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World Invertedreaper's Mad Ramblings: Classes (part 1- Passives)

Discussion in 'General Suggestions' started by InvertedReaper, Jan 25, 2017.

?

What do ya think?

  1. I likeit

    59 vote(s)
    78.7%
  2. I don't like it

    2 vote(s)
    2.7%
  3. Needs more elaboration

    14 vote(s)
    18.7%
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  1. Untitled Doc

    Untitled Doc 1 man robotics team

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    Hey, now staff have stated that passives are a possibility!

    *one life goal complete*
     
  2. captainganon

    captainganon God of k | Derpalope VIP+

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    This is just as much a suggestion as any other thread. It being from a staff doesn't make it any more likely, other than the fact that their understanding of the game makes their suggestions typically better.
     
  3. Dohdo

    Dohdo I'm back. Cancer in it's purest form.

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    yeah its too bony
     
  4. Untitled Doc

    Untitled Doc 1 man robotics team

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    I mean in the past,
    I haven't seen staff go too deep into class based passives besides base armor.

    one of my goals with creating my class suggestions was to suggest passives that went beyond the base armor system
    Now it doesn't mean it's going to be implemented, like I stated in many of class designs.

    But at least someone important acknowledges the possibility :D
    But I'm quite new compared to the veterans here, so I maybe the some other staff suggested this before I was here

    But whatever,
    I'm happy :D
     
  5. Zepic

    Zepic I Don’t Know What to Put HERO

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    +1 Support and

    BUMP THIS TO THE FRONT PAGE

    it's only been 12 days so it's not a necro
     
  6. Inceptus

    Inceptus Silent forums lurker

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    I like all of this. Just this part. All here. I don't care about Archer, Mage, or Warior. I like this. Much.

    Yes, the other one's are good too. (+1)
     
  7. InvertedReaper

    InvertedReaper The Nigerian Soothsayer HERO

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    I plan on going much further in-depth with it in later parts. I just didn't want to want to drop a text bomb on everyone or else no one would read it.

    @Selvut283 Funny you should say that. I'm working on a full top-to-bottom classes rework. Also, I did initially think about having 3 per class and choosing one. But then I realized that I couldn't think of 3 effective passives for each class. So instead I gave them 2 and they could have both. I'm just one guy, maybe the GMs can think of more. And as for the subclasses, I don't think it's necessary for all subclasses to have their own items. For example, Mage and its subclasses could all just continue using sticks. Personally the only new weapons I think are necessary is one for one of the Warrior subclasses. I don't expect you guys to do it at the drop of a hat. I've been here long enough to know how it works, both the limitations of the game and of the coders, texture artists, designers, etc. Trust me, I have you guys in mind <3

    @Ethan_Washington Yeah, no. Just because I'm a staff member doesn't make my suggestion any more special than anyone else's. If anything, this is me just using the platform to gripe lol
     
  8. Dohdo

    Dohdo I'm back. Cancer in it's purest form.

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    We dont need more variety. Take the current game as an example, a warrior and a warrior subclass should both be able to use spears, and then assassin uses a sword. I can't think of others besides an ax or a hammer, but lets face it, an axe nor a hammer belongs to assassin or warrior.
     
    Last edited: Feb 10, 2017
  9. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM CHAMPION

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    But how will each class deal more or less damage when damage is dependent on weapons?
     
  10. Anárion

    Anárion Screw Maex #Dogovi4Ever CHAMPION

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    The deal is that assassin has a powerful pasive, 50% more dm with an enemy lower than 25% health.... just think it, melee pvp for assassin will be op again, and against bosses with a ton of life this would be a hell over powered, probs you must need to nerf a bit those stats, however, +1
     
  11. InvertedReaper

    InvertedReaper The Nigerian Soothsayer HERO

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    My immediate answer is to have it be reflected in the skill damage of the subclasses. I would assume (or should I say hope) that subclasses would have a different skill set from the base classes. So let's say you get the subclass upgrade at like level 70 or 75 (so you can still hit Grade 3 on all your skills on your base class). On a class like Warrior, you'd have the option of either going the more offensive route, or the more defensive route. So the main damage skill of the more offensively-oriented class should be at least as powerful as Grade 3 of Warrior's most powerful skill (Uppercut). For the more defensively-orientated subclass, I would have its main damage skill be equivalent to that of Grade 3 Bash. However, they get much higher CC and overall tankiness to compensate for the decreased damage. I would also only have 2 Grades of the new skills since there would only be 25-30 levels to work with.

