#MM Request for Discussion: Shaman, a Year in Review

1 messages · Page 2 of 1

keen elk
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in general the playerbase tends to gravitate towards meta classes (and warrior) . I don't think class player count is a great argument, especially when shaman is the newcomer class that most people have not played extensively.

frozen axle
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its been a year though

summer root
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one idea is that i don't really see a lot of skills which involve enemy movement

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of course warlock has that snowball thing to drag

calm sun
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we don't particularly have a good measure on shaman player count

keen elk
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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)

calm sun
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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"

summer root
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and ik wynn shaman has aura but there are plenty of other ideas of moving enemies around rather than just totems

calm sun
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it's quite the frustration with trying to figure out things

summer root
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could give shaman some unique and fun mobbing niche

sinful radish
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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

summer root
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i know a lot of players like playing with physics, etc.

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people liked adhesive, stuff with hauling the totems and landing them

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maybe have a big push/kb in one direcction

keen elk
summer root
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could herd things into fire/lightning

frozen axle
lucid juniper
lilac axle
wise salmon
frozen axle
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and its not like other classes are unpopular some classes are just... better.

grizzled kernel
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A physics-based shaman sounds awesome

lilac axle
keen elk
# frozen axle how many delve pts

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.

sinful radish
wise salmon
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What about a targeted push-pull

calm sun
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and if you look directly above the linked message, you can see the asterisk on the data he has

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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

frozen axle
lilac axle
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"for comparison" implying the two numbers are compared to see relative to each other

calm sun
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2 numbers with issues in their means of measurement doesn't make for a good number, even if they meet the same problems

sinful radish
keen elk
frozen axle
frozen axle
calm sun
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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

frozen axle
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and would any other part of ur class do anything considering ur charm allocation

sinful radish
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like 6-8 depend on aptitude and charm

calm sun
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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

keen elk
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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.

sinful radish
summer root
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like whirlwind totem having a levitate would be flavorful

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then combined with some push pull stuff

sinful radish
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ok imma stop it's getting off topic

summer root
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lift all then shove

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or drag behind you

frozen axle
summer root
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into your fire/lightning totems

wise salmon
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If only shaman had a spell that could launch mobs

frozen axle
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still think its quite accurate that shaman is still played less by a notable margin

calm sun
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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

summer root
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imagine if you could lift teammates

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sounds like massive troll nah

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like this kind of positioning cc is something i generally think is not very present in the game aside warlock

wise salmon
summer root
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pinning shot

wise salmon
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and throw them, and stand on them, and throw them, and stand on ok they're flying now

calm sun
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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

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especially with the addition of "discord just hides categories by default because why" and the ability to hide categories completely, data would be sketchy.

summer root
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i can just imagine the teal video compilations of people playing around with low cd low damage directional push

wise salmon
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replace the broken voting site with a poll withering

lilac axle
sinful radish
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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

wise salmon
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It would show how many people are satisfied with it, maybe

keen elk
wise salmon
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or at least like it enough to play it a lot

keen elk
calm sun
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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

lilac axle
summer root
lilac axle
summer root
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which is why this feedback thread is here and most people agreed with your original essay

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so what's left is just to spitball

lilac axle
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I don't believe there were any answers towards the ending questions, which would be nice to hear

wise salmon
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*bad

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well not bad but

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yeah

summer root
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which is why we spitball

lilac axle
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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

sinful radish
grizzled kernel
grave nexus
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scattered stardust oh my goodness gracious

lilac axle
# summer root the ending questions are also like big design problems which probably can't be a...

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.

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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.

wise salmon
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shaman totems now gain +1 damage per skill point, capped at the maximum per region withering

coarse root
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flesh laurel statted having ass

lavish peak
elder spindle
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accidental powercreep

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been flying under the radar

wise salmon
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In a vacuum it looks weird but the idea is that you can stack them

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One should not be a whole star larger though

lavish peak
grave nexus
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rare charms might just have more

elder spindle
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Lordtomb I'd like to believe is a different case because it vs basics is the same charmpower

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so if you have 3 charm power you are gucci

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meanwhile Greater Splitting is objectively worse than Laurel

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AND is cheaper to use

grave nexus
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yeah but the rebooting are pretty significantly worse for the compartmentalization tax, id think its a pretty marginal difference

lavish peak
grave nexus
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thats what harambe just said

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and its rather marginal for how powerful that stat is

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(you make space for it)

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anyways, distracting point

forest tiger
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wrt totemic projection voiding your totems: i suppose it might be possible to have totems edge detect?

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so it would go like this

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  1. totems fall from the spot where projection’s snowball lands, with no spread
  2. 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
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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

exotic copper
forest tiger
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is it possible to land an albert on a wall?

sinful radish
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Wouldn’t that still voids totems on bridges
I’m missing the point here

exotic copper
sinful radish
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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

exotic copper
sinful radish
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Oh ok
I’m not even getting what should happen
Now I do

forest tiger
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should i create a diagram

keen elk
near bough
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I think it would the class a lot if the output/downtime was adjusted

exotic copper
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as fellow word skipper i relate this

calm sun
calm sun
# lilac axle I agree that these are not simple questions, and don't expect immediate changes ...

