#MM Request for Discussion: Shaman, a Year in Review
1 messages · Page 2 of 1
new comer
its been a year though
one idea is that i don't really see a lot of skills which involve enemy movement
of course warlock has that snowball thing to drag
we don't particularly have a good measure on shaman player count
honestly I just throw albert and it solves 90% of encounters. I only use other abilities when its needed (so like for elites or to rocket jump across the map)
how many delve pts
the metrics we could use are skewed by other factors, as well as the core problem of "it's newer, so any existing players are going to tend towards their base setup"
and ik wynn shaman has aura but there are plenty of other ideas of moving enemies around rather than just totems
it's quite the frustration with trying to figure out things
could give shaman some unique and fun mobbing niche
imo every class' meta is around the same level tbh with maybe rogue and scout having higher ceiling
but most people still main one class and less just being all class master and play whatever is strongest
i know a lot of players like playing with physics, etc.
people liked adhesive, stuff with hauling the totems and landing them
maybe have a big push/kb in one direcction
well rouge and scout are also generalists that can do just about anything. Its not tempting to switch off of them
could herd things into fire/lightning
i mean idk what u want... no game is gonna have the perfect diversity of classes unless they are all near identical
plzzzz bring adhesive back i lov it so much and when it gone it like my baby get kidnap
#monumenta-general message
Aristotle seemed to have data on player count of Shaman, as well as a R1 count
Give shaman the gmod gun so it can drag mobs around
and its not like other classes are unpopular some classes are just... better.
A physics-based shaman sounds awesome
It would be enlightening to see an updated count for comparison
pretty much anything below 30 gets solved by 1 albert. Sure acutally playing high points will change this but that changes how much effort all of the classes have to put it, including shaman.
imagine building the totem like an iron golem
What about a targeted push-pull
and if you look directly above the linked message, you can see the asterisk on the data he has
i'm aware of how he gets it, but we haven't had a means of removing all of the asterisks on the data we have the means to pull
i think number wise this is objectively wrong, although pardon me havent actually played a delve in a while, let alone alch but i thought i had a pretty good idea of it considering it hasnt recieved major changes sincei lasted played it
"for comparison" implying the two numbers are compared to see relative to each other
2 numbers with issues in their means of measurement doesn't make for a good number, even if they meet the same problems
as a albert player you probably can
it's like 200+ damage, with infusions and stuff probably can hit 250+
depend on how you distribute damage/tank
I mean mage is not that different, you can toss out 2 spells and it clears all of the trash mobs. Same goes with warlock. magic classes are built around using their reliable splash damage to invalidate groups of normal enemies and its easy to do this on ALL of them.
even if its not 100% accurate it holds up to see the a decent ratio of the classes in game. like in a world boss those numbers look about right
what would be the cd of this albert
we can basically just poll the score set at that moment on players, we could use better metrics (and there has been work on that, albeit slow) to be able to make use of it
and would any other part of ur class do anything considering ur charm allocation
like 6-8 depend on aptitude and charm
if someone plays a class in 2 regions and another in the third, then the data on that user is fully dependent on which region they last played/class they had set on logout
so I don't think shaman being able to solve encounters with 1 spell is a problem, when other classes do the same thing. What I think is a problem is the other spells being underwhelming which is preventing them from being useful in the first place.
yes actually
harb auto still smacks
like whirlwind totem having a levitate would be flavorful
then combined with some push pull stuff
ok imma stop it's getting off topic
honestly reasonable i can see people getting off shaman by r3
into your fire/lightning totems
If only shaman had a spell that could launch mobs
still think its quite accurate that shaman is still played less by a notable margin
not an unreasonable assumption, but my point is more that we just don't have the systems to properly gather data to go beyond assumptions
imagine if you could lift teammates
sounds like massive troll nah
like this kind of positioning cc is something i generally think is not very present in the game aside warlock
what about a poll
"have you played shaman in the last month for more than just trying it out" or smth like that
And one for each region
pinning shot
Teammates can now stand on your totems and pick them up
and throw them, and stand on them, and throw them, and stand on ok they're flying now
polls depend on both truthful voting and server wide voting instead of the smaller sample size of people reading the feedback section of the discord religiously
especially with the addition of "discord just hides categories by default because why" and the ability to hide categories completely, data would be sketchy.
i can just imagine the teal video compilations of people playing around with low cd low damage directional push
replace the broken voting site with a poll 
This seems to indicate a lot of mistrust in the value of #player-polling . If polls are still posted there, are they effective, and if not, why are they still posted? If there is a reference to compare against "No I play X class, I play Y class, I play multiple classes including Shaman, I play multiple classes except Shaman", what reservations would you have anout that poll?
spartan sandals moment
I mean
if we're here to improve shaman
does how many players play shaman matters
well ig it could determine the scale of it
It would show how many people are satisfied with it, maybe
I think its not a distrust thing, but rather the devs not wanting to take poll results too seriously.
or at least like it enough to play it a lot
like they want to use polls as a starting point to gather feedback, but not have them be all they cater towards.
poll results can be useful, but on something that seems like it's already got a charged up opposition to it, leads itself to concerning results at best. More neutral topics work better in polls because there's not a brigade waiting for it, especially when it's out of nowhere on topics people don't entirely expect to be asked about
I can imagine a low player count could be perceived as a poor launch/weak reception and dissuade other developers from attempting their own class design. A class does not have to be for everyone, but a significantly lower player count is likely tied to deeper problems
but like, we kind of already know that shaman has problems
Certainly, given the many comments I have compiled in my post further up
which is why this feedback thread is here and most people agreed with your original essay
so what's left is just to spitball
I don't believe there were any answers towards the ending questions, which would be nice to hear
wait, a charged up opposition to what? Shaman being broken?
*bad
well not bad but
yeah
the ending questions are also like big design problems which probably can't be answered immediately without spending that time on design
which is why we spitball
Said questions were not exclusively directed to Zig, but to any devs working on Shaman who wish to comment. Not sure if FrozenEarth has worked much if at all on Shaman given the recent Warlock changes are likely his project, but I don't remember seeing any other developers in this thread
Fair
I suppose it also would value the weight of voices in all of this chat since not every shaman player is here
I offered quite a bit of feedback (zig knows), made Sticky Sap, and pushed for Scattered Stardust to be made (and be the baseline behavior) though that’s about it
scattered stardust oh my goodness gracious
I agree that these are not simple questions, and don't expect immediate changes to happen to shaman in a rush to satisfy the playerbase instead of logical and methodical design sessions where a proper solution can be implemented.
For each of these questions, I was hoping for something akin to the corresponding responses:
What actions will developers take to address these concerns from the playerbase?
And
What steps will be taken to address the boring and unfun afk gameplay experienced?
A statement(s) addressing various sections of compiled comments and associated section description, with mention given to current skills and the way they interact that contribute towards these issues. Perhaps a few specific comments in the section are addressed directly.
What measures will be used to correct Shaman's scaling and damage imbalance across regions?
Zig (and other developers working on Shaman) has tried the specialization passives idea and has tried to avoid wands as the shaman mainhand, with results previously discussed. An acknowledgement of the matter with potential ideas to correct this design flaw, or a statement with the intent that something must change, would be appreciated.
The specifics on exactly what would be implemented would be unreasonable so soon into this feedback thread's existence. However, many players offered many comments in shaman-discussion addressing these same concerns and asking similar questions and the outcome of where we are with current shaman means that not enough was done to assuage these issues. I would like to have some confidence that whatever is suggested this time, with player experiences and feedback from many more months, is taken.
shaman totems now gain +1 damage per skill point, capped at the maximum per region 
what a charm
flesh laurel statted having ass
I don't get it. Flesh Laurel is literally better than Greater Splitting Charm, already neglecting the fact that Flesh Laurel is 1* and Greater Splitting Charm is 2*...
