#How Fair Was The Double & Triple Totem Healing Nerf, idc about summoner

1 messages · Page 1 of 1 (latest)

narrow surge
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For people who don't want to read my rant just go to the bottom and read bolded
For me its yes and no, because now you can no longer out-heal basically everything, but now you can no longer heal back your hp effectively during fights
before this nerf without any fluid healing or Rebound you would heal back the health that you had lost
But now you actually lose hp every time since your second totem aura doesn't heal back the same amount as the first one, while both totems drain a the same rate, taking more hp than your heals provide
Rebound doubles the healing ( technically) so you get; twice the amount of hp that is lost, before the hotfix.
And now you gain a small amount more, that can easily be lost.

I feel like the nerf should only apply Fluid Healing by the same amount, Fluid Healing is 5% less effective with second totem and 3% with third
Yes I know that 1 totem is still a highly good option, but nerfing a cross path shouldn't make it practically redundant.
HF #6 --> dou / tip can't outheal its self without rebound or lots of Water%

covert tiger
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I think needing rebound is fine, and imo the healing shouldnt be a massive benefit of aco, the damage increase you get should be, the healing is the balance the health drain so you dont die, making aco more skillful/challenging and not just free survivability with good damage on top. You sacrifice your own survivability to heal teamates and more damage

broken barn
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rebound has always been mandatory for acolyte

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that's just... how the playstyle is

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you've never been able to outheal blood pool cost without rebound

heady shard
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Alternatively: move Fluid Healing to a position so Summoners can take it, too 🥹

cobalt idol
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fuck i cannot heal my full hp bar in two seconds anymore to counteract not trying to avoid any mob attacks

covert tiger
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It's closer to acolytes original idea anyway, as I said:
The damage should be the benefit, and maybe they should add a upgrade that improves other aspects but you spend blood pool for em.
The healing is only to counteract the drain, it's meant to be a balance not just make you get a ton of free healing

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tbh I think blood sorrow could be changed to be more of a less ultimate thing so it improves your average gameplay. It being like crep ray really doesn't help that much, so make it deal the same damage(maybe less) much quicker and less cost or somethin

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also startup time is too much

heady shard
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If the healing effect of Sacrificial Shrine / Acolyte is only supposed to balance out with the health drain of blood pool, this means that the archetype is meant to play like other classes which rely on pots / lifesteal / hpr for sustain. However, shaman is notably glassier than those other classes; it's tied with archer with a 60% base resistance, and while archer at least has a very useful Escape spell, shaman's Haul is notoriously unwieldly.

Therefore, I think that the base resistance of shaman (or at least Acolyte) should be increased a bit more, or its movement spell be reworked to be less awkward.

broken barn
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it literally just got buffed to 60

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and archer was also buffed to 70

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and acolyte definitely is meant to be a damage dealer/healer which doesnt have to rely on outside sustain

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double totem healing received a major nerf but you also have to keep in mind how much extra damage you deal with double totem than single totem

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  • double totem scales a lot better than single totem with blood rite and fluid healing which have to be taken into account
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i think triple totem is receiving far too big of a hit personally since getting triple totem with bare minimum rebound is 40 AP which is really restrictive

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(it's confirmed that triple totem being a net loss of hp currently was not intentional)

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overall acolyte is still really fucking strong

covert tiger
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I do think triple totem and double totem should be a larger positive but the issue is you really don't lose out on much

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The main issue with aco and other archetypes is all of their power is in one or two easily obtainable upgrades(usually first red)

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and theres not much incentive to go past that

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But that's another issue that isn't as related

fallow frost
open dagger
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i feel like the nerf was fine + needed(prob more is needed too bc shaman isbrokey rn but whatever), and also u needed rebound before anyways so its wahtever

queen verge
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I think the nerf is fine as long as triple totem gets fixed to actual be net positive

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Double totem with shocking aura/storm dance is still a generously big damage buff for not that much AP, on top of the boosted value with a faster rate of blood gain

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Healing less is like the best drawback for this optional sidegrade ability path

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Which is pretty good

fallow frost
junior stream
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I like how they changed focus so it doesnt get worse as you get more focus but changed totems so they do

broken barn
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to be fair focus' bad design doesnt mean double totem didnt need a nerf