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

keen elk
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shaman got buffed in the new update! huge win for the shaman fans!

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devastation is finally good, mine does 300 damage with just a fruit buff in r3 now!

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I wish I could give an acutal report but currently, things are a little bit broken with the class

calm sun
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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

keen elk
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oh i'm referring to the fact that right now shaman's damage is bugged.

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currently it is doing triple damage

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its pretty funny!

glossy dew
coarse root
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holy shit shaman buff

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let's just leave it this way

rugged sorrel
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It was a bug

coarse root
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monumenta player detect sarcasm challenge

dawn sparrow
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I feel that Shaman isn’t balanced for R2 & R3

summer root
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i think they said that earlier

frozen axle
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Mags wisdom always leaves me in awe. He is the out of the box thinker this generation needed.

grave crag
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we have too many magic classes

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not enough projectile /j

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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.

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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

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that or replace shaman with a new class. /j-ish

coarse root
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"j-ish"

forest tiger
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shaman really doesn't have good mainhand option directions

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the r1 and r2 magic damage percent mainhands are both end-game items

quasi pawn
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noone force you to use magic item

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you can use general melee weapon

wise salmon
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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

rugged sorrel
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play ranged shaman 👍

wise salmon
#

MEMORY MAKER SHAMAN

barren mortar
keen elk
# quasi pawn noone force you to use magic item

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.

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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.

smoky vigil
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That's because totems don't take "snapshot" damage

keen elk
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yes abyssal is shaman compatible, no it does not help in any meaningful way

smoky vigil
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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

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If you switch off, you should lose the bonus dmg if you cast a totem with a magicdmg% item

keen elk
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for mainhands it is currently working that way; not for armor though

smoky vigil
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That's odd

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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

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But due to inconsistency with regi and abyssal I'm leaning towards thinking it's a bug

keen elk
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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

keen elk
calm sun
smoky vigil
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Cool beans

frozen flume
forest tiger
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do you mean. the super expensive docks arti which can’t be obtained half the time and the rare from the post-monument dungeon

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the way i see it this is solvable by slapping like 7% magic damage on some random early rare

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even an uncommon would work

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or for valley it would be 4%

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like. ashheart dagger

versed cradle
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magic damage on r1 prismatic blade maybe

forest tiger
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yeah magic damage on r1 prismatic blade

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except prismatic is already pretty damn good

keen elk
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people use r1 prismatic blade?

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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.

exotic copper
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its 8% actually 🤓

jade palm
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writing up something

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I think it would be a great idea to give read only access to #shaman-discussion

coarse root
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🤔

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there's a mode that allows people to make notes but not edit anything

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can't remember what it's called but that's a better idea @jade palm

jade palm
jade palm
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does he mean the rework document?

coarse root
jade palm
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yeah lemme do it rq

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also enabled comments for the zenith doc

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totems with abilities are gone

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long live activation skills

keen elk
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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.

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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.

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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.

jade palm
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perma uptime builds are kinda inevitable for classes like shaman

jade palm
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Looking at it again I do agree reworked sooth is bit weak

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not sure what to give it yet

rugged sorrel
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Perma uptime is fine as long as dmg and utility output isn't too crazy

jade palm
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doing so changes to the doc, feel free to suggest ability alternatives

spiral bone
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Hexbreaker just has way too much downtime, even if you perfectly use devastation

sinful radish
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what stops you from just spamming all skills?
the cd doesn't seem too long
not many decisions to be made still

jade palm
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cd is short but not zero

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plus some don't have instant rewards

spiral bone
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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

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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.

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The specs are a completely different topic for later..

jade palm
spiral bone
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That is erm tragic

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Players like classes due to weapons sometimes

calm sun
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can't get class specific mainhands, sorry, that's been a limitation from the start

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and for more magic mainhands, it seems as though balance really doesn't like those for earlier progression points

spiral bone
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Magic mainhands are quite useless now

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I logged on today for some testing and EX Prismatic Blade gave me 3 more fire totem damage

versed cradle
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the scythe you forgot is (most likely) eschar dreamcatcher

spiral bone
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ended up using Blade of Reclamation for the reflexes

calm sun
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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

frozen axle
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soothsayer looks better in a team cuz yknow it can just support too

wise salmon
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's will

versed cradle
spiral bone
wise salmon
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Cause it's magic %

spiral bone
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I think charm reworks could get some spice into r3

frozen axle
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can alch skill point scaling be recycled here?

versed cradle
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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

calm sun
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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

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mainhands is unfortunately one of those few things that is off the table

spiral bone
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Any specific reason for that?

jade palm
spiral bone
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mainhands could revive the class for a lot, you're kinda clueless right now on what to use

barren mortar
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mscr is busy with stuff ain’t he?

