Tota is easily best League mechanic of all time and it's not even close.

I got bored of it very fast and abandoned the league after the feared.
"
SunL4D2 wrote:
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AdRonZh3Ro wrote:
"
SunL4D2 wrote:
You may disagree or have other favourite in mind, but it doesn't change the fact that not a single League so far had so much going for it..

Bold of you to assume everything you said isn't an opinion either. Basically everything you said could be changed to (insert league) and be true for someone else. I think it's mediocre, you think it's the best, leave it at that.

If they remove the arrow tattoo, sure, it can go core.

No, you can't, because most things I mentioned are describing facts such as League mechanic not requiring any maintenance or how rewarding it is. And those are positive traits. Your opinion of facts don't change them. Sure you can challenge fun factor, but that's pretty much it. But then again I can challenge even that with slot machine factor and other counter points.

None other League has so much going for it. Also Tota doesn't have any major downsides unlike all the contenders.

May I ask how far you got in Tota?

I am not sure how I feel about Arrow tattoo. It's very strong, on the other hand it's completely fine that it is. Actually, add similar Tattoo for AOE builds. :p

You keep using the word "fact" to articulate something that is clearly your opinion, which i do not agree even 1% with. Anything is fun, if you enjoy it. Everything is rewarding, if you do it long enough. It's meaningless that it is deep if it can be cheesed just the same as other leagues. You can "live" in any other league with minimal investments thanks to atlas tree and sextants. Heist had better lore/uniques than Tota. "Community" aspect is laughably subjective. Delirium is the best league multiplier, period. Any build can succeed in Blight as well with the new Keystone. Tota is not special, it's average at best and invalidates the atlas tree, which if you don't think it's a major downside... lol.

There's nothing that's even comparable to +arrow in melee, +1 impale is the next best and it still is kinda garbage comparatively. It needs to go away, period.
Ruthless should be [Removed by Support].
What I learned from TOTA:

1. From wiki: "When an attack is blocked, the game has already calculated how much damage and if the attack would have caused a stun. If it would have caused a stun, the blocking animation is played, stunning you briefly.[5] If it would not have caused a stun, then you get a "free" block with no animation".

So when you are "cannot be stunned" or "100 % chance to avoid stun" you get "free" block with no animation, right?

From the i: "If a Warrior takes 5 % of combined life and energy shield while banishing an Ancestral Totem, they will be interrupted and be unable to take any actions for a duration".

So, if a warrior takes no damage from hit while banishing totem it will not be interrupted, right?

Nope.

If a warrior, while banishing totem, blocks a hit, it takes no damage at all but it will be be interrupted and be unable to take any actions for a duration.

What? What! Yea, because f u. You should have dodged, cause dodging stuff will never interrupt you.

2. From the i: "Escorts will prioritise following you. Enemy warriors in the Escorts position will follow their Chieftain".

So, enemy warrior on escort position will follow Chieftain, right?

Nope. Stupid mutant ninja turtle on escort position will not follow Chielftain. Instead it will immidiately start protecting the whole field. Cause on escort position it spawns so close to Chieftain totem, you will never ever manage to stop it, unlike defenders position.

Would you know stupid seal on escort is worst then on defender. Kek.

3. Starting banish a totem = using a skill. So if you cast whithered step, gain a buff and start using totem, buff fades.

But if you cast withered step while using a totem - you gain buff and it stays. Kek.

4. The more move speed you have, the more difficult to target enemy totems.

5. Fences and enemy units prevent you from targeting enemy totems. With 2 fences and couple of enemies around - you better try another totem. Yea, it is stupid papa turtle smurf totem, but who said it will be easy.

6. You may have infinite dodge, evade yada yada you will still die like a fly.

What? What!

Of course, the puddles. Love them, can't live without them (cold boss cold snap, fire monkeys geysers, chaos t3 totem aura while unit alive, leech boss trail after charge).

Unblockable undodgeable projectiles - sup, love them too (chaos boss circle attack).

Hardly evadable/blockable billion hits attacks - yea, count me in (tidal waves, sea boss attacks).

Last edited by BambulaGTS#1535 on Oct 24, 2023, 3:30:48 PM
I hope it goes core. The omens alone were so needed for the casual player. Felt so good to not stress so much on XP loss.

Outside of it being a little ridiculous to do the mechanic itself...the tattoos and omens were a great add.

