So I, and probably a lot of you guys too, feel like Shaman's Hero power is, and always has been, kind of underwhelming, due to it's random nature. So I'm creating this thread for people to brainstorm on what a better Hero Power for Shaman could look like.
Personally, I think we need to make all the Totems 0/1 Minions, Stoneclaw Totem keeps Taunt, Strenght Totem should be replaced with Wrath of Air Totem again, Healing Totem should heal all friendly characters again, and Searing Totem should deal 1 damage to a random enemy at the end of your turn. And then make it so that Shaman can choose which Totem he summons, like the upgraded Hero Power. (With a limit of 1 version of every Totem of course.)
And the upgraded Hero Power just needs to upgrade the Totems to 0/2 Minions again, and remove the summon limitation, like it already does.
I feel that this makes Shaman's Hero power a lot more reliable, while not making it OP or breaking the meta. Stoneclaw Totem and Wrath of Air Totem get a straight nerf, and Healing Totem and Searing Totem lose stats but get a better effect. But the Hero Power overall gets better, and because it's not random any more, probably a lot more fun and interesting to play with and against.
Just to throw this out there, you could make the hero power 2 manna " your opponents cards and hero power give overload of 1" . (Doesn't stack / you would have to do it every turn.) It would
How about discover a totem instead of choose one ?
Because right now we have 25% chance to hit the right totem, but I think 100% is kinda bad and it just makes it a straight up better hero power than paladin, but with discover, you basically get 75% chance to hit the right totem, I think it's good enough and more fun that way.
And bring back wraith of air totem and completely remove searing totem. Strength totem is cool. Wrath of air totem is necessary. Searing totem is fucking garbage even with a ragnaros effect.
This would be such a huge buff to the shaman hero power, when right now it's MAYBE the weakest one, and it's MAYBE in need of a change.
People complain about strength totem, but I think it's actually the best one right now? And is an infinitely more consistent pull than Spell Damage totem was. Like, sure, Spell Damage totem is the only one that can potentially win you a game or clear a board, but more often than not it was just a 0/2. Strength almost always adds damage to your board.
I'd like to see it rotate the way Dr. Boom's hero power does, so you know what you're getting. But that's more to reduce the RNG aspect of the totem rather than it needing an improvement.
It's fine as it is, as most of the hero powers are.
only changes to the shaman hero power needed is to make heal totem heal face again, searing totem act like a lil mini rag and deal its damage at the end of turn without being able to attack directly and spell power totem back instead of that new horrible buff totem
isn't it weird that i rather play a shaman game without any random totem crap and any overload in the entire deck? why am i playing shaman then again? the whole class is just so frustrating, either it's super op or absolute trash. it never felt balanced for years basically
i would just prefer to discover a totem, but how does that work with the upgraded hero power exactly? and yes, back in the day when healing totem healed you, that was pretty good. ever since they removed that it's just bleeerrgh
So I, and probably a lot of you guys too, feel like Shaman's Hero power is, and always has been, kind of underwhelming, due to it's random nature. So I'm creating this thread for people to brainstorm on what a better Hero Power for Shaman could look like.
Personally, I think we need to make all the Totems 0/1 Minions, Stoneclaw Totem keeps Taunt, Strenght Totem should be replaced with Wrath of Air Totem again, Healing Totem should heal all friendly characters again, and Searing Totem should deal 1 damage to a random enemy at the end of your turn. And then make it so that Shaman can choose which Totem he summons, like the upgraded Hero Power. (With a limit of 1 version of every Totem of course.)
And the upgraded Hero Power just needs to upgrade the Totems to 0/2 Minions again, and remove the summon limitation, like it already does.
I feel that this makes Shaman's Hero power a lot more reliable, while not making it OP or breaking the meta. Stoneclaw Totem and Wrath of Air Totem get a straight nerf, and Healing Totem and Searing Totem lose stats but get a better effect. But the Hero Power overall gets better, and because it's not random any more, probably a lot more fun and interesting to play with and against.
What do you think?
i think that rather than choosing a totem, it should summon a totem of your choice that you didn't summon last turn, so you can't spam taunt totem to cause any weapon deck to suffer or just be annoying in general.
Also, i think Wrath of Air Totem should not come back, especially if you get to choose your totem, because then all future shaman damage spells would have to be made weaker to account for it. Also any spell damage synergy cards would have to be weaker to account for being able to get spell damage whenever. All in all, bringing it back in conjunction with being able to choose your totem would severely limit design space.
Finally, i like the suggestion for Searing Totem, but i'd make it random enemy minion, rather than any enemy so you won't have to resort to 50/50s. I mean the whole point of changing the hero power is that it's too random how it is now.
Overall i like the suggestions though. Shaman really needs a hero power change. The only times shaman has been good has been with murlocs (which the hero power is basically useless), with Shudderwock (where you replace the hero power), and with totem shaman (where cards that would be beyond broken for any other tribe like Totemic Surge and Totemic Reflection carry the deck)
I really like the searing totem suggestion and agree that at least one hero power needs changing.
