Spell (and other) Totem Targeting

Howdy!
So, just a suggestion, based on my observations as someone who almost always plays minion-totem builds, relating to totems and their targeting.

Typically totems seem to target only the nearest enemy. However, that is sub-optimal for many spells, like those that damage everything between two points and have an effect at the endpoint, among other mechanics.

I'll use Purifying Flame as my reference example.

When self-casting, it benefits from two different ways of targetting.

If you have minions, you want to cast close, so that they benefit from the healing on consecrated ground, because they will typically be attacking the closest enemies to you.

If you don't have minions and are instead a pure totem caster, for this spell it can be better to cast it further away, blasting through and doing more damage to those along the way, and then hitting the oft-larger groups a but further behind.

Alternatively, it can be better to cast both ways if you have minions, since further out weakens further out things.

However - here's the point - spell totems only really just target the nearest creature or area around it, currently, from what I've seen.

There may be exceptions, like I haven't paid enough attention to Volatile Dead which affects corpses. I know it doesn't target anything unless a creature is within it's 'sight' range, but I haven't paid attention to whether it only targets corpses near the creature, or if it just targets the creature's area and if corpses happen to be in it great, or if it will wait until it sees a creature and then targets corpses anywhere in range. I'll have to see when I get to higher level.

Regardless, targeting generally. It would be great for many spells and builds (and many spell totems) to be able to change how spell totems target.

Suggested targeting options:
1. Near: Like normal, targets nearest. In the case of Purifying Flame, this would keep the nearest ones at
2. Far: Opposite, targets the farthest creature in its range of 'sight'. In the case of Purifying flame, for example, this would prioritize farthest thus getting closer enemies only with the initial line blast, doing the secondary area and consecrated ground further out.
3. Random: Obvious. Targets the creature in range at random. This gives a little of both worlds of the above.
4. Defined: If you want to tell it: target right here or anything only in an area. Good for AOE spells that you want to hit one defined area or target.
5. Near Caster: Turning the totem into a more defensive weapon, once the caster is in range, the totem would try to target the nearest things to the caster, to protect them.
6. Near Minions: When using minions to meat shield up, causing creatures to collect in place in front of them... Or when you have things that benefit minions like Purifying Flame, to keep minions swathed in consecrated ground.

This takes a little bit from this same kind of option often seen in Tower Defense games, which totems can be a bit like at times.

Would likely be best to set it beforehand on the gem itself, somehow, rather than having to set it on a totem in the middle of battle.
Last bumped on Aug 5, 2021, 11:57:42 AM
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