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World 4th Tier Spell Upgrades (my Version)--> Trying To Introduce Something Different: Cooldown (pls Read)

Discussion in 'General Suggestions' started by vs2011, Jul 31, 2016.

?

Like the spell upgrades?

  1. Yee 10/10 I like it

    1 vote(s)
    16.7%
  2. It's a good idea but needs some work

    5 vote(s)
    83.3%
  3. Definelty need to think it out some more

    0 vote(s)
    0.0%
  4. Just no... I completely think this is a waste of time and energy

    0 vote(s)
    0.0%
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  1. vs2011

    vs2011 You don't say...

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    I know it's a lot to read but please do. It would mean a lot for me and people usually don't read what I say here and post down below what I did implement without knowing.

    Just as a reminder the spell upgrades from tier 1->3 all go by increments of 10 lvls so to accomodate for 4th tier I have made to be every 6 lvls. Also by lvl 92 you would probably want to have all spell upgrades. I also introduced the concept of cooldowns (if it wasn't already taken) on certain aspects of spells to prevent from those annoying "spell-spamming" people in the nether :/

    This is important : Now the cool-downs will be for a certain aspect of the spell so I don't completely make the spell useless. So you can still use the basic spell without the specified aspect on cool-down.
    The 4th tier spell upgrade would unlock as such:
    ex:
    Bash IV --> lvl 76
    Charge IV --> lvl 82
    Uppercut IV --> lvl 86
    War Scream IV --> lvl 92


    Ok now for real...
    Warrior
    Bash IV (lvl.76) --> Enraged Hit : Inclusive of Bash III effects plus dealing extra 50% knock back. If target was hit by Earthquake, it deals extra 25% damage and targets healing ability is lost for 4 seconds (Cool-down on healing ability loss is 6 seconds)

    Charge IV (lvl. 82) --> Air Deflect: Inclusive of Charge III effects and you take 50% less damage while charging in air

    Uppercut IV (lvl. 86) --> Fury: Inclusive of Uppercut III effects plus uppercut range is increased by 30%. If targets are uppercutted again within 3 seconds, targets takes extra 30% damage and receives Slow II for 3 seconds (doesn't stack). (cool down on consecutive uppercut damage bonus is 5 seconds)

    War Scream IV (lvl. 92) --> Intimidation: Inclusive of War Scream III plus giving targets weakness II for 8 seconds if affected by war scream. Targets hit by air projectile has -30% damage, Slow II, and -50% dodge rate for 4 seconds. (Cool down on the intimidation effect is 8 seconds)

    Archer
    Arrow storm (lvl. 76) --> Quad-Barrage : Fires 4 streams of arrows where if targets are struck from further away, deals extra +5% damage for every 2 blocks further away

    Escape (lvl. 82) --> Altitude strike : Inclusive of Escape III effects and the higher you are using surprising strike, the more damage you deal along with giving surrounding targets Slow II for 5 seconds (doesn't stack)

    Bomb Arrow (lvl. 86) --> Enhanced Explosives: Inclusive of Bomb Arrow III and if bomb hits target directly (not splash), target is stunned and takes 25% more damage from attacks for 3 seconds. (Cool-down on direct-hit bomb arrow strike is 10 seconds)

    Arrow Shield (lvl. 92) --> Rejuvenating Shield : Inclusive of Arrow Shield III effects and while in arrow shield, you receive +20% health regen and +150 health regen. Attacking will break this effect or if enemy breaks arrow shield

    Assassin
    Spin attack IV (lvl. 76) --> Combo : Inclusive of Spin attack III effects and deals 30% more damage plus dealing an extra 50% knockback if target was hit by you at least 4 consecutive times (no more than 3 seconds between each hit). (Cool-down on combo effect is 5 seconds)

    Vanish IV (lvl. 82) --> Steel Cloak : Inclusive of Vanish III effects and while vanished, you take 50% less damage to surrounding damage effects (such as splash damage) and do not become revealed if hit the first time by damage. (Second time you will be revealed)

    Multihits IV (lvl. 86) --> Velocity Strikes : Inclusive of Multihits III effects and each hit from multihits stacks damage by 5% each hit. If target is multihit again within 4 seconds, each hit deals extra 10% damage. (can stack up to 3 times). (Cool-down on Velocity Strikes is 8 seconds)

    Smoke bomb IV (lvl. 92) --> Weakening Smoke : Inclusive of Smoke bomb III effects plus one extra bomb (now 4) and targets will receive Weakness II if hit by smoke wall for 4 seconds

    Mage
    Heal IV (lvl. 76) --> Life Drain : Inclusive of Heal III effects and you steal 8% health from nearby enemies with every heal pulse (Cool-down on Life drain is 6 seconds)

    Teleport IV (lvl. 82) --> Time travel : Inclusive of Teleport III effects and consecutive teleporting will travel further and further distances. (maximum up to 24 blocks)

    Meteor IV (lvl. 86) --> Magma crator : Inclusive of Meteor III and sets targets on fire for 4 seconds dealing 20% extra damage if target is within the meteor impact range. (Cool-down on fire is 8 seconds)

    Ice Snake IV (lvl. 92) --> Ice constrictor : Inclusive of Ice Snake III but now your ice snake is 25% larger and 25% longer plus deals 15% extra damage for every 6 blocks traveled before hitting target. (Cool-down on the block-damage multiplier is 5 seconds)



    Ok so that's all and I hope you like it. If something is under-/over-powered just tell me. Tell what you think without being too harsh. Remember, it's just a suggestion and if you have something to say about my idea that is not nice, spare the words because I don't want to hear someone calling me a child or "he doesn't even know how to balance the damage" type of stuff. It's an idea in progress. Thank you for reading this :)
     
    Last edited: Jul 31, 2016
    pao and chris :D like this.
  2. pao

    pao Well-Known Adventurer CHAMPION

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    Some of these need reworkings, I'll list them here
    Heal IV - Scale down 350 health to, say, 5-10% of overall enemy health. Unusable on bosses?
    Teleport IV - Delete current ability, it is overpowered af. Instead maybe just teleport further/wider damage range?

    Smoke Bomb IV - Extra damage is boring, add something new.
    Spin Attack IV - Enemies flung away

    Arrow Storm IV - Middle stream of arrows deals more damage?
    Bomb Arrow IV - Remove consecutive damage stacks. If they get hit directly, possibly 50% more damage and 3-5 second stun rate?

    War Scream IV - Both gives allies strength and gives enemies weakness/slowness (they deal less damage/move slower)
    Bash IV - Knocks enemies back further and second attack does more damage?
    Uppercut IV - Spell travels further.
    Spells not mentioned are most likely well written/balanced (or I didn't see them...)

    Great idea to continue the spell upgrades, post-level-66 is boring because there is nothing to look forward to for leveling up.
     
  3. vs2011

    vs2011 You don't say...

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    K thx I will try to men the spells a bit :)
    ________________________________
    I have mended the spells a bit but tell me what is good/bad or need reworking
     
  4. vs2011

    vs2011 You don't say...

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    bump even tho this is the general suggestions page ._.
     
  5. pao

    pao Well-Known Adventurer CHAMPION

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    More spell reworks:
    Heal IV: 8% damage on the initial pulse, 2% for each pulse after that (8 -> 2 -> 2)
    Spin Attack IV: remove the "if the target was hit...", just does knockback. Say you're surrounded by enemies, would be handy

    nice job this time, significantly less reworks
     
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