With the power levels of cards skyrocketing in the game nowadays, it feels like the hero powers in general are getting left behind. I often wonder if the Hearthstone team have plans for making some drastic changes to hero powers in the near future. Looking at duels, the hero powers choice system makes for a fun deck-building process. The only part I dislike about it is being locked into my hero/starting treasure choice before I decide to save the deck. But anyways, I think adding hero power choice to normal play would be a good way to fix the hero power issue for shaman but also improve the fun of deck-building in standard and wild. You could add hero powers periodically and rotate them out like cards. They could have interactions with the recently added spell schools, or have an elemental, enhancement, or resto-themed hero power to represent the specs from WoW.
I like the idea very much, but i think if you are able to choose, the taunt totem should be removed instead. If you are able to taunt every turn it becomes the most annoying hero power. Even though im a control player, not a aggro one.
I agree that random totem is too weak nowadays, but summoning one of your choice would be broken (anyone remember Odd Shaman?), taunt or healing on demand is just way too strong. Imagine playing aggressive deck and having early board full of murlocs (we all know how fast they can be). Your opponent used AoE to weaken them and to finish them in following turn... but no, because you summoned Healing Totem and that's it, game's over. I know it's possible even now, but it's not consistent (you have 25% chance). You could also spam Stoneclaw Totem literally each turn, slowing down every board-centric deck (because even 0/1 with taunt requires separate damage source to deal with).
Just give it the justicar upgrade at base, bring back wrath of air and be done with it. Totems are strong, but when it's a diceroll as to what you get, you can't properly use them to their strengths. It'd be a lot more interesting if you could aid your board by picking the right one.
Right now totems are only of use because they have the totem race on them, paving the way for totemic reflection, splitting axe, thing from below etc. Nobody gives a shit about their effects or which ones you actually get.
Any game of shaman that I play goes like "oh, I have 2 mana left over, might as well summon a random piece of crap that probably won't benefit my board in this situation"
So I, and probably a lot of you guys too, feel like Shaman's Hero power is, and always has been, kind of underwhelming, due to it's random nature. So I'm creating this thread for people to brainstorm on what a better Hero Power for Shaman could look like.
Personally, I think we need to make all the Totems 0/1 Minions, Stoneclaw Totem keeps Taunt, Strenght Totem should be replaced with Wrath of Air Totem again, Healing Totem should heal all friendly characters again, and Searing Totem should deal 1 damage to a random enemy at the end of your turn. And then make it so that Shaman can choose which Totem he summons, like the upgraded Hero Power. (With a limit of 1 version of every Totem of course.)
And the upgraded Hero Power just needs to upgrade the Totems to 0/2 Minions again, and remove the summon limitation, like it already does.
I feel that this makes Shaman's Hero power a lot more reliable, while not making it OP or breaking the meta. Stoneclaw Totem and Wrath of Air Totem get a straight nerf, and Healing Totem and Searing Totem lose stats but get a better effect. But the Hero Power overall gets better, and because it's not random any more, probably a lot more fun and interesting to play with and against.
What do you think?
Fuhgeddaboudit
Just to throw this out there, you could make the hero power 2 manna " your opponents cards and hero power give overload of 1" . (Doesn't stack / you would have to do it every turn.) It would
How about discover a totem instead of choose one ?
Because right now we have 25% chance to hit the right totem, but I think 100% is kinda bad and it just makes it a straight up better hero power than paladin, but with discover, you basically get 75% chance to hit the right totem, I think it's good enough and more fun that way.
And bring back wraith of air totem and completely remove searing totem. Strength totem is cool. Wrath of air totem is necessary. Searing totem is fucking garbage even with a ragnaros effect.
Discover totem...will increase length of the game. U don't want a discover hero power as basic hero power.
What do you mean "you don't want" ? Yes I want it, I literally proposed it.
Make them 0/1 and let you choose (bring back wrath of air and get rid of searing).
1 mana and you choose totem
This would be such a huge buff to the shaman hero power, when right now it's MAYBE the weakest one, and it's MAYBE in need of a change.
People complain about strength totem, but I think it's actually the best one right now? And is an infinitely more consistent pull than Spell Damage totem was. Like, sure, Spell Damage totem is the only one that can potentially win you a game or clear a board, but more often than not it was just a 0/2. Strength almost always adds damage to your board.
I'd like to see it rotate the way Dr. Boom's hero power does, so you know what you're getting. But that's more to reduce the RNG aspect of the totem rather than it needing an improvement.
It's fine as it is, as most of the hero powers are.
Shaman is a tempo class. Summoning totem should cost 1 mana because it's too random.
only changes to the shaman hero power needed is to make heal totem heal face again, searing totem act like a lil mini rag and deal its damage at the end of turn without being able to attack directly and spell power totem back instead of that new horrible buff totem
isn't it weird that i rather play a shaman game without any random totem crap and any overload in the entire deck? why am i playing shaman then again? the whole class is just so frustrating, either it's super op or absolute trash. it never felt balanced for years basically
i would just prefer to discover a totem, but how does that work with the upgraded hero power exactly? and yes, back in the day when healing totem healed you, that was pretty good. ever since they removed that it's just bleeerrgh
i think that rather than choosing a totem, it should summon a totem of your choice that you didn't summon last turn, so you can't spam taunt totem to cause any weapon deck to suffer or just be annoying in general.
