Why can't we choose the totems that our hero power summoned. I know with justicar Trueheart we can but that's a playing 6 mana minion for something I feel we should have baseline. It would defiantly make shaman hero power more unique.
Justicar Trueheart could instead buff current totems for example searing totem becomes 2\2. Wrath of air totem 0\2 +2 spell damage. Healing totem 0\2 heals for +2 every turn. Stoneclaw totem would become 0\4 taunt.
I don't know about other people but there have been times when stoneclaw would have stalled enough for me too take advantage or wrath of air would have given me enough to kill that one minion or push lethal.
P.S. I don't feel this would make shaman op but it would make it unique.
This would be insanely broken. A lot of the time, Healing Totem can just win the game. Stoneclaw Totem is also often a winner. The only reason that it isn't already broken is because you don't always get the totem you need. Consider that Searing Totem is often the worst of the four, and it's essentially equivalent to Paladin HP. This change makes Shaman HP strictly better than Paladin HP, which defeats the purpose of the hero power.
I feel as though if you could choose, it'd be too strong, but right now it's way too weak. A hero power is something reliable for every other class, it does something the same every time you use it, but with Shaman it's often, "oh if I get this totem I'm in a great position, but if I get this one I just wasted 2 mana, what should I do?" I wish they found some better way to go about Shaman, I love the class but hate that it's the one Blizzard dumps all its random elements (get it, elements? ha) into. I personally don't have any better ideas, but Shaman would be a lot better if Lightning Storm, Crackle, Elemental Destruction, Fireguard Destroyer, and their hero power weren't so random.
What if they used something similar to the discover mechanic and had you choose 3 totems and they'd pick one at random? It's still strictly better than the paladin hero power, but it's better than choosing from all 4 and choosing from 2 is borderline OP
What if they used something similar to the discover mechanic and had you choose 3 totems and they'd pick one at random? It's still strictly better than the paladin hero power, but it's better than choosing from all 4 and choosing from 2 is borderline OP
Choosing from 2 is strictly worse than choosing from 3. Honestly, choosing from 2 is probably the best solution.
It would be nice if the Shaman hero power would reflect which totem will come up next. This way you don't need to pray to get that totem you want. Example: you need a spellpower totem, but you know you will get a taunt totem next, so you skip the hero power and use a card instead.
To buff the hero power while not making as insane as choosing the totem you want every time a simple "Choose one" totem using the druids mechanic of choose one would suffice. When you press the hero power buff you get a selection option as druid's choose one, where you are presented with the option between 2 totems (so a 50% chance to get the one you want). The simple option of player input and choice alone will greatly increase the consistency of shaman and slightly increase the skill cap. The first hero power (0 totems out) is a 50% chance on the totem you want, a 66% chance with 1 totem out and a 100% chance with 2 totems out.
Most of the time you just don't want 1 totem so you essentially get a veto totem and a little more choice. You can then hero power against a northshire cleric/imp gang boss without RNG loss to Searing totem. You also don't lose to Northshire/ can mill Northshire by choosing or vetoing a healing stream totem. You get a much higher chance to AoE board clear with a 50% on spell power.
As for your choice when you have 3 and or 4 totems out you have 4 options. 1.) Make the totem options at 3 both the same totem and not allow the totem to be rolled when all 4 are out. 2.) Allow the option between the last totem and a random totem of the existing 3, allowing shaman to use their hero power as often as paladin in the process and disabling this feature when all 4 totems are out. 3.) Create a 5th lesser default totem (maybe storm totem) that is a 0/1 taunt that will be the 5th choice totem with the option of allowing it to be repeatably chosen when all 4 totems are out or not.
