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Shaman Buff Ideas for 1.21

Discussion in 'General Suggestions' started by Tricko03, Jan 30, 2022.

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  1. Tricko03

    Tricko03 FANTASIAAAA!!! CHAMPION

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    Hello: I've been thinking again, yes, once again to the shaman. Since the 1.21 is pending, I hope that you can insert this.
    Shaman has several problems, I'll address some basic problems and also offer suggestions on how to make the shaman harder to play, but once you master it it's even better.
    the 1st problem: aura, the aura is the 3rd of the shaman spells. It is designed to deal high damage. Centering opponents and thus being the center of the fight, now there are some problems. 1. the aura has too little damage to keep up with the high spell DPS of the mythics of the other classes, according to Wynn the aura does 200% damage and 30% water damage, far too little for a class with 5/5 stars in damage and 4/5 stars in Spells, for comparison: Warrior's Uppercut (Damage 4/5 Spells 2/5) does 300% Damage and 15% Earth damage (I think he also has some % Thunder Damage), while is Neutral Damage the relics are on average higher than that of the other weapons, but this is balanced out by the relatively weak aura in the damage. In the end, the warrior does more damage than the shaman if you cycle a little bit, that can be transferred to any class (except for the mage, because the meteor sucks, but that's another story). My idea is that the aura should do more damage the closer the aura is to the totem (300% center-100% border), Hadal could get a Major ID that it always does 300% damage. The numbers may look OP, but you have to keep in mind that Shaman is supposed to be a high damage spell-based class, if you write that in Detlas you will be laughed at, but it should be like that! The second problem is the cci or cc cooldown, it's too long. I agree: cci was necessary, but as a shaman you should be able to control mobs noticeably again. It would be nice and satisfying to shoot mobs back and forth again.
    The 3rd problem is the Mythics, probably the most mystical class has no major ID on a Mythic, but there are so many possibilities. Why doesn't the Fantasia Totem have a 25% chance of triggering another 3rd spell in the totem radius when a spell is cast? Why is Sunstar's aura not a chainlightning which is cast from the totem and can hit up to 10 mobs? Wouldn't it be cool if Abso had powder slots?
    Olympic's totem could have a tornado inside it that slows down cci mobs or pulls in cc mobs continuously and slowly.
    Thank you all for your attention, cya in my next thread!
     
  2. Androphonia

    Androphonia SON ARE YOU THROWING THE RAID AGAIN VIP

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    1. warrior base is low compared to shaman so uppercut damage is actually equal if not lower to aura damage (wow who knew)
    2. the wynncraft ratings are incredibly inaccurate and should not be used at all for actual balancing
    2.5 a slight damage increase might be in order here but haul cycling exists which is essential immortality since you're taking full advantage of the extremely janky ai that boss mobs have, thus keeping them in your aura radius at all times
    3. we always come back to the subject of these major ids, they are all either overpowered or useless (didn't abso get nerfed (?))

    tl;dr how about no
     
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  3. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    I've said this once, and I will say it again.
    Shamans issue is they designed a class-based around crowd control, and then decided to remove crowd control, as one would expect, this made the crowd control class unsurprisingly ass.
    I understand the want to buff a class due to it being nerfed from the addition of a new system, but I think I speak for more than just myself when I say the change that actually needs to happen is to remove CCI.
    The issue with CCI being on a cooldown is how abilities in Wynn work in general, they aren't something you throw out on occasion with tactical purpose, instead, they're something you cast constantly (With the expectation of melee builds) so while cooldowns may seem to add some tactical depth, they don't actually, because you're going to be casting those abilities regardless of whether or not a cooldown is currently active or not.

    As for some arguments you made I guess.
    First off, Warrior's Uppercut does 400% damage, not 300%; it hits 3 times, once for 300%, and then twice for 50%.
    Second, Shaman's base damage more than makes up for the difference in the actual damage of the spells, it comes out to be relatively equal with, as you mentioned, the expectation of spell cycling.
    The thing about Warrior and spell cycling though, is it cost a shit ton of mana (And a relatively high amount of skill due to Uppercut canceling), so unless you play a spam spell build, it generally means Shamans doing slightly less damage for less mana cost.
    The biggest difference however between the damages on the class is the AoE of Shaman damage, it does a pretty decent amount of damage over a very large space of enemies, meaning generally speaking its damage over a large group of enemies is the best in the game by a pretty big margin.

    Buffing Mythics isn't a great way to buff a class in general.
    Sure, maybe the weather end of endgame players will see the class as more viable due to it, but keep in mind, that group of endgame players doesn't make up the average population of the server.
    It may make up the average population of the forums, but not the server.
     
  4. BlueTheSniper

    BlueTheSniper i makea da builds CHAMPION

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    The mythic reliks do not need nor deserve major IDs and I also strongly believe none of them are even in need a buff at that maybe Abso could use a small buff
     
  5. Androphonia

    Androphonia SON ARE YOU THROWING THE RAID AGAIN VIP

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    mfw sunstar crying in the corner
     
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  6. BlueTheSniper

    BlueTheSniper i makea da builds CHAMPION

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    (I own multiple Sunstars btw)
    If Sunstar were to get a buff I believe a small amount of -3rd spell cost or maybe just -1 would be fitting
     
  7. AcadeeAlkana

    AcadeeAlkana . . .

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    Honestly, I think every Class could use buffs (yes, even Mage) - the amount of optimization which needs to be done just to survive likely turns away new players who don't know better, and it quickly becomes frustrating trying to play Wynncraft without a specific guide, exact plans for a build, and how you can near-perfectly optimize a build.

    I'm going to go further in depth on this in a future post (maybe even my next one), but my point is that Wynncraft's hardcore fans can purposefully use slightly weaker Items in their build whenever they need a challenge. Meanwhile, mid-game players run into build after build which doesn't work before giving up on the game or looking on the forums for a perfectly-optimized build just to get 5 more Levels because each Class isn't strong enough to deal with the Mobs sent their way unless near-perfectly optimized.

    To me, Wynncraft was built to lean far too much into the mindset of "veteran players first," to the point that anyone not a constantly-active veteran will get steamrolled in dozens of ways. The simplest solution is just to buff every Class until they're strong enough to keep up with the rapidly-increasing difficulty of the game, rather than try to individually nerf every enemy or buff the hundreds of Items in the game.

    As for Shaman (what this post was actually about, sorry!), I think they're just in a bad spot design-wise right now. Two of their three combat Spells are for a single Spellspam strategy, and the other's hard to control on top of being absolutely pathetic.
     
  8. Androphonia

    Androphonia SON ARE YOU THROWING THE RAID AGAIN VIP

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    uproot gun crying in the corner
    also totem buff is essential for melee too
     
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