In a vacuum it looks weird but the idea is that you can stack them
One should not be a whole star larger though
A whole star larger AND worse...
well lordtomb vs rebootings
rare charms might just have more
Lordtomb I'd like to believe is a different case because it vs basics is the same charmpower
so if you have 3 charm power you are gucci
meanwhile Greater Splitting is objectively worse than Laurel
AND is cheaper to use
yeah but the rebooting are pretty significantly worse for the compartmentalization tax, id think its a pretty marginal difference
I think in this case, it's more fair. At least you need 3* to ensure the charm is better than a Lesser + Greater Rebooting Charm
thats what harambe just said
and its rather marginal for how powerful that stat is
(you make space for it)
anyways, distracting point
wrt totemic projection voiding your totems: i suppose it might be possible to have totems edge detect?
so it would go like this
- totems fall from the spot where projection’s snowball lands, with no spread
- once totems hit the ground, they rapidly spread out (6 m/s), stopping whenever they encounter
a solid block
a change in vertical height
get 3 meters away from the landing spot
i think it would be interesting to change projection’s carrier from a snowball to alchemical artillery’s magma cube (can use a small slime to be different) because that means that you can only land projections on the ground, not in walls or on ceilings
this would be 🔥
now most of my totems just drop into abyss if i use projection on bridges and stuff
is it possible to land an albert on a wall?
Wouldn’t that still voids totems on bridges
I’m missing the point here
1 and 2 wouldnt void, slime projectile is just a dif suggestion for wall hitting
Like
Totem land on the bridge
And then hit the bridge block so they spread out
And fall off
It didn’t encounter a block
It also didn’t have y velocity until it’s already falling
until they find a height change means they stop before a ledge
Oh ok
I’m not even getting what should happen
Now I do
should i create a diagram
I like this idea, its much more fluid then just making sticky sap the default for totemic projection (which is something I thought might work out okay)
I think it would the class a lot if the output/downtime was adjusted
as fellow word skipper i relate this
FYI: changes related to tonight's balance update aren't for this chat and are for https://discord.com/channels/313066655494438922/1258617918372184125
if you want a massive list of PR-y statements, then it's going to have to wait until after the changes are done, as it's just time wasted when trying to read into the ideas and productive discussions in the thread and actually taking actions for the betterment of the class. Maybe someone else from the balance team wishes to spend that time, but only so many hours in the day i can spend on monumenta, and typing in discord takes up too much of that time these days
shaman got buffed in the new update! huge win for the shaman fans!
devastation is finally good, mine does 300 damage with just a fruit buff in r3 now!
I wish I could give an acutal report but currently, things are a little bit broken with the class
In general this past update shouldn't really have any major changes, so I'm mostly going to ignore anything that changed off of that. Looking more at the core gameplay here, for any numbers related to the additive change, refer to the additive feedback thread
oh i'm referring to the fact that right now shaman's damage is bugged.
currently it is doing triple damage
its pretty funny!
this is “broken” ? given that some classes can get that with a crit (no bugs) i’d say the scaling is a little strange
monumenta player detect sarcasm challenge
I feel that Shaman isn’t balanced for R2 & R3
i think they said that earlier
Mags wisdom always leaves me in awe. He is the out of the box thinker this generation needed.
lets replace it with a new class
we have too many magic classes
not enough projectile /j
in my limited experience with shaman, it shows a lot of promise on paper. but i noticed that while it performs exceptionally well in r1, it tends to be outperformed by other magic classes in r2 and r3.
it tends to plateau as enemies become more advanced in regions 2 and 3. balancing its capabilities to match the increasing difficulty would help it maintain its viability
that or replace shaman with a new class. /j-ish
shaman really doesn't have good mainhand option directions
the r1 and r2 magic damage percent mainhands are both end-game items
yeah but for the class with zero melee abilities in r1 and r2 and a single one that even requires you to take magic abilities in r3, magic damage will always help
play ranged shaman 👍
MEMORY MAKER SHAMAN
No cookies for melee
you basically are do to the way damage from totems is calculated. Totems get their damage boosted based on the mainhand's magic damage when they are first casted. So if you switch off, you keep the bonus damage but if you cast totems with another item and switch to your magic damage item no damage bonus. so even if you want to run another melee or ranged weapon you still need a magic dmg sword.
oh regicide and abyssal do NOT work like this and I have no idea why its not consistent. Those enchants will effect totem damage but only when the mainhand is held and will not stick.
That's because totems don't take "snapshot" damage
yes abyssal is shaman compatible, no it does not help in any meaningful way
This doesn't sound right
I remember asking about if mainhand magic dmg% regarding shaman and I'm pretty sure zig said they don't take snapshot of the dmg stats because he didn't want people cheesing between a tank set and a bis magic set with lockboxes
If you switch off, you should lose the bonus dmg if you cast a totem with a magicdmg% item
for mainhands it is currently working that way; not for armor though
That's odd
I mean I prefer it works the way it currently is and maybe he thought I was referring to armor when I asked all those months ago
But due to inconsistency with regi and abyssal I'm leaning towards thinking it's a bug
in gameplay, this mostly means you can use shields more freely, but it really does not change that much if you are only using 1 weapon (which most shaman builds are)
it does make Eschar Dreamcatcher in r3 much better too, to the point where I don't think that weapon is viable anymore if this gets patched
there is one instance where this is different, which is with wordily protection items. Switching to those at all will nuke your damage and it only comes back when you switch off.
I believe this changed post release to snapshot due to general class system changes
Cool beans
divination orb and khrosmos mainhand!
do you mean. the super expensive docks arti which can’t be obtained half the time and the rare from the post-monument dungeon
the way i see it this is solvable by slapping like 7% magic damage on some random early rare
even an uncommon would work
or for valley it would be 4%
like. ashheart dagger
magic damage on r1 prismatic blade maybe
yeah magic damage on r1 prismatic blade
except prismatic is already pretty damn good
people use r1 prismatic blade?
also 4% magic damage is too little, even for early game standards. At that point people will just use a weapon with better melee capabilities. Shamans crusher already is slightly weak at only 7% magic damage; but its still ran since it has decent base damage attached.
its 8% actually 🤓
writing up something
I think it would be a great idea to give read only access to #shaman-discussion
🤔
there's a mode that allows people to make notes but not edit anything
can't remember what it's called but that's a better idea @jade palm
I cooked again
Comments?
does he mean the rework document?
oh i was expecting a google doc
yeah lemme do it rq
Objective of rework: give shaman gameplay. (Very WI due to the radical changes, some numbers might be bit fucked, do help me balance) Shaman Shamans excel in strategic positioning and location defense, using their stationary totems to control the battle. Class Passive: Elemental Totems Gain 2 ...
also enabled comments for the zenith doc
totems with abilities are gone
long live activation skills
why is sooth somehow even worse then it is right now 💔
whirlwind totem in the base kit is uh very very powerful. Even if the skill is nerfed, if you give shaman an inch of CDR it takes a mile. That is why whirlwind totem is the main appeal of soothsayer and is worthy of being a specialization skill. So switching out sooths best skill with a slightly stronger cleansing totem (which is redundant with chain healing) is a massive nerf; especially when hexbreaker is buffed up a lot.
concentration is a decent idea, but it seems quite weak in compassion to hexbreaker having 4 totems able to attack in several ways all at once.
