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[AM/Shammy] Mechanic Rework, Rough Draft Proposal

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[AM/Shammy] Mechanic Rework, Rough Draft Proposal

Post#1 » Wed Apr 29, 2020 4:49 am

Instead of building each exclusively, you have both pools that run concurrently, Tranq/Force, Gork/Mork. You can have up to 5 of both at the same time. All points decay if you do not build or spend for 10 seconds, at the rate of 1 per second. This will make the mechanic something like the Rage/Combust+DM/Grudge+Hate, where you build for passive bonuses and spend to trigger special effects, but more subtle.

Each point of Tranq/Gork increases all healing dealt by 3%.
Each point of Force/Mork increases all damage dealt by 3%.

Some spells will spend the opposite resource if points are available, up to a given number. For each point spent, AP costs are reduced by 20%.

For casted spells, cast times are reduced by 15% per point spent.
For instant spells, effectiveness is increased by 10% per point spent.
Certain spells will have special interactions.

== Spell List with Suggested Build/Cost ==

Heal+HoT = Builds 1 Heal Point
HoT = Builds 1 Heal Point, Spends 1 Damage Point.
Single Heal = Builds 2 Heal Points, Spends up to 2 Damage Points
Group Heal = Builds 2 Heal Points, Spends up to 3 Damage Points
Cleanse = Builds 1 Heal Point, Spends 1 Damage Point to reduce cooldown by 2.5 seconds
Snare Puddle = Builds 1 of Both
Rez = Builds 2 Heal Points, Spends up to 5 Damage Points
Fatal Heal = Builds 2 Heal Points. Spends up to 5 Damage Points.
Funnel Essence = Builds 1 Heal Point per Tick. Spends up to 5 Damage Points.
Do Sumfin' Useful = Builds 1 Heal Points. Spends up to 5 Damage Points.

DoT = Builds 1 Heal Point.
Special DoT = Builds 1 Heal Point.
DD = Builds 1 Heal Point.
Damage Channel = Builds 1 Damage Point Per Tick. Spends up to 5 Heal Points.
Fast DD = Builds 2 Heal Points.
DD + Knockback = Builds 2 Damage. Spends up to 5 Heal Points.
Heal Debuff = Builds 1 Damage. Spends up to 3 Heal Points.
DWIC = Builds 2 Damage Points. Spends up to 5 Heal Points. Each point spent adds one additional target.
Dissipating Energies = Builds 3 Damage Points. Spends up to 5 Heal Points. Each point spent adds a 3% damage reflect to the target.

AP Drain = Builds 1 Damage Point.
Life Transfer DoT = Spends up to 4 of whichever one you have more of.
Instant Shield = Builds 1 Heal Point, Spends up to 5 Damage Points
AOE Str/Int/Bal Debuff = Builds 1 Heal Point. Spends up to 3 Damage Points. Each point spent also increases range by 5%.
AOE Tough Debuff = Builds 1 Damage Point. Spends up to 3 Heal Points. Each point spent also increases range by 5%. Add 10 Second Timer.
Lifetap = Builds 1 of whichever one you have less of. Spends 1 of whichever one you have more of.
AOE Lifetap = Builds 2 of whichever one you have less of. Spends up to 2 of whichever one you have more of.
Cone DD/Debuff = Builds 3 Damage Points.
Silence = Builds 1 of Both.

^ The above list is built around avoiding wasting points on spammable, relatively low impact abilities and allowing for maximum use of the mechanic for critical or high timered spells. I believe this proposal also fits well with the lore behind the mechanics, which is weaving together many kinds of magic to create more varied effects and gain efficiency.

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Re: [AM/Shammy] Mechanic Rework, Rough Draft Proposal

Post#2 » Wed Apr 29, 2020 9:26 am

The mechanic will never work in its intended form. The idea of weaving is nice and is very possible in the lower brackets with lower time to kill and you can get decent second stat, but it falls apart end game. Its not a fault in the mechanic, that actually works just fine now, its that it just doesnt suit the game its in. In something like swtor it would be having a great time. It isnt even having two stats, its having 4 tactics, 100 renown points and the gear bonuses dedicated to one focus that means those mechanic points apart from healbot using for baseheals off lifetap are just wasted gcds. In the end you only have so many gcds and have to make them count. Lower tiers that ap reduction means you get a few extra casts but end game everyones swimming in ap so even that bonus is negated.
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Re: [AM/Shammy] Mechanic Rework, Rough Draft Proposal

Post#3 » Wed Apr 29, 2020 9:33 am

5/5 all the time? Hell no. Why bother with any mechanic then?

I would love to see RoR changes to shammie/AM mechanic reverted, back to 5 - insta cast and reduce to 0 - work your way whichever way. There was a flow to it before which has been seriously gimped. Given that Zealots/Rps can change on the fly and SHM/AM have to work their butts to effectively build 10 career mechanic.

Sure, new mechanic favours those that did not understand it (as Gork/Mork build-up would go away on casting either fast dot or long cast spell) and tries to make SHM/AM into pure healers which the class was never designed to be. And the flow suffers for it.
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Vidarr HMR, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *

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Re: [AM/Shammy] Mechanic Rework, Rough Draft Proposal

Post#4 » Wed Apr 29, 2020 9:45 am

I would rather people ditch the concept of this stacking mechanic that is seriously appalling that it made its way in an MMO like this. Other healers are laughing hard.

There's plenty of healer mechanics in other MMOs that should be taken a look at for possible integration rather that trying to work with whatever abomination I see everytime I log in the game.

