So I’ve followed and played this game for a while, and I think all in all its one of the best ARPG’s out there. However recently playing a Wind Devil/Storm Totem Druid some things really started annoying me.
General balance/numbers
This is actually just an example of a more general issue I have with this game, its not exclusive to Storm Totem. There seems to be this idea and design that some skills are meant to be “support” skills. I’m guessing the intent is for these skills to either exist only to apply some buff/debuff, or add some miniscule damage as part of some intricate skill rotation, or simply not be meant to be viable beyond Veteran/Elite.
For some pure utility skills (like Nullification and the like) this is fine but in general this is a HUGE waste of your own work, and an impediment to having a greater build diversity in the game. Take Storm Totem for example, a visually awesome skill, and yet it is mostly relegated to being a “support” skill. The same could probably be said about many other similar skills (Blade Spirit, Wind Devils, etc), even more so after the Devotion nerf/fix.
I would suggest that you improve the scaling on these skills (at the very least ultimate scaling, since at that point you’re really investing to build around that skill). Maybe add additional passives behind them, or consider giving them a %weapon damage component. A skill being a “support” skill should simply be a matter of context, not design. Storm Totem should be powerful enough when scaled to be used as a main skill, just as most skills. If I want to use it as a “support” skill I will put 1 pt into it.
I’m sure you guys are not fully adverse to doing this, as we’ve seen when you buffed Bloody Pox in Occultist. That’s a perfect example of how every skill should be. You can use Bloody Pox in many ways now; its now strong enough to be built around as a main skill if you desire, its great for the Wasting debuff in some builds, its good as a 1pt skill for Devotion procing in others, etc. Make more skills like that!
Cooldown
I’ll just get it out of the way, I hate cooldowns in general! I understand that its part of the core design of this game however. That being said, there are many skills with cooldowns which just feel wrong.
Storm Totem is a perfect example of this. Does Storm Totem actually need a cooldown at all, if were being really honest? Would removing the CD (now that they don’t have separate Devotion proc CD’s) make it jump up to a T0 skill? Same could be said for Wind Devils. With 3 totems out, the damage is pretty decent, but with the current scaling, still nowhere near the top end builds. Does every skill have to be a top end skill? No, but every skill also doesn’t have to be miles apart in terms of power.
However I don’t see the cooldown being removed entirely on Storm Totem given the core design of the game (especially if you buffed the damage scaling on it), but bringing CD down to at least 3-4 seconds base would be a huge QoL buff to the skill that I would like to see.
Going off on a bit of a tangent about cooldowns here, and them not feeling right. For me cooldowns in this game would be fine if there was parity between the cooldown and the impact (both visual and damage) of the skill. But that’s not the often the case. Sure, Shadow Strike can be scaled to levels where it obliterates everything where you land, and you can do this every other second. Trozan’s Sky Shard on the other hand looks and feels like, forgive me, a particularly weak ejaculation, and yet has only a slightly shorter CD. Many of the radial AoE’s (Ring of Steel, Callidor’s Tempest with transmuter, etc) have similar problems, they lack impact/power. I think a balancing pass where you removed CD’s on underused skills would actually be a good thing for build diversity in this game, but I digress.
For the hell of it I’ll add a poll too.
tl;dr - plz buff dmg on storm totem