spiral bone
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Yeah but he spends his weekends on monumenta

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strip away his free ti- (who am i to do that)

versed cradle
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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

jade palm
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i fucking hate dshot

versed cradle
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that is fair

spiral bone
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Unstable Reactor is extremely tragic design wise

versed cradle
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it's neat and tragic at the same time

spiral bone
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the negative radius makes it so bad in my eyes

versed cradle
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how much is it, -30%?

spiral bone
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yep

versed cradle
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actually that is kinda a kick to the nuts

jade palm
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"wow I fucking love worse elemental arrow that have limited interaction with rest of the skills"

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this is what some of you sound like

spiral bone
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At least it has a better sound effect!! (i made it)

versed cradle
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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

jade palm
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zig designs confuse me

spiral bone
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What's so confusing about it?

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Shaman literally has a projectile theme

jade palm
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about some aspects of shaman

jade palm
frozen axle
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desecrating shot

jade palm
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people (me) were pointing out issues on the week shaman is out

spiral bone
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chain lightning is a projectile, crystal pew pew skill is a projectile, desecrating shot, chain healing

jade palm
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and some of them still exists

frozen axle
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chain lightning is hitscan isnt it that aitn really a projectile

spiral bone
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call it a sure hit effect xd

jade palm
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alch is a projectile class cause uhh you throw pots

spiral bone
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shaman isn't LITERALLY a projectile class

jade palm
spiral bone
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it has a hybrid design for r1 and r2 which somewhat bleeds into r3

jade palm
versed cradle
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the only shaman rare charms you can probably consider cool are like. scattered stardust and maybe apoc rune

jade palm
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which doesn't work...

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ok but mist of dawn is ok

spiral bone
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Ngl it's pretty fun to play it hybrid

calm sun
spiral bone
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people who call the class "braindead" just spam totems and run around

jade palm
spiral bone
frozen axle
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mscr is just playing tdm he just needs 5 kills to get an airstrike or 3 for uav and he can wipe

jade palm
frozen axle
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yeah its been repeated 70 times

jade palm
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watch zig do nothing about it

frozen axle
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well

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he literally just said what hes gonna do

jade palm
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(dont worry he can't read this)

jade palm
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will believe it when I see it

frozen axle
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and he did confirm a good change to devastation

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damage will scale with remaining totem duration

versed cradle
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what'd he confirm about deva

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oh dang where

frozen axle
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dont feel liek finding it

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he said it

calm sun
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think it's a good idea if deva stays in the same use case

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it's noted for things, but looking at core stuff right now, and we'll see what shakes out where

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if deva finds a new use case that it wouldn't make sense for, then it may not happen

jade palm
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hexbreaker just feels like random abilities put together

frozen axle
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cant even disagree thats true

jade palm
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not like sooth is much better but it gets something right

rugged sorrel
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dshot should be base skill

frozen axle
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at least they stay in theme and they all have something to offer

jade palm
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dshot should not exist

versed cradle
long gate
jade palm
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they really.should stop with this hybrid thingy

rugged sorrel
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we already have 3 classes that mainly use magic

jade palm
versed cradle
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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

jade palm
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or you know, get a high speed bag and pretend its old aa

spiral bone
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dshot is like shaman's only burst damage besides for devastation

versed cradle
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I don't even consider dshot burst, I consider it attrition damage

rugged sorrel
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shaman should be proj/magic class imo

jade palm
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and it shows

frozen axle
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well dshot is interesting at least

spiral bone
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joe mama

jade palm
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how is it interesting

frozen axle
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lightning is good specifically to make the class meta but it really is boring

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it just felt like a booster shot when the class sucked

rugged sorrel
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dshot is only shaman ability in r3 that can be made functional on its own

frozen axle
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bro what is this guy saying

versed cradle
frozen axle
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nip nop v2???

spiral bone
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damnn mods get this guy asap

frozen axle
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shit bro even im doing that pregnant man shit it lowkey fits

versed cradle
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magic damage is not in a state where it counts as region scaling totems and stuff

rugged sorrel
jade palm
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shaman should use wand

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wand scaling also sucks but it sucks less

frozen axle
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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

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chain lightning is just right click to get instant dmg in aoe and increase totem uptime cuz yeah

jade palm
rugged sorrel
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chain lightning should be changed to be applied on hit

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dealing % of weapons dmg

spiral bone
versed cradle
frozen axle
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well duh

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but its bloodhounds v2

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it transforms a skill which is cool

rugged sorrel
jade palm
frozen axle
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its the charm genre i like the most

