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4th Tier Spell Upgrades: Assassin (42 Supporters)

Discussion in 'General Suggestions' started by Untitled Doc, Jul 1, 2016.

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Was This a Good Idea?

  1. Good Idea

    43 vote(s)
    67.2%
  2. Needs some changes

    12 vote(s)
    18.8%
  3. Bad Idea

    9 vote(s)
    14.1%
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  1. Kawaii__Turtle

    Kawaii__Turtle Kawaiiest of Turtles CHAMPION

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    Multi hit knocks them around in the air for the whole duration, it's about 5-7 seconds I think
     
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  2. Untitled Doc

    Untitled Doc 1 man robotics team

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    I'm noticing more fourth tier upgrades threads all of a sudden.

    perhaps I should go back to class ideas
     
  3. Untitled Doc

    Untitled Doc 1 man robotics team

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    22 supporters? that's higher than any of my class ideas
     
  4. Untitled Doc

    Untitled Doc 1 man robotics team

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    No one has said anything about more balancing.
    Still have 7 people who said this needed some changes.

    If you think there needs to be changes, please post it down below
     
  5. Untitled Doc

    Untitled Doc 1 man robotics team

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  6. Endertricity

    Endertricity Assorted Mini Quiche VIP

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    Any plans on doing other classes?
     
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  7. Untitled Doc

    Untitled Doc 1 man robotics team

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    Perhaps. I was working on warrior, but I realized I have very little experience, and I don't really want to go level up another class.
    I might release archer just becuase that is what I main
     
  8. SpecialEdDuck

    SpecialEdDuck A Duck Who Eats Lots Of Bread

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    This is more of adding spells together in some of the ideas but most of them are good
     
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  9. mArauder

    mArauder Friendly Neighborhood Guy

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    +1

    (10 char please don't kill me)
     
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  10. Untitled Doc

    Untitled Doc 1 man robotics team

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    I guess I'll bump this back up.
    IDK about posting the rest of the classes though.

    Working on my quest(s) idea
    8 quests in one story line
     
  11. Toasted Asian

    Toasted Asian Toasty VIP+

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    Seems fair to fight against a god damn heal spammer or a archer :P

    It also seems fair for other classes since they know that you are in a 10 block radius of their slowed
     
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  12. Untitled Doc

    Untitled Doc 1 man robotics team

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    these are PvE designed modifications

    I don't do PvP design, I'm a PvE class idea specialist
    sorry but you are probably going to have to ask a PvP class idea specialist, I don't study that kind of stuff

    These are only suggestions or inspiration
    not concrete "add this or don't add at all"

    it's simply a list of ideas
     
  13. Florfy5

    Florfy5 a person

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    I'd like to see Shadow Clone be implemented.

    Though Grappling Net really goes against the point of a stealth class. Plus, enemies will be pulled out of the smoke, effectively nerfing assassin's possibly best spell
     
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  14. Untitled Doc

    Untitled Doc 1 man robotics team

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    Idk i didn't suggest it
    I was initially against it.

    Ill change it a bit then
     
  15. Florfy5

    Florfy5 a person

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    Anyway, I'll just rate these 1-5 with reasoning (My opinion). I know someone else did it, but I don't trust said person's judgement.

    Skill 1: Spin Attack

    Idea 1: Enhanced Blades [4], not too op, and makes sense
    This one is simple, increase the radius of spin attack by 50%/Increase the damage by X%

    Idea 2: Shadow Clone [5], I want that to be implemented so badly.
    Leave a clone where you last were standing when you casted spin attack. 1.5 seconds after casting spin attack the clone will perform spin attack again, dealing 50% of the normal damage without modifiers/Tier 1 spin attack

    Idea 3: Shadow Daggers: [4], Good, but would be a pain to code, and should be nerfed a bit.
    When casting spin attack, send forth two daggers which impale the two closest enemies (cannot be the same enemy) dealing X% spell damage. The maximum range is 15 blocks and the speed of the projectiles fly 200% the speed of an arrow


    Skill 2: Vanish (By far, the most controversial)

    Idea 1: Blend into the shadows [2], bit bland, but could work.
    While standing still, Vanish will drain mana at 50% of the normal rate

    Idea 2: Reflexive Parry [4], smart, but could be nerfed (It could be block 50-65% and deal 10-30% back [I'm putting in random percentages])
    If hit by an attack, block 100% of the attack and become unvanished

    Idea 3: Shadow Step [2], then you accidentally jump off a cliff.
    When you cast vanish for the first time, jump forward (not teleport, pushed really fast) 5 blocks in the direction you are facing (2-D, cannot move vertically)

    Idea 4: Shadow Aura [1.5], seems a little redundant, don't you think?
    If you are hit by AOE damage (splash, not a direct hit), then you will not becone unvanished. Direct hits will still unvanish you.
    Example: if bomb arrow hits you through a wall, you won't unvanish. If your head is hit by the actual bomb arrow, then you will become unvanished.

