Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

World Level Iv Spell Upgrades For "tier I Spells"

Discussion in 'General Suggestions' started by Academyfail, Apr 12, 2016.

?

Is it OK

  1. Not bad

  2. Could use a bit more balancing.

Results are only viewable after voting.
Thread Status:
Not open for further replies.
  1. Academyfail

    Academyfail That one vet that still doesn't have a level 100 CHAMPION

    Messages:
    512
    Likes Received:
    100
    Trophy Points:
    62
    Minecraft:
    I recently came up with this insane idea where the spells can have "an upgrade" without making it too overpowered... I guess we can say it could use a bit of balancing, but this is the basically what I wrote down.
    This spell upgrade is received at level 66 and is essentially a stronger version of the spell unlocked at level one (i.e. Bash, Spin Attack, Heal, Arrow Storm) that has a medium-long recharge time. Some of you may also notice that these spells may be similar to other spells used by the specific class.

    If anyone thinks it should be re balanced, please reply how it could be improved

    Usage: This spell will not be "this upgraded version" every time the spell is used, unlike it's previous upgrades. The spell can only be used when it has fully recharged. The recharge for these spells should be represented by the scoreboard on the side of the screen. I was thinking that an adequate recharge time should be somewhere between 3-5 minutes. Once the recharge is complete, a particle affect should be played and the player should receive an in chat notification (not like anyone looks at that) that the spell has recharged. Once this happens, the next time that the player uses the spell, It will be what I am about to Explain.

    (Percent damages and values are exactly what i thought would be somewhat balanced, but could be adjusted based on comments.)
    *stun* nausea, slowness, blindness, cannot do any damage (x amount of seconds)
    While the spell is active, all casters are frozen in place.
    Warrior:
    Bash (Level IV)
    I would say that this could be the lamest one but i was thinking that a combination of Bash and Uppercut would suit this class. Once the spell is casted, the level 36 bash spell will activate, in 8 directions, this hitting anyone within 7-8 blocks to be hit with varying amounts of damage (say like the front spell does 150-200% dmg per explosion and all explosions in other directions could do 125-150% dmg). This also stuns the hit mobs. After that, every affected entity gets hit with a ground pound that launches all of them up (similar to that of an uppercut) dealing 200-300% dmg. Since this is not that actual uppercut spell anyways, things like Fireworks and comet may or may not be part of this. The total damage done would be about 500-600% dmg to all mobs within 7-8 blocks.

    Assassin:
    Spin Attack (Level IV)
    This one is almost an assassin version of the level IV bash spell, Namely a combination of Spin Attack and Multihit. Once the spell is casted, a spin attack takes all mobs within a range of 5-7 blocks stuns them for the entire period of the spell, and pulls them towards the caster. Then 2-4 times every second for the next 6-8 seconds, a smaller spin attack occurs doing about 25-50% dmg per spin. once the last spin attack, all the mobs that were hit then get knocked back 6-7 blocks away (doing a little more dmg than the smaller spins 75-100%) and keeping them stunned for another 2-4 seconds. The total damage for this spell should be ranged from 600-700% dmg since the range is a lot small and may be less for mobs that walked closer when the consecutive spin attacks were happening.

    Archer:
    Arrow Storm (Level IV)
    Finally, something more lag inviting (I hope not with 500 arrows in your face while casting this spell JK XD) and unique. Upon casting, all mobs within 7-8 blocks from the center get knocked back far away. At the same time, four ally archers (skin/texture completely a bright color since they are magically spawned), that have a constant Level III Arrow storm (except each arrow does about 10% dmg instead of 20%), appear on the sides of the caster and barrage enemy mobs nearby with it for 10 seconds. While this is happening all nearby player archers (within 3-5 blocks) get an arrow storm boost (for 10 seconds) if they use arrow storm during this time (so when they also cast arrow storm, their arrows do 10% more dmg than normal. The caster, just stands there with a 3x3 barrage arrow storm (each arrow doing 10% dmg) at a similar rate as the Level III storm. Since there is no splash damage, and most of the arrows might miss, probable no one is going to calculate the total dmg. The total splash dmg could be 75-100% dmg (initiation KB).

