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New Class: Shaman

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
I guess I'll make a general format on how to balance the totems. For consistency wise, I'd think it be nice for totems to last the same/same CD, but who knows.

Range: (Short / Medium/ Far)
Damage / Heal: (Low / Medium / High)
Tick Rate: (Slow / Medium / Fast)


Numbers can come later, but it would be nice to have "roles" for each totem.

Example: Firestrike Totem (AKA Sniper)

Range: (Far)
Damage / Heal: (High)
Tick Rate: (Slow)
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Oh, and just saying, it's *possible* to do mana cost on tick, but it'd require more logic. Up to you if you want large upfront mana cost or per tick.
 

LightningCape

Holy Shit!
Joined
Sep 4, 2012
Location
Republic City, Earth Kingdom
After messing around with testing shaman on test with @malikdanab I've ball parked some numbers/idea we both agree on.
fe3GWWR.png

I'll be happy to explain why I think certain totems would be better off this way if anyone asks
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
Quick thing with engulfing. Would you guys rather it have a slow/medium tick rate with a longer slow or a super fast tick rate with a 0.5 second slow? One would do pulses of slow and the other would be more like a slow aura.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
Quick thing with engulfing. Would you guys rather it have a slow/medium tick rate with a longer slow or a super fast tick rate with a 0.5 second slow? One would do pulses of slow and the other would be more like a slow aura.
Anyone in the area should be slowed.
 

Sirdemonic3

Legacy Supporter 3
Joined
Feb 7, 2012
it should slow if ur in it but not after like it ticks every sec and lasts a sec or something like that
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
So, ingame @malikdanab expressed a want for possibly more Totems. Not sure what the general view on this would be, but just in case, I'll put in what a Totem is in code.
* Something to do when it "Fire"s
* Something to do when it "Break"s (Not currently used, but Totem that explodes, anyone?)
* Blocks it's made out of (Only Material, no custom data)
* Custom config data, generally used with "Firing"
* A name
* Custom logic where applicable (Firestrike)
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
So, ingame @malikdanab expressed a want for possibly more Totems. Not sure what the general view on this would be, but just in case, I'll put in what a Totem is in code.
* Something to do when it "Fire"s
* Something to do when it "Break"s (Not currently used, but Totem that explodes, anyone?)
* Blocks it's made out of (Only Material, no custom data)
* Custom config data, generally used with "Firing"
* A name
* Custom logic where applicable (Firestrike)
I could see a sick "Taunting Totem" that attracts mobs then explodes.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
After messing around with testing shaman on test with @malikdanab I've ball parked some numbers/idea we both agree on.
fe3GWWR.png

I'll be happy to explain why I think certain totems would be better off this way if anyone asks
Here.

Code:
EngulfingTotem:
  use-text: §7[§2Skill§7] %hero% placed an engulfing totem!
  range: 4
  range-increase-per-level: 0.1
  base-duration: 10000
  duration-per-level: 50
  countdown: 4
  reset-countdown: 5
  apply-text: §7[§2Skill§7] $1 is engulfed by a totem's power!
  unapply-text: §7[§2Skill§7] $1 is no longer engulfed by a totem's power.
  slowness-level: 2
  slowness-duration: 5000
FirestrikeTotem:
  use-text: §7[§2Skill§7] %hero% placed a firestrike totem!
  range: 5
  range-increase-per-level: 0.1
  base-duration: 7000
  duration-per-level: 50
  countdown: 4
  reset-countdown: 5
  base-damage: 90.0
  damage-per-level: 2.0
  fire-ticks: 50
  velocity: 1.5
ForceTotem:
  use-text: §7[§2Skill§7] %hero% placed a(n) force totem!
  range: 5
  range-increase-per-level: 0.1
  base-duration: 3000
  duration-per-level: 50
  countdown: 4
  reset-countdown: 5
  apply-text: §7[§2Skill§7] $1 is disoriented by a totem's power!
  unapply-text: §7[§2Skill§7] $1 is no longer disoriented by a totem's power.
  base-damage: 0.0
  damage-per-level: 0.0
  base-launch: 0.5
  launch-per-level: 0.01
  disorientation-level: 1
  disorientation-duration: 2500
HealingTotem:
  use-text: §7[§2Skill§7] %hero% placed a(n) healing totem!
  range: 5
  range-increase-per-level: 0.1
  base-duration: 15000
  duration-per-level: 50
  countdown: 4
  reset-countdown: 5
  base-healing: 75.0
  healing-increase-per-level: 1.0
  heal-party-only: true
ShockTotem:
  use-text: §7[§2Skill§7] %hero% placed a shock totem!
  range: 5
  range-increase-per-level: 0.1
  base-duration: 15000
  duration-per-level: 50
  countdown: 4
  reset-countdown: 5
  base-damage: 25.0
  damage-per-level: 1.0
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Eh idk about this. I felt two was a good number. The effectiveness of totem combos can easily be toned down with changing some numbers (imo).
Trust me, I'd rather have two out on the field as well. Up to if you can convince Kain, though.
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Okay people, we got some mass rewrite action going on, picked up an @PattersNET (at least, I hope so =P this one is a Coder and the person on IRC is "Patters" so looks right).
Obviously logic changes to accomplish the same thing don't change much for Balance, but when the changes are more complete I'll check for any differences and report.
The thing that can be told now is that in their rewrite they added a new Totem skill. GhostTotem. Makes allies in range invisible. Not sure if it's staying or intended for players, but figured I could relay it since it sounds cool.
 
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