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 Skill Alternates, Corrupting/purifying Skills, Passives [wip](currently Only Mage)

Discussion in 'General Suggestions' started by Wolf12345, Apr 23, 2017.

Tags:
?

Do you like these suggestions?

  1. Yes, all of it!

    1 vote(s)
    10.0%
  2. Yes, the alternate skills and passives

    2 vote(s)
    20.0%
  3. Yes, the Corruption/Purification

    3 vote(s)
    30.0%
  4. No, not at all

    4 vote(s)
    40.0%
Thread Status:
Not open for further replies.
  1. Wolf12345

    Wolf12345 Skilled Adventurer

    Messages:
    5
    Likes Received:
    0
    Trophy Points:
    43
    This is not the final version of these ideas, this was more along the lines of a test run to see how people would respond, I'm still very much so working on this.

    The general idea behind this is to add more choice to the skills and spells that players can use, while right now very linear, this would add more player choice to the matter, as well as adding passive spells and skills (henceforth simply skills) that don't require casting. Rather than simply leveling up to the next skill, you now get to choose between two variants of a skill, and later on a stronger Corrupt/Pure variant.

    When you get to the appropriate level for a skill, you have the option of version a, or version b. Version a is typically the spell as it currently exists in the game, but possibly changed slightly to account for certain version b's.

    Values are not set in stone, and should almost certainly be changed for balancing (as in this is an initial idea that I was just spit-balling, I'm going to continue to tweak them).

    All skills can be reselected for a cost (either emeralds, soul points, or a special book/NPC/quest)

    All skills (except basic attacks) include a Corrupt/Pure variant as well, Corrupting or Purifying a skill can be done at an altar, requiring a large amount of emeralds, and the player being a minimum of level 80. Changing between Corrupted/Purified can only be done for a nearly identical price to the initial act. Corruption and Purity are not actually directly tied towards the world corruption, they are merely powerful variants of skills that creates a further schism in skill diversity.

    Again, to clarify, there is a difference between the World Corruption, and a corrupted skill.

    Mage
    Basic Attack a: Magic Missile
    Magic Missile acts similarly to the current basic attack, it fires a single bolt, stops after hitting the first enemy, and has an area of effect explosion that would damage roughly 4 closely packed enemies
    Grade 1 (lvl 1): Deals 100% weapon damage
    Grade 2 (lvl 20): Deals 125% weapon damage +Force - increases explosion range slightly, knocks enemies back a decent distance (~3 to 5 blocks)
    Grade 3 (lvl 50): Deals 150% weapon damage +Dual Burst - causes two separate
    missiles to be fired simultaneously, further increasing explosion range and knockback

    Basic Attack b: Arcane Blade
    Arcane Blade would act as a short, arcing attack in front of the player, dealing more damage than Magic Missile, but with less forward range
    Grade 1 (lvl 1): Deals 125% weapon damage
    Grade 2 (lvl 20): Deals 150% weapon damage
    +Cripple - slows enemies caught in the blade significantly
    Grade 3 (lvl 50): Deals 175% weapon damage +Electrocute - causes thunder damage to move from enemy to enemy

    Spell 1a: Self-Heal
    Self-Heal only heals the player, it's a more potent heal, and has more effects, but can not be used on anyone else.
    Grade 1 (lvl 1): Mana 8, heals 40% player health
    Grade 2 (lvl 16): Mana 7, heals 50% player health, +Purify - removes debuffs and fire
    Grade 3 (lvl 36): Mana 6, heals 65% player health, +Empower - increases move speed for 5 seconds, causes enemies immediately near you to be stunned for 2 seconds

    Corrupt: Mana 6, heals 40% player health +Vampiric Heal - immediately deals damage to enemies surrounding you, and steals their health, giving it to you only if the enemy is killed, anything not killed is poisoned
    Pure: Mana 6, heals 80% player health +Angelic Heal - for 2 seconds damage up to 30% of health is negated, and excess health from healing is given to the nearest friendly player


    Spell 1b: Group-Heal
    Group-Heal will heal all friendly players within a vicinity, heals the casting player for less, and provides buffs to friendly players
    Grade 1 (lvl 1): Mana 7, heals 20% casting player's health, 40% friendly players health within 4 block radius of caster
    Grade 2 (lvl 16): Mana 6, heals 25% casting player's health, 50% friendly players health withing 5 block radius of caster
    +Soothe - causes a lasting heal to other players, akin to Pulse
    Grade 3 (lvl 36): Mana 5, heals 40% casting player's health, 80% friendly players health within 7 block radius of caster +Protect - causes surrounding players to gain protection 1 for a short time, as well as increasing speed slightly

