#an idea of improvement for shaman haul

1 messages · Page 1 of 1 (latest)

sand sage
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My goal here is to post something that would give huge improvement to the haul ability without it being too hard to implement.

(Context)
I like the 2.0 new haul curve, but it didn't solve the reaction time problem, because doing 2 spells makes you miss your spells more often and forces you to have close to 0 reaction time against some bosses that can one shot you sometimes. Simple example : if you didn't have your totems setup during the watching phase of Greg, you're dead or you have to tank. And you probably already tanked the first beam as you couldn't escape the first beam because Greg instantly focuses on one of the 4 players that stacked around the previous position of the boss. (the problem isn't Greg, just that shaman doesn't have the ability to escape this situation either than +150% walk speed).

(Idea)
When activating some condition while casting haul, makes you cast a totem + the haul effect so that you don't have to lose time casting both of them, but that haul has the mana cost of both spells.
If the fact that you're casting both at the same time is making it not work or do some weird useless updraft :

  • add some little delay between the spells & maybe improve this totem's moving speed (might prevent flying shaman)
  • make it spawn the totem instantly at the direction you're looking (seems buggy)
  • make it simulate the totem's position instead of really casting it

Possible condition to activate :

  • sneaking
  • not having any totems around
  • having an ability tree node for this

Other ideas about haul improvement :

  • getting back some vertical acceleration would make haul more of a mobility spell and not only an escape spell

I'm probably writing the 10th post complaining about that topic but it really needs a change.
Imma summarize any idea that is written here

quick onyx
sand sage
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Ye I saw your thread, just wanted to start a separate one so that I'd get constructive responses & improvements to this idea

timber phoenix
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totem moving speed going faster might prevent shaman flying

sand sage
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I don't see it as a problem as this could make it only an escape situation ability

quick onyx
sand sage
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They usually don't reply to avoid giving false hope

quick onyx
sand sage
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Yeah same for me but I'm ok with how it is, so

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¯_(ツ)_/¯

quick onyx
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ritualist new red node: every cast of totem gives them totem armor( a totem of undying revolving around the caster in a ring), now aura will cast from the caster, and haul will be a universal charge trolldespair

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aka actual druid gameplay

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ritualist is actually viable now

sand sage
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XD

quick onyx
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well even if CT thinks its a good rework, it will still take 1-2 year before its ever implemented

sand sage
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Idk, the quickier it will be done, the happiest I'll be ,xD

olive furnace
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(You won't be very happy)

hollow tinsel
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The easiest and best way to fix haul is to un-nerf it to pre-2.0 state before ct members stopped believing in mcpk wiki formulas and just made up nonsense to justify changing it

sand sage
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Why tho ?
The new haul has a way better start acceleration, that's exactly what you need when you want to escape

olive furnace
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Yeah I also don't think that the only purpose of haul should be to escape

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Harming shaman flying is a bad idea imo

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Cause it's a movement spell

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Not an escape spell

sand sage
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We've lost some vertical mobility for better horizontal mobility

leaden cedar
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Yea haul is a movement spell, making it only useful for escaping is a bad idea

olive furnace
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A large issue with totem + haul imo is just the lag that comes with the totem. If you are on a double loot world and you try totems, they have moon gravity

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And don't have any horizontal movement

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Unless you wait long enough

sand sage
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The only thing I could see to fix this buggy thing is the 3rd idea I posted, about simulating the totem's position instead of actually spawning it, but it might even get worse because the server's lagging so much it can't say properly where the simulated totem shoud be

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But anyway, lag is something devs can't work around properly so I don't see your problem ever being fixed unless they fix the lag that occurs during double loot