff. They should buff OP's intellectual skills, massive buff required there.
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chadrich24 wrote:
I came to read about some useful stuff and ended up reading a rant of a 5 year old bitter A$# hole. Blah blah totem is boring blah blah. then dont play it. Stop crying about others enjoying it. Not every one like you dislikes coffee so stop asking GOD to make coffee less enjoyable.
Well maybe not bump a 2 year old thread next time genius.
Totems are cancer by design, ignoring pretty much all dangerous mechanics while drawing aggro away from you? No wonder all I see are totem builds.

Edit: didn't realize this was a necro, it's still valid more than ever though.
Last edited by Raudram#2463 on Sep 9, 2017, 12:12:57 AM
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Vhlad wrote:
There are inherent downsides to playing with totems that you're neglecting to bring attention to.

Examples:
1. You can't leech (which even affects survivability at a passive level, via triggers, cwdt, etc)
2. You can't (in most circumstances) benefit from on-kill effects (among other things, results in more effort needed to obtain frenzy/endurance/power charges)
3. You can't (in most circumstances) benefit from surgeon's flasks
4. Totems die quickly in areas with ground effects
5. Totems are easily stunned/interrupted
6. You cannot increase the chaos resist of totems (they die in 0.00001 seconds in pvp vs. poison arrow; they don't even trigger once before going poof)
7. Totems (even a level 25 totem) die in 0.00001 seconds in pvp against most things (like someone standing still spamming arc); also near insta-rips for high APS or CPS totems vs a high level tempest shield and insta-rips for any totem vs a counter-attack gem utilized by a well-built attack-based character
8. Totem AI ignores SRS
9. Totem AI requires extra handholding/attention to take out targets granting invulnerability to nearby enemies
10. Totems have like 0 armour, and there's no way to give them armour. How would your damage sharing proposal handle overkill damage? (if you don't have overkill damage, then players would have an incentive to avoid increasing totem life in order to reduce incoming damage). If you have overkill damage, then players would insta rip vs. many high damage physical wind-up attacks from bosses, chargers, etc., since (in most circumstances) totems are stationary. If you expect players to resummon totems to manually dodge them out of these big hits, how would it handle damage taken for resummoning a totem when at the totem cap? (which currently counts as killing a totem).

In addition to the above list, there are more general downsides to playing a character based on ancestral bond, that aren't specifically stated in the keystone itself. I just stopped at 10.


Good examples. This topic author is pure retard and have zero clue about game.
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Elua wrote:
"
Vhlad wrote:
There are inherent downsides to playing with totems that you're neglecting to bring attention to.

Examples:
1. You can't leech (which even affects survivability at a passive level, via triggers, cwdt, etc)
2. You can't (in most circumstances) benefit from on-kill effects (among other things, results in more effort needed to obtain frenzy/endurance/power charges)
3. You can't (in most circumstances) benefit from surgeon's flasks
4. Totems die quickly in areas with ground effects
5. Totems are easily stunned/interrupted
6. You cannot increase the chaos resist of totems (they die in 0.00001 seconds in pvp vs. poison arrow; they don't even trigger once before going poof)
7. Totems (even a level 25 totem) die in 0.00001 seconds in pvp against most things (like someone standing still spamming arc); also near insta-rips for high APS or CPS totems vs a high level tempest shield and insta-rips for any totem vs a counter-attack gem utilized by a well-built attack-based character
8. Totem AI ignores SRS
9. Totem AI requires extra handholding/attention to take out targets granting invulnerability to nearby enemies
10. Totems have like 0 armour, and there's no way to give them armour. How would your damage sharing proposal handle overkill damage? (if you don't have overkill damage, then players would have an incentive to avoid increasing totem life in order to reduce incoming damage). If you have overkill damage, then players would insta rip vs. many high damage physical wind-up attacks from bosses, chargers, etc., since (in most circumstances) totems are stationary. If you expect players to resummon totems to manually dodge them out of these big hits, how would it handle damage taken for resummoning a totem when at the totem cap? (which currently counts as killing a totem).

In addition to the above list, there are more general downsides to playing a character based on ancestral bond, that aren't specifically stated in the keystone itself. I just stopped at 10.


Good examples. This topic author is pure retard and have zero clue about game.


He's a standard scrub, so of course he has no clue about the game. Every time someone pulls arguments such as ''X is OP'' while standard has legacy items and such.

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