Please keep this around!
I disagree. This is completely fun to those first people who know how to abuse the rewards and cheesed them. Then now, every units one shot you, your AI moves stupidly, while your opponent's AI was too accurate on everything.
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Draegnarrr wrote:
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SunL4D2 wrote:

How is mechanic not deep when we still didn't cracked it? When people still argue over optimal units? And something like Equipment is completely unexplored. It is deep.


[Removed by Support] the mechanic was solved on day 1-2 the rest of the argument is players can't accept that thrown together AI in an autobattler will produce chaotic results fairly regularly.

PoE players especially the masses argue about everything that isn't a sign of depth - the players that explored the mechanic organically will all arrive at roughly the same conclusions.

The stats are also very heavily skewed by players that don't understand the mechanic, vs players that built so they don't have to play the mechanic.

The truth is "acceptable" units work basically anywhere and you can win regardless by just plonking them down as long as you have some flankers. I don't have to big brain my way to think of a winning strat the only thing that matters is how many one shot units do they have, if its 0 its a free win, if its 10 goliaths probably not.

Note i'm not saying its a bad league here either, expecting them to create and tune an autobattler in 3 months is a ludicrous objective what they came up with is really quite strong for the time frame. It is however not deep, its flawed which makes it appear deep because things fall into holes all the time.

Also silver coins is the best implementation.

No, it wasn't solved on day 2. We still didn't solved it. In fact a lot of info from day 2 you are referring is actually outdated by now - for example Fieldmaster is at best questionable as flanker.

It's not about people arguing it's about there not being one correct answer, one correct tier list.

Again, the only "roughly same conclusion" we came to is that flankers are important and Sunset Sages are OP.

You are first person who says that it is about whether enemy has many one shot units or not. Isn't it peak irony right there?

What rank are you? What build you are doing Tota with? Even if I wasn't indestructible I wouldn't care about Goliathss nearly as much as about either quick units like Spear Dancers or just annoying units like Autumnal Archers.

Your argument is basically - "It doesn't matter where you put units from list of good units", but it's simply not true. Some units make better defenders, some better flankers. And even units in similar roles are not made equal - Spear Dancer > Thunderbird. I think so at least. Because they have more life and deal more damage so they can take care of themselves. But Thunderbird teleports so some units think it's better. And then I just go ahead and get Frenzymonger nobody takes as flanker and he does reasonable if not amazing job. Some people claim that tanky flankers are preferable. They might be correct, because these units will be interrupted less and have higher chance to win 1v1 and survive for longer. See? We still didn't settled on key component of Tota. ._.

Not being sure about one correct strategy or best units is definition of deep.
"
ARealLifeCaribbeanPirate wrote:
TotA is not my favorite league mechanic - it's honestly not even in my top 5 - but it's still very good and this patch overall is one of my all-time favorites.

My biggest praises and gripes about the Trials system:

1 - Something different. Far too many PoE league mechanics don't actually change the way you play the game, so I'm always happy to see mechanics which are this much of a radical departure from everything else. Even systems I don't personally enjoy and block on my Atlas, Blight being a prime example, are things I want more of in the game because it keeps the endgame from being homogenous.

2 - Cool new build-enabling loot. Tattoos are a big win, creating entire builds which didn't exist before and giving fun tweaks on older ones. The loyalty tattoos are especially clever, because almost every build has at least one they can incorporate. I also really like most of the tribal unique items, and have a few I'm looking forward to building around in the future.

3 - Delayable, optional, tradeable content. As a rule, anything I can stockpile and run when I want is something I automatically like more than the alternative. I like that I can stockpile Heist contracts and later spend an entire Sunday afternoon running them all, I like that I can find Sulphite on my level 99 Slayer and use it a month later to powerlevel my new level 70 Champion. I would probably hate this mechanic if you found Hinekora in every zone and you had to play a single round right then and there or miss out on your chance.