Also, i think Wrath of Air Totem should not come back, especially if you get to choose your totem, because then all future shaman damage spells would have to be made weaker to account for it. Also any spell damage synergy cards would have to be weaker to account for being able to get spell damage whenever. All in all, bringing it back in conjunction with being able to choose your totem would severely limit design space.
Finally, i like the suggestion for Searing Totem, but i'd make it random enemy minion, rather than any enemy so you won't have to resort to 50/50s. I mean the whole point of changing the hero power is that it's too random how it is now.
Overall i like the suggestions though. Shaman really needs a hero power change. The only times shaman has been good has been with murlocs (which the hero power is basically useless), with Shudderwock (where you replace the hero power), and with totem shaman (where cards that would be beyond broken for any other tribe like Totemic Surge and Totemic Reflection carry the deck)
I really like the searing totem suggestion and agree that at least one hero power needs changing.
With the power levels of cards skyrocketing in the game nowadays, it feels like the hero powers in general are getting left behind. I often wonder if the Hearthstone team have plans for making some drastic changes to hero powers in the near future. Looking at duels, the hero powers choice system makes for a fun deck-building process. The only part I dislike about it is being locked into my hero/starting treasure choice before I decide to save the deck. But anyways, I think adding hero power choice to normal play would be a good way to fix the hero power issue for shaman but also improve the fun of deck-building in standard and wild. You could add hero powers periodically and rotate them out like cards. They could have interactions with the recently added spell schools, or have an elemental, enhancement, or resto-themed hero power to represent the specs from WoW.
I like the idea very much, but i think if you are able to choose, the taunt totem should be removed instead. If you are able to taunt every turn it becomes the most annoying hero power. Even though im a control player, not a aggro one.
I don't know. Maybe 2 mana: Summon a totem 1/2 taunt, heal 1 health to your board, gives 1 attack to a minion and +1 spell damage. Overload: (1)
Greetings, traveler.
Let's make Hunter great.
I agree that random totem is too weak nowadays, but summoning one of your choice would be broken (anyone remember Odd Shaman?), taunt or healing on demand is just way too strong. Imagine playing aggressive deck and having early board full of murlocs (we all know how fast they can be). Your opponent used AoE to weaken them and to finish them in following turn... but no, because you summoned Healing Totem and that's it, game's over. I know it's possible even now, but it's not consistent (you have 25% chance). You could also spam Stoneclaw Totem literally each turn, slowing down every board-centric deck (because even 0/1 with taunt requires separate damage source to deal with).
Just give it the justicar upgrade at base, bring back wrath of air and be done with it. Totems are strong, but when it's a diceroll as to what you get, you can't properly use them to their strengths. It'd be a lot more interesting if you could aid your board by picking the right one.
Right now totems are only of use because they have the totem race on them, paving the way for totemic reflection, splitting axe, thing from below etc. Nobody gives a shit about their effects or which ones you actually get.
Any game of shaman that I play goes like "oh, I have 2 mana left over, might as well summon a random piece of crap that probably won't benefit my board in this situation"
Ah so cute the community and their dreams...you all know that nothing is gonna happen right ?
Then why even comment on this thread? Just let us be.
Fuhgeddaboudit
I'd say here are some changes that can make Shaman's Hero Power better:
1. Make Shaman able to fill the board with Totems, not just 4.
2. Nerf the Totems to 0/1.
3. Add more basic Totems, and change some basic Totems.
Existing Totems:
- Stoneclaw Totem: 0/1 Taunt
- Strength Totem: 0/1 At the end of your turn, give another random friendly minion +1 Attack
- Searing Totem: 1/1
- Healing Totem: 0/1 At the end of your turn, restore 1 Health to all friendly characters.
- Wrath of Air Totem: 0/1 Spell Damage +1
New Totem Ideas:
- Protection Totem: 0/1 At the end of your turn, give another random friendly minion +1 Health
- Wind Rush Totem: 0/1 Rush, Windfury
- Tremor Totem: 0/1 Rush, Poisonous
- Cloudburst Totem: 0/1 At the start of your turn, Silence a random enemy minion
- Magma Totem: 0/1 At the end of your turn, deal 1 damage to a random enemy
- Stormlash Totem: 1/1 Charge, Windfury, Deathrattle: Gain Overload: (2)
- Elemental Totem: 0/1 At the end of your turn, add a 1/1 Elemental to your hand (It costs 0 Mana).
- Generator Totem: 0/1 At the end of your turn, add a random Totem to your hand.
4. Change Shaman's upgraded Hero Power to "Discover a basic Totem twice and summon them".
5. The Hero Power becomes "Discover a basic Totem and summon it" instead of summoning a random basic Totem.