    Corrupt: Mana 5, heals 40% casting player's health, 70% friendly players health within 10 block radius of caster +Destruct - causes any enemies caught within healing radius to be damaged greatly, and blinded for 3 seconds
    Pure: Mana 5, heals 40% casting player's health, 90% friendly players health within 12 block radius of caster +Angel - further increases all healed players speed and damage within radius for 5 seconds

    Spell 2a: Spatial Warp
    An instantaneous teleport, used primarily to move between locations quickly, and escape harm
    Grade 1 (lvl 11): Mana 3, teleports the player 10 blocks forward
    Grade 2 (lvl 26): Mana 3, teleports the player 15 blocks forward +Flash - blinds enemies near your warp path for 5 seconds
    Grade 3 (lvl 46): Mana 3, teleports the player 20 blocks forward +Distort - teleports any enemies near your warp destination 4 blocks away from you

    Corrupt: Mana 3, teleports the player up to 35 blocks forward +Nuclear - the massive warp distance momentarily weakens you, slightly increasing damage received for 3 seconds after a warp
    Pure: Mana 3, teleports the player 20 blocks forward +Protective Space - teleports any enemies near you up to 10 blocks away, until they collide with a block (can not cause damage to them)

    Spell 2b: Gale Sprint
    Dash is a shorter distance variant of warp, that deals damage and additional effects
    Grade 1 (lvl 11): Mana 3, causes the player to swiftly move forward 6 blocks, quick enough to walk in the air, dealing 100% weapon damage to all enemies in the path
    Grade 2 (lvl 26): Mana 3, player moves forward 10 blocks, dealing 110% weapon damage +Swift - temporarily increases players speed after the sprint has ended
    Grade 3 (lvl 46): Mana 3, player moves forward 14 blocks, dealing 130% weapon damage +Needles - any enemies in your path take sustained air damage for 4 seconds after you sprint past them

    Corrupt: Mana 3, player moves forward 6 blocks, dealing 150% weapon damage +Fleeting Wind - every enemy killed during the sprint adds 4 blocks of additional sprint
    Pure: Mana 2, player moves forward 15 blocks, dealing 140% weapon damage +Torrent - after your sprint has ended, your speed is further increased, and you gain increased jump height for 4 seconds

    Spell 3a: Meteor
    Meteor acts identically to how it does now, but with less Earth damage (10% as opposed to 30%)

    Corrupt: Mana 5, damage 450% +Eruption - after the meteor strikes, any enemies left still alive surrounding it are thrown 5 blocks away
    Pure: Mana 5, damage 400% +Gravity Well - the area the meteor will strike pulls enemies within 2 blocks towards it, holding them in the path of the meteor, and dealing additional 25% weapon damage from the intense force

    Spell 3b: Earthquake
    Unlike meteor's more directed attack, Earthquake is an AOE spell that damages anything around the player, although for less damage
    Grade 1 (lvl 21): Mana 6, damage 200% to enemies within 5 blocks of caster, takes a moment to cast
    Grade 2 (lvl 36): Mana 6, damage 235% to enemies within 6 blocks of caster +Force(?) - enemies within range are staggered for a moment, and are pushed away from the caster
    Grade 3 (lvl 56): Mana 5, damage 260% to enemies within 6 blocks of caster +Aftershock - after the initial quake wears off, an aftershock will occur once more a few seconds later, dealing half damage, and pushing enemies significantly further away

    Corrupt: Mana 5, damage 340% to enemies within 8 blocks of caster +Terror - the speed of the earthquake is now instant, and enemies caught are slowed for 2 seconds
    Pure: Mana 5, damage 260% to enemies within 10 blocks of caster +Nature's Wrath - friendly players within the range of the earthquake are healed for 10% of health, while enemies are poisoned for 5 seconds

    Spell 4a: Ice Snake
    Identical to Ice Snake

    Corrupt: Mana 4, damage 80% +Hydra - 2 extra snakes are created at your sides, converging on whatever point you're facing, and all snakes are nearly twice as fast as normal
    Pure: Mana 4, damage 70% +Lighting Bolt - ice branches off in several random directions, reminiscent of a lighting bolt, dealing additional 25% thunder damage, snake is significantly faster


    Spell 4b: Ice Tomb
    Enemies near you are immediately frozen in place, taking slight damage
    Grade 1 (lvl 31): Mana 6, enemies within 3 blocks of you are instantly frozen in place for 4 seconds, dealing 20% damage
    Grade 2 (lvl 46): Mana 5, enemies within 4 blocks are frozen for 4 seconds, dealing 25% damage, 20% water +Hypothermia - enemies frozen are permanently slowed afterward
    Grade 3 (lvl 66): Mana 4, enemies within 5 blocks are frozen for 4 seconds, dealing 30% damage, 20% water +Ice Shield - the caster is given protection for 6 seconds, but loses it upon attacking