    Alternatively, a much less work-intensive option is to not do subclasses at all, but give each class more skills. Some more damage-based, others more support-based. Then have a menu ingame that allows you to bind those skills to your click commands. So essentially it's like Pokemon. You have an entire list of skills you can choose from, of which you pick the 4 that best suits your build/needs.
    I mean, I kinda think PvP's a broken mess anyway... But, I beg to differ. Mage and Archer both have the range game and can Teleport/Escape to a spot where Assassins can't even touch them. Not to mention Mages have Heal to stay above 25% and Archers have Arrow Shield to punish anything that gets too close. Warriors can tank quite a few hits from Assassin and their slows can hinder Assassin's mobility (Ice Snake can too). Also, one of Warrior's passives partially negates the buff too.

    As for bosses, I don't see how that's a bad thing. Every boss in the game can be soloed as it is anyway (which I think is pretty dumb but that's just me).
     
    Last edited: Feb 11, 2017
    Anárion and Dohdo like this.
  12. That_Chudley

    That_Chudley Wynncraft Addict HERO

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    This is magnificent :D +1 support
     
  13. Aya

    Aya Very Serious Gensokyo Journalist HERO

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    yesyesyesyesyesyesyes

    +1 support
     
  14. That_Chudley

    That_Chudley Wynncraft Addict HERO

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    Adding more interesting things like this to classes would REALLY help Wynncraft more replayable. Currently I just go on for daily rewards and tend to only play through classes properly when a new update comes out, but even then, doing the earlier quests is always a bit of a drag, however, by adding in this feature, it would give another cool function to explore :)
    ________________________________
    It'd be amazing if the subclasses and passives could allow complete class versatility so that you could essentially create a really defensive archer but with perhaps a constantly slower attack rate and lower damage. Or even a mage with insane damage, but spells cost a ton. I realise that this stuff can be achieved to some extent though the use of skill points and stuff, but it would just make the game more interesting and replayable :)
     
    Last edited: Feb 11, 2017
  15. Colligative

    Colligative Travelled Adventurer

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    Personally, I completely agree with all the points that you make.
     
  16. Reskaillev

    Reskaillev Well-Known Adventurer HERO

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    Wynncraft's class system works at the moment (in my opinion) because it
    is super simple.

    Adding other features (stolen from other games) is not the correct way to extend the depth and
    complexity of the game.
     
  17. InvertedReaper

    InvertedReaper The Nigerian Soothsayer HERO

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    This reason has always been fun for me to respond to. There's no reason to be original for originality's sake. It just creates a bad game whose only selling point is that it's "different". They're "stolen" because they work and they make an effective and complete gameplay experience. And to be perfectly honest, if you view this as complicated, then you must've never played an actual MMO before, or really any game for that matter. Even vanilla Minecraft is more in-depth and "complicated" than what I suggested.

    But, I am open to critique and other suggestions. What would you suggest to add more depth (not trying to be sarcastic or condescending or anything, genuinely curious)?
     
  18. Untitled Doc

    Untitled Doc 1 man robotics team

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    Perhaps a longer list of passives?

    After we have a long list, we can choose how many passives each class gets to make it work in PvP and PvE
    Then we can choose which of those would be the most balanced/easiest to implement and debate about them and their values.

    A suggestion for a selection of passives is something to do with SP. (To make SP regen more relevant in today's meta)
    In my opinion, passives should be tied to soul points becuase thats the only thing that is shared across all classes, and you get them at the very beginning, like these passives you suggest.
    This would also have scaling as you get more soul points later, and the strength of your passives is dependent on the amount of SP you have.
    How each classes uses the power of soul points varies.
    (IE mages would use it boost their magic/heals, while warriors might use it to regenerate life/block dmg, assassins would empower their blades/stealth, archers to their bows/speed)

    Just a suggestion.
     
  19. InvertedReaper

    InvertedReaper The Nigerian Soothsayer HERO

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    As I told @Selvut283 , I did originally plan on having more passives. 3 at the very least, of which you chose one. However, as Selvut also mentioned, we have to take into account the limitations of the coders and the game as a whole, while also trying to not make something that's OP. That makes making a longer list rather difficult.

    Secondly, with SP being tied to several different things (TP scrolls, changing your stat distribution, leaving a guild, loss of emeralds/items upon death, etc.), having the player actually become weaker the less SP they have may be counterintuitive to what we want people to do (explore). It is definitely an interesting concept though, and I'll be thinking of ways something similar could be implemented without it being too punishing on the players should they die often.
     
  20. Untitled Doc

    Untitled Doc 1 man robotics team

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    Oh sorry I didn't mean like code actual passives into the game and then choose and balance.
    I just wanted a longer list of ideas in the thread, then we could choose which ones could work in game.
    For example, you suggest 20 different passives in the thread, and then pick 2 that fits the game/balance the most.

    Then comes debating and coding and play testing.
     
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