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View Full Version : An idea I had for Shamans


Gobstopper
08-06-2007, 06:04 PM
The damage-to-WAAGH and WAAGH-to-healing idea is brilliant, but the only issue I see is that shamans can keep accumulating WAAGH without using it to heal anyone. If you want to promote the idea of a damage-dealer that also supports other classes; then you ought to change the effect of WAAGH.

My idea was that as WAAGH accumulates, the effect of heals become more effective. When WAAGH accumulates too much, the shaman ought to detonate from the force of all the orcish adrenaline. This would encourage shamans to spend their WAAGH on healing, and they may at least spend it on themselves if one else is present. Any thoughts or suggestions?

LookinGreen
08-06-2007, 06:07 PM
No, just no. I also think they have a Waaagh to AP ability anyways.

Foley
08-06-2007, 07:01 PM
The damage-to-WAAGH and WAAGH-to-healing idea is brilliant, but the only issue I see is that shamans can keep accumulating WAAGH without using it to heal anyone. If you want to promote the idea of a damage-dealer that also supports other classes; then you ought to change the effect of WAAGH.

My idea was that as WAAGH accumulates, the effect of heals become more effective. When WAAGH accumulates too much, the shaman ought to detonate from the force of all the orcish adrenaline. This would encourage shamans to spend their WAAGH on healing, and they may at least spend it on themselves if one else is present. Any thoughts or suggestions?


((that would suck =\, I love it how it is now. ))

Gemini
08-06-2007, 07:13 PM
The idea of WAAAGH!!! is not to force people to heal, it's quite the opposite. It's to keep people from becoming a healbot, or having their guild/group/whatever force them into the role of healbot, which seems to be what usally happens.

So... I vote no.

Riggle_da_Majikal
08-06-2007, 10:49 PM
I support this idea wholeheartedly but I say also add a way to release WAAAGH without healing so shaman don't have to heal with it (or buff for that matter) cuz like posted before shaman are not healbots

I think it would be a hillariously fun balancing act with this in, a Shaman runs in does a massive amount of damage wiping out 4 dwarves then explodes killing himself and 4 more dwarves..... and it represents a good way to show a miscast! also the explosion should do damage to those around them

I say bring this ON! MY HEAD ASPLODE!

or just give me an ability to make my gobbo explode I dont really care.....

Gobstopper
08-06-2007, 11:53 PM
I support this idea wholeheartedly but I say also add a way to release WAAAGH without healing so shaman don't have to heal with it (or buff for that matter) cuz like posted before shaman are not healbots

I think it would be a hillariously fun balancing act with this in, a Shaman runs in does a massive amount of damage wiping out 4 dwarves then explodes killing himself and 4 more dwarves..... and it represents a good way to show a miscast! also the explosion should do damage to those around them

I say bring this ON! MY HEAD ASPLODE!

or just give me an ability to make my gobbo explode I dont really care.....

I'm not promoting the healbot assumption; remember that to get all the WAAGH shamans had to be dealing damage in the first place. I'm in favor of that system because it prevents healbotting by encouraging the shamans to deal damage. My only misgiving is that shamans wouldn't have to support their teammates at all unless they were somehow encouraged by the class design to do so. That's why I promote the WAAGH detonation. Some sort of skill that allows self-release of WAAGH would be a good addition to this idea, but it should be less effective at releasing WAAGH than just healing someone. That way, if you want to play selfishly you can, but you have to curb your damage output before you go kaboom. However, in a group setting you can put out 'gobs' of damage and unleash heals all over the place to keep your WAAGH low and thus be able to keep outputting damage. The same way how Choppas require group support to be able to stay alive and deal damage in an RvR situation, so too should shamans require friendlies to heal to be able to keep dealing damage.

I also like the idea of a WAAGH detonation dealing damage to nearby enemies.

Navos
08-07-2007, 01:54 AM
The same way how Choppas require group support to be able to stay alive and deal damage in an RvR situation, so too should shamans require friendlies to heal to be able to keep dealing damage.