I like this rework concept a bit more then the others though, since it keeps shaman built around totems instead of turning it into mage 2.0. Having the entire base kit expect for 1 spell, need totems to work does seem like it would be to mirco management intensive and also would lead to shaman being completely powerless when totems are on cooldown. Which would only further encourage the perma uptime meta the class already has.
perma uptime builds are kinda inevitable for classes like shaman
The rework definitely intends to direct players towards zero downtime builds, which is why I put in so many measures to increase them
Looking at it again I do agree reworked sooth is bit weak
not sure what to give it yet
Perma uptime is fine as long as dmg and utility output isn't too crazy
doing so changes to the doc, feel free to suggest ability alternatives
Hot take but, soothsayer is better at clearing and at sustain 🤷♂️
Hexbreaker just has way too much downtime, even if you perfectly use devastation
what stops you from just spamming all skills?
the cd doesn't seem too long
not many decisions to be made still
How to fix Shaman:
Region Scaling: Introduce a Totem Efficiency stat similar to Spell Power which would allow fine tweaking of damage across regions, that also means more items! After the additive change magic percent mainhands (the two that exist) are really bad, you're better off using something tanky such as a situational sword, or an aptitude item. Give players some cool items that are unique to the class, it's kinda sad that your best tanky mainhand is Pureshard Adze (pickaxe) after the Worldy Protection changes. When it comes to damage R3 gives you two options.. Ex Prismatic Blade and that one scythe I can't remember.
Base Skills: Firstly, Shaman is inherently an Area Control class, but as of now it fails at its purpose. You can chuck a flame totem at an area to hold it for 12 seconds but after that you're kinda useless, also not to mention the range on all of the totems is quite awful, I'd ask to change the range back to the one while beta testing.. or at least add charms that can give you more. Secondly, skills such as Earthen Tremor and Chain Lightning are so bad. Chain Lightning used to be good with its previous totem pulse feature but now it's really just there to make zapping sounds. Earthen Tremor's damage is not noticeable at all, and its function works opposite to how you'd want. It... knocks mobs away from you aka your totems. The enhancement has a decent use but realistically no one is gonna invest a point into that. The Crystal pewpew skill is pretty fun and it rewards Shaman's AOE playstyle, I'd like to see some more skills aimed towards supporting your totems. Maybe something like a one time mega grasping claws that grabs mobs from all around and throws them into a totem's damaging radius while not allowing them to escape
or maybe something like an agro totem that debuffs mobs (literally dummy decoy) that you could throw right between your totems to gather mobs.
Charms: Shaman has.. extremely boring charms, like genuinely none of them are special, I'm not trying to be 🐦 or anything they are just so sad. Make a feedback post specifically for Shaman charms so that players can some suggest some unique reworks to already existing ones, similar to how Monarch used to make posts for charm ideas.
The specs are a completely different topic for later..
devs explicitly said no shaman exclusive weapon
can't get class specific mainhands, sorry, that's been a limitation from the start
and for more magic mainhands, it seems as though balance really doesn't like those for earlier progression points
Magic mainhands are quite useless now
I logged on today for some testing and EX Prismatic Blade gave me 3 more fire totem damage
the scythe you forgot is (most likely) eschar dreamcatcher
ended up using Blade of Reclamation for the reflexes
if there's an issue overall on magic mainhands though, that should probably come up as a feedback point seperate to shaman since that'll impact other classes as well
soothsayer looks better in a team cuz yknow it can just support too
It's the hycanea one I think
's will
literally have never seen anyone other than frozenearth use it so it don't count
What can be acted upon right now? (aka you're willing to)
Cause it's magic %
Yeah fair lmao
I think charm reworks could get some spice into r3
can alch skill point scaling be recycled here?
also there wasn't a reason (that I knew of) to use hycenea's over ex prismatic whereas with eschar you could absolutely fry elites
Already speccing out some reworks in the class, and some changes to the totem designs. I wouldn't say too much is really off the table, but charms will require running things past item devs, so either an item dev hops aboard and pushes for some, or i can try with limited success probably
mainhands is unfortunately one of those few things that is off the table
Any specific reason for that?
anyways you guys gotta check this out
mainhands could revive the class for a lot, you're kinda clueless right now on what to use
Mscr is an item dev right..
mscr is busy with stuff ain’t he?
Yeah but he spends his weekends on monumenta
strip away his free ti- (who am i to do that)
I think shaman epic charms are actually somewhat neat (unstable reactor is kinda cool and final herald's lifeblood buffs the one shaman skill that can actually region scale) but god does it feel like shaman has more rare charms that just do not have the juice compared to other classes
i fucking hate dshot
that is fair
Unstable Reactor is extremely tragic design wise
it's neat and tragic at the same time
the negative radius makes it so bad in my eyes
how much is it, -30%?
yep
actually that is kinda a kick to the nuts
"wow I fucking love worse elemental arrow that have limited interaction with rest of the skills"
this is what some of you sound like
At least it has a better sound effect!! (i made it)
as much as I love dshot and fhl it is THE most scuffed skill in the game from the bugs to the extremely janky damage scaling
zig designs confuse me
about some aspects of shaman
yeah the totems are spawned by projectiles
desecrating shot
people (me) were pointing out issues on the week shaman is out
chain lightning is a projectile, crystal pew pew skill is a projectile, desecrating shot, chain healing
and some of them still exists
chain lightning is hitscan isnt it that aitn really a projectile
call it a sure hit effect xd
alch is a projectile class cause uhh you throw pots
shaman isn't LITERALLY a projectile class
it has a hybrid design for r1 and r2 which somewhat bleeds into r3
they tried to make hybrid design
the only shaman rare charms you can probably consider cool are like. scattered stardust and maybe apoc rune
Ngl it's pretty fun to play it hybrid
Yes, although also busy with life stuff i think.
people who call the class "braindead" just spam totems and run around
almost like thats how its played...
I think you could pull it off with suggestions from the gameplay discussion hive mind
mscr is just playing tdm he just needs 5 kills to get an airstrike or 3 for uav and he can wipe
https://discord.com/channels/313066655494438922/1107615287794217000
extremely funny most all of the problems here still exists
yeah its been repeated 70 times
watch zig do nothing about it
(dont worry he can't read this)
t
will believe it when I see it
and he did confirm a good change to devastation
damage will scale with remaining totem duration
think it's a good idea if deva stays in the same use case
it's noted for things, but looking at core stuff right now, and we'll see what shakes out where
if deva finds a new use case that it wouldn't make sense for, then it may not happen
hexbreaker just feels like random abilities put together
cant even disagree thats true
not like sooth is much better but it gets something right
dshot should be base skill
at least they stay in theme and they all have something to offer
dshot should not exist
is it bad that I want to hate this but don't
What if for earthen tremor if a mob hit by it is within the attack range of a totem, it is knocked towards the centre of it. If there's multiple totems it is directed towards the closest one
they really.should stop with this hybrid thingy
we already have 3 classes that mainly use magic
I beg you to play earrow mage instead
I think it's funny that if warlock exists as melee/magic hybrid shaman could exist as proj/magic except I'm not sure you can actually pull that off
or you know, get a high speed bag and pretend its old aa
dshot is like shaman's only burst damage besides for devastation
I don't even consider dshot burst, I consider it attrition damage
thats an even bigger rework
shaman should be proj/magic class imo
this guy does not build lightning
and it shows
well dshot is interesting at least
joe mama
how is it interesting
lightning is good specifically to make the class meta but it really is boring
it just felt like a booster shot when the class sucked
dshot is only shaman ability in r3 that can be made functional on its own
bro what is this guy saying
dshot is the only shaman ability that region scales
nip nop v2???