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completely overhauling a skill

versed cradle
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(the way bloodhound overhauls qd is absolutely not healthy for... anything)

frozen axle
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shut up

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im sorry

versed cradle
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I played shako qd since starpoint and still entirely believe this

jade palm
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I do think nothing short of a total rework could save the class

rugged sorrel
jade palm
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totems are just too problematic

rugged sorrel
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lifeblood makes dshot functional

frozen axle
jade palm
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"static passive damage zone" would work great as an alch spec not as a class

frozen axle
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they need to take up less of the class and new stuff should be added in their place that interact with the totem(s)

jade palm
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(read my rework doc)

frozen axle
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wink wink make the totems a TOTEM

rugged sorrel
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give totems leg

jade palm
#

it made totem do nothing on their own but skills can activate on it

frozen axle
#

i mean i still think totems shoudl do dmg in an aoe

#

thats kinda the whole thing of a shaman

#

at least in minecraft

jade palm
#

(check my doc I think I have some good points)

rugged sorrel
#

the curse of wynncraft

frozen axle
#

but i do think the best skills are the ones that interact with the totems

frozen axle
#

like im sorry im sure you put effort but long form feedback just aint it here

rugged sorrel
frozen axle
#

i mean ill take a skim over it since ur so adamant

jade palm
#

I don't think small changes can save the class at this point

frozen axle
#

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

rugged sorrel
#

primary weapons shaman should use is projectile weapons and magic % mainhands

frozen axle
#

for real

rugged sorrel
#

we only have one real projectile class

#

mage failed with ele arrows

frozen axle
#

could shaman scale off projectile dmg on bows

#

that would be so confusing

versed cradle
rugged sorrel
#

chain lightning could proc on hit scaling on the dmg you dealt 🤷

frozen axle
#

you wear magic and then use a bow and the bows base dmg is what u use but u wear magic

copper bridge
#

@jade palm If I see any more messages like the one that was deleted you are getting booted from feedback channels indefinitely

calm sun
#

could be interesting to add some increased custom scaling capabilities

woeful vessel
calm sun
#

oh lawdy whats happenin

frozen axle
#

passionate feedback

woeful vessel
#

Bro why I miss it...

lilac axle
#

I guess he is still on the Ignore list

calm sun
#

fun fun... anyways

versed cradle
#

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

rugged sorrel
#

also would be funny if you could proc tremor with projectile shot

lilac axle
frozen axle
#

it got reworked cuz it was jank wasnt it

woeful vessel
#

Anyway I think those skill work for me and work good, but does it fun/need tweak i s other topic

rugged sorrel
lilac axle
#

And likely is one good weapon away from a proj playstyle in R1

frozen axle
#

cleric projectile can work but it is off meta until more capability is added for it

#

r3 at lest

lilac axle
#

Hell Callum's spellslinger might be good enough

frozen axle
#

i tried it

#

it was ogay

versed cradle
#

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

frozen axle
#

how funny would it be to use bows as slingshots for totems

rugged sorrel
#

the main flaw with shaman is not having much weapon scaling

frozen axle
#

like you would cast it like pred strike and then ur next shot you shoot the totem

woeful vessel
#

U need enhance point to make a basic skill work in r3 is pretty sad and need change I agree

woeful vessel
frozen axle
#

just a more interesting way to move my totems

#

that is more rewarding

woeful vessel
#

It sounds fun honestly

frozen axle
#

i hate totemic projection as it is cast one button wherever u want to instantly maximize your dps in one area

rugged sorrel
#

making chain lightning into split arrow with melee included TrollFace

woeful vessel
#

Make a hook so we grab our totem back then shoot it to othet locationpepega

frozen axle
#

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

woeful vessel
#

Multishot useagr grow suddenly

frozen axle
#

t

#

literally just this but to give a more stable mainhand possibly it would require using a bow

#

totemic SLING

jade palm
#

shaman can just convert to full proj damage but that still didn't make mainhand choices interesting

versed cradle
long gate
#

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

frozen axle
#

i maen yeah

versed cradle
#

(because that's a completely different mess)

frozen axle
#

look at ele arrows

#

how it scales just makes u use highest proj dmg weapon and ur done

woeful vessel
#

Sounds.good.also

versed cradle
#

although like. every proj skill scales off of base

frozen axle
#

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

versed cradle
#

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)

frozen axle
#

yeah

versed cradle
#

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

frozen axle
#

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

versed cradle
#

moment

jade palm
rugged sorrel
frozen axle
#

radio send ur shaman rework i wanna look at it

lilac axle
jade palm
#

still an early draft but you should get the ideas

calm sun
#

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

jade palm
#

moving totems individually might be interesting but risks being microing hell

frozen axle
#

Well that's the point no

jade palm
#

I mean yeah we need more micro

frozen axle
#

Bloons td 6 style micro is rewarding

calm sun
#

full circle back to BTD 😛

frozen axle
#

Duh

lilac axle
#

I would hope a commander advertised class would have control over the assets it is deploying

frozen axle
#

Ofc what else is the goal

jade palm
#

yes but I imagine that being super jank in practice ngl

frozen axle
#

I mean if the totems moved like individual squads instead of an army it would be a lot of commanding

spiral bone
#

this ain't league of legends lil bro

frozen axle
#

Yucky

spiral bone
#

Wait desecrating shot works with multishot

#

also with piercing

#

holy shit what

jade palm
#

elemental arrow even works with inferno...

rugged sorrel
calm sun
#

can't say i tested multi hits on dshot, but also not too surprised if it did

rugged sorrel
#

it has cooldown

sinful radish
#

isn't the cd check on hit

rugged sorrel
#

yea

spiral bone
#

the cooldown is perfectly in line with shadowstone ballista

jade palm
#

this is literally just my bow cleric build

spiral bone
#

you always have your entire shaman arsenal

#

also you do realise that 205 magic damage is aoe.

