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New Class: Shaman

leftovers5

Legacy Supporter 8
Joined
Oct 28, 2011
Location
USA
That is a definite problem. If you where pvping someone in a town it would be impossible to kill a totem. I think the totems having a set duration is the best option.
I think this is noteworthy as to how regions will actually play into totem roles...
 

Egorh

Outcast
Legacy Supporter 7
Joined
Jun 30, 2011
In my opinion going down the path of having to break blocks is gonna be a lot of work. I was thinking maybe the totem contains a weak blaze that doesn't attack but you will have to kill it for the totem to die. My idea can really be applied with a different mob but I think a blaze would look best on what I'm picturing a totem as.
 

look_out

Legacy Supporter 3
Joined
Mar 27, 2011
In my opinion going down the path of having to break blocks is gonna be a lot of work. I was thinking maybe the totem contains a weak blaze that doesn't attack but you will have to kill it for the totem to die. My idea can really be applied with a different mob but I think a blaze would look best on what I'm picturing a totem as.

I like this idea... Each totem could be a different mob depending on the functionality of the totem. The Decoy totem could be set to make a random totem(mob) every time used.
 

look_out

Legacy Supporter 3
Joined
Mar 27, 2011
Mob - skill:

Blaze - Firestrike Totem
Medium slime - Restorative Totem
Random - Decoy Totem
Super charged creeper - Shock Totem
Spider - Vine/Choke Totem
Iron Golem - Force Totem
 

victim130

Legacy Supporter 8
Joined
Jan 20, 2011
Honestly, I don't see a proper way of handling "hp" on totems other than it being block based destruction. IE: You take an axe to the wood and chop it down.

It's possible that it could take much longer to chop down than normal, or possibly force you to "break" it multiple times before it actually breaks, but other than that, I see no way of giving it a form of "hp". There is no way to let you use a skill on the totem. I miiiight be able to work in a left click spam system, but I'm not sure that's the way to go either. It's something worth discussing though I think.
If somehow you could make it left click spam for like 50-100 (Assuming no invulnerability timer is present), would that cause lag? I honestly feel that if that is possible, it would be the best way to go about it.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
I like this idea... Each totem could be a different mob depending on the functionality of the totem. The Decoy totem could be set to make a random totem(mob) every time used.
I agree, this seems like the best idea. Totems are supposed to represent animal/plants anyway so whats better than the actual creatures?
 

victim130

Legacy Supporter 8
Joined
Jan 20, 2011
In my opinion going down the path of having to break blocks is gonna be a lot of work. I was thinking maybe the totem contains a weak blaze that doesn't attack but you will have to kill it for the totem to die. My idea can really be applied with a different mob but I think a blaze would look best on what I'm picturing a totem as.
Oh, I posted too soon lol, didn't see the newer posts. These ideas are a little better, but would there be a way to regulate EXP gains? Shaman might get a bit of a boost from spawning totems and grabbing a few extra kills while leveling. <-- Might just be over cautious of me, but still.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
Oh, I posted too soon lol, didn't see the newer posts. These ideas are a little better, but would there be a way to regulate EXP gains? Shaman might get a bit of a boost from spawning totems and grabbing a few extra kills while leveling. <-- Might just be over cautious of me, but still.
It's up to how well it can be coded, but I think it would be possible to make these special "spawned' totem/mobs to not give EXP.
 

Egorh

Outcast
Legacy Supporter 7
Joined
Jun 30, 2011
I think if you couldn't get rid of the exp completely it would have to act like a mob from a spawner-close to nothing exp
 

BulkPhase

Obsidian
Joined
Aug 3, 2011
Just now got to this thread but I agree with the idea of the stationary, killable mobs. I couldn't see "block breaking" techniques fit into Herocrafts play. Regions, body blocking and other issues just don't weave well with the idea of them being broken by other players.

