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  • New shaman skills - Post your suggestions!
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New shaman skills - Post your suggestions!
Lagdeath
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#161
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Mechanic tree

• transform mice into objects and back
• rotating red anchor

Troll Master tree

• super spirit, increments of 1/5th of full power and has a standard spawn range
• random item spawn time, increments of +/- 10ths of a sec
• fatty, all mice are heavier by 1/5ths of a cheese per increment
• more time on the clock
• upside down map -expensive
• deactivate wall jump -expensive
Hristo
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#162
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Sydoline: If you really want to use this dissable it in fight please.(A.e one shaman got ability to jump higher which makes it unfair for the other)
Catdureazaa a dit :
Every level from then on will be per every 50 saves.

Isn't this a little low?I got around 35000 saves already. It shoud be 500-1000 saves if you want to do that idea
Thisisnobody
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#163
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Hristo a dit :
Sydoline: If you really want to use this dissable it in fight please.(A.e one shaman got ability to jump higher which makes it unfair for the other)

I would assume that skills will be diasbled on 2-shaman maps, just like hard mode, in order to not give the higher-leveled shaman an unfair advantage...

---

The main problem I can see with introducing skills is that shamaning becomes too easy, especially for older players. The more someone plays, and the more experience he gathers, the more tools and abilities he will get for making his work easier. Yet, with all his expertise and the fancy extra skills he will still have to solve the same maps as a beginner does (unless some kind of map difficulty ranking gets introduced).

That's why I suggested to have skills come with certain disadvantages (of which I gave a few examples at the beginning of page 4), so that they will change shamaning, but not necessarily make it easier.

Different shaman modes (with different sets of tools/shaman items) would be something that I'd prefer over just adding some performance boost to the shaman. That might be very difficult to implement, though, as different tools or mechanics would still have to be compatible with current maps.
Papero
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#164
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a rapid fire skill but it only allows the spawning of one type of item (the first item spawned by the shaman becomes it @_@)
Claggy
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#165
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there should be a regular plank and a breaking plank like if there are say 10-20 mice on it it will break in the middle into 2 pieces
Thefourthone
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#166
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i was hoping for there to be different shaman markings for each one.
--
anyway
a stronger spirit for the mechanic
gain a new ability for every x levels
Sakisaka
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#167
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Catdureazaa a dit :
At 0 saves, you will be at level 0. At 1000 saves, you will become level 1.
Every level from then on will be per every 50 saves.

When you reach level 5 (1200 saves), under your Totem the following option will appear: "Choose Special Skills."
You can choose from:
• Spiritual Chief
• Wind Master
• Mechanic
You can only choose one! Choose wisely!

When you reach level 50 (3450 saves), you can choose one more Special Skill.
At level 100 (5950 saves) you can receive the last Special Skill.

There are five different skill categories:
• Simple (0 saves)
• Advanced (100 saves)
• Expert (200 saves)
• Master (300 saves)
• Legendary (400 saves)

The higher your skill category, the better the reward!
For example;
If you are a Spiritual Chief shaman and in the Simple category, you will be able to revive one mouse that has already died from the map.
If you are a Spiritual Chief shaman and in the Advanced category, you will be able to revive two mice that have already died from the map, and so forth.

Credits for Blossum

First of all, level by saves, definate nono, and level 50 being only 3k saves seems too low anyway, btu i still think doing it by saves would suck
Papero
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#168
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Sakisaka a dit :
First of all, level by saves, definate nono, and level 50 being only 3k saves seems too low anyway, btu i still think doing it by saves would suck

its fair for the older players ...

o-o
Sakisaka
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#169
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I think a whole new level system should be implemented and not just on saves which you cant get in games like survivor


EDIT: Having a different and new level system would make it not just fair for older players, but also fair for everyone else
Rutabega
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#170
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Ressurecting 1-3 dead mice based on your level.
Kmlcan
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#171
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Using more ice things (2,3,4,5) to freeze mice would be nice.
Shaman can stop the time for 2,4,6,8,10 seconds (like in Poisson) and build.
Zeraxreborn
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#172
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Add effects on shaman items

-Slow down mice
-Make the mice move faster
-Freeze them
-Paralyze them (for 5-10 seconds)
-Stronger/ More stable
Snowysun
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#173
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-trap a mouse for some time like 20 seconds or when done with buildning.
-Makes all items in map be seen as invisible or not.
Agentzap
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#174
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I'm not that good at shammy so I'm not sure what to put here, but here's what I have: (They're mostly just suggestions for other abilities)

Increase any items size(Mechan)
Conjuration must be smoother, and can be put on every map(SC or WM)
Ghost any pre built item on the map?(Doesn't count for grounds)(Mech)
Pause time for building(Mech)
Special Runes(EX: Explosive, Black Hole, Pathway(Guides mice where to go),and maybe Shield?)(Mech)
Screw It!(Kills all mice in a hard map(Not for use in survivor))(SC)
Fly!(Fly for an increasing amount of seconds)(WM)
Special Items for Mech?
Secondary totem(For Mech)
Two pages on the summon map (Items and Abilities) when a tree is upgraded

What I don't think is a very good idea:

Anti-spirit and Explosive Sheep:Idea could be replaced with the special runes?
Jump Height= Fly idea
Resuscitation- Not a good idea, I wouldn't have a use for it
Mice boost: Should be like something that affects the whole map when a button is pushed or something is summoned

Now that I think about it that's a lot! Maybe more to come soon?
Minikidz
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#175
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Ermm for shaman they dont get soulmates
Fhionnuisce
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#176
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Oh. And shamans suffered the same fate. I sad NO. Is bad.
Trumpcard
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#177
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For survivor:

Ability to create a forcefield for a limited amount of time and no bigger than the spawn radius. This forcefield will prevent mice from getting close to the shaman and hugging him. However, it should only be active while the shaman is not moving so as to prevent abuse. Mice inside the forcefield should not be affected.

Ability to create cannons that pass through the shaman but not the mice.

Plus, a bit related: remove meep already. It does nothing to prevent hugging and encourages more aggressive hugging! It's also abused by many shamans.
Weemicky
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#178
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I can't beleive I'm saying this but isn't this in the wrong section. This is the Discussion section with a suggestions thread...
Anomunus
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#179
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Reminds that relentless beta testing must be held for this update before it is implemented for everyone.
Badhugs
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#180
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Spiritual Chief: Good ideas, instead of applying the boosts to mice near the shaman, give it to everyone instead.

Wind Master:

-A double jump ability, second jump will be bigger with each increasing level.

Mechanic tree: These are kind of lackluster. Things I think would be better:

-New materials for planks, like chocolate or increasing friction with each level.
-Larger planks? Boxes?
-New points for anchors
-Ability to use a limited amount of red anchors with the arrow
-A large metal ball, a stable alternative to anvils. I think this is in the code somewhere.

Troll Shaman should definitely be a tree, in my opinion. The sheep thing and multiple balls can go there.

-Upwards cannon
-larger or faster cannons
-More ice blocks


Overall these are really great ideas. As opposed to giving each tree only things that can be leveled up 5 times, give some of them specializations, things you can only do by selecting that branch.
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