alan
Gozzler
Posts: 39
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Post by alan on Jul 8, 2017 19:58:41 GMT
Decided to make a thread where players can talk about the new vocation that was released with season 4, the Shaman! In this thread you can discuss the strong and weak points of a shaman. What could be improved or nerfed. Just your overall thoughts on the Shaman.
How shamans end up working is pretty cool if you ask me. You are able to turn your weapon into a wand and use magic spells while fighting from a distance or keep it as a melee weapon and fight monsters head on. Shaman ends up being a hybrid between a semi-tank and a semi-mage. If you want to tank you can tank, if you want to shoot spells from afar then so be it!
The only worth while spells I can use are the strike spells you get from level 12-19 (one of each element). While it's nice to have a strike spell, the damage of it isn't all that impressive, usually around 120~. At level 85 you finally get a stronger strike spell for earth and energy which hits around 220~. But it just feels like you are a much weaker version of a mage class.
What really bothers me about Shamans is how lame the totems turned out. I've gotten to level 90 without ever using a totem, and I will never end up using totems unless changed. The only time I would use a totem is during a boss and even that would only be the regen totem. I figured that totems would at least do damage. The first totem you can use gives you 2 club skill and the second totem you learn gives you 1 magic level. They also cost a decent amount of mana (150 and 210). There is 0 sense in using totems while hunting because since they don't follow you, so you would need to re-summon them every 10-15 seconds (which is a lot of mana) and even then the totems are useless. 2 club skill and 1 magic level will do nothing noticeable on hunts. I was told by some people that Shamans would be pretty good at solo hunting, but so far I'm having a hard time believing that! My damage seems to low for me to efficiently hunt anything on my own. Am I doing something wrong? Does anyone know if Shamans become better solo hunters at higher levels? I feel like Shaman will always be slugging behind and constantly depending on others in order to progress. Am I expecting to much from Shaman? Can I get some input from Gamemasters and other Shaman players?
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Post by Cuspp on Jul 10, 2017 10:18:48 GMT
Are you running from mobs when hunting? I feel like shamans have pretty shitty damage while running, but my dmg when rotating melee-aoe spells is pretty damn good (exori + elemental exori min + exori gran etc.), I feel like a knight with a very buffed (and elemental) exori hur mostly
Agree that totems could be somewhat more exciting that plain buffs, and that they should cost less mana.
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Post by sirhd on Jul 10, 2017 11:34:11 GMT
I understand that shamans lay somewhere between knights and paladins
However; -totems cost too much mana at lower lvls. -too low dmg as a caster compared to melee. -ml doesnt scale up will with spell dmg. -it doesnt feel as a smooth gameplay compared to other vocation and feels a bit limited.
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Post by GM Darkstar on Jul 10, 2017 12:30:10 GMT
Thanks for this feedback! Already told Alan, but I feel like better say it to everybody, we appreciate this feedback a lot, and Kelin and I will give you a good and formal answer once we have had a good talk about this. I feel it is better than just agreeing/disagreeing/commenting on the post. You'll have an answer very soon, since this is a very important topic for us!
Cheers!
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Post by GM Darkstar on Jul 10, 2017 22:09:18 GMT
Hello again! As you may have noticed, today's patch features some good news for Shamans! After gathering your feedback we also felt that Shamans needed a bit of help to be at the level of the other vocations, especially in two key aspects: - Totems were barely used because they are static and the boost compared to its mana cost is not good enough.
- Their power with distance attacks is not high enough.
We noticed that two of the three totem spells were barely used: Summon bear totem and Summon ghost totem. Their mana cost was too high, and they were not very comfortable to use, since you're normally moving all the time if you're hunting. As a result, these totems only made sense to use during bossfights and similar scenarios. The solution we came up with is: Reduce their mana cost (to about 25% of its previous cost), but also reduce its health (but not by so much, by about 50% only). We hope this change makes totems more popular and useful during hunts, but we are also interested in your feedback regarding this change.
On the other hand, Summon bone totem was overpowered. One could go hunting with barely no potions by constantly casting this spell to refill their health and mana. We like that this spell is useful, but it was way better than it should. Therefore, it's regeneration rate has been reduced.
In regards to their damage output as distance damage dealers, Shamans didn't have a very high spell variety during a hunt, giving them fewer options during a hunt. Moreover, they could be directly compared to their mage counterparts and be seen as weaker. venom/thunder voodoo do a very good job at giving Shamans a strong spell to differentiate themselves from other vocations, by providing a stun and a high damage over time. Another fairly strong spell for Shamans is learnt at level 120: Chain lightning. This spell is what we call "High risk - High reward", since the player is required to cast the spell for 4 seconds, in order to cast a very strong spell. However, we felt like another "high risk - high reward" spell was missing, that could give Shamans the opportunity to improve their damage output. This is why we decided to introduce the new spells: Tremor and Thunder Burst. This spell allows Shamans to deal high dps, while increasing their damage taken, while they cast this spell. Please keep in mind that this spell is available from level 70, so that Shamans don't feel underpowered until they get their reach higher level.