#

i might've cooked chat

frozen axle
#

theres gotta be some caveat

lilac axle
# spiral bone yayy

So why is the magic damage more than triple that of the base projectile hit

frozen axle
#

theres no way he can outdamage my quickdraws and have aoe too

rugged sorrel
#

and it scales with magic dmg

lilac axle
# rugged sorrel 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

spiral bone
frozen axle
#

cuz if you dedicate 12 charm power to one thing i'd sure hope it triples its dmg

#

actually

calm sun
#

is that a full dshot charm set

frozen axle
#

i take that back

spiral bone
calm sun
#

lawdy.

spiral bone
#

congrats ive fixed shaman

jade palm
#

also why does flame u gives double damage output

frozen axle
#

go try it

spiral bone
#

now it's engaging and has burst damage

frozen axle
#

well u just turned it into better quickdraw if it works

jade palm
#

now I hate dshot more

rugged sorrel
#

dshot shaman is the only real way to play shaman is r3 trollcringe

spiral bone
#

i can literally run piercing 2 arrows and just send a crowd to hell

frozen axle
#

bow alch is back ⁉️

#

just not an 8 block aoe

#

so sad

frozen axle
#

i mean it pierces

spiral bone
jade palm
#

yeah but its the same for stuff like bow mage/cleric

spiral bone
#

you don't get it

jade palm
#

ok so alchemist

spiral bone
#

each pierced mob procs the 200 damage 3 block aoe

jade palm
#

I mean its prob getting nerfed

frozen axle
#

yeah alchemist is that crazy

#

my alch pots do 200

jade palm
#

have fun before august

spiral bone
#

bro is a certified hater

jade palm
#

fairly sure it happened to earrow

lilac axle
spiral bone
#

it gives 30% damage its so bad

#

but ill take what i can get

jade palm
#

eternal what do you think about the potential proj (u) + dark explosion burst from my rework doc

frozen axle
#

bro is talking about the theoretical meta

lilac axle
jade palm
#

not yet

#

I might need to

spiral bone
#

ok this just 1 taps dreads/crowds

frozen axle
#

gg

#

bow alch is back baby

calm sun
#

bumkers out here doing bumkers things

jade palm
#

This is why you don't add dual scaling 🤣

calm sun
#

interesting though, figured it was going to fail the pierce/multishot based on the code

spiral bone
#

XD what have i done

jade palm
#

gg

lilac axle
rugged sorrel
jade palm
calm sun
#

wonder if there's a way to keep manage the multihits to a lower effectiveness but keep the unique plays

jade palm
#

which is imo something that current shaman needs actually

#

at least change tremor to that

jade palm
#

I meam even putting my bias aside

rugged sorrel
jade palm
#

-50% cd with little to no downside

spiral bone
rugged sorrel
#

and 4 cp

jade palm
#

it should be -100%

rugged sorrel
#

bro what

#

stop cooking

jade palm
#

refer to a certain cleric charm

spiral bone
#

it's not that good on solo mobs which makes sense

rugged sorrel
#

you threw the kitchen into the void

calm sun
#

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

lilac axle
jade palm
#

-50% Luminous Infusion Cooldown
-15% Luminous Infusion Damage
-100% Luminous Infusion Radius

#

3 stars

#

mfw balance team let the dshot charm slip

rugged sorrel
#

I think theres difference between epics and rares

jade palm
#

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

spiral bone
#

werent u just hating on the dshot charm

jade palm
#

correct me if wrong

spiral bone
#

and now you're mad that it's good

jade palm
#

yeah

rugged sorrel
jade palm
#

bad skill + overpowered charm

#

whats not to hate?

rugged sorrel
#

you aren't running lifeblood without stacking dshot dmg

jade palm
#

it even comes with free damage...

frozen axle
#

even if non-intentional there effects are just more potent

rugged sorrel
#

shaman should have something fun

frozen axle
#

yeah

rugged sorrel
#

not just lame-ass totems all the time

jade palm
#

what if we just make the base class good

rugged sorrel
#

hating on dshot is like hating on ele arrows

jade palm
#

...

jade palm
rugged sorrel
#

shaman is a hybrid class and should encourage different types of playstyles

spiral bone
#

You just had to look deep

#

I'm technically a hybrid playstyle now

#

and I'm gaming

jade palm
#

hybrid here means a bunch of random stuff that are held together by duct tape...