I'm sure the mobs will not be giving experience (as true said, similar to mob spawners).
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
As far as "block breaking" goes, it would be possible to break them, even within regions you have no access to. However, it's true that players would indeed be able to "block them up" with dirt. Honestly I don't expect that to be "too" much of an issue though, as they would still have a limited duration tied to them. Though it's possible that I could also force a "line of sight" check to their effects. This would prevent most of the exploitive tactics players would try to do with them.

I'm leaning more towards the left click spam (with invuln attached) over block breaking though. As far as storing mobs within the totems themselves goes, there are a lot more headaches that come with things in that manner, and I would rather not try to fuck with that.
 

Licksterboy

Legacy Supporter 3
Joined
Jul 16, 2012
Location
USA
If the totem is going to be one block, I could see players in the future using these as literal stepping stones to get up onto places in regions. I'm assuming we won't want that. Perhaps make them two blocks high?
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
The totem would appear as something like this: http://2.ii.gl/-g9qeL.png
The top block is lapis, but that was just to show the layout. The top block would be the block that needs to be hit / broken / whatever in order to "kill" it, and it would likely be different for every totem type.

Yes, players will probably try and use them as stepping stones, but meh, I don't really care about that.
 

Egorh

Outcast
Legacy Supporter 7
Joined
Jun 30, 2011
The only issue with having to break a block would be: efficiency tools. Unless you can control how long it takes to break that block (and what if the person does not have a pick/tool needed?)
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
With either left click spam and physically breaking the block you run into the issue where a healer can take down the totem just as fast as a ninja (Some may find this as a positive but I dislike the concept). Depending on the cooldown, I don't see how a totem that has a limited duration is worth your time destroying when you can avoid the totem and just attack the shaman.

The simplest idea would be that they have a limited duration and that is it. I'm fine either way, but I'd like to see it in action before I could say if like it or not.
 

victim130

Legacy Supporter 8
Joined
Jan 20, 2011
With either left click spam and physically breaking the block you run into the issue where a healer can take down the totem just as fast as a ninja (Some may find this as a positive but I dislike the concept). Depending on the cooldown, I don't see how a totem that has a limited duration is worth your time destroying when you can avoid the totem and just attack the shaman.

The simplest idea would be that they have a limited duration and that is it. I'm fine either way, but I'd like to see it in action before I could say if like it or not.
The point is, you need to figure out which is a priority. Kill the Shaman or Kill the Totems? Though this comes into play with positioning. If a healer is breaking the block, they are not healing and therefore are being less useful. However, the paladin who is just tanking damage to begin with, may be better suited to destroy it. Just because a class or role can do something, doe snot mean it is in their best interest :p
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
@Delfofthebla / @Balance Team
Stay away from names of popular RPG's if possible. I purposely didn't name Force Totem tremor totem.
The shaman will have "home field" advantage if they're in an area that the enemy cannot break in. This is by design and I think should be played on as "environmentally situational". In additon to having a block-based setup that can be destroyed in areas users can break in, they will have a set-duration of 15-30s (as stated in the first post)

I can see the shaman having more heals, a chain heal isn't a bad idea.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
The totem would appear as something like this: http://2.ii.gl/-g9qeL.png
The top block is lapis, but that was just to show the layout. The top block would be the block that needs to be hit / broken / whatever in order to "kill" it, and it would likely be different for every totem type.

Yes, players will probably try and use them as stepping stones, but meh, I don't really care about that.
Ugly... going to look around and see something better. Also - the "center" block will probably be the main block for destruction - once that is destroyed it should vanish.
Just now got to this thread but I agree with the idea of the stationary, killable mobs. I couldn't see "block breaking" techniques fit into Herocrafts play. Regions, body blocking and other issues just don't weave well with the idea of them being broken by other players.

I'm sure the mobs will not be giving experience (as true said, similar to mob spawners).

We don't really want to use mobs/npcs as totems. They will be blocks.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
So Balance Team tag is borked...

-Didn't want to hurt Delf's feelings but Kainzo is right, those totems are UGLY :p
-I'm fine with them being blocks
-I think both healing and damage should be capable for Shaman. If they want to be a healer, mage, or hybrid I think each option should be viable. (as long as they put their attribute points into said role)
 
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