damnn mods get this guy asap
shit bro even im doing that pregnant man shit it lowkey fits
magic damage is not in a state where it counts as region scaling totems and stuff
thats a good thing
dshot has one of the very few interesting AND good shaman charms + its an epic, it actually makes the class have a mainhand to base off of, and it uses proj which is a +bias for me and also +in the proj design we were promised
chain lightning is just right click to get instant dmg in aoe and increase totem uptime cuz yeah
thats the problem of rest of the class being bad
trol
to be real it's hard to put like -50% skill cooldown on a charm and have it not be good
its like the only other playstyle shaman has 
imagine the relavation you can infuse instead
(the way bloodhound overhauls qd is absolutely not healthy for... anything)
I played shako qd since starpoint and still entirely believe this
I do think nothing short of a total rework could save the class
for some skills there shouldn't be massive cdr charm
totems are just too problematic
lifeblood makes dshot functional
i mean i thought that too but i think mostly just a rework to the totems is needed
"static passive damage zone" would work great as an alch spec not as a class
they need to take up less of the class and new stuff should be added in their place that interact with the totem(s)
(read my rework doc)
wink wink make the totems a TOTEM
give totems leg
it made totem do nothing on their own but skills can activate on it
i mean i still think totems shoudl do dmg in an aoe
thats kinda the whole thing of a shaman
at least in minecraft
(check my doc I think I have some good points)
the curse of wynncraft
but i do think the best skills are the ones that interact with the totems
pro tip no one wants to read a whole shaman rework document
like im sorry im sure you put effort but long form feedback just aint it here
bold assumption
i mean ill take a skim over it since ur so adamant
I don't think small changes can save the class at this point
well yeah but big changes are things us feedbackers can only influence really we cant directly tell zig to do anything big just hints or shoves in the direction you think right
primary weapons shaman should use is projectile weapons and magic % mainhands
for real
scout 2
chain lightning could proc on hit scaling on the dmg you dealt 🤷
you wear magic and then use a bow and the bows base dmg is what u use but u wear magic
@jade palm If I see any more messages like the one that was deleted you are getting booted from feedback channels indefinitely
could be interesting to add some increased custom scaling capabilities
As a playet who have fun and success with tremor u and lighting stack with chain u, I think those 2 are fine
oh lawdy whats happenin
passionate feedback
Bro why I miss it...
I guess he is still on the Ignore list
fun fun... anyways
ele arrows is funny it works in r3 because I don't think people actually build all in on arrows it just becomes the secondary damage in starfall builds because it does not awful damage with not that much investment
also would be funny if you could proc tremor with projectile shot
it was that b4
Cleric in R3 can achieve a very realized support/projectile class playstyle
it got reworked cuz it was jank wasnt it
Anyway I think those skill work for me and work good, but does it fun/need tweak i s other topic
cleric is jack-of-all-trades
And likely is one good weapon away from a proj playstyle in R1
cleric projectile can work but it is off meta until more capability is added for it
r3 at lest
Hell Callum's spellslinger might be good enough
cl u is pretty good and you can make it into a playstyle (mine is messed up I alternate aether dart cl u and fhl dshot and it kinda works) but without the enhancement it's awful
how funny would it be to use bows as slingshots for totems
the main flaw with shaman is not having much weapon scaling
like you would cast it like pred strike and then ur next shot you shoot the totem
U need enhance point to make a basic skill work in r3 is pretty sad and need change I agree
For what purpose u would imagine, like current chain lighting enhance, or buff it in someway
It sounds fun honestly
i hate totemic projection as it is cast one button wherever u want to instantly maximize your dps in one area
making chain lightning into split arrow with melee included 
Make a hook so we grab our totem back then shoot it to othet location
it would feel much more engaging and rewarding if moving totems took more time but was more rewarding
aka shooting it could also cause aoe dmg upon landing or something of that nature
Multishot useagr grow suddenly
t
literally just this but to give a more stable mainhand possibly it would require using a bow
totemic SLING
shaman can just convert to full proj damage but that still didn't make mainhand choices interesting
is this partly because of the proj weapon balancing problems
I think totemic projection could be just moved onto every totem by recasting the ability while it's on cooldown and then have that skill freed up for another skill idea
i maen yeah
(because that's a completely different mess)
look at ele arrows
how it scales just makes u use highest proj dmg weapon and ur done
Sounds.good.also
don't some freaks tridentball ele arrows
although like. every proj skill scales off of base
its not freaky when stormblessed is one of the highest proj dmg
weapons
snowball is just there to bridge the nothing gap of waiting for stormblessed to come off cd
so like. it's hard to really justify low proj base weapons in a way
(also contributes to basically every magic% proj weapon being awful)
yeah
makes me sad that using stuff like herald's cruelty or mycelian crescent for ele arrows or dshot is just worse than going for base damage but proj weapons are another problem entirely
mfw low dmg high attack speed literally does not matter
high attack speed low dmg will still take more time then a heavy hitter cuz a heavy hitter still hits fast
moment
mostly causes skill cant use your mainhand base damage well
some people use screwdriver because ele also includes some flat dmg
radio send ur shaman rework i wanna look at it
Justifiable and likely advisable on cleric's DJ shots- weaker weapons are noticably worse on mage as Elemental Spirits scales partially off of it as well
Objective of rework: give shaman gameplay. (Very WIP due to the radical changes, some numbers might be bit fucked, do help me balance) Shaman Shamans excel in strategic positioning and location defense, using their stationary totems to control the battle. Class Passive: Elemental Totems Gain 2...
still an early draft but you should get the ideas
something like this is more realistic than being fired by your bow, just because of the obscene speed bows breaking like, every system in the game
if it worked off of aleph you'd see how far back the arrow actually registers the hit off of the wall sometimes
moving totems individually might be interesting but risks being microing hell
Well that's the point no
I mean yeah we need more micro
Bloons td 6 style micro is rewarding
full circle back to BTD 😛
Duh
I would hope a commander advertised class would have control over the assets it is deploying
Ofc what else is the goal
yes but I imagine that being super jank in practice ngl
I mean if the totems moved like individual squads instead of an army it would be a lot of commanding
this ain't league of legends lil bro
Yucky
elemental arrow even works with inferno...
huh
can't say i tested multi hits on dshot, but also not too surprised if it did
it has cooldown
isn't the cd check on hit
yea
this is literally just my bow cleric build
you always have your entire shaman arsenal
also you do realise that 205 magic damage is aoe.
i might've cooked chat
how big
theres gotta be some caveat
So why is the magic damage more than triple that of the base projectile hit
charms
theres no way he can outdamage my quickdraws and have aoe too
and it scales with magic dmg
charms
Why are charms tripling the damage of a skill that's starts at 0.6 the damage of your base hit
Charms and gear, but seems pretty extreme
it's normally a 4 block radius but -1 due to epic charm
cuz if you dedicate 12 charm power to one thing i'd sure hope it triples its dmg
actually
is that a full dshot charm set
i take that back
kinda but im missing 1 lesser charm
charms give like 120% dmg
lawdy.