rugged sorrel
#

dshot is very hybrid skill

jade palm
#

hex already feels like 3 goblins in a trenchcoat

#

pretending to have synergy

frozen axle
#

well

jade palm
#

compare to sooth

frozen axle
#

they arent pretending they just dont have synergy

jade palm
#

at least it have somewhat resemblence of a theme

#

sustain/cdr

rugged sorrel
#

does spec has to be all about synergy?

frozen axle
#

hex is just dmg

#

theme

rugged sorrel
#

yea

jade palm
rugged sorrel
#

hex dlc to shaman's base kit

frozen axle
#

idk some specs dont need to be synergy look at ranger

rugged sorrel
#

which is fine

jade palm
#

ranger very much does have synergy...

frozen axle
#

mmm

#

sure

jade palm
#

at least it have a consistent theme

rugged sorrel
jade palm
#

"it deals more damage" isn't a real theme

frozen axle
#

i mean ig tactical in to close space

jade palm
#

yeah that

royal pasture
#

qd tactical and the other one dont have synergy at all

#

melee scout..

frozen axle
#

whirling blade arguably has more synegry with tact

jade palm
#

it does fit scout very well

rugged sorrel
#

also apoth's kit feels kind of out of place

frozen axle
#

you tact in stun mobs and then cc even more following up with whirling

jade palm
#

esp for a mobility/hybrid based spec

#

apoth is just yellow heart

#

I think its ok

lilac axle
#

QD with the idea of a faster burst volley would make some sense in a melee scout > hybrid scout playstyle

jade palm
#

I hate how they ruined trans ring but the rest works

lilac axle
#

Recoil QD for even more mobility focus would also make sense, though dependant on an admittedly limited distribution enchant

frozen axle
#

bloodhound should just do some multi-skill stuff

#

nerf volley possibly

rugged sorrel
#

hex has synergy with shaman's base kit with devastation

#

and also decaying totem has synergy with shaman's base kit

jade palm
#

deva

#

aka why I exploded my decay totem

rugged sorrel
#

decay totem gives more base dmg to fire and lightning totem

jade palm
#

why...

#

cause this screams "feed me damage scaling"

rugged sorrel
#

and withering

royal pasture
spiral bone
#

decay totem just used to be decay 1 in testing

#

i asked zig to change it to actual damage

rugged sorrel
#

funny

spiral bone
#

but it used to hit really fast

rugged sorrel
#

hexbreaker's kit is pretty good

jade palm
#

sooth just feels much better in actual gameplay

#

just throw stuff

#

and the cdr will mamage it for you

calm sun
#

decay like 5 or something, but yea decay applying decay just didn't work out

jade palm
#

why does decay even exist

#

(the enchant)

rugged sorrel
#

devastation has a funny thing that it reduces the cooldown of a destroyed totem by 3s

rugged sorrel
#

having just fire aspect would be boring

jade palm
rugged sorrel
jade palm
#

if you use it with <3 second cd it straight up dont work

#

should be fixed now

spiral bone
#

decay 5 is five seconds of 1 damage ticks

jade palm
#

what

calm sun
#

not quite

rugged sorrel
calm sun
#

changes frequency of 1 damage ticks

spiral bone
#

wait what

calm sun
#

yep.

#

idk the math

spiral bone
#

damn my monumenta phd evaporated in the 4 months i was crippled

rugged sorrel
spiral bone
#

wait so its just faster

#

i was right!! (somewhat)

rugged sorrel
#

one thing I would like to see for devastion having unique effect for destroying specific totem

#

so people wouldn't just destroy cleansing totems suffer

#

or about to expiring totems

spiral bone
#

(right in the 1 damage ticks part xd)

#

you can aim at a totem

#

and then use devastation to nuke it

jade palm
#

does it do that now

spiral bone
#

yes...

jade palm
#

I remember complaining all day about its qol

#

it used to only nuke closest

rugged sorrel
#

they changed it while ago

jade palm
#

hmm maybe stuff does change for the better

spiral bone
#

what a wholesome end to this conversation

jade palm
#

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

rugged sorrel
#

whirlwind totem would fit better 🤷

jade palm
#

maybe

#

furthers proves sooth superiority gigachad

keen elk
# spiral bone the negative radius makes it so bad in my eyes

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.

spiral bone
#

its literally just bad xd

keen elk
#

they stack and unstable reactor is supposed to work of lightning totem's enhancement

spiral bone
#

eh its nothing special

keen elk
#

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

elder spindle
#

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

spiral bone
#

this is a fun one

#

just becomes a shotgun

keen elk
#

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.

barren mortar
#

If only crystalline combos could be activated on demand instead of instantly triggering once you’ve already killed every mob😔

coarse root
#

🔥

keen elk
# keen elk we have talked about this a little bit before. Rare charms should change how ski...