4 - By far my biggest complaint about this mechanic is that it takes FAR too long to gain and lose reputation, and the amount you gain/lose doesn't reflect your actual performance in the league. Winning a tournament is always +12, losing is always... honestly, someone would have to tell me. And this rubs me the wrong way because there's a BIG difference in a narrow skin of your teeth win in the final round which could go either way and a tournament you win without losing a single totem in ANY of the rounds. The reputation gained should reflect that, and likewise you should lose double - or even far more, like quadruple - the TotA ranking if you're eliminated in the first 2 rounds compared to finishing the tournament in second place. The current system means there's a certain point in each round where you know you've won and you're no longer fully invested, because it has become mathematically impossible to lose. It also means there's very little reason to do the mechanic at all on anything except one main character of the league; I've started more than one build since getting my first 2k rating and I just can't justify playing the Trials with them. Not being able to powerlevel my ranking by crushing every single match means it's a complete waste of time.

5 - This one isn't so much a gripe as a missed opportunity, but it's still something I'd like to see changed: the player has zero ability to influence the outcomes of TotA matches you are not in. Target farming specific Makanga tattoos is annoying, because if you need Toph's curse effect (just as an example) and she keeps losing her opening round there's basically nothing you can do to get her in the finals. What I'd like is some means of donating my units to chieftains of my choosing, increasing their chances of victory. It would add another layer of strategy and risk/reward to the mechanic, both of which I see as pure upside.

Appreciate your detailed comment. To be honest main reasons I will not accept Tota as anything other than easily best Leauge of all time for me personally is:

1. It was the most fun I ever had in PoE. I don't remember shifting my sleep schedule, going to sleep later than I should, literally losing sense of time just because of it was just so fun. Tota was the only thing I wanted to do. It was insanely addictive.

2. Rewards. Not even just rewards. Effort/Reward ratio. What I mean is that I could barely do red or even yellow maps, but I was able to farm Tota and extract Raw Divines. Even though I was doing Tota incorrectly for a while.

3. I would discover new awesome sides of Tota or gain appreciation for something I didn't noticed initially almoust daily. It is just ridiculously impressive that rewarding, fun and feels good mechanic like Tota has so much helse going for it. From safeguards against disconnects to looting, from it being no maitenance to not requiring OP build to succeed, from it being hella fun in parties to lore / character titbits or how I would change my tactic yet again realising just how deep League mechanic is.

Unlike most people you are raising legit points. I agree that Tota discurages you from making another char, because you would need to grind again. I don't see people complaining about it for some reason, but it took wind even out of my sails for a bit (I had so much fun I already was burnt out at this point though). Making Ranking you gain / lose reflect your performance is interesting idea. Do you think it should award less than 12 points for winning tournament if you barely made it? How much would it take away if you lost immediately? Some people suggest being able to choose ranking like in Delve, but it doesn't fit thematically. What do you think of that?

Your last paragraph is brilliant idea. I didn't thought of it. I like it. :o And want it now...

"
Sabranic_SilverDeth wrote:
Nothing will ever top legacy league in my mind. Beast was pretty great too.

But, I do have to admit, this was a pretty excellent league.

I can see why Legacy would be favourite of some people.

Amen to second part of your comment. o/
"
SunL4D2 wrote:


Not being sure about one correct strategy or best units is definition of deep.


It isn't which is why it isn't deep, none of the things you've listed matter they are speculative strategies trying to project a theme onto content without one. Its missing all of the curation required to make an auto battler have strategies.

You can win just about every round with default melee/navali guys in every slot if you don't get one shot and just jog in a circle around your own totems covering for the bad AI.

and yes it was solved on day 2 players still using the same builds and the same strategies, the fact that somebody has arbitrarily decided fieldmasters don't work as flankers is irrelevant, fieldmasters will win you every round as flankers how much are you looking for here?

There are some fun combinations of items + units you can use to make winning easier but as rewards are fairly random, and units offered are fairly random, and items are fairly random + so many vendors its a mechanic about making the best out of some shit and fixing everything else yourself.

But it isn't like you can run a strategy, because you have no method to run it.

To see depth they would have to remove the chieftain from both sides and change resource acquisition - but of course you'd end up with 20 minute matches fairly regularly as its designed for the player to fix the many holes.
"
AdRonZh3Ro wrote:

You keep using the word "fact" to articulate something that is clearly your opinion, which i do not agree even 1% with. Anything is fun, if you enjoy it. Everything is rewarding, if you do it long enough. It's meaningless that it is deep if it can be cheesed just the same as other leagues. You can "live" in any other league with minimal investments thanks to atlas tree and sextants. Heist had better lore/uniques than Tota. "Community" aspect is laughably subjective. Delirium is the best league multiplier, period. Any build can succeed in Blight as well with the new Keystone. Tota is not special, it's average at best and invalidates the atlas tree, which if you don't think it's a major downside... lol.

