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New Class: Shaman

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
If shamans will be limited to a single totem then they are definitely going to need more "normal" skills. That said, it would be nice if we could actually test those preliminary "balance changes" that Kainzo pushed (Shaman has no totems on test atm.)
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
If shamans will be limited to a single totem then they are definitely going to need more "normal" skills. That said, it would be nice if we could actually test those preliminary "balance changes" that Kainzo pushed (Shaman has no totems on test atm.)
Yeah, I think Kain is still thinking in line with the original idea of "one totem, one decoy". Honestly, I say two totems is more fun to play.
(And there's no decoy because I pointed out to Kain that it's pretty clear which one is firing, making it clear which is the decoy. Not really useful. Not sure if I explained that here yet.)
 

PattersNET

Iron
Joined
Mar 11, 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.
GhostTotem may not stay, it was really just me playing around with the code to understand it better. :p

I think the normal totems will be easier to balance. :)
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
GhostTotem may not stay, it was really just me playing around with the code to understand it better. :p

I think the normal totems will be easier to balance. :)
Aww, but it looks like so much impractical fun!
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
If shamans will be limited to a single totem then they are definitely going to need more "normal" skills. That said, it would be nice if we could actually test those preliminary "balance changes" that Kainzo pushed (Shaman has no totems on test atm.)
How does shaman have no totems?
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
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
 

LightningCape

Holy Shit!
Joined
Sep 4, 2012
Location
Republic City, Earth Kingdom
Ah okay wasn't sure. The totems on test all seem to have to same rate of fire and also Forcetotem applies blindness (something I feel it doesn't need considering it has nausea already).

The numbers I gave were kinda where we wanted the numbers to end up for a max lvl and we didn't factor in scaling with lvling either so as a result the dmg and heals are still high. @malikdanab If you have time to get on test and give me your thoughts that'd be great.
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Yeah, @LightningCape when I coded in Blindness I used vanilla potion effect Blindness which just hampered eyesight and didn't do anything.
When it got converted over to Heroes blindness, that prevents targeting. Tad bit powerful IMO.
Probably going to remove it when I convert the skills to the new setup.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
So what I was thinking:
(All totems should have same CD for convince sake) Thinking about with sticking with 35 seconds.
Should totem scale as you lvl or just the duration? If so the first number is the at base and second is at 65.

Engulfing-
  • Duration: 10 seconds
  • Slow: Slow II for 1 second (Makes it so that you are only really slowed while in the totem, rather than it persisting afterwards)
  • Tick Rate: Ever 0.5 seconds
  • Range: 6 - 8 blocks

Fire strike (Long Range "Sniper" Totem)-
  • Duration: 12 seconds
  • Damage: (35 - 50) + (0.75 INT) [50 Fire Tick Damage] Can we take that off?
  • Tick Rate: Ever 2 seconds
  • Range: 8 - 12 blocks
Force-
  • Duration: 6 seconds
  • Knock Up: 3 blocks??? (So no fall damage) Nausea lasts 2 seconds
  • Tick Rate: Ever 3 seconds???
  • Range: 3 - 6 blocks
Healing-
  • Duration: 18 seconds
  • Heal: (15 - 15) + (0.35 Wis)???? I'm bad when it comes to balancing heals :p
  • Tick Rate: Every 2 Seconds
  • Range: 5 - 7
Shock (Bread-n-Butter Damage Skill)-
  • Duration: 12 seconds
  • Damage: (10 - 15) + ( 0.35 INT)
  • Tick Rate: Ever Second
  • Range: 5 - 8
All of these numbers I estimated. I don't think they are nearly "balanced," but I believe provide a better view on how I feel they should be role wise.
 
Last edited:

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
Lets bring back discussion.

So how is this going to work? Are you dead set with 1 totem @Kainzo

I prefer the 2 totem setup since it allowed for more fun game play and cool combos.
If you are truly set for one totem, thing that will need to be changed:

  • We need to make totems more powerful ( To compensate for only 1 now)
  • We need more skills (Need more anyway, but need more to further compensate that half the skills can only be used 1 at a time)
  • Need a full kit ( It's hard if not impossible to balance if we don't have the full kit. Individual skills can be balanced , but the big picture requires all skills)
 
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