It's time to face the fact that Totems are a failed mechanic.

Im on my phone, or I would add more. But I will say one thing

I cant remember a time when totems werent broken.
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Real_Wolf wrote:
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KoTao wrote:
Totem balance is the issue here, not the concept itself, not shavs, spark, reflect etc.

Nothing a few minor changes cant fix:

- Less/Reduced on totem supports becomes Less/Less

- Mana/Life cost becomes Mana/Life reserve

- Immunity to dot effects and curses is removed

Thats about it.


Same query as above. If they reserve it, how do you recast the totem?

If you make it so you have to UNCAST it, and then wait for the mana to regen, then RECAST it, bye bye totems, no one without huge mana regen would be able to support them because you couldn't move the totem

You recast by either having available mana/life equal to double the reservation cost (or more for ancestral / soul mantle), or by carrying a few bubbling/seething flasks, or by stacking regen etc- actually building around being a totem user instead of just throwing your offensive skill of choice on a totem suppport and enjoying all of the reward with next to none of the risk.
IGN: KoTao
Last edited by KoTao#4717 on Aug 29, 2013, 10:59:56 PM
So if it reserves, and is exactly like recasting a second aura.

Lets look at totems, in general its about 100-200 mana to cast the totem due to its high cost multipliers with supports.

If we consider a dual totem build, that means 400 mana reserved, which for 'general' mana pools is a lot, unless you focus on mana nodes in the skill tree. That means to be able to use totems effectively you need 800 mana, 400 available at the time, 400 reserved.

Lets be honest here. This is going too far, and would kill the totem build entirely.


I understand the lack of cost that they currently have, and do agree regarding that. However if you use dual totems very much, you would realise they do often need to be recast, as they are not invulnerable and die reasonably often, they do cost a reasonable amount to recast already, and they also often end up in less than favourable positions.

Simple example of killing the totem in ledge, you can't keep your totems up that easily against him as he just kills them with nova/spark. With your reserved, he would then be not just hard, but impossible. Why? Because you can't keep up 400 mana over 2-3 seconds reliably for most builds.



I support totems being looked into in some way. The original change, no damage dealt by non-totems was a good change. It does need to go further.

But I am sorry, unless you can think of a mechanic that allows totems to still be something you can move around, without ruining any build that goes totem by reserving and forcing time for the mana to regen, I am completely against it because a lot of totem builds aren't ridiculously OP, just slightly more powerful than they should be.
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reboticon wrote:
Every high level death in onslaught in the last few weeks has been a totem user.

From a purely math perspective, you must also account for what percentage of high level onslaught players are totem users.

At the extremes, if 100% of high level onslaught players use totems, then every high level death would be a high level totem user death. That says nothing about how defensive the build is or not.

On the other extreme, if 0% of high level onslaught players use point blank wand attacks, then saying that zero high level PB wanders does not imply that PB wanding is a particularly strong defensive build. (Quite the opposite, I'd imagine.)
Last edited by pneuma#0134 on Aug 30, 2013, 1:15:00 AM
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Real_Wolf wrote:
So if it reserves, and is exactly like recasting a second aura.

Lets look at totems, in general its about 100-200 mana to cast the totem due to its high cost multipliers with supports.

If we consider a dual totem build, that means 400 mana reserved, which for 'general' mana pools is a lot, unless you focus on mana nodes in the skill tree. That means to be able to use totems effectively you need 800 mana, 400 available at the time, 400 reserved.

Lets be honest here. This is going too far, and would kill the totem build entirely.


I understand the lack of cost that they currently have, and do agree regarding that. However if you use dual totems very much, you would realise they do often need to be recast, as they are not invulnerable and die reasonably often, they do cost a reasonable amount to recast already, and they also often end up in less than favourable positions.

Simple example of killing the totem in ledge, you can't keep your totems up that easily against him as he just kills them with nova/spark. With your reserved, he would then be not just hard, but impossible. Why? Because you can't keep up 400 mana over 2-3 seconds reliably for most builds.



I support totems being looked into in some way. The original change, no damage dealt by non-totems was a good change. It does need to go further.

But I am sorry, unless you can think of a mechanic that allows totems to still be something you can move around, without ruining any build that goes totem by reserving and forcing time for the mana to regen, I am completely against it because a lot of totem builds aren't ridiculously OP, just slightly more powerful than they should be.


"General" mana pools are irrelevant. If you cant afford to power your build, you adapt. 800 mana/life = take a mana ring or a few more life nodes or drop an aura at most. Int based builds should have that much mana come endgame with zero investement.

As for claiming this would kill the totem build, come on now. Players arent going to just give up having all that extra survivability (with roughly identical offense), and their having to actually commit to the build instead of just spending 3 points and chucking a totem support gem in their main link is a good thing.

