Hierophants Ruined with Ritual of Awakening Change
I agree with this post. I don't understand or like any of these changes. For me it looks like they changed it for the sake of changing and nothing more.
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Hiero took advantage of frequently placing totems to generate charges. This class in majority of the cases has high placement speed as well, so summoning multiple totems at once was never the goal nor a need.
Rework is ill, if you ask me, and hurts the class. It's a harsh nerf. Not to mention the removal of +1 totem. It's nerf in a square. And I was thinking of arc totem hiero as a league starter...(grim yawn) This is a buff © 2016 The Experts ™ 2017 Last edited by torturo#7228 on Dec 4, 2018, 3:59:01 AM
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It totally blows my mind that they can´t even leave the hierophant class alone. Was there anyone complaining about totems being TOO op?
Instead, they ruin that strategic gameplay (placing totems in a circle, a line, at specific points...) and fiddle around with half hearted new support gems. Totems were in a good place, just leave those alone and do something useful! Somehow I am not surprised, though. They will again reset all skill trees and force is to adapt to some silly "balance" ideas. That is just so unnecessary.... oh, I forgot we have "brands" now. Whew! Instead of caring for melee skills... or nerfing some overPPowered mechanics that actually deserve it... they invent new mechanics and ruin perfectly fine builds. It´s always the same. I think I will laugh like a madman when we finally get those patch notes. |
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I mean you can craft a shield with +1 totems now. your basically just losing a mod slot on a shield and spending a little more currency to get back to where you were.
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I put my faith (or rather hope) in the next sentence in the manifesto:
"Additional totems are now available from other sources, and players will have a number of options for totem builds [...]". I hope it makes up for and explains the change. I assume their intention is that summoning two totems at once allows for more burst damage/a quicker damage ramp-up. But I fully agree that many totem builds don't need that and instead only lose the control over the placement. Last edited by ArgentumWulf#7200 on Dec 4, 2018, 5:32:29 AM
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" yes? Every league since they reworked it to not have a damage penalty? this change is obvious in its purpose, it decreases rampup time (buff) and decreases top end (nerf) Totems shit on selfcast, just like traps shit on selfcast this is what they are trying to address, though they've failed by adding totem sources to other nodes so this is just a hiero buff in the long run once you've developed your character. Maybe that was the goal to make them better earlier on but still similar power when developed fully. But anybody saying this was unexpected or unnecessary has never taken the time to compare a regular caster to casting with totems, totems are universally better as well as safer lol its as much of a design fail as should I use a stat stick? |
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" A pretty good summary, this change really is beyond bad! ;( German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team." top2000: "let me bend your rear for a moment exile" |
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GGG makes anything that could look as a tiniest nerf
people on this Forum and reddit: REEEEEEEEEEEEEEEEE GGG KILLED MY BUILD REEEEEEEEEEEEEEEEEEE LITERALLY UNPLAYABLE GAME REEEEEEEEEEEEEEEEEEEEEEE You can craft +1 totem in 3.5 on gear, [Removed by Support] Last edited by Nichelle_GGG#0000 on Dec 4, 2018, 6:04:45 AM
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It's fine.
Hiero still strong. It's a shift towards fast clear speed (which I am not actually very fond of), but it's just a small push compared to "the meta". Plus, now you have an excuse to go BALLISTIC with hierophant. |
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I'ma try it before I condemn it. Also we don't have the whole picture before we get the patch notes.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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