Assuming the "Choose one" system isn't viable a 4th viable option exists. The 4th option can keep the original totem summoning system but with a twist. This option causes totems created by your hero power to be added to your hand and cost 0 (as if unstable portal reduced). You can then hold them and play them for 0 later on which allows you to manipulate which totems you summon or save certain totems. If you youthful brew master or bounce a totem they will cost 1 mana as normal, the 0 cost only effects the initial totems added to your hand via your hero power. You can manipulate the totems you want this way as well as synergize with hand size cards or summon creature cards as well as play around AoE or save totems up for Thunder Bluff Valiant Turns (which don't have charge and give your opponent opportunity to board clear). Either way adding totems to your hand offers way more strategy for shaman to utilize (even if your opponent gets to see what totem it is that is fine, totem is revealed when entering your hand).
However you change the hero power or keep it the same way, picking your hero power (while too strong naturally) is such a marginal improvement its not good enough for a 6/3 for 6 mana and a card slot. Justicar should either grant totems +1/+1 (like the paladin tokens should have been) or merge totems such as a 1/3 +1 spell power or a 0/4 Taunt heal your allied minions.
If the choose one-esque mechanic for the HP pushes through (offering two totems), then Justicar could offer three totems instead and letting you choose two out of three, similar to paladin, thus also giving a bit more flexibility. Also, I don't understand why basic totems should be limited in amount, that just makes little sense. Remove that as well.
Rollback Post to RevisionRollBack
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
To the people that says that choosing totems would make shaman hero power better than other classes.
You know what class has a better hero power than all other classes?
Warlock.How is this balanced?by giving him weaker cards compared to other classes and cards with drawbacks.And even then most warlock cards are better than shaman cards.
Ring a bell? shaman has cards with drawbacks (overload) this suppose to work in shaman favor but it's one of the things that keeps it behind, and the quality of a lot of the shaman cards is lower than a lot of class cards , this wasn't true in vanilla but with Blizzard failing at making new shaman cards each expansion a lot of the goods cards that shaman had are just fair cards at best.
Why can't we choose the totems that our hero power summoned. I know with justicar Trueheart we can but that's a playing 6 mana minion for something I feel we should have baseline. It would defiantly make shaman hero power more unique.
Justicar Trueheart could instead buff current totems for example searing totem becomes 2\2. Wrath of air totem 0\2 +2 spell damage. Healing totem 0\2 heals for +2 every turn. Stoneclaw totem would become 0\4 taunt.
I don't know about other people but there have been times when stoneclaw would have stalled enough for me too take advantage or wrath of air would have given me enough to kill that one minion or push lethal.
P.S. I don't feel this would make shaman op but it would make it unique.
This would be insanely broken. A lot of the time, Healing Totem can just win the game. Stoneclaw Totem is also often a winner. The only reason that it isn't already broken is because you don't always get the totem you need. Consider that Searing Totem is often the worst of the four, and it's essentially equivalent to Paladin HP. This change makes Shaman HP strictly better than Paladin HP, which defeats the purpose of the hero power.
It would totally be broken but its true the shaman hero power is the worst in the game because of its lack of consistency.
I feel as though if you could choose, it'd be too strong, but right now it's way too weak. A hero power is something reliable for every other class, it does something the same every time you use it, but with Shaman it's often, "oh if I get this totem I'm in a great position, but if I get this one I just wasted 2 mana, what should I do?" I wish they found some better way to go about Shaman, I love the class but hate that it's the one Blizzard dumps all its random elements (get it, elements? ha) into. I personally don't have any better ideas, but Shaman would be a lot better if Lightning Storm, Crackle, Elemental Destruction, Fireguard Destroyer, and their hero power weren't so random.
I wish Valeera had tentacles for arms
I honestly don't think this would be too OP if anything it would bring shamans back in line with other classes exp. in arena.
What if they used something similar to the discover mechanic and had you choose 3 totems and they'd pick one at random? It's still strictly better than the paladin hero power, but it's better than choosing from all 4 and choosing from 2 is borderline OP
It would be nice if the Shaman hero power would reflect which totem will come up next. This way you don't need to pray to get that totem you want. Example: you need a spellpower totem, but you know you will get a taunt totem next, so you skip the hero power and use a card instead.