    Idea 5: Inspire Fear [1], they'll know you're close to them in duels/the nether, especially since the range needs a nerf
    Walking near an enemy (within 10 blocks) will cause them to receive Slowness 1 for 2 seconds

    New idea from me- Smoke Decoy: [X], I am unfit to rate my own idea (I'm looking at you, Endertricity)
    vanishing creates a clone of you. Doesn't matter if it attacks and does 0 damage, has some sort of AI, or just stands there


    Skill 3: Multihit

    Idea 1: Vengenace [5], Logical, fits assassin.
    For every 2% of health you are missing, increase the damage of multihit by 1%

    Idea 2: Vulnerability [3], idk if that changes much
    If your target is in the air, the damage that your enemy takes is increased by 100%

    Idea 3: Off Balance [2], I think multihit causes them to glide down similarly to an archer after it used escape, and it'll be hard to bait them off a cliff without damaging them.
    If the next source of damage your enemy takes is fall damage, then the amount of fall damage they take is increased by 100%
    Example: If you multihit someone off a cliff and they fall damage, the fall damage they take is 200%. If they are hit by a bomb arrow while they are falling, then the fall damage they take is 100%.

    Skill 4: Smoke Bomb


    Idea 1: Drifting Smoke [2.5], Causes less hits from the smoke bomb
    When you cast smoke bomb, decrease the radius by 25%, but the longer that smoke bomb is casted, the larger it gets. Expands until it is the sixe of 150%the size of original smoke bomb.
    Simpler: the radius is 75%, and expands to 150%

    Idea 2: Sticky canisters [3], Would be a huge pain to code.
    You throw smoke bomb at 200% velocity, and if it directly hits an enemy, it will latch onto the enemy and the smoke cloud will follow that enemy, dealing damage to other nearby enemies. Using a tier 2 heal (with the cleanse thingy) will cause the smoke canister to fall on the ground, and the enemy will no longer be carrying it with them.

    Idea 3: Blinding Smoke [4], Spin attack does that too, but it makes sense.
    Self Explanatory, while in the smoke, enemies are blinded

    Idea 4: Nerve agent [4], interesting.
    If you enter smoke bomb, you are immobilized for 1 second. If you exit and enter, then you also get this effect. After this second, and you travel around in the smoke, without leaving the smoke bomb radius, then you will not the immobilized.

    Idea 5: Concealing Smoke: [4], Makes sense for an assassin.
    Become invisible inside of the smoke and abilities in the smoke deal X% more damage to targets inside the smoke

    Idea 6: Larger Bombs [3], bland.
    The arc of which you throw the smoke bombs is increased by 50% and the radius of each smoke bomb is increased by 25%

    Idea 7: Grappling Net (As suggested by Endertricity) [3], find that a bit too powerful but whatever.
    When you cast smoke bomb, throw out a net which pulls your opponents closer to you. Pulls them towards the center of the smoke bomb at a rate of 20% of the distance away from the center per second.
     
    Last edited: Aug 24, 2016
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  16. Untitled Doc

    Untitled Doc 1 man robotics team

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    Thanks for your input, but i made a slight mistake with the one from endertricity
    I meant that it pulls them towards the center of the smoke bomb, and you can see the second and the first state completely different directions
    sorry
     
  17. Florfy5

    Florfy5 a person

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    Ok thanks. I'll update the rating of it. (Put it at a 3 because it seems a little op right now.)
    Personal Favorites from each:
    Spin attack: Shadow Clone
    Vanish: Reflexive Parry/Smoke Decoy
    Multihit: Vengeance
    Smoke Bomb: Either Blinding Smoke or Nerve Agent, but I'll see if I have a new suggestion for that one.
     
