Totems scaling off your weapon dps is bad actually - make it optional
Totems NEEDING to scale off player weapon dps is bad I think.
Ok, I know we don't have all the info we need to start making judgements like this, but this change seems to miss a key design feature... and also im just bored and making speculations. So: A huge reason that many ppl are scaling their damage using totems is specifically because of how hard dropping or crafting gear is. Relying on abilities with high flat dps and using +gem lvl mods offers a very accessible way of scaling dps in the endgame on the way to getting better gear. Obviously the changes to crafting go a long way towards adressing this issue. But however robust the crafting system is, skills that can keep up in endgame with lower gear investment play an important role by allowing players to bridge the gap between early endgame/league start and late endgame/pinnacle content. The change to demon form for the infernalist is equally bad imo. If you didn't have good gear that skill was a nice on ramp to end game content, which eventually became obsolete once you could properly gear your character. Now it fails to serve that function. Ideally I think totems should be able to scale dps off player weapon IF YOU CHOOSE, either as a keystone passive or maybe better by using a support gem. Meaning once you get a good enough weapon to justify losing a support gem slot you could make that switch. In that way totems are kind of like early endgame uniques as a skill, they can carry you in to the endgame but are eventually outscaled by high tier rare gear. If totems are performing too well at very high gem levels then I think a better fix would be to simply tune the flat damage down slightly at the top end. Then if you want to use them in the late endgame you would need to start scaling damage off your own weapon. Last bumped22 авг. 2025 г., 18:48:41
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