    Corrupt: Mana 4, enemies within 7 blocks are frozen for 4 seconds, dealing 70% damage +Masochism - the player is temporarily slowed after casting this, takes slightly more damage, but is healed for 5% of damage dealt
    Pure: Mana 4, enemies within 8 blocks are frozen for 2 seconds, dealing 60% damage +Blizzard - all enemies trying to enter the range of this spell are violently forced backwards, and frozen, dealing full damage, the player can not move out of the range of the cast

    Passive 1a: Phoenix Form
    Grade 1 (lvl 15): Permanently increase damage by 35%, health by 10%
    Grade 2 (lvl 30): When the player is below 10% health, restore to full health and temporarily increase speed, can only happen once every 15 minutes

    Passive 1b: Archmage Form
    Grade 1 (lvl 15): Permanently decrease health by 10%, increase damage by 45%, mana by 10%
    Grade 2 (lvl 30): When the player is below 20% health, for 40 seconds spells no longer cost mana, can only happen once every 15 minutes

    Passive 1c: Mystic Form
    Grade 1 (lvl 15): Permanently increases movement speed by 20%, damage by 10%, mana by 15%
    Grade 2 (lvl 30): When the player is below 15% health, slowly restore health, increase movement speed by 150%, increase damage by 25%, can only happen once every 15 minutes

    Please leave suggestions for different skills, balancing, or overall feedback below
     
    Last edited: Apr 26, 2017
  2. captainarcani

    captainarcani That guy that creates crazy WynnCraft theories

    Messages:
    542
    Likes Received:
    289
    Trophy Points:
    52
    I'm sorry but there's already a thread like this by @Academyfail with much more detail please go and check that out.
     
  3. Wolf12345

    Wolf12345 Skilled Adventurer

    Messages:
    5
    Likes Received:
    0
    Trophy Points:
    43
    The posts by Academyfail and I are very different, and I describe the spells in significantly more detail
     
  4. captainarcani

    captainarcani That guy that creates crazy WynnCraft theories

    Messages:
    542
    Likes Received:
    289
    Trophy Points:
    52
    Yes but this thread makes no sense lore wise. Why would a character who's fighting corruption/decay in wynn or gavel start using corrupt spells it doesn't make sense.
    ________________________________
    There are also one or two quests that talk about purification so that wouldn't work as well
     
  5. Wolf12345

    Wolf12345 Skilled Adventurer

    Messages:
    5
    Likes Received:
    0
    Trophy Points:
    43
    Think of the names as purely placeholder, you're not actually using "corrupt" or "pure" spells, you're changing the spells by purifying or corrupting them independently (i.e. you make the spell a purer version of itself, or more corrupt version of itself, also think of "fighting fire with fire"), I could change the actual name of them if it's really that bad
     
  6. captainarcani

    captainarcani That guy that creates crazy WynnCraft theories

    Messages:
    542
    Likes Received:
    289
    Trophy Points:
    52
    I don't mind the names but some people in the forums can be really harsh lore wise so I suggest you change it.
     
  7. llllllllllllll

    llllllllllllll Famous Adventurer

    Messages:
    3,270
    Likes Received:
    2,904
    Trophy Points:
    192
    Minecraft:
    Choose between?
    See the thing is, you're the one doing the balancing with the help of your fellow forumers. The CT or whoever shouldn't have to change a suggestion's details. It's a big impact either way.
    But you said that
    So that second paragraph I referenced first made it look like that whenever you level up, you have to pick. Now in the first paragraph I referenced you have to use an altar at lvl 80, although no spells come at level 80. Which one is it? If you use the altar, tell me. How many emeralds, what items?

    Yeah, the way this suggestion has started, I'm already to sticking to @Academyfail 's suggestion.
     
  8. Yorn91

    Yorn91 Well-Known Adventurer VIP+

    Messages:
    537
    Likes Received:
    176
    Trophy Points:
    62
    Guild:
    Minecraft:
    "1 big bad suggestion with some good things"

    Let me start with my criticism:
    1. The Intro:
    I don't think we need more variation in our spells. This limits builds. Some would profit of this and make it very overpowered. It is linear, yes, but that is not important. The spells currently work well already. Taking elemental damage on your weapon makes the damage different. Giving more health? No, we have armor. Short said it would be overpowered and useless. This is also a suggestion including current spells. Why? Making up the new ones is good, I encourage creativity. This is why I don't particulary enjoy comparisons. You are adding onto something existing. I find doing that is quite useless. Only put the alternative and the "corrupt pure" segment. Would make it more proffesional and save you time too.

    2. Corrupt/Pure:
    Honestly, I like the concept. Only the names I despise. We, recruits from Fruma, came to Wynn to fight corruption, yet we are using it then? Is that not utterly against the point why we came here? Something you could add is a "Purity meter". Something that shows you getting more pure or corrupt. Weakening you as you go more corrupt and strengthening you as you go pure. Using certain weapons might require purity or corruptness. Pure could be buffed and then only be used at 100 purity f.e. Then I would see this as a really nice and unique feature. Just switching from Corrupt to Pure in an instant is just an abnormal idea.