congrats ive fixed shaman
also why does flame u gives double damage output
go try it
now it's engaging and has burst damage
well u just turned it into better quickdraw if it works
now I hate dshot more
dshot shaman is the only real way to play shaman is r3 
i can literally run piercing 2 arrows and just send a crowd to hell
isnt that just scout
i mean it pierces
scout with aoe shots
yeah but its the same for stuff like bow mage/cleric
you don't get it
ok so alchemist
each pierced mob procs the 200 damage 3 block aoe
I mean its prob getting nerfed
have fun before august
bro is a certified hater
zoetic crying in the corner
dual scaling tend to get the nerf
fairly sure it happened to earrow
Is that with projection (u)
yes
it gives 30% damage its so bad
but ill take what i can get
eternal what do you think about the potential proj (u) + dark explosion burst from my rework doc
bro is talking about the theoretical meta
Did they change from the last time I read them
ok this just 1 taps dreads/crowds
bumkers out here doing bumkers things
This is why you don't add dual scaling 🤣
interesting though, figured it was going to fail the pierce/multishot based on the code
XD what have i done
gg
I think the totem shadows are an interesting idea and I proposed something similar with Totem Husks many months ago. Dark explosion looks like a generic damage skill that doesn't help create interesting builds/playstyles for shaman

DE is just a damage skill that gets better with more totem
wonder if there's a way to keep manage the multihits to a lower effectiveness but keep the unique plays
which is imo something that current shaman needs actually
at least change tremor to that
ok this is just not balanced
I meam even putting my bias aside
if dshot is procced multiple time in same tick divide the dmg by the amount of hits were hit
-50% cd with little to no downside
I think multishot should stay but reduce pierce to like 30% effectiveness
-1 block radius is quite alot when dshot radius is only 4 blocks to begin with
and 4 cp
it should be -100%
refer to a certain cleric charm
it's not that good on solo mobs which makes sense
you threw the kitchen into the void
something between those 2, kind of want to lean the effectiveness towards the main shot/first hit shot with falloff, but either way, cool to know on the dshot side of things, it's no secret that i'm not much of a damage stacker
Martial Mantra is definitely a charm of all time
-50% Luminous Infusion Cooldown
-15% Luminous Infusion Damage
-100% Luminous Infusion Radius
3 stars
mfw balance team let the dshot charm slip
I think theres difference between epics and rares
they are prob like me and think "yeah dshot sucks lets just give it something good"
I don't think epic charm get more budget
werent u just hating on the dshot charm
correct me if wrong
and now you're mad that it's good
yeah
they are meant to be gimmicky or allow certain type of playstyle
you aren't running lifeblood without stacking dshot dmg
it even comes with free damage...
this "allowing" also just makes them have more budget
even if non-intentional there effects are just more potent
shaman should have something fun
yeah
not just lame-ass totems all the time
what if we just make the base class good
hating on dshot is like hating on ele arrows
...
wanna guess what I think about earrows?
shaman is a hybrid class and should encourage different types of playstyles
hybrid here means a bunch of random stuff that are held together by duct tape...
dshot is very hybrid skill
well
compare to sooth
they arent pretending they just dont have synergy
does spec has to be all about synergy?
yea
yes
hex dlc to shaman's base kit
idk some specs dont need to be synergy look at ranger
which is fine
ranger very much does have synergy...
at least it have a consistent theme
qd and tactical doesn't have synergy 🗿
"it deals more damage" isn't a real theme
i mean ig tactical in to close space
yeah that
whirling blade arguably has more synegry with tact
it does fit scout very well
also apoth's kit feels kind of out of place
you tact in stun mobs and then cc even more following up with whirling
QD with the idea of a faster burst volley would make some sense in a melee scout > hybrid scout playstyle
I hate how they ruined trans ring but the rest works
Recoil QD for even more mobility focus would also make sense, though dependant on an admittedly limited distribution enchant
hex has synergy with shaman's base kit with devastation
and also decaying totem has synergy with shaman's base kit
decay totem gives more base dmg to fire and lightning totem
and 
-1 multishot arrow
decay totem just used to be decay 1 in testing
i asked zig to change it to actual damage
funny
but it used to hit really fast
hexbreaker's kit is pretty good
sooth just feels much better in actual gameplay
just throw stuff
and the cdr will mamage it for you
decay like 5 or something, but yea decay applying decay just didn't work out
devastation has a funny thing that it reduces the cooldown of a destroyed totem by 3s
I remember trying to use it and it was fucking bugged
bugged how
decay level only changes the duration of the decay
decay 5 is five seconds of 1 damage ticks
what
not quite
I think it also increases damage tick rate
changes frequency of 1 damage ticks
wait what
damn my monumenta phd evaporated in the 4 months i was crippled
one thing I would like to see for devastion having unique effect for destroying specific totem
so people wouldn't just destroy cleansing totems 
or about to expiring totems
(right in the 1 damage ticks part xd)
you can aim at a totem
and then use devastation to nuke it
does it do that now
yes...
they changed it while ago
hmm maybe stuff does change for the better
what a wholesome end to this conversation
also can we bring back eye of the storm in some form
I think a pull ability would fit in so much on shaman
actually
make dshot pull mobs in
I will stop complaining about it if it happens
whirlwind totem would fit better 🤷
really? I think unstable reactor is an incredible charm. The -Radius is a fair drawback for so much DPS and its not unreasonable to play around -radius at all. You just have to aim projection better (huge learning curve for shaman!). Sticky sap helps unstable reactor a lot since it let you position your lightning totem exactly where you want it; to let it hit the mob more then once. I personally think that -Radius is a cool drawback since it's a fair downside that just requires play adjustment rather then some other epic charms that have ether no or extremely negligible drawbacks (like cry havoc is a 1star charm that gives super good stats and has a super small -20% damage on Tstep).
I suppose its fair to say that Unstable reactor is a bit bland though, it is just a DPS charm in the end.
18.9 magic damage every 1.4 seconds and -30% radius VS 28.35 every 2 seconds with no -radius
its literally just bad xd
they stack and unstable reactor is supposed to work of lightning totem's enhancement
eh its nothing special
I have ran the charm extensively in everything in r3 its pretty good. Its for sure better then the many many, sad rare charms shaman has
curious to find out what rare charms for Shaman would be fun beyond "it's fun because I eradicate the mob"
like what concepts/ideas
we have talked about this a little bit before. Rare charms should change how skills function more often, to differentiate them from the basic numbers up charms.
If only crystalline combos could be activated on demand instead of instantly triggering once you’ve already killed every mob😔
🔥
for example I talked about this charm silver medallion. Could possibly be reworked to change how whirlwind totems works (instead of just being a bad charm like it is now). I suggested making silver Medallion get rid of Whirlwind totem's CDR and instead buff up the totem's speed buff by a lot; giving whirlwind totem a different use case. It does no have to be that rework at all; just anything really.
let me rephrase, what charm concepts/ideas would change the active play of the class in an interesting way?
For example Will of Ganzir changes Shield Wall from a defensive area denial tool into an offensive spacing tool with higher general uptime
I think this is a pretty neat charm
allows for perm totem uptime
sure you can have fun passive charms but they are still going to be passive abilities
they rarely change your individual decisions during encounters
What is the current silver Medallion meant to accomplish? It gives your totem more duration but also decreases its cooldown which makes the effectiveness of its main stat worse. It increases the Radius of whirlwind totem, which might be an attempt to make it a better supporting skill. But bonus radius does not help the shaman who is already in the range of the totem at all times and other players don't value the whirlwind totems support enough and just ignore the totem most of the time. (something else that has been talked about at length
#1262332041530179657 message
For 3 charm notches it really isnt doing much that you cannot already accomplish without using a charm at all.
i made use of it here
Silver Medallion looks to incentivize using it as a support tool for a team of players rather than fit into the basic rotation of totem vomit'
the cycle given is impossible without the charm
larger duration and radius allows a much greater flexibility for the team while the longer cooldown makes it more important to use intelligently over just ripping it out asap
but the charm is not needed to achieve permanent (or effectively permanent) uptime. Thats why I don't think its useful.
i mean it kinda is
the charm allows for the last 2 second window of the whirlwind in which you can cast your other totems again
I think the same thing about mist of dawn, which is a better charms but I still don't have a use for it because I can get lightning totem active at all times without allocating any charm power.
some charms try to do this but just fail, like this one
funny charm that makes Tremor send mobs flying; its not good but they tried here!