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.

elder spindle
#

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

spiral bone
#

allows for perm totem uptime

elder spindle
#

sure you can have fun passive charms but they are still going to be passive abilities

#

they rarely change your individual decisions during encounters

keen elk
#

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

spiral bone
keen elk
#

For 3 charm notches it really isnt doing much that you cannot already accomplish without using a charm at all.

spiral bone
#

i made use of it here

elder spindle
#

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'

spiral bone
#

the cycle given is impossible without the charm

elder spindle
#

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

keen elk
spiral bone
#

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

keen elk
#

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.

keen elk
#

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.

frozen axle
#

that was the only fun shaman charm when i tried r3 shaman

#

tremor felt like it really had an impact, felt powerful to use

midnight stirrup
# keen elk for example I talked about this charm silver medallion. Could possibly be rework...

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.

midnight stirrup
# spiral bone 18.9 magic damage every 1.4 seconds and -30% radius VS 28.35 every 2 seconds wit...

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.

midnight stirrup
keen elk
# midnight stirrup It might not feel like it, but whirlwind totem is a pretty significant DPS up in...

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)

wise salmon
#

I mean I think someone suggested multiple keybinds for projection that moved different types of totems, that might help somewhat

coarse root
#

adhesive totems revival withering

#

why bother making people stay near totems?

#

tape them to their back!

wise salmon
#

that's too overpowered we can't have a super tanky class delete everything nearby

keen elk
wise salmon
#

player adhesive if it capped out at one would be useful and not too broken I think though

keen elk
#

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)

wise salmon
#

what if,, the totems moved towards enemies on their own..

keen elk
#

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.

keen elk
#

The gimmicks need to be stronger or rethought

dawn sparrow
#

Can we get more damage per skill point plus spec points plus enhance points

wise salmon
coarse root
sinful radish
#

new totem
mobs that dies inside the totem range spawns a wolf that targets nearby mobs
spitting balls

woeful vessel
#

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

wise salmon
#

Smart crystals should be enhancement

jade palm
#

What's the point of crystalline combos..

keen elk
#

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)

jade palm
#

I don't think its a good idea to push shaman to go too fast ngl

keen elk
#

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.

sinful radish
#

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

keen elk
keen elk
woeful vessel
#

Also is still good in "easier" content

keen elk
#

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

woeful vessel
#

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

jade palm
#

I prefer making zero downtime more accessible instead

#

so no more shoving in irrelevant skill

woeful vessel
#

U have soothsayer

keen elk
#

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)

woeful vessel
#

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

keen elk
#

Making crystalline controllable completely redefines the skill. I'm not ageist that happening, but it does erase all of its weaknesses.

woeful vessel
#

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

keen elk
#

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.

woeful vessel
#

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

keen elk
#

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.

woeful vessel
#

Rn I often use it against colossal, falling creeper, mob swarm like in reverie, which is preety fun and recommend try

rugged sorrel
#

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 👍

woeful vessel
#

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

rugged sorrel
#

you don't even need to kill with an ability

exotic copper
#

free dmg when a boss has no minions

rugged sorrel
#

well I guess every class has one "free" damage skill

exotic copper
#

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

rugged sorrel
#

crystalline combos just doesn't feel interesting as a skill

exotic copper
#

it sure does feel satisfying when it triggers at just the right time

#

though

woeful vessel
#

U pefer more active like I think?

rugged sorrel
#

active skill or a passive that you can build around

woeful vessel
rugged sorrel
#

crystalline combos kinda doesn't do neither of those

woeful vessel
#

It ia a skill u can build around I think

#

And the build I use rn is result

rugged sorrel
#

you need to kill stuff before it would function 🤷

rugged sorrel
woeful vessel
#

It allow me to use other thing to kill mob when totem is down

exotic copper
#

i like looting chests while everything around dies by just looking at me

woeful vessel
#

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

rugged sorrel
#

well if you like the more passive playstyle of shaman then sure shrugs

woeful vessel
#

The point is its not passive
I do like your idea, but at the mean time it feel same as other skill

rugged sorrel
#

its conditional passive

quasi pawn
#

what's current shaman power be like

exotic copper
#

still insane in r1

spiral bone
#

really strong in r3

quasi pawn
#

how about r2

spiral bone
#

Last time I touched it in r2 was during beta testing

keen elk
#

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

jade palm
jade palm
#

Which is why cleansing totem is much more of a support totem compared to whirlwind

jade palm
woeful vessel
#

Ok

jade palm
woeful vessel
# woeful vessel Ok

First I am talking about current shaman, second I don't like never down totem idea

jade palm
#

its easy to do complete 0 downtime for sooth

#

and with hex you have more damage totems

woeful vessel
#

I am talking about hexbraker

jade palm
#

so with some rotation

woeful vessel
#

And don't put your playstyle on me

jade palm
#

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

rugged sorrel
#

ok but how would one skill playstyle be problematic

jade palm
#

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

rugged sorrel
#

the whole kit of rogue is build around vicious combo

jade palm
#

which is imo a great idea

sinful radish
#

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

rugged sorrel
#

and also ranger scout is basically just quickdraw

jade palm
#

there should be no "must pick or class straight up don't work" skills

jade palm
rugged sorrel
jade palm
#

however

rugged sorrel
#

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"

