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Secondary Weapons (not 1.9)

Discussion in 'General Suggestions' started by coga, Apr 17, 2016.

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  1. coga

    coga Noob CHAMPION

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    Thread inspired by me wondering where all of the arrows come when I play an archer if I don't have a quiver of arrows or something else that holds them... *brain malfunction*

    Basically, my idea is that each class should be able to equip a secondary or offhand weapon in a slot like accessories. Assassins would have sheathes, archers would have quivers, warriors would have amulets, and mages would have spell-books.

    The difference between these items and normal accessories like bracelets, necklaces and rings, is that they posses their own damage, and give the user unique traits depending on the class.

    Some basic information about these new items:
    - They are not normally obtained from drops/loot chests
    - Each character is automatically given a normal secondary item which grows with the character
    - Depending on the class, a special spell will be randomly casted when hitting enemies.


    Unique spells for each class:
    (not changed with VIP/VIP+)

    Mage/Dark Wizard -
    Eruption

    Lets out a hail of fireballs in the direction you are looking for five seconds.
    Triggers at a 2.5% chance when attacking, chance increases by .05% every 5 levels.


    Archer/Hunter -
    Eclipse

    A single arrow is shot directly upwards, and splits into four, and then eight arrows, which come down in a circle around you and explode on impact.
    Triggers at a 2.5% chance when attacking, chance increases by .05% every 5 levels.


    Warrior/Knight -
    Shockwave

    A spiral of death radiates from where the player is standing at high speed, pushing enemies back and flinging them upwards ten blocks. Enemies hit also receive slowness and blindness.
    Triggers at a 2.5% chance when attacking, chance increases by .05% every 5 levels.


    Assassin/Ninja -
    Crunch

    Gathers enemies around you in a tight cluster in front of you, doing damage over time, and ending with a strike which is sometimes fatal.
    Triggers at a 2.5% chance when attacking, chance increases by .05% every 5 levels.


    -

    There is lots more that's going to be added to this, but I want to post it now and just edit it later to get initial feedback and so I can brainstorm some more~
     
    Last edited: Apr 18, 2016
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  2. Possumness

    Possumness Calls the clock "Precious"

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    Why not scrap the idea of having separate items that dictate the abilities and just have them be separate additional abilities (that scale with character level)?

    Unless these are meant to be seen as examples and there would ultimately be more variety in these secondary items that would all have different secondary 'chance-on-hit' abilities, higher level ones being better. But wait....
    So....?
     
  3. coga

    coga Noob CHAMPION

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    Like I said a the end, I'm still going to be adding and changing a lot of this, but to answer your questions;

    There will be more variety in what skills can be casted, that correspond to the secondary items tier, and/or growth level.
    The original one obtained when a character is created does minimal damage and adds little to no stats at all, but gradually becomes better respective to the wearers level and stats.
     
  4. bloww

    bloww Shoutbox Fancam Account

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    Another jumpscare random spell :c
     
  5. Witcher

    Witcher the crappy class suggestions guy

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    Most people use the Realm of Wynncraft Style and not Starry Night. You should Layout it out for the majority of the community.
     
  6. PurifyX

    PurifyX Famous Adventurer VIP+ Builder

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    Creator Karma:
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    Most people use Starry Night.... People who don't either have used Wynn Realm for a long time or just don't know you can change. Starry Night goes easy on the eye so its preferred over the other.
     
  7. Witcher

    Witcher the crappy class suggestions guy

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    I know many that dont agree with this.
     
  8. PurifyX

    PurifyX Famous Adventurer VIP+ Builder

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    Anything dim goes easier on the eyes then things that are too bright, statistics show.
    Just because most of your friends use the light theme doesn't mean everyone does. Your group of however many friends don't equal 1/10th of Wynncraft playerbase.
     
  9. Gogeta

    Gogeta Super Saiyan

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    Oh god another dark theme user -.-
     
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  10. coga

    coga Noob CHAMPION

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    Dark theme is the best theme, no questions asked :')
     
  11. Witcher

    Witcher the crappy class suggestions guy

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    I will not argue about this, but the bright theme can be optimized by changing the desctop brightness. that way bright is the best for the eyes.
     
  12. coga

    coga Noob CHAMPION

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    An optimized bright theme is called dim, sir. Bright is never best for the eyes.
     
  13. Tantibus

    Tantibus Chairman of the Wynnviet Union, God of Dern CT Manager GM CMD

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    Classes already have spells as their powerful attacks, I don't think we need new powerful attacks that don't even cost mana and simply rely on RNG.

    Also, you might want to select the white text and set the color to none. That way both themes can actually read your suggestion.
     
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  14. coga

    coga Noob CHAMPION

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    Oh, that's what people are complaining about? I didn't know it was white, lol.
     
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  15. Master_NinjasHD

    Master_NinjasHD Vertically Challenged HERO

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    As OP as all of this would be, I do support this, but some need to be nerfed. For example:

    Archer: Keep the spell itself, but it seems too much like Arrow Shield once an opponent gets hit. Maybe "Fires a flaming arrow, which then explodes on impact. Anyone in a 3 Block Radius from this explosion will instantly be set on fire, dealing 80% of the original attack, over a period of 2 seconds (Fire DMG not applied, as this would be too overpowered.)

    Mage: Keep the same attack, but add a "Final Blow" -> hits one final time with a meteor that deals 150% of the original attack. (E.G 5k Meteore = 7500 Final Blow)

    Assassin: This is perfectly fine, but a question for this. Are spells useable during this time? Because if so, and your a water Assassin, can't you just spam the fuck out of Multi Hit, with the mobs staying in the same spot, as the dexterity could be high as well?

    Warrior: This could be its "Stun" attack, which breaks the enemies path finding skills, but instead of launching the enemy into the air, possibly "Trap" the opponent in a circle, surrounded with the "Grass run" particle (The particles that appear when running, the trail that you leave almost.) then hits for (X) amount of mobs inside of this circle. The equation might go like this: (ORIGINAL DMG x mobs trapped - element defenses / 1.5 [I say 1.5, because 2 would just seem pointless, but 1.5 seems more on the lines.])

    Sorry for the long reply, just wanted to say some things that could be changed, other than that it's a great idea!
     
  16. coga

    coga Noob CHAMPION

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    Thanks for the thought put into your reply; I appreciate it <3

    As for your suggested changes, I do really like the mage and warrior one, so I'll be editing them a little bit in accordance to what you've brought to the table.
    For assassin, spells are usable during the period they are trapped, but if they were to use multihit, the mobs would be taken out of their bundle.
    For archer, I guess it's a little like arrow shield, but I'll tweak some stuff around so it isn't so similar.
     
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  17. Master_NinjasHD

    Master_NinjasHD Vertically Challenged HERO

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    ok, I see how assassin would cancel out the Secondary Attack
     
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