Leaving Shamans relatively isolated and in some ways screwed in solo-play. Sure shamans will be taking damage so they can therefore heal themselves still, but the Shamans by the looks of it can do a ton of damage, in one video a shaman hit its target for like 200+ so by the looks of things chars will only have say 600-800 health at most.
So if the shaman itself isnt taking much damage and you're forcing itself to overheal thats just a waste of action points and time making other aspects of the game better.

Gobstopper
08-07-2007, 07:17 AM
Leaving Shamans relatively isolated and in some ways screwed in solo-play. Sure shamans will be taking damage so they can therefore heal themselves still, but the Shamans by the looks of it can do a ton of damage, in one video a shaman hit its target for like 200+ so by the looks of things chars will only have say 600-800 health at most.
So if the shaman itself isnt taking much damage and you're forcing itself to overheal thats just a waste of action points and time making other aspects of the game better.

IMO, that's the breaks of being a support class. Yes, you CAN solo, but you're not supposed to be as effective at killing as everyone else; otherwise why would anyone make choppas or herders in the first place? You could just as well have an entire army of shamans and black orcs to keep stuff off of the shamans, with the shamans dealing all the damage and healing themselves and each other.

It just seems unfair to me how there are specialized damage classes that can only do that one thing (damage) and they get their role infringed upon by multi-tasking classes that also do their role just as well (see WoW warrior getting replaced by druid). It's the same way how the Justice League could have had only Superman and done just fine; he was faster than the Flash, stronger than anyone on the team, didn't need an invisible jet to fly and didn't turn to seafood for good conversation.

Nirawen
08-07-2007, 07:44 AM
It's the same way how the Justice League could have had only Superman and done just fine; he was faster than the Flash

Not in a foot race :p

Dyrinn
08-11-2007, 04:03 PM
i dont know what video the guy watched were he said that a shaman had 800 hp, but im watching a shaman rvr video that was done at mythic hq and it looks to me that the goblin shaman in this vid has ~2000

and multiple times he heals himself for 600+ and some his group heal heals for over 300.

Gemini
08-11-2007, 04:05 PM
Such numbers mean nothing right now, it's beta.

Dyrinn
08-11-2007, 04:24 PM
the numbers he was giving was increadably low. and how can you say they mean nothing heh, its not the game is going to magically finish itself, of course the numbers mean something, they help to determine things as they are no, otherwise what would be the point in testing the spells and such...if it made no difference just impliment them the day the game goes live. so to say it doesnt matter is a huge lie, granted you cant know the scope of weather each of those numbers is a good or bad amount, but you cant blatantly ignore them and say something like they dont matter, because they do

Dyrinn
08-11-2007, 05:00 PM
here is a quote from the dev diaries on warhammeronline.com


"To accomplish this, everything must be built around a framework of numbers. We establish baselines for damage per second, time to kill (both monsters and other players), time to level, total hours of play (on average of course), value per point of each statistic, damage absorption, damage deflection, xp per level, xp per kill, xp per quest, attack speed, attack range, health for players and mobs, and so on for a dizzying array of interconnected numbers and formulae. Each of these must scale from the lowest available power levels to the highest (and of course beyond, both for high-level challenges and for eventual expansion). This of course doesn't even begin to touch on all of the baselines required for the economy, for quest progression and distribution, etc."


so it shows now that even the numbers now mean something, even if in 6 months shamans are doing more/less damage it doesnt matter, they all lead to the release of the game

Gemini
08-11-2007, 05:04 PM
I'm not saying the numbers of HP and healing and whatnot don't matter, I'm saying comparing one video's numbers to another's dosn't matter because they will change ten times in the time it takes me to type this. We've seen rank 40 choppa's do 1 damage per autoattack before, but that dosn't matter. The numbers get tweaked all the time. And 800 dosn't have to be really low, it's all relative.

Dyrinn
08-11-2007, 05:20 PM
ahh ok, thought you meant it differently, and yea i dont know the situations but i would say that 1 damage from a choppa is low level...maybe just starting out

Hatemonger
08-11-2007, 05:54 PM
didn't need an invisible jet to fly.

Sorry to be off topic, but I'm pretty sure she can fly without a jet.