jade palm
#

said bad management should be "fucking up spellcycle" instead of "not running 3 aptitude pieces"

jade palm
#

ngl

#

chain lightning is a much better concept as a connecting skill, even if its execution is questionable

rugged sorrel
#

the perfect case scenario for shaman would be split playstyles between totem-packed shaman and totemless-ish shaman

jade palm
#

then maybe allow some other playstyles to slip in via enhancement

jade palm
#

at least thats what I tried to do

#

in my doc

exotic copper
jade palm
#

support exists

exotic copper
#

👁️👁️

calm sun
#

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

jade palm
#

refer to arcane strike as a good execution of the idea

stuck sky
#

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 pepega ). 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.
forest tiger
#

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

sinful radish
#

Only the enhancement

spiral bone
#

the trigger is for the enhancement

#

you get speed for 6 picoseconds

spiral bone
#

basically traps mobs inside your totems with the slowness

stuck sky
#

Yeah that one's cool

forest tiger
#

Accursed Stake?

#

isn’t that only 15%

sinful radish
#

Yeah
It’s 35% iirc with the charm
Honestly not bad for a 1 star charm
Until all the cc immune mobs come in

jade palm
#

sanctuary is ok

#

I want to see it reworked

#

but its not unusable rn

frozen axle
#

Sanct is just so. Boring.

jade palm
#

as some people say

frozen axle
#

Mob in totem debuffed wow

jade palm
#

at least its totem synergy!

frozen axle
#

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

sinful radish
#

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

  1. Some of the skills requires multiple totems to even work
  2. The penalty of deploying all at once being you have to wait feels bad
  3. aptitude just take the decision part away
frozen axle
#

The idea of one totem that changes its attack starts to sound better everyday

calm sun
#

a pull ability on shaman was knocked down at the time due to overlap with warlock

frozen axle
#

Seriously? L

#

Why should it even be blocked

grizzled kernel
#

Sanctuary is not beating the debuff allegations

elder spindle
#

does that mean Totems have to be deleted because Illuminate already exists

calm sun
#

wasn't my choice btw, not my doin'

dusty timber
#

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

keen elk
# jade palm sanctuary is ok

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.

keen elk
#

Theres no saving Sanctuary; it has to be shot

frozen axle
#

It's literally just free cc

#

But that doesn't mean it's fun or cool

keen elk
#

sanct is less effective then both havoc and crystaline combos when it comes to "free" damage and its a spec skill

calm sun
#

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

keen elk
#

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)

frozen axle
keen elk
#

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.

frozen axle
#

So we balance around 20-30 player world events now?

elder spindle
#

higher damage results

keen elk
#

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.

forest tiger
#

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

wise salmon
#

sanctuary proposal:

frozen axle
#

well at this point is it even a sanctuary u aitn even using it

#

it should be called totem aura or smthn

#

ahahahaha

#

HAHAHAHAHAHAHA

jade palm
#

why the fuck are so many mobs cc immune

#

anyways

frozen axle
#

Cuz if they weren't they'd be a joke

#

Ccing a dread would just be mean

elder spindle
#

split CC immunity into CC resist

wise salmon
#

the monkey's paw curls. all mobs are now affected by cc, but elites and bosses are now immune to projectile and magic damage

sinful radish
#

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

keen elk
#

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.

barren mortar
#

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

grizzled kernel
#

I mean shaman builds are just BIS magic really

keen elk
#

true that the armor wont vary much, but theres still some variety in charm / skill selection. I'll do r1 and r2 today

jade palm
#

https://docs.google.com/document/d/1gxBdyoiLUpVN017-k_eZIItDjVI0yfhJgINRhSZmIFc second draft of rework, changed a lot more abilities to be more interesting

keen elk
#

I'll only do r1 for now, I think I made it over the word cap by accident

versed cradle
keen elk
#

it was only 3 builds 😭

keen elk
#

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 😓

jade palm
#

post as google doc

#

like me

keen elk
#

maybe, but I want it in the dedicated gameplay builds section

calm sun
unborn depot
#

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

frozen axle
#

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

lilac axle
# frozen axle Look at wind bomb u

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

jade palm
#

counterpoint: grasping claw

frozen axle
#

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

long gate
#

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

frozen axle
#

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.

wise salmon
#

[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)

frozen axle
#

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

long gate
#

[Press Input] to pull all mobs within totems radius' by 60% of their current distance and apply 30% slowness and 20% vulnerability

frozen axle
#

or if u dont care about the extra value u can just use it

rugged sorrel
#

what if sanctuary turned totems into meatshields trollcringe

frozen axle
#

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

wise salmon
#

While your totems are on cooldown, instead release their effects at 10% efficiency centered around you.

#

and half radius ig

frozen axle
#

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

frozen axle
#

just port aeroblast and remove sanctuary