Its not good because you don't acutally want to send mobs flying on shaman. The 45% damage is not enough to make Tremor strong and if it was you could get almost the same damage with a basic charm.
that was the only fun shaman charm when i tried r3 shaman
tremor felt like it really had an impact, felt powerful to use
It might not feel like it, but whirlwind totem is a pretty significant DPS up in a group setting (especially since skill cooldowns are innately going to increase your dps multiplicatively to your damage ups), I designed that charm with boss fights in mind for a support soothsayer set-up, there's not a huge amount of R3 bosses that massively benefit from this atm but the number should increase into the future.
Basically the charm allows for permanent skill up-time, and the radius up is supposed to allow the totem to better cover boss arenas.
I think a bigger issue with the charm is that it feels unimpactful because the whirlwind totem doesn't give the right feeling to the cooldown decreases, but that's just my two cents.
That being said I do think the charm has a genuine place as just a generic soothsayer pick, especially in tankier/slower sets, just due to the utility of the radius increase.
This one was more designed with hitting breakpoints in mind, I found lightning totem was often overkilling (or with tankier mobs, doing like 70% of their health), so in glassier sets this becomes a massive damage up, it’s just a bit fiddly and takes some care in its use.
I think the specific damage calculations here also accounted for running various charms in combination with each other, I don't remember the precise details but just comparing them one-to-one isn't too useful... At least this was the balance philosophy I took in the multiplicative world, I dunno how this should be appraised in the additive world.
This one I don't think I designed / don't remember the design philosophy, oh well
we have gone over whirlwind totem being kind of bad for support in this in the thread already, but I don't blame you for not wanting to read through all of the 1700 messages! To summarize, players just don't stand in the whirlwind totem almost ever. Even if the situation is perfect they just don't recognize that whirlwind totem will help them and ignore it. They do the same thing with cleansing totem, I've seen players that would rather charge the boss with 4 health then heal up for free. You have to forcefully put totems on people for them to benefit from the buffs. But all totems are moved at the same time as projection so thats limited; since you are movign whirlwind alongside your attack totems (which is good for you, but bad for using it as a support skill).
I have no idea if this could even be fixed, its just a skill issue players have. But it does lead to a support soothsayer just being non existent in anything but a coordinated group (and coordinated groups, do not need supports and if they want one they will pick cleric)
I mean I think someone suggested multiple keybinds for projection that moved different types of totems, that might help somewhat
adhesive totems revival 
why bother making people stay near totems?
tape them to their back!
that's too overpowered we can't have a super tanky class delete everything nearby
eh, the thing is I would still move whirlwind totem to use it for myself and that would involve putting it near the damage totems anyways because shaman wants to go in deep. That would help cleansing totem more, which is nice since that skill is pretty medicore.
player adhesive if it capped out at one would be useful and not too broken I think though
maybe the problem of whirlwind totem being ignored will just get fixed naturally if more people play soothsayer and it whirlwind totem becomes more widely recognized as worth standing in. But that would have happen after a much needed soothsayer buff (please please please delete sanctuary, everybody wants that sad skill gone, no buffs its boring anyways give sooth something cool)
as of right now I regularly see scout players, who have ranged attacks and can stand anywhere WALK AWAY from the FREE buff from whirlwind totem
Its like they think whirlwind totem is an enemies attack or something. I can't say I blame them with how low soothsayer useage is.
I mean the charm is bad, but I don't think its poorly designed. Its okay to just have for fun charms in the game. I'm more so just staying that shaman has a lot of weak/too gimmicky charms right now and used it as an example of a charm that is both weak and too gimmicky.
The gimmicks need to be stronger or rethought
Can we get more damage per skill point plus spec points plus enhance points
Level 1: Right click while holding a melee weapon and sneaking to fire a projectile that summons an alchemist totem. The totem throws alchemist potions at a target within range, dealing 6 damage in a 5 block radius. Charge up time: 1s. Duration: 10s. Cooldown: 22s.

new totem
mobs that dies inside the totem range spawns a wolf that targets nearby mobs
spitting balls
I honestly don't have problem with earthen tremor, it's enhancement and that charm
Mostly due to how I play and how I use it, it's kb does have problem about kb mob out of totem range, but given the environment r3 has, many time mob will fall to somewhere u don't need care them at all. And due to how fast mob move, they are also likely will walk back in totem range
And for this spefic set I use is also a good way to get stack since it does 60 damage aoe in a massive radius with 10s cooldown which is very enough
Most problem I face when I play is crystal stack sometime waste on single mob left and all my stack is gone, would be good if lv2 or enhancment allow player not lose all stack when trigger shot
Smart crystals should be enhancement
What's the point of crystalline combos..
Its supposed to incentivize shaman to play more quickly, since if you keep getting kills your combos wont decay. They do a lot of damage but are unreliable to balance things out.
In practice crystyaline sort of does that; it is better if you are more aggro but they are also fine if you play at a slower pace. They also are less effective in multiplayer because of kill stealing (although its not back breaking like it can feel for rouge's viscous combos)
I don't think its a good idea to push shaman to go too fast ngl
well totems in general reward fast play since you want to get the most out of their duration and since they attack automatically its better for you to do something proactive then just sit in the corner and twiddle your thumbs.
Shaman not having any mobility skills is an important limiter on its power though. Its just playing fast but is not acutally that fast in the grand scheme of things.
What I don’t like about crystalline combos is that you can’t really play around it
It’s just kinda there
It doesn’t really change gameplay
Until crystalline u, that adds some choices to be made which is good
ya, I don't hate removing combos because of it being just free damage. I dislike havoc for the same reason, does damage for you without changing how you play.
the scattered stardust charms feels more inline with what crystalline combos is supposed to be. That charm is made much more effective when you are constantly refilling it. Naturally that means its very good in high pt environments and is very tame in easier content.
With current charm, I would said it does change gameplay
Also is still good in "easier" content
combos also has satisfying ASMR sound effects which makes it much more fun then the completely silent, difficult to even notice do anything interconnected havoc
What I think combo want to achive is make shaman's downtime still has some sort of damage to avoid keep running for life
So I use it with tremor and dshot
I prefer making zero downtime more accessible instead
so no more shoving in irrelevant skill
U have soothsayer
to clarify what I mean. In easy content you don't need scattered stardust to fire faster when theres just not enough mobs present for you to acutally need to pump out all of the crystals asap (so that you can start making more).
if theres only like 2 mobs and you know combos will kill them both then it does not matter how fast it shoots; you can simply ignore the mobs and let combos kill them both for you. But when theres 8 mobs, scatted stardust will let combos kill those first 2 mobs quickly so that the next 6 you kill give you progress for your next charge of crystaline instead of going to waste (since you don't gain more combos while the skill is actively firing)
Not agree the u don't need it fire faster part since most of time they have some sort of range attack, but understandable
Still l preety like combo, just need some qol like not waste all stack, stop kill stole etc
What would the change ppl want since some say don't like it because "free damage" which I don't consider it is
Making crystalline controllable completely redefines the skill. I'm not ageist that happening, but it does erase all of its weaknesses.
Indeed
I just want it won't lose all stack, since in my experience, it can cast one shot to 10hp mob then all gone
Some mercy would be good, maybe 1/4 I guess
Or change to something else, give your teammate shield
Combos 2 is at minimum 120 damage for doing what you want to do anyways. But since you cannot consistently optimize all of that damage its not reaching its full potential most of the time which limits the skill. Its not something like mages spellshock which does less damage but is completely in the players hands which means its able to reach its full damage potential almost every time; which makes it a much stronger skill despite having weaker numbers.