There's nothing that's even comparable to +arrow in melee, +1 impale is the next best and it still is kinda garbage comparatively. It needs to go away, period.

You continue confusing describing things objectively with opinion. The only opinion part of my post is saying these are great things (and most people will agree that things I describe are positive, a lot of people are just ignorant of them and don't appreciate them and it's the point). Like for example let's say there a tree. There a tree and it's a fact. What we think of it is opinion. See the difference? You are saying that not only what I think of tree is my opinion, but the fact that tree is here is also my opinion. IT's not. Are you getting it? Most things I mention are like that.

So you don't agree even with that Tota is rewarding? Interesting given community as a whole agrees on that point. You are in the minority. Also whether it's rewarding or not can be measured in Divines per hour and it pulls ahead of most things. Also do you not find getting raw Divines feeling rewardng?

No, you couldn't live in Sanctum during actual League and it was massive downsdie. Nor you could live in Delve. But you can live in Tota and again - it's massive.

Actually new Blight Keystone doesn't work like that. You still need to kill mosnters yourself, otherwise you will encounters semi-regularily. And also to get into Blight you need actual build. Meanwhile you can do Tota on build that can't do maps. Not even talking about Void Sphere memes.

"League mechanics invalidates Atlas tree". Is that even an argument given no current League has support on Atlas tree? Also if you add more monsters and scale quantity you will get more Silver Coins so Tota does not invalidate Atlas Tree? Checkmate? Tota not requiring Atlas progress is awesome. I enjoyed it. It lets you jump in early and avoid grind.

Why did you avoided answering my question about how far you got in Tota? I suppose I know the answer. :|

You didn't raised a single good point (and there are some legit downsides of Tota and improvements that could be made) and simply wrong about quite a few things.
"
BambulaGTS wrote:
What I learned from TOTA:

1. From wiki: "When an attack is blocked, the game has already calculated how much damage and if the attack would have caused a stun. If it would have caused a stun, the blocking animation is played, stunning you briefly.[5] If it would not have caused a stun, then you get a "free" block with no animation".

So when you are "cannot be stunned" or "100 % chance to avoid stun" you get "free" block with no animation, right?

From the i: "If a Warrior takes 5 % of combined life and energy shield while banishing an Ancestral Totem, they will be interrupted and be unable to take any actions for a duration".

So, if a warrior takes no damage from hit while banishing totem it will not be interrupted, right?

Nope.

If a warrior, while banishing totem, blocks a hit, it takes no damage at all but it will be be interrupted and be unable to take any actions for a duration.

What? What! Yea, because f u. You should have dodged, cause dodging stuff will never interrupt you.

2. From the i: "Escorts will prioritise following you. Enemy warriors in the Escorts position will follow their Chieftain".

So, enemy warrior on escort position will follow Chieftain, right?

Nope. Stupid mutant ninja turtle on escort position will not follow Chielftain. Instead it will immidiately start protecting the whole field. Cause on escort position it spawns so close to Chieftain totem, you will never ever manage to stop it, unlike defenders position.

Would you know stupid seal on escort is worst then on defender. Kek.

3. Starting banish a totem = using a skill. So if you cast whithered step, gain a buff and start using totem, buff fades.

But if you cast withered step while using a totem - you gain buff and it stays. Kek.

4. The more move speed you have, the more difficult to target enemy totems.

5. Fences and enemy units prevent you from targeting enemy totems. With 2 fences and couple of enemies around - you better try another totem. Yea, it is stupid papa turtle smurf totem, but who said it will be easy.

6. You may have infinite dodge, evade yada yada you will still die like a fly.

What? What!

Of course, the puddles. Love them, can't live without them (cold boss cold snap, fire monkeys geysers, chaos t3 totem aura while unit alive, leech boss trail after charge).

Unblockable undodgeable projectiles - sup, love them too (chaos boss circle attack).

Hardly evadable/blockable billion hits attacks - yea, count me in (tidal waves, sea boss attacks).


Yeah, it's not stun - it's specific debuff.

Warrior will be interrupted if he didn't took enough damage. That's how it works. You are incorrect.

Turtle behaves differently yes.

Totem targeting can be improved for sure.

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