The opponent could also see which totem you get next, so you can both take it into consideration
Blizzard needs to make this the HP and Justicar Trueheart can stay the same
To buff the hero power while not making as insane as choosing the totem you want every time a simple "Choose one" totem using the druids mechanic of choose one would suffice. When you press the hero power buff you get a selection option as druid's choose one, where you are presented with the option between 2 totems (so a 50% chance to get the one you want). The simple option of player input and choice alone will greatly increase the consistency of shaman and slightly increase the skill cap. The first hero power (0 totems out) is a 50% chance on the totem you want, a 66% chance with 1 totem out and a 100% chance with 2 totems out.
Most of the time you just don't want 1 totem so you essentially get a veto totem and a little more choice. You can then hero power against a northshire cleric/imp gang boss without RNG loss to Searing totem. You also don't lose to Northshire/ can mill Northshire by choosing or vetoing a healing stream totem. You get a much higher chance to AoE board clear with a 50% on spell power.
As for your choice when you have 3 and or 4 totems out you have 4 options. 1.) Make the totem options at 3 both the same totem and not allow the totem to be rolled when all 4 are out. 2.) Allow the option between the last totem and a random totem of the existing 3, allowing shaman to use their hero power as often as paladin in the process and disabling this feature when all 4 totems are out. 3.) Create a 5th lesser default totem (maybe storm totem) that is a 0/1 taunt that will be the 5th choice totem with the option of allowing it to be repeatably chosen when all 4 totems are out or not.
Assuming the "Choose one" system isn't viable a 4th viable option exists. The 4th option can keep the original totem summoning system but with a twist. This option causes totems created by your hero power to be added to your hand and cost 0 (as if unstable portal reduced). You can then hold them and play them for 0 later on which allows you to manipulate which totems you summon or save certain totems. If you youthful brew master or bounce a totem they will cost 1 mana as normal, the 0 cost only effects the initial totems added to your hand via your hero power. You can manipulate the totems you want this way as well as synergize with hand size cards or summon creature cards as well as play around AoE or save totems up for Thunder Bluff Valiant Turns (which don't have charge and give your opponent opportunity to board clear). Either way adding totems to your hand offers way more strategy for shaman to utilize (even if your opponent gets to see what totem it is that is fine, totem is revealed when entering your hand).
However you change the hero power or keep it the same way, picking your hero power (while too strong naturally) is such a marginal improvement its not good enough for a 6/3 for 6 mana and a card slot. Justicar should either grant totems +1/+1 (like the paladin tokens should have been) or merge totems such as a 1/3 +1 spell power or a 0/4 Taunt heal your allied minions.
VS
One thought i have always had is what if you gave the Searing Totem charge?
Since you don't have the reliable hero power like the Paladin i think it would be fair that it gets a slight edge over being a regular 1/1.
It would also provide Shaman with a way to deal 1 damage too (which they currently have issues with).
Predominantly an Arena player.. But Ranked is fun too... Sometimes.. When Secret Paladins don't ruin your day!
BattleTag KeatingGuy#1482
If the choose one-esque mechanic for the HP pushes through (offering two totems), then Justicar could offer three totems instead and letting you choose two out of three, similar to paladin, thus also giving a bit more flexibility. Also, I don't understand why basic totems should be limited in amount, that just makes little sense. Remove that as well.
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
[Game] Name another card that has the same...
I like the discover idea a lot would really make shaman unique.
Shaman was the first class to peak my interest when I started playing.
I honest to don't think there HP will ever be buffed/changed but one can dream.
To the people that says that choosing totems would make shaman hero power better than other classes.
You know what class has a better hero power than all other classes?
Warlock.How is this balanced?by giving him weaker cards compared to other classes and cards with drawbacks.And even then most warlock cards are better than shaman cards.
Ring a bell? shaman has cards with drawbacks (overload) this suppose to work in shaman favor but it's one of the things that keeps it behind, and the quality of a lot of the shaman cards is lower than a lot of class cards , this wasn't true in vanilla but with Blizzard failing at making new shaman cards each expansion a lot of the goods cards that shaman had are just fair cards at best.