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.
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)
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Last edited by torturo#7228 on Dec 4, 2018, 3:59:01 AM
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.
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.
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
"
IamLoco wrote:
It totally blows my mind that they can´t even leave the hierophant class alone. Was there anyone complaining about totems being TOO op?


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?
"
LilyKittens4 wrote:
This is the new change from the Development Manifesto:

The Hierophant node Ritual of Awakening no longer grants +1 to maximum number of Summoned Totems. Instead it now causes skills that would Summon a Totem to summon two Totems instead, and grants 3% more Damage per Totem.

I think this is a horrible change for Hierophants:

1. Losing one totem is obviously a big drop in power, quality of life and uniqueness of the ascendancy. Many people found the Heirophant special because of the number of totems.

2. Having two totems summon at once - is not necessarily a buff or workable design for many totem builds. For example - when you are clearing maps many times you only want to summon one totem so you don't lose your existing totems or on boss fights you may want to spread out your totems and not cluster two together. Also, you may have a build uses two different totem skills and summoning two totems ruins your totem summoning flow (eg dark pact totems and wither totem or a damage totem and decoy totem). Ascendancies that have notables that have strong negatives are a bad design in my opinion.

I am very upset with these changes and it breaks my heart. When the Brand Hierophants Awaken to Wraeclast for the first time, let us not allow Hatred to fester in the heart of the Totem Hierophants. Too often our proud Order has fallen to Chaos. Let us pursue Holy Peace and Sanctity - and let us preserve the Proud Tradition of the existing Ritual of Awakening. May the Lord hear the prayers of the Totem Hierophants in this our most Desperate Hour.

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"
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
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.
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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