GGG Please, Chieftain Ascendancy is Dog Water
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I know already there's multiple posts but frequency helps. I know ya'll worked on this and you wanna shake stuff up, but this isn't it.
Ripping away all the Chieftains Defense to give us this nonsense of a "Fire Fantasy" in this current form is absolutely abysmal. The best part of chieftain is that you could forgo some defensive wheels (thanks to the ascendancy) in order to chase down more desirable nodes like weapon damage or Spell Suppression. Using Immortal Call to Consume Your Endurance Charges and also still tank and burst DPS was the best part of the Ascendancy and its gone. Leeching w/ Totems was fricking amazing and now that is gone. First they were reworked and have no way to handle skelly mages cause no suppression, which was kinda ok, but now Its your Totems now die just as fast but give you life while dying. Thats if they can even get going cause of the unmoddable Activation Time you've tagged to them. Stand Still to do more fire damage? More like stand still and die cause the defense is no longer there. I didn't need more Elemental Resistance, I needed more Totems. Last bumped on Jul 29, 2023, 9:05:22 PM
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The thing is that it COULD have worked if they'd have leaned into the fire thing even more and not gotten hung up on 1 effect per ascendancy:
-- Max RES buff PLUS 10% fire damage recoup -- Increased cold & lightning res based on fire PLUS 20% phy damage taken as fire -- Your totems are immune to damage for 4 seconds after being summoned. Recoup 10% of damage done to your totems as life and mana. -- Damage types in a large radius are transformed into both increased fire damage and increased fire damage over time. -- Allow the slam/strike skills to renew the duration of any ancestor totems you have in addition to their current effects. -- Reduce nearby monster resistances by half of your maximum fire resistance while you are stationary. Chance to ignite is increased by the same percentage. -- 5% chance to explode enemies for 500% of their life. 20% additional chance to explode if they died to the hit damage from a prior explosion. |
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I agree completely. Doesn't even need to be your exact examples but the nodes as-is are just so uninteresting and weak. I was very excited to play Chieftain this league but unless they rework these changes or the patch notes make up for a lot of the lost functionality, I wouldn't touch it with a 10 foot pole.
Really disappointed :( |
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I had never played Chieftan before AND I haven't done any "true melee" since I started PoE a couple of years ago [ver 3.13]. I also have been "copying" builds since 3.14 .... so I decided to make my own build from scratch now that I have at least some game knowledge.
I finally got a blueprint that was workable and might allow me to even reliably farm ubers / simulacrum / etc. Surprisingly [to me] there wasn't even anyone playing the build [on PoE Ninja] so it likely wasn't good BUT I was hyped to play it anyway .... Needless to say the new ascension nodes doesn't provide the same mitigation or recovery and likely won't do as much damage either. |
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They basically changed a good totem node to a dogshit one and then killed the entire archetype.
Ruthless should be [Removed by Support].
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"Dog water"?
Bring me some coffee and I'll bring you a smile.
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Dog shit would be redacted, so...
Ruthless should be [Removed by Support].
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" I don't know that they killed the entire archetype but the new totem node seems to focus more on totem "recovery and utility" as opposed to player recovery, player mitigation, and totem durability. OK it looks dead to me :) If GGG didn't want generic totem support for the Chieftan then I wish they'd have done something like this for ancestor totems: Tukohama: War's Herald -- Your ancestor totems gain +100% buff effect and activation range -- Your ancestor totems taunt enemies Arohongui: Moon's Presence -- The duration and health of your ancestor totems are renewed on [player] melee hit. -- Enemies near your ancestor totems deal 8% less damage and take 16% more damage |
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There's literally zero builds in which picking Chieftain is better with this rework, that's just how it is.
Valako: a bit of free res, useless for endgame. Tasalio: same thing. Arahongui: glorified decoy totem. Ngamahu: literally no efficient nodes on the tree to use with this. Tawhoa: still dog shit. Tukohama: weak, neither are good supports. Hinekora: noob trap. Ramako: with so many ways to get negative resistance, this worthless. As i said before, if this is the best they could come up with, holy... Ruthless should be [Removed by Support]. Last edited by AdRonZh3Ro#4713 on Jul 29, 2023, 6:28:11 PM
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" I get the feeling that they are falling into the "Archnemesis" trap again -- I.E. they get so fixated on a concept that they implement that concept to the detriment of the player's fun. Said another way I don't think this was the BEST that they could come up with. However their fixation on making ascensions "one line / effect -- two at most" is getting in the way of them doing a rework to bring up struggling ascensions. I will agree with you certainly on one thing -- I can't think of any build that I'd want to play that would work best on the new Chieftain. |
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