And totems arent "just slightly more powerful than they should be" in alot of cases; theyre often completely broken. Theres a reason theyve seen multiple nerfs as well as caused the gutting of another skill (coldsnap).
IGN: KoTao
Last edited by KoTao#4717 on Aug 30, 2013, 1:23:45 AM
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ScrotieMcB wrote:

I kind of have. The build? Yes. In Onslaught? No.

And yes, you die using totems. Not often, not really often enough to care in Anarchy, but occasionally.

However, in Standard and Anarchy Leagues, cheating survivability with remote skills definitely works long enough. Totem (and summoner) builds which stack IIQ, IIR, and maybe some DPS as high as they can, while neglecting survivability, are entirely too effective at pulling in large amounts of endgame loot, and although they die sometimes it's not nearly enough to detract from their purpose.

See, you have " tried" the build, but clearly not at high level content, or you wouldn't think map drops were OK. Basically everything you EVER propose, is something that would make me hate the game. The number of players that would quit playing if GGG listened to you is extraordinary. Map drops are BS. I've done over 1,000 maps and ever been able to chain over a 74, but you think that is fine and that totems are a problem, even though you have clearly never played them in maps.

The whole "hide" thing is bull shit. Total bullshit. You can't simply cast totems and hide behind them in maps. You've had several high level players state this already in this thread, and you guys just continue to ignore that fact. You cry and cry about them and shav's and MF, and never get that you can't do them all at once. You CANT have high dps and MF. That's why cullers are in map groups. You CANT run maps without maxed reses. You will die. There is a REASON why almost all sporkers stop leveling around level 80. It's Because. They. Start. Dying.


You guys don't like playing sporker? That's fine. No one is asking you to, but when you start trying to get mechanics THAT YOU'VE NEVER PLAYED AT HIGH LEVEL changed, it's a problem. Don't even try to act like it's Ad Hominem. It's about experience.

You guys want to get shit that you like to play buffed? Go for it. I'll stand with ya even though your build isn't fun for me, but no, it's always the same people trying to get shit nerfed that they've never even taken to the end. It's silly, and thank God the dev's don't ever respond to this shit and mostly ignore you guys.
Anarchy/Onslaught T shirt
Domination/Nemesis T shirt
Tempest/War Bands T shirt
"
reboticon wrote:
but no, it's always the same people trying to get shit nerfed that they've never even taken to the end. It's silly, and thank God the dev's don't ever respond to this shit and mostly ignore you guys.

What do you mean, "you people"?

In all seriousness, your post was a pretty straightforward personal attack. There's room enough in Feedback for people with different opinions about how the game should be played and how it should be changed.

GGG is not required to respond to Scrotie or you or anyone else (I mean, look at their amazing track record pleasing the power elite with the map system), but you are not allowed to personally attack others.
"
reboticon wrote:
You CANT run maps without maxed reses. You will die. There is a REASON why almost all sporkers stop leveling around level 80. It's Because. They. Start. Dying.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Aug 30, 2013, 1:56:43 AM
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pneuma wrote:
"
reboticon wrote:
but no, it's always the same people trying to get shit nerfed that they've never even taken to the end. It's silly, and thank God the dev's don't ever respond to this shit and mostly ignore you guys.

What do you mean, "you people"?

In all seriousness, your post was a pretty straightforward personal attack. There's room enough in Feedback for people with different opinions about how the game should be played and how it should be changed.

GGG is not required to respond to Scrotie or you or anyone else (I mean, look at their amazing track record pleasing the power elite with the map system), but you are not allowed to personally attack others.


There was no personal attack. If you disagree, feel free to point out which lines. I made it abundantly clear that I vehemently disagree with what Scrotie suggests, and that I would not want to play the game if his vision came to pass. That's not an attack. An attack would be if I said, " Scrotie, not only do your ideas suck, but you are a fucking moron." (I'm not saying this, I don't think this, I'm just explaining to you the difference)


@Scrotie - I don't understand what you are saying with the picture. Maybe it's because I can't focus on anything but Fishburnes glorious jaw. Spell it out for me.
Anarchy/Onslaught T shirt
Domination/Nemesis T shirt
Tempest/War Bands T shirt
"
Basically everything you EVER propose, is something that would make me hate the game.
"
The number of players that would quit playing if GGG listened to you is extraordinary.
"
You've had several high level players state this already in this thread, and you guys just continue to ignore that fact.
"
You cry and cry about them and shav's and MF, and never get that you can't do them all at once.
"
You guys don't like playing sporker?
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You guys want to get shit that you like to play buffed?
"
it's always the same people trying to get shit nerfed that they've never even taken to the end
"
thank God the dev's don't ever respond to this shit and mostly ignore you guys.

Grouping someone with a group, then going off on how that group is wrong in every way, ignorable, and ignorant is an insult. For the most part, this has more to do with delivery than message. I suggest removing emotion from your posts and seeing what remains.

Your entire post was "You're wrong, I'm right" and also "you're not allowed to participate because I say so". GGG gets to decide who is allowed to participate in discussions, not players.
Last edited by pneuma#0134 on Aug 30, 2013, 2:27:01 AM

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