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  18. Untitled Doc

    Untitled Doc 1 man robotics team

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    Going to offer some input each
    Skill 1: Spin Attack

    Idea 1: Enhanced Blades [4], not too op, and makes sense
    *Ok, values are always up for debate

    Idea 2: Shadow Clone [5], I want that to be implemented so badly.
    *The coding for this is probably be a bit iffy

    Idea 3: Shadow Daggers: [4], Good, but would be a pain to code, and should be nerfed a bit.
    *originally wanted to make the assassin have it to be a 10 block range, might revert that change back to 10

    Skill 2: Vanish (By far, the most controversial)

    Idea 1: Blend into the shadows [2], bit bland, but could work.
    *filler talent

    Idea 2: Reflexive Parry [4], smart, but could be nerfed (It could be block 50-65% and deal 10-30% back [I'm putting in random percentages])
    *I had a different version, similar to the idea that you parry an attack and usethe momentum to empower your next basic attack
    *will Include version 2 of Reactive Parry

    Idea 3: Shadow Step [2], then you accidentally jump off a cliff.

    *It was supposed to somewhat resemble teleport, so when you vanish, it is quite easy to predict it you react quick enough
    *shadow step will make predicting vanish more difficult

    Idea 4: Shadow Aura [1.5], seems a little redundant, don't you think?
    *I was considering that only basic attacks might unvanish your opponents... but I thought that might be a tad to overpowered

    Idea 5: Inspire Fear [1], they'll know you're close to them in duels/the nether, especially since the range needs a nerf
    *I admit, this one was heavily PvE deisgned, I never studied PvP design too much, so usually I have to rely on other people to balance it for PvP

    New idea from me- Smoke Decoy: [X], I am unfit to rate my own idea (I'm looking at you, Endertricity)
    vanishing creates a clone of you. Doesn't matter if it attacks and does 0 damage, has some sort of AI, or just stands there
    *Not sure about AI, since clones that stand still are easy to identify has fake
    *I do know about this concept from other games (HotS, not Heart of the Swarm, the other one), I'm just not sure how to implement it

    Skill 3: Multihit

    Idea 1: Vengenace [5], Logical, fits assassin.
    *Ok

    Idea 2: Vulnerability [3], idk if that changes much
    *Team based ability, It's rather bad in my opinion solo, but incredibly powerful in team situations

    Idea 3: Off Balance [2], I think multihit causes them to glide down similarly to an archer after it used escape, and it'll be hard to bait them off a cliff without damaging them.
    *Maybe I should change it to the next source of fall damage (cannot be stackable)

    Skill 4: Smoke Bomb


    Idea 1: Drifting Smoke [2.5], Causes less hits from the smoke bomb
    *Designed to give a lot more crowd control from smoke bomb, as I believe the smoke bombs will now overlap in some areas, and the parts where they overlap, will take double damage becuase they are being hit by 2 bombs at once. If they are hit by 3 (I don't think it is possible due to the size and arc of smoke bomb, then they would take triple damage from all three bombs

    Idea 2: Sticky canisters [3], Would be a huge pain to code.
    *In general, most of the abilities would be difficult to code

    Idea 3: Blinding Smoke [4], Spin attack does that too, but it makes sense.
    *ok

    Idea 4: Nerve agent [4], interesting.
    *ok

    Idea 5: Concealing Smoke: [4], Makes sense for an assassin.
    *ok

    Idea 6: Larger Bombs [3], bland.
    *Filler talent

    Idea 7: Grappling Net (As suggested by Endertricity) [3], find that a bit too powerful but whatever.
    *I can't balance this becuase I cannot envision it in my mind, You would probably have to ask Endertricity, as my vision for this is significantly different from what his idea probably is
     
  19. Florfy5

    Florfy5 a person

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    I think you should use the new version in this format: You get hit, counter 25-50%, unvanish, then do +50-60% damage for the next second.

    Idea for smoke Decoy: It attracts mobs to the decoy. This is PvE, but can also be used to safely gather mobs and smoke bomb them all at once. If it's not too hard to code, they could even prioritize the decoy, allowing for non-assassins to sneak past.
     
    Last edited: Aug 24, 2016
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  20. OolongTeaa

    OolongTeaa Retired Master of Resale HERO

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    +1 been seeing a lot of 4th tier spell suggestions lately
     
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