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Media What Have They Done To Shaman/poll For Devs To Ignore

Discussion in 'Wynncraft' started by ImThatOneGuyIRL, Jan 21, 2021.

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Should shaman be restored to its former glory?

  1. Yes, absolutely.

    34 vote(s)
    48.6%
  2. No, let the three people who main shaman cry in the corner.

    18 vote(s)
    25.7%
  3. I don't have an opinion on this poll and genuinely just want to see people suffer lol

    18 vote(s)
    25.7%
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  1. ImThatOneGuyIRL

    ImThatOneGuyIRL More Ava required. CHAMPION

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    What have they done to my son?

    The entire point of shaman is that it's supposed to lock enemies in place to prevent them from hitting the actual player. The "crowd control" aspect is only overpowered in the sense that if literally any enemy hits a shaman three times, they die.


    What 1.20 has done has essentially taken away shaman's only strength and left it with all its weaknesses. Not only does crowd control immunity prevent enemies from being pulled away from the fragile shaman, but nerfs have been implemented that actually lower shaman's ability to mildly heal/do natural damage-- a very big problem for a class that survives off of small heals and cannot physically switch inventory items to potions without despawning its main attack.

    The question is as follows:
    Should shaman's playstyle be restored to its pre-nerf state? Essentially, should we make the class actually viable again?



    And for the two people in the back of the room shouting about how shaman is "overpowered,"
    Allow me to remind you that every single endgame archer build exists.

    I am looking at you archers and breathing ever
    so
    deeply.
     
  2. Bixlo

    Bixlo Got drip like pablo HERO

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    yes shaman healing is bad now since I used to heal 850 hp per sec at 20k hp, but now its like 5-600 aat 20k hp. The totem range nerf is understandable, but the totem time cast is really bad too. It was already hard enough to keep your totem active without having to recast totem every 15 secconds, now that time is even SHORTER making it even more difficult to play. The totem range nerf is fine, the time limit and heal are not, please fix these along with the HEAVILY unbalanced parts in 1.20
     
    estevao107 likes this.
  3. Fingolfin

    Fingolfin High king of the Noldor

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    i noticed vanish costs 2 instead of 1
     
  4. EnderFlame1311

    EnderFlame1311 Well-Known Adventurer VIP+

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    Where do you find the changes?
     
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  5. dr_carlos

    dr_carlos Morph Gang! VIP+

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    I don't think it should be changed to exactly how it was - as it was a bit OP; but I think it should still be changed quite a bit.
     
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  6. Casparof

    Casparof mythic counter: 2 HERO

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    I notoced this 2
     
  7. Bart (MC)

    Bart (MC) Ex-Item Maker & Day Counter (MC) CHAMPION

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    All class changes for 1.20, as taken from the Hero Beta patches:

    Shaman
    - Totem range reduced from 10 to 8 blocks (note: does not affect Aura)
    - Totem heal timer reduced from 20s to 15s
    - Totem heal per second reduced from 4% of total health to 3%
    - Totem doesn't work with Sorcery anymore
    - Uproot damage improved from 50% to 100%

    Assassin
    - Vanish base mana cost is now 2 instead of 1
    - Vanishing clears being on fire (change absent from any patch notes, for some reason)

    Warrior
    - Uppercut base mana cost is now 9 instead of 10

    And these were moreso temporary changes as response to their most immediate problems/imbalances until classes are able to get a deep look taken at.

    As for CCI: it's currently kind of an all-or-nothing feature, either bosses are affected by blindness/slowness/knockback or they're not, and it's already broken Arrow Shield (just doesn't trigger on CCI mobs) as well as just making it possible to spam spells like Uppercut and it absolutely screws Shaman as a whole over.

    Personally, I hope CCI becomes a lot less extreme to where it just prevents the worst stunlock/knockbacklock scenarios and leaves most other spells and their effects alone.
     
  8. Triflame

    Triflame the 69% man CHAMPION

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    Fully agree - I think crowd control immunity as a concept is pretty good because it prevents bosses from becoming trivial with enough stunlocking but making it impossible to slow down/knock back enemies can prove to be an issue against those that outrun the player. I support the idea of making CCs weaker for bosses, but not in extreme fashion
     
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  9. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    I think the best course of action is to make immunities to specific status effects IE blind immunity, knockback immunity, slowness immunity and freeze immunity are their own things and bosses can be immune to some but not others
     
  10. EpsilonDown

    EpsilonDown Vibing to TNA theme HERO

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    Or maybe rework shaman to more defense-oriented entirely. Like ranged warrior, but with actually good items
     
  11. _Johku

    _Johku hi HERO

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    I ont really care about the the nerf since I mostly use toxo
    Still I think that shaman should get the same def as archer
     
  12. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    Shaman needed nerfing but they took it too far IMO
     
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