    Mage
    Magical Support (Level IV Heal)
    This one, I think may be the coolest, a combination of heal and ice beam, but is awholetona better when there are people in range of the spell. Once the spell is casted all mobs within 7-8 blocks take 100% dmg and are stuned and frozen for 10 seconds. All allies within 7-8 blocks are healed, and recieve Strength II, Haste II, Speed II, and Resistance II for 15 seconds after the spell is casted. The caster also recieves these boosts, but is only stuck in place for 10 seconds (meaning he has free roam of these boosts for 5 seconds after the freeze affect has worn off of the mobs). The caster also gets infinite mana for 3-6 seconds (which is kinda useless for mage if you think about it since meteore has a cooldown and ice beam already follows your sight at this point) to heal himself and nearby allies fully. The total damage is completely irrelevant to the effect this spell since the spell relies on allies to deal bulk dmg to frozen and incoming mobs while they get healed and supported by the castor. The suggested snap freeze is 100% dmg.

    Suggestions: (will implement ... soon?. ok ok, not that far off)
    [Endertricity] for arrow storm IV. instead of 100% kb and support spawns instantly, first, there is a 360 barrage of arrows for 5 seconds (and is immune to projectiles) and then the support archers spawn and stay for 10-15 seconds

    ________________________________
    I guess I can say that this is a bulky read, but i don't know how to make spoilers
     
    Last edited: Apr 14, 2016
  2. The One-eyed Guy

    The One-eyed Guy that guy VIP+

    Messages:
    3,776
    Likes Received:
    2,705
    Trophy Points:
    134
    Guild:
    Minecraft:
    It should be at level 76 because level 66 is when you receive your last spell upgrade.
     
    Possumness likes this.
  3. Academyfail

    Academyfail That one vet that still doesn't have a level 100 CHAMPION

    Messages:
    512
    Likes Received:
    100
    Trophy Points:
    62
    Minecraft:
    I can't help but just say. PLEASE, if you think that the spells can be re balanced in anyway or just have a comment PLEASE PLEASE PLEASE reply to this forum. I thought that this would be a great idea, and I hope you do too. Please give me feedback on this .
     
  4. Endertricity

    Endertricity Assorted Mini Quiche VIP

    Messages:
    2,649
    Likes Received:
    4,694
    Trophy Points:
    207
    Guild:
    Minecraft:
    I don't think summoning archers would really work... Maybe a 360 degree barrage of arrows, each doing a little more than usual, and adding more buffs
     
  5. Academyfail

    Academyfail That one vet that still doesn't have a level 100 CHAMPION

    Messages:
    512
    Likes Received:
    100
    Trophy Points:
    62
    Minecraft:
    Thanks, for the suggestion. I thought of having the 360 barrage of arrows. I feel like it would be more... interesting... for there to be several 10 second helpers. Also, since the beginning has a little kb to all nearby mobs, the 360 barrage would be kind of useless if all the nearby mobs got KB 10 or so blocks away. I thought. What could protect the caster from incoming mobs... i first thought yeah the 360 arrow barrage should do it, but i thought it wold cause too much lag. I turned to something that would make it more interesting. Plus, these temporary allies can distract mobs to if they happen to be that fast. I will note your suggestion. If I can, then I will try to fit that in somehow. Like maybe having the barrage for 5 seconds and the magical archers for the next 10 or so seconds.

    _______EDITS_______
    Now that i think about it, perhaps we can have a wave of blocks from the caster in the shape of a circle that damages and kb's the mobs around them. This may have a similar effect to a 360 barrage of arrows and make some arrow shield like elements into the spell. (since remember, I am trying to make these special spells a unique combination of previously unlocked spells

    Thank you very much for a feedback, I will add the suggestion somewhere on the origianal post :D
     
    Last edited: Apr 14, 2016
  6. Academyfail

    Academyfail That one vet that still doesn't have a level 100 CHAMPION

    Messages:
    512
    Likes Received:
    100
    Trophy Points:
    62
    Minecraft:
    Please bump
     
  7. Mettymagic

    Mettymagic she/her HERO

    Messages:
    2,445
    Likes Received:
    1,917
    Trophy Points:
    115
    Minecraft:
    Jesus christ I thought I was the master of sarcastic shitty suggestions but you take the cake. Well meme'd, friend.
     
Thread Status:
Not open for further replies.