If trigger but didn't use full stack, given player include u in 6 block radius x absorb last x sec, x is stack doesn't use devide by 4
Something like that I guess
A combos that controllable would probably need to look different to be balanced. Maybe something like crystalline combos act as a Laser you can charge and fire at 12 stacks; with each stack increasing the duration the laser lasts for. You could have the enhance let the player fire the laser at any time, but with the laser only lasting as long as the amount of stacks you have.
Rn I often use it against colossal, falling creeper, mob swarm like in reverie, which is preety fun and recommend try
Funny beam
crystalline combos kinda feel like one of those abilities you kinda just pick because its free dmg
making it a trigger ability where you have to shoot them by aiming would be more intresting 👍
I don't consider it free since u need use other skill to get it, at this define other skill is more a free damage
Also what's different between it and other magic proj thing if u gonna cast it and aim it
by "free" I mean just need to kill enemies to gain a stack
you don't even need to kill with an ability
free dmg when a boss has no minions
either free damage or useless 
well I guess every class has one "free" damage skill
i either not trigger it, trigger it on a last mob to waste, or chain like 3 in a row
orang chall was goated for that one
crystalline combos just doesn't feel interesting as a skill
U pefer more active like I think?
active skill or a passive that you can build around
Me when it koll falling creeper
crystalline combos kinda doesn't do neither of those
you need to kill stuff before it would function 🤷
this would be more interesting imo
It allow me to use other thing to kill mob when totem is down
i like looting chests while everything around dies by just looking at me
The main point of my build is u can use totem kill crowd while have combo kill last thing or colossal appear fron spawner I mining, it also encourage player use other skill kill thing to get stack, so I have dshot and etremor, I even use overclocker for speed and aoe
well if you like the more passive playstyle of shaman then sure 
The point is its not passive
I do like your idea, but at the mean time it feel same as other skill
its conditional passive
what's current shaman power be like
still insane in r1
really strong in r3
how about r2
Last time I touched it in r2 was during beta testing
It is also pretty good in r2. Blows mage out of the water and competes with warlock and alchemist pretty well. r2 shaman has problems with its builds though (it is locked into using only a couple of items)
hex and soothsayer are also much closer to eachother balance wise in that region. Theres no charms that give hexbreaker an advantage over sooth
The new inferno paladin
The issue with whirlwind totem is that its not really a support ability
CDR disproportionately benefits shaman more than any class.
-10% cd on other classes might just be a ~10% increase
-10% cd on shaman is like reducing downtime by half, or even outright removing it
Which is why cleansing totem is much more of a support totem compared to whirlwind
your totem should never be down
Ok
would love a summoner, but I think that fits better as a new class or as a third scout spec
First I am talking about current shaman, second I don't like never down totem idea
Your totem shouldn't be down in normal shaman too
its easy to do complete 0 downtime for sooth
and with hex you have more damage totems
I am talking about hexbraker
so with some rotation
And don't put your playstyle on me
I don't think you should have no totem
I am ok with alternate playstyles
but they can not undermine the base class
pushing for these kind of stuff should not be the priority when the entire class is a disorganized mess
Esp. when said "playstyle" is being propped up by a single skill that sticks out like a sore thumb
Melee scout is fine because there are several skills and mechanics that back it up
caster cleric is fine because there are some good magic skills for cleric and the class still have a unique identity compared to other casters classes
dshot is non of these
ok but how would one skill playstyle be problematic
because you only get 8 skills
and when the base class is in a suboptimal state
worse in the case of dshot
since its 1/3
fairly sure people have been aruging to make vc passive
which is imo a great idea
I agree with that making cd the punishment of bad totem management is not the greatest
but not many other things beat it for the better as far as I have seen
just giving perma totem uptime to every shaman player has to come with something else as a punishment
and also ranger scout is basically just quickdraw
there should be no "must pick or class straight up don't work" skills
tbh I've campaigned for quickdraw on base class
this is one of the biggest problems with shaman
I think punishing bad management with CD is a good idea
however
thats why dshot would most certainly be a good skill be in shaman's kit
it removes the "I need all my totems to function"
said bad management should be "fucking up spellcycle" instead of "not running 3 aptitude pieces"
that feels like a design flaw
ngl
chain lightning is a much better concept as a connecting skill, even if its execution is questionable
the perfect case scenario for shaman would be split playstyles between totem-packed shaman and totemless-ish shaman
I think we should focus on fixing totems first
then maybe allow some other playstyles to slip in via enhancement
I think maybe single totem vs multi totem can be a good design
at least thats what I tried to do
in my doc
crusadeless cleric (only works in azzy)
support exists
👁️👁️
dshot is meant to kind of be a "use without relation to totems" kind of thing
something to use in offtime/time where the totems are already acting
refer to arcane strike as a good execution of the idea
One of the only things I really find myself wanting more of when playing shaman is knockback/other forms of controlling mob positioning.
- Six-pronged sea stone and propulsion engine are great for that, really fun to play with, but they're really expensive. Sea stone is somewhat "outdated" in the sense that it was made when chain lightning was 2/4 charges, now 3/5 charges with LoS req, but the charm's charm power cost was never updated. It's also slightly weird that it's called "six-pronged" when it's no longer possible to achieve 6 targets without aether dart, only 5 or 7. I'd love to see it bumped down to +1 target with the loss of 1 or 2 charm power for compensation (or just renamed to seven-pronged
). For propulsion engine, I think it should get a little more spice, maybe in the form of reduced radius with a stronger damage bonus. As it stands, Earthen Tremor is difficult to build to a significantly impactful level in R3. - Interconnected Havoc enhancement is good for CC too, I don't use it at the moment, but I have done previously and I intend to after we get another enhancement point. I don't think devastation deals any knockback right now, I'd like to see it receive a pull effect maybe. For a supposed commander class, it's odd that it has no method of pulling.
- I suppose there's an issue in the fact that, even if these charms are rebalanced, this is just R3. Could always bump up the knockback of some base skills.
For some less CC oriented stuff:
- I've said this before and I will again - I miss the old Earthen Tremor activation. The knock up and delay I don't really care about, but having to shoot a projectile for it was awesome. Paired well with Desecrating Shot, but without the delay and knock up they're certainly very similar skills. If Desecrating Shot is chosen to be reworked, I'd love to see this for Tremor.
- Crystalline Combos is fine, great skill with Scattered Stardust, I just wish it was a skill the player was more conscious about. I want to manually trigger it, in a way similar to that of Rampage. I also still don't understand why it's themed around crystals, it seems rather detached from Shaman's concept.
- Sanctuary as a skill has fallen further in strength after the additive damage rework, especially with level 2's 10% vulnerability being unchanged (I'm aware this wasn't something you had a role in), and I just think it's time for that skill to receive something else. I'm not one for cooking up new skill ideas, but as other people have said, more projectile usage would be great.
crystalline combos has a trigger, doesn’t it?
i remember having to rebind it because it’s default bind is something esoteric like sneak swap on bow
Only the enhancement
Sanctuary with that 1 star slowness charm is pretty dope
basically traps mobs inside your totems with the slowness
Yeah that one's cool
Yeah
It’s 35% iirc with the charm
Honestly not bad for a 1 star charm
Until all the cc immune mobs come in
Sanct is just so. Boring.
as some people say
Mob in totem debuffed wow
at least its totem synergy!
