Decoy totem too strong idea to improve them (boss fights get boring with them)
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in my opinion the decoy totem is way to strong and should be changed because they are taking some fun out of the fights.
suggestion lvl 1. instead that all mobs attacking it, make it that 10 percent of the mobs attacking it. lvl 15. with higher lvls you should end up that 70 percent of the mobs focusing it. that it take the fighter a bit out of danger that less mobs will focus him but not compleatly out of danger. that makes the game a bit boring if you place it in every mob wave and you can kill all mobs nearly without a risk of getting dmg. it should only reduce the danger a bit that not all mobs going for you. same with boss fights they are rly boring, if for excample the marvel only attack the totem instead of the player.it take all the fun away from the boss fights., Bosses should have a very low chance to attack the totem. the same should be done with other totems that they get less agression. if you place 2 totems in a flicker stike using mob wave they are only flickering between the totems because they get like 100 percent of the agression. not sure if that could be coded but ggg should do smth with them or make some thoughts about changing them Last edited by DonCamillo#3546 on Jan 13, 2013, 11:31:51 PM
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I think what you are suggesting is even more OP. It doesn't hurt you that much if only 30% of the mobs are attacking you and while only 70% instead of 100% is attacking the totem, the totem is going to be up even longer and won't die that fast as it does now in some cases.
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numers can be tweaked but the decoy totem is already very tanky after lvl 10
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no, decoy totem SHOULD be strong its doing what its made to do, tank and agro enemies away from you, thats it.
I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/ https://www.facebook.com/victorseicheart/ World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950 Highest level char in Closed Beta, Wytchfindergeneral Last edited by VictorDoom#6290 on Jan 14, 2013, 12:19:49 PM
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but all enemys is a bit too much and that flicker strike mobs only flicker between the totems is gay. Is it fun if the bosses only attack the totem? not even hit you once like the marvel? no movement required or any skill if someone always place that totem infront of her.
on the other hand you can tp out of the room without she gaining hp make it even more easy in my opinion Last edited by DonCamillo#3546 on Jan 14, 2013, 12:28:00 PM
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in the later levels and in maps with decent mods bosses do in a 20% Q max level decoy totem in 3 hits. And if you misplace it enemies will attack you too, not only the totem.
And again with how archer shotguns work in monsters you only have a few hits to get in before your totem dies in a room full of archers. And about the flicker between totems, try getting close to the flciker strikers, they will flicker you too, and again, in maps it will take a few seconds for a maxed totem to die. Decoy totem does not need a change, except that it could be more powerful in the low levels, but thats it. I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/ https://www.facebook.com/victorseicheart/ World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950 Highest level char in Closed Beta, Wytchfindergeneral Last edited by VictorDoom#6290 on Jan 14, 2013, 12:36:02 PM
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Watching Kripp's alpha stream, I'd say decoy is fine mostly for solo play. It does what it's supposed to do, take off mobs for a couple of seconds so you can cast a few spells before resummoning it and not anything else.
It is however arguably too strong in a group setting, where you can use multiple decoys which will confuse monsters, and they ping pong between them and take a lot longer to kill multiple decoys than just the one, all the while everyone else is beating on them. Not sure how to fix this, maybe the group health buff mobs get could also give them a % chance to resist the taunt effect on decoy, so they'll be more likely to ignore it the more people you have a in a group so you either need more decoy or actually use something else to tank/divert attention. |
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Already in a group monsters do more damage, so more decoys means you agro more groups resulting in you getting less damage,and the decoys will die faster,they just give you a few seconds to get out of the sticky situation you ran into or agro a lot of mobs so you can kill them faster with your area attacks, that is what decoys are for.
Also boss fights are not boring at all with decoys, they give players who cant/did not invest many points in defensive abilities have a chance against bosses (like ranged builds). And no one will use double decoy totem anyway because it would be useless considering the new +1 totem passive wont let you personally attack stuff. If you just think about it a bit, its not a OP skill, its doing exactly what its supposed to do, it doesnt change the game too much or kill everything instantly it just saves your ass once in a while and gives some players a fighting chance. What would be the point of a decoy totem that dies in 1 hit? I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/ https://www.facebook.com/victorseicheart/ World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950 Highest level char in Closed Beta, Wytchfindergeneral Last edited by VictorDoom#6290 on Jan 14, 2013, 2:28:28 PM
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" possible an edit that the more of the same totems are used the less defence the totem have that people using different stuff for excample if 1 totem is op like spark and all party member using it because its op, that it will loose a lot of hp if 5 of them get placed. same with decoy totems or spell totems ,that everyone in the party use smth different istead of a lot of people using the same kind of stuff making the game look better and you need to comunicate with your party to setup your party to be the most effective Last edited by DonCamillo#3546 on Jan 14, 2013, 4:09:28 PM
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My simple suggestion is to improve the cast timer of totem itself: it should cast his enemies atracting spell once in 5 secs or so, and timer should increase with every new player (in multiplayer), so it would not be OP in multiplayer also.
So far, decoy totem is completely ruining the game imo. It makes it boring to say the least... I realy realy hope GGG will nerfe it 10 times or so in some way or another. Especially double decoy totem, because then mobs become confused and dont even hit totems, just go from one totem to another confused, while you just kill mobs with ease (and great boringness) in any dificulty. Imo, game can only be interesting if it is chalenging enough (not too much though). Simply farming gear without challenges will not last long (especially because there is no real money AH)... You might want to do easy farming to get some cash or something, but when there is no profit in it, you want chalanges and fun. Decoy totem in its current state destroys it. ign: Grandpa_From_Graveyard
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