Re: Archmage/Shaman
Posted: Thu Dec 17, 2020 12:38 pm
This is so poorly thought out its basically a piece of art.
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=42670
This is so poorly thought out its basically a piece of art.
I think you really hit the spot: AM/Shamy mechanic. How should change? Sjould it change?Dabbart wrote: ↑Thu Dec 17, 2020 1:42 pm I don't think any large changes should be done to am/sham until their Mechanic has been worked on. Until the players(and thereby testers) have a "final" product to dance with, any change will simply be QoL and risk making any mechanic overhaul that much more complicated.
Also, I lol"d at a proposal put forth by someone A, claiming Sham/AM are the only healers to not have a grp cleanse, and B doesn't understand why divine fury is in the game or how much rebalancing of ability damage would need to be completed to effect it's removal from the game... Basic things.
While I agree Shaman damage feels too high, especially for a hybrid clsss, I think the bigger issue is this (highlighted above). I mean I watched as 3 RR70+ toons beat on a Shammy "trying" to escape and you know what? He managed to get away (I wasn't quite close enough to assist, only watch the debacle). What other toon can do that?! As a WP if I'm caught by 3 Dest, there is zero chance I'm getting away and cannot heal enough on the run to out pace the damage.Gurf wrote: ↑Thu Dec 17, 2020 8:43 am This seems to be primarily a Shammy issue, is AM really OP? Because AM can be taken down by many destro MDPS classes while Shammy fears nothing. Maybe AP drain on both sides needs to be looked at, but primarily the problem is Shaman survivability is so much higher than any other class in roaming its crazy and much higher than AM.
I am not sure what can be done, ideally you would have Run Away break on use like all other speed boosts in game, but as that has been in the game forever and is kind of part of the Goblin identity it is tricky. I guess it is still Run Away if it breaks on skill use, or maybe breaks on damage skill use if that is possible so you could still heal when kiting.
PlagueMonk wrote: ↑Thu Dec 17, 2020 6:04 pm
While I agree Shaman damage feels too high, especially for a hybrid clsss, I think the bigger issue is this (highlighted above). I mean I watched as 3 RR70+ toons beat on a Shammy "trying" to escape and you know what? He managed to get away (I wasn't quite close enough to assist, only watch the debacle). What other toon can do that?! As a WP if I'm caught by 3 Dest, there is zero chance I'm getting away and cannot heal enough on the run to out pace the damage.
I think that one of 3 things needs to happen; 1) Reduce the Shaman's ultra survivability to be more in line with everyone else 2) Nerf their damage/healing to balance out that survivability or 3) Give Order a healing class with similar survivability.
Man my friends and I have been those three guys. Permanent AP drain on one threat, permanent single-target detaunt on another, aoe detaunt 50% uptime, 30% runspeed boost renders pounce/shadowstep useless... they are MACHINES at getting away. They're everywhere now, everyone is realising how good they are and now you can't go anywhere without drowning in shamans, i'm all "can't beat 'em join 'em" and levelling my own.PlagueMonk wrote: ↑Thu Dec 17, 2020 6:04 pmWhile I agree Shaman damage feels too high, especially for a hybrid clsss, I think the bigger issue is this (highlighted above). I mean I watched as 3 RR70+ toons beat on a Shammy "trying" to escape and you know what? He managed to get away (I wasn't quite close enough to assist, only watch the debacle). What other toon can do that?! As a WP if I'm caught by 3 Dest, there is zero chance I'm getting away and cannot heal enough on the run to out pace the damage.Gurf wrote: ↑Thu Dec 17, 2020 8:43 am This seems to be primarily a Shammy issue, is AM really OP? Because AM can be taken down by many destro MDPS classes while Shammy fears nothing. Maybe AP drain on both sides needs to be looked at, but primarily the problem is Shaman survivability is so much higher than any other class in roaming its crazy and much higher than AM.
I am not sure what can be done, ideally you would have Run Away break on use like all other speed boosts in game, but as that has been in the game forever and is kind of part of the Goblin identity it is tricky. I guess it is still Run Away if it breaks on skill use, or maybe breaks on damage skill use if that is possible so you could still heal when kiting.
I think that one of 3 things needs to happen; 1) Reduce the Shaman's ultra survivability to be more in line with everyone else 2) Nerf their damage/healing to balance out that survivability or 3) Give Order a healing class with similar survivability.