I think to encourage holding on to totems instead of spamming them, maybe when placed, mobs in ur totems radius get debuffed harder then what it is now? Instead of aiming for max uptime you can choose to hold on for better burst or smthn. It's better then current sanct at least
I think when shaman just came out it’s like this
You’re supposed to choose to either deploy totems one by one or all at once
But then the problem for that is that
- Some of the skills requires multiple totems to even work
- The penalty of deploying all at once being you have to wait feels bad
- aptitude just take the decision part away
The idea of one totem that changes its attack starts to sound better everyday
a pull ability on shaman was knocked down at the time due to overlap with warlock
Sanctuary is not beating the debuff allegations
does that mean Totems have to be deleted because Illuminate already exists
wasn't my choice btw, not my doin'
if you think about it totems overlap too much with tenebrist's haunting shade
both provide aoe debuffs and buff players in the effective radius
10% vurn for 2 specialization points is not okay 😭. Its 4 times worse then decay totem for damage and is even worse at slowing then decay totem is. Thats if the slowing even works, every mob you want to slow is IMMUNE to slow anyways and everything else will just die before the slow does anything.
It's definitely good
Theres no saving Sanctuary; it has to be shot
sanct is less effective then both havoc and crystaline combos when it comes to "free" damage and its a spec skill
slowness in general is weaker the further in regions you go, as more and more mobs get immunity
slowness and vuln on mobs in an area competes better in groups, where the whole gang can use it to meet those breakpoints
in multiplayer sanct is 2 spec points to get 20% weak and nothing else since your vulnerability will get overwritten constantly by the scout. 20% weak is not doing a whole lot and sooth already has a better surviveability skill (chain healing) anyways.
Now that alchemist's creepers have been buffed I can confidently say its the single worst skill in the game right now
Even in places like gallery of fear (tons and tons of mobs with high HP and are able to be effected by slow). Its just not worth it
Buffing sanct to make it a more effective skill does not make it any less boring anyways. If Sanct had good slowness, it would be a degenerate skill. If it had good vulnerability then its a silly skill that provides a strong DPS boost you get from doing nothing. If it had good weak it would become a strong skill thats unsatisfying to use since it does nothing when you don't get hit (kinda like smoke bomb)
Assuming that every party has a scout is kinda wild
no its not, scout is a meta class and is realistically going to be in the majority of groups. If its not scout, cleric can also override your vulnerable; even alchemist does a better job at vurn.
I have not once, EVER been in a world boss without a scout. But I have been in many world bosses that don't have warlocks, shamans or alchemists. I've played like 300 strikes and I want to say about 20 of them had no scout.
So we balance around 20-30 player world events now?
idk man mathematically speaking Soothsayer is the damage spec because of Sanct
higher damage results
no, decay totem provides a much greater boost to you totems (which matters the most) and hits mobs it self for even more damage.
also hex bringer has 2 other damage skills. I was not being hyperbolic when I said its 4 times worse; it really is that bad.
its probably even worse then 4 times as bad in multiplayer where your vurn gets over written.
slowing mobs is vaguely pointless in r3 where half the threats can just teleport or launch themselves
proposal: sanct cancels all movement abilities of hostile mobs in range
sanctuary proposal:
well at this point is it even a sanctuary u aitn even using it
it should be called totem aura or smthn
ahahahaha
HAHAHAHAHAHAHA
split CC immunity into CC resist
the monkey's paw curls. all mobs are now affected by cc, but elites and bosses are now immune to projectile and magic damage
cc immune spam kinda made the cc dimensionality of balancing just gone
everything except damage doesn't matter cuz what can they do if they are dead
out of curiosity, would anybody want me to make a tread for shaman builds for all regions? Just for the sake of being able to point to examples
we are currently missing builds for every class, especially shaman.
Low player population issue most likely
It’s pretty low already and I’m guessing the ones that do exist aren’t frequent build crafters and if they do exist then they don’t feel like making gameplay build posts
I mean shaman builds are just BIS magic really
true that the armor wont vary much, but theres still some variety in charm / skill selection. I'll do r1 and r2 today
aptitude
#1184461305780899930 message
https://docs.google.com/document/d/1gxBdyoiLUpVN017-k_eZIItDjVI0yfhJgINRhSZmIFc second draft of rework, changed a lot more abilities to be more interesting
Objective of rework: give shaman gameplay. (Very WIP due to the radical changes, some numbers might be bit fucked, do help me balance) (Note on damage scaling: I know that it is a problem, and I personally endorse making shaman benefit from spell power, but I decide to not cover this in this docu...
why does discord not let me copy paste text into forum posts ahhhh
I'll only do r1 for now, I think I made it over the word cap by accident
what'd you write to hit the 2k char cap
it was only 3 builds 😭
oh it was 7022 characters, ya I guess I went a little bit above the word cap. I'll have to figure out how to cut out 5000 characters; without having to get rid of the spaces and make it look ugly.
at this rate if I keep this character count up, It would be 30000 to cover everything 😓
maybe, but I want it in the dedicated gameplay builds section
yea, the amount of cc immune or extreme resistance now has gotten problematic for making anything beyond a damage class
that one elite in exalted reverie that ignores all my cc, gets avenger stacks from my aoe and then proceeds run at me at mach 5 to 2 shot me
Well mojank has made anything beyond a hard small pull be good
Look at wind bomb u
It is just an active detriment to you and teammates trying to play thr game
Doubled pull frequency with less velocity per pill would probably help, and perhaps some slow falling on any enemy pulled by the enhancement to make the movement more fluid
counterpoint: grasping claw
yeah
"a small hard pull"
that what grasping is
but that niche is already taken by grasping so
take a look at other games, ill use my 2 other main games:
gale from brawl stars
hard cc brawler with decent dps, his ability is literally just aeroblast, a super hard push. he is really always meta because that CC is useful against big hp targets because those guys don't die instantly.
bdt6 lightning druid
used against moabs to push them away becauses again they don't die instantly cuz they have a lot of hp
i think the bigger issue here is the fact that the "big hp" mobs in monumenta die instantly
cuz cc would actually be a pretty powerful tool against say a twisted or elite, but it doesn't matter cuz they die in less then a second
idk maybe just removing pull/push cc immunity across the game could do soemthing
shadow is largely hated on but imagine if all those knockbacks we had could counter act that tp it has to push it away
ngl this is way out of the scope of this thread might make another thread about this
I feel like 2 things can have the same idea/niche without feeling too samey, speaking in btd 6 terms, you've got druid of the whirlwind, heli's moab shove, and boomer's moab press that all knockback targets. For shaman I feel like you can have pull abilities without feeling like it's the same or overstepping on roles or whatever
Honestly an astral omen type skill but with CC would be cool. Instead of different elements it would be chaining CC onto a mob or something. Like slowing a mob and then pushing them could maybe cause a damage effect of some kind.
For something like this though I would say you need to change all the easy slows on shaman to something a little more dependant on the player. Like an actual casted spell that slows in a unique way.
[Trigger] to chain mobs to your totems for x seconds, slowing them increasingly as they get closer to the maximum radius of your totems (this is just sanctuary but active but slightly more thought, lol)
I seriously don't like this idea of "mob in totem debuff" it is just so boring. Replace it with an active PELASE
[Trigger] to cast a gust of wind that staggers mobs momentarily and slows them by x%, if the mob is inside your Wind Totem, the slow is doubled in effectivenss and the stagger becomes a small push.
something like that is 10x better then what it is now
still on that "mob inside totem thing" except now you gotta bank on that instead of just getting the bank
[Press Input] to pull all mobs within totems radius' by 60% of their current distance and apply 30% slowness and 20% vulnerability
or if u dont care about the extra value u can just use it
what if sanctuary turned totems into meatshields 
i mean i was always surprised we didnt see dummy decoy ported to shaman
Wind Clone totem wouldn't be a half bad idea to port it but kinda shoved in by now it just wouldn't fit
While your totems are on cooldown, instead release their effects at 10% efficiency centered around you.
and half radius ig
honestly shaman could get a lot more of an identity if its passive became what aeroblast is and had some sort of way to slow and push CC immune mobs
i just want aeroblast outside dd
eeire eminence moment
just port aeroblast and remove sanctuary