Finally, we wanted to mention that we are also considering the possibility of adding a new spell for their meelee stance, because we think it might need a small boost. However, this will come in the future, so let's focus on the current changes for now
All in all, we believe these changes help improving Shamans substantially, but we'd like to collect feedback on those changes. Please let us know what are your thoughts on these changes and how it feels in-game, which is what actually matters after all. Thanks for reading this wall of text.Best regards,Darkstar and Kelin
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Post by wolfkat on Jul 20, 2017 13:05:09 GMT
Both bear and ghost totem will still remain in the gutter as long as they don't get improved in at least one of these areas 1) They get killed rather easily 2) They are immobile 3) The bonuses they provide is laughable
With a manacost of 0 I could potentially summon them every now and then, but I would probably still be reluctant as +2club/+1mlvl provides so incredibly little it's just a hassle keeping a HK for it. You're looking at roughly 5% increased damage, and while that could potentially be good in a prolonged fight, that just doesn't happen. You either kill things in a few seconds so you need to resummon it, or it gets killed. The bonuses they provide would have to be doubled, perhaps even tripled for it to be fesible to use while hunting. The biggest help they are right now is if you need mobs to target something else for a few seconds.
Something else the Shaman lacks is a better way of healing. I'm not sure if you're trying to force them to use health pots - which in itself isn't a bad idea - but already at 50 the only heal you have starts to become rather meh. The logical step here is to give them exura gran, but you could also implent a sort of healing totem. To seperate them a bit from druids you could make it pulse a low-ish aoe heal over time, say around 1-25 + ((level/2)+mlvl) HP, half of that value also MP every 3 seconds, with a lifespan of 30 seconds. You could either risk using this as an in-fight moderately decent heal, or out of combat full-regen machine - but with a long cooldown (4 minutes?) you wouldn't be able to abuse the out of combat too much.
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Post by maroo on Jul 22, 2017 9:58:02 GMT
Few ideas about Shaman profesion: 1. Spell Enchant Weapon is completly usless. Never used it and that block only some spells. My idea: Delete Enchant Weapon and change Imbune Weapon into 3 stage spell. Also depends on Imbue power we get access to better spells. - Weak Imbue Weapon (cost 25% mana to imbune and give us 33% max hp from weapon) - Imbue Weapon (cost 50% mana to imbune and give us 66% max hp from weapon) - Perfect Imbue Weapon (cost 75% mana to imbune and give us 100% max hp from weapon). 2. Totems. Right now those spells are completly unplayable. They die too fast and cant follow us. My idea: Delete all totems from shaman and give him 'Spirit Monsters'. Their HP should scale with owner hp to not die too fast and they should have selfheal, movement speed should scale with player movement speed. No idea if they should fight with us or only give us bonuses like a totems its depends on balance. All spirits can have 3 stages depends on Imbune Weapon power. Weak Imbue Weapon: - Weak Molten Spirit 'Vulcongra' (give us +1 club fight skill) - Weak Eternal Spirit 'Glooth Blob' (give us shield like Bone Totem: required balance) - Weak Frost Spirit 'Frost Troll' (give us faster hp/mana regen: required balance). Imbue Weapon: - Molten Spirit 'Magma Crawler' (give us +1 club fight skill, +1 mlvl) - Eternal Spirit 'Rot Elemental' (give us shield like Bone Totem: required balance) - Frost Spirit 'Quara Mantassin' (give us faster hp/mana regen: required balance). Perfect Imbue Weapon: - Strong Molten Spirit 'Weeper' (give us +1 club fight skill, +1 mlvl, +2% all elemental resists like a shaman passive) - Strong Eternal Spirit 'Defiler' (give us shield like Bone Totem: required balance) - Strong Frost Spirit 'Crystal Wolf' (give us faster hp/mana regen: required balance). With that spells u let persons which pick shaman to hype about better summons/weapon imbune .
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Post by RichardBoymn on Apr 1, 2022 18:28:36 GMT
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Post by RichardBoymn on Apr 1, 2022 18:29:21 GMT
I will do a promotional mailing of your message on feedback forms on the .COM domain base. There are over 2500000 contact forms in the database. PLUSES: 1) All messages reach the recipients and are read. Site owners are very careful about this as it is very important to them. 2) If you send out a feedback form, the letter will get to the inbox on a mandatory basis, whereas an email newsletter guarantees that 10-50% of the emails will get to the inbox; 3) Working with feedback forms is much easier than for e-mailing, as it does not require any synonymization of titles and text of the letter itself; 4) When a form of feedback is sent, the message will not be blocked by email services or programs, because it is sent from different i-pin addresses. In the same way you would not be able to avoid blocking with a normal email account; 5) This message has been read by YOU, so others will read it =) My TeleGram is @semantika_pro ( t.me/semantika_pro )
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Post by RichardBoymn on Apr 1, 2022 18:30:07 GMT
I will do a promotional mailing of your message on feedback forms on the .COM domain base. There are over 2500000 contact forms in the database. PLUSES: 1) All messages reach the recipients and are read. Site owners are very careful about this as it is very important to them. 2) If you send out a feedback form, the letter will get to the inbox on a mandatory basis, whereas an email newsletter guarantees that 10-50% of the emails will get to the inbox; 3) Working with feedback forms is much easier than for e-mailing, as it does not require any synonymization of titles and text of the letter itself; 4) When a form of feedback is sent, the message will not be blocked by email services or programs, because it is sent from different i-pin addresses. In the same way you would not be able to avoid blocking with a normal email account; 5) This message has been read by YOU, so others will read it =) My TeleGram is @semantika_pro ( t.me/semantika_pro )
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