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Re: [AM/Shammy] Mechanic Rework, Rough Draft Proposal

Post#5 » Wed Apr 29, 2020 1:04 pm

I love this class. I played more of it than any other in any mmo. I stopped playing for a while before city but locking off endgame gear behind a gamemode that its complete dogshit in feels pretty shitty tbh. Id happily just not go to city if there was an alternative.
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Re: [AM/Shammy] Mechanic Rework, Rough Draft Proposal

Post#6 » Wed Apr 29, 2020 1:23 pm

NSKaneda wrote: Wed Apr 29, 2020 9:33 am 5/5 all the time? Hell no. Why bother with any mechanic then?

I would love to see RoR changes to shammie/AM mechanic reverted, back to 5 - insta cast and reduce to 0 - work your way whichever way. There was a flow to it before which has been seriously gimped. Given that Zealots/Rps can change on the fly and SHM/AM have to work their butts to effectively build 10 career mechanic.
I agreed, just put the mechanic back to what it was originally before it got "tinkered with" and became even worse

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Re: [AM/Shammy] Mechanic Rework, Rough Draft Proposal

Post#7 » Wed Apr 29, 2020 1:39 pm

Don't know. The "new" mechanic helps with EoV heal. But in general the old 5stack=instant spell was better, yes. Still miss the silence on the move.
Arbich-BW/Xanthippe-WP/Schnipsel-AM

Posts: 691

Re: [AM/Shammy] Mechanic Rework, Rough Draft Proposal

Post#8 » Wed Apr 29, 2020 5:13 pm

NSKaneda wrote: Wed Apr 29, 2020 9:33 am 5/5 all the time? Hell no. Why bother with any mechanic then?

I would love to see RoR changes to shammie/AM mechanic reverted, back to 5 - insta cast and reduce to 0 - work your way whichever way. There was a flow to it before which has been seriously gimped. Given that Zealots/Rps can change on the fly and SHM/AM have to work their butts to effectively build 10 career mechanic.

Sure, new mechanic favours those that did not understand it (as Gork/Mork build-up would go away on casting either fast dot or long cast spell) and tries to make SHM/AM into pure healers which the class was never designed to be. And the flow suffers for it.
I think there are 3 issues with the mechanic:

1. The hybrid problem - can't stack int and wil. But that's not something that's easy to cover with just the mechanic alone, it's something about WH itemization and progression that was fundamentally unfriendly to all hybrids to begin with.
2. Numbers. It doesn't produce the HPS/DPS whatever yield people are expecting from a full mechanic
3. Flow and consistency within class. Some abilities greatly benefit while some waste mechanic, and the mechanic can lock you out of fully utilizing it.

Ideally it'd be designed in a way that you can easily build up to 100% (like Grudge/Hate/Fury/Berserk/Combustion/DM) but there are reasons to spend points to go down to zero.

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Re: [AM/Shammy] Mechanic Rework, Rough Draft Proposal

Post#9 » Wed Apr 29, 2020 5:14 pm

NSKaneda wrote: Wed Apr 29, 2020 9:33 am 5/5 all the time? Hell no. Why bother with any mechanic then?

I would love to see RoR changes to shammie/AM mechanic reverted, back to 5 - insta cast and reduce to 0 - work your way whichever way. There was a flow to it before which has been seriously gimped. Given that Zealots/Rps can change on the fly and SHM/AM have to work their butts to effectively build 10 career mechanic.

Sure, new mechanic favours those that did not understand it (as Gork/Mork build-up would go away on casting either fast dot or long cast spell) and tries to make SHM/AM into pure healers which the class was never designed to be. And the flow suffers for it.
I think there are 3 issues with the mechanic:

1. The hybrid problem - can't stack int and wil. But that's not something that's easy to cover with just the mechanic alone, it's something about WH itemization and progression that was fundamentally unfriendly to all hybrids to begin with.
2. Numbers. It doesn't produce the HPS/DPS whatever yield people are expecting from a full mechanic
3. Flow and consistency within class. Some abilities greatly benefit while some waste mechanic, and the mechanic can lock you out of fully utilizing it.

Ideally it'd be designed in a way that you can easily build up to 100% (like Grudge/Hate/Fury/Berserk/Combustion/DM) but there are reasons to spend points to go down to zero.

Posts: 981

Re: [AM/Shammy] Mechanic Rework, Rough Draft Proposal

Post#10 » Wed Apr 29, 2020 6:05 pm

teiloh wrote: Wed Apr 29, 2020 5:13 pm 1. The hybrid problem - can't stack int and wil. But that's not something that's easy to cover with just the mechanic alone, it's something about WH itemization and progression that was fundamentally unfriendly to all hybrids to begin with.
2. Numbers. It doesn't produce the HPS/DPS whatever yield people are expecting from a full mechanic
3. Flow and consistency within class. Some abilities greatly benefit while some waste mechanic, and the mechanic can lock you out of fully utilizing it.

Ideally it'd be designed in a way that you can easily build up to 100% (like Grudge/Hate/Fury/Berserk/Combustion/DM) but there are reasons to spend points to go down to zero.
1&2 - you could actually get a hybrid build working by going high Int and high heal crit. High int gave you big dps numbers and lifeleaks were multiplied by heal crit. But then came RoR changes and nerfing of all hybrid builds to the ground.

3. All skills are situational. Like with piano playing on BG&IB, same with hybrid healers - you don't have to use full rotations utilising all skills, one would rather use them as need be and keep the yin-yang flow going all the time. In case of a screw up you had an option to go back to 0 in one skill and build towards whatever situation demanded - now you have to waste precious time and resources to go down from 5 to 0 and build all the way back to 5 again. Pure healer players and those not understanding how the class that's supposed to heal and follow mdps and keep debuffing front lines used to work are happy because they get to stay back and mush 3 skills over and over and over again. Those that like dynamic playstyle are forced to struggle with RoR-induced brake pedal.
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Vidarr HMR, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *

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