Melee and melee totems
" This stop whine and cut the bs with totems… the only thing you gone get is their removal Your strength is the law !!
MadG poe on youtube for mellee content |
|
" All im talking about is totem buff removal/transfer from every melee build. Its not so ground breaking as "archetype" revamp. |
|
|
Melee and totems...
1. Need to stand still to cast multiple totems to get damage and speed 2. Need to get close to attack 3. Need to stand still to attack unless using cyclone 4. Totems die in 1 hit from end-game boss 5. Repeat steps 1 through 4, or forget about totems It's so silly. We need to commit at least 3 gem slots and a couple of seconds of severe vulnerability to cast them. Then they die instantly when we need them most and for that vulnerability to have been for nothing. It's great that we can get a short window of 20% more attack damage and speed before a boss fight/phase. The only issue is maintaining that is just too dangerous in a drawn-out end-game battle. So, the vast majority of the time, those totems are just eating 3 gem slots. When I run simu, deli, etc, I swap in counterattack gems as totems are literally a burden. To top it off, many melee builds are gem-slot starved. To the point where you need aura implicit corruption on gear, or slotted rings. I require 2 items to give an aura each. 3 gem slots having 5% utilization is just annoying! When you're going back into an uber eater or exarch battle after dying, do you cast totems? No, because you died for a reason. This is how niche they are. I'm struggling to come up with new goals to keep me playing this game. Last edited by hmcg020#6029 on Jun 11, 2023, 7:58:18 PM
|
|
|
I got an idea let's nerf all spell damage by 30% then let players use a *spell enhance* totem that has no health, takes like 2 seconds to form and get ready, and gives a buff to nearby units.
That's what they did to melee. It didn't feel great. Last edited by roundishcap#0649 on Jun 11, 2023, 8:07:16 PM
|
|
" I agree with you 100%, I am a new player and playing bone shatter. Whenever I face bosses, it does not make me use bone shatter at all. Instead, it looks like I am playing with minions and respawning them every time they die. It is not even melee it is just totem spawner 90-95% and bone shatter for the 5-10% build. I just hope they merge some skills up like "spirits" or "war banner" and these will have both totems and aura effects with a huge radius so they don't deactivate when you get far from the boss because I think the devs forgot we need to dodge. |
|
|
Since d4 created the mechanic Vulnerable it made me realize, if you equate this in poe. Ranged classes in poe essentially get vulnerable on all hits and melee have to cast 2 totems to get vulnerable. Melee also have to spec into panopticon to really make use of it and it feels really bad to spend those points on the tree. Not to mention a couple leagues ago they made it where you need to spend an extra skill point to get fortify.
|
|
|
If melee is " stale and boring " with the extra totem and buttons to press, how would taking away buttons result in more engagement?
|
|
" This is older topic of this totem discussion, there is more recent one out. I believe what i meant by saying "stale and boring" is lack of updates or new mechanics to build around. And using totems for most of the melee builds will also become stale and boring in a long run, or do i say "samey and frustrating". I much rather use leap slam, or some other gap closing ability to be able to position my self better or even evade mechanics in a boss fights. But as now, first action is to cast totem before anything else. I think this as a bandaid fix, until ggg revamps/updates melee mechanics. |
|


