    3. Basic attack:
    Did this need changing from wynn? No. No, not at all. Making it fire a strong projectile would work with the tier system we have now. But with a beam that was firing constantly with less damage I thnk about 2 things: Lag and underpoweredness. The beam would be particles which cause lag and be underpowered. For just more range you would deal less damage. 2 strong missiles are stronger than a beam that works like the thunder special. The only strong thing would be slowing. But we have ice snake. This part is honestly completely useless. It doesn't even have the "highlight" corrupt/pure system.

    4. Heal spell:
    The a spell is overpowered with purity and underpowered without it. And what do you mean with "weaklings"? The b spell is overpowered as hell. 80% in a 7 block radius? That means in a 150 block area (more than that) the friendlies get healed for nearly full health. Overpowered. Again pure outshines corrupt. Pure gives: mini escape + mini war scream + full heal. Corrupt would just deal little damage. Unless it is a % then it is overpowered af boi!

    5. Teleport spell:
    Warp = a wand. Need a new name. A = too weak or too strong. The same as now, but instead of it being a damaging spell, it is a support spell. Not quite useful, with ice snake for the freeze :O. Again no purity. So bad 6.8/10. Spell B = dash from warrior. Just also giving speed (like escape) It is a too much damage dealing spell with a transport spell.

    6. Meteor
    Spell A is literally meteor. Purity again too strong. Be more creative because the purity system could become it's own suggestion. You know what? Do that. Will turn out better hopefully. That is a good idea, expand on it. Anyhow I digress. Spell B, just a big mashup of other spells. AOE, like spin. Crippling like bomb arrow and the concept spell 3 is bash. I just say don't.

    7. Ice Snake:
    A is the same... No comment
    Spell B means you can sit still and heal. Very overpowered. Also freezing them for so long is OP.

    8. The passives:
    They are okay.

    9. Conclusion:
    Make your purity corrupt your own suggestion. That is the one good thing about this post. The rest is just like the rest of the spell suggestion threads.
     
  9. Wolf12345

    Wolf12345 Skilled Adventurer

    Messages:
    5
    Likes Received:
    0
    Trophy Points:
    43
    I've edited the errors you outline in this post.
    To clarify, there are now two versions of the previous 4 base skills that classes have, as well as the basic attack, noted as Version A, and Version B, then after that, every new skill, now 8 per class, also has a Corrupt or Pure form, which is a sort of "Ultimate" form of the spell.

    Thank you for the in-depth feedback, and I'd like to note that I'm still working on this. I sort of just came up with some ideas and started typing, on top of that it's late where I am, and I was preparing for a short trip I have to make tomorrow.

    The current spells were included to show the two versions of the spells, and to outline any changes I thought should be made to them in light of any new spells.

    I'm still working on the idea of Corruption and Purity, I'm not certain where I think it should be taken, although thinking about it I do like your idea of a sort of "Purity Meter", I think this could be used as a sort of "Prestige" mode at the end game, similar to Paragon in Diablo 3.

    On the basic attacks, I really was only "certain" about adding a tiered version of it, I just threw the idea of the beam out there, although I certainly will be changing it.

    The weaklings bit was more along the lines of flavor text, I've been rather inconsistent in this post and I'm going to work on cleaning that up.

    I accidentally skipped over the Corrupt/Pure variant of the teleport spells

    Again, I appreciate the feedback, and pointing out where I made mistakes
     
  10. Academyfail

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

    Messages:
    512
    Likes Received:
    100
    Trophy Points:
    62
    Minecraft:
    I really like this idea. Though I too have some criticism.
    You say that Wynncraft is too linear. though there are only 2 variants of spells in your post adding on to the mostly balanced original, attack oriented, and defense oriented. Another thing that I'd like to point out is that these changes only apply to mage, which isn't fair for the other classes that would also like some cusimizability. This purity meter is a modified skill points that I didn't talk about because it adds another variable that would be annoying to calculate as a lowly suggestions thread. @PyroWolfBlade I think this thread focuses on the attack/defense orientedness of a character rather than the spells am I correct?
    Then I think skill points already do this. since "purity" or "corruption" are mostly attack/defense that already exists as a skill point variable. Also I think the intelligence skill (water) is already associated with purity. Fire/Earth have weak, but definite ties with the corruption/decay. (don't make me explain this)

    The focus is rather this "Purity" meter that CAN affect spells and melee and possibly other factors. (I may add melee customization in my thread soonTM enough)
     
  11. Wolf12345

    Wolf12345 Skilled Adventurer

    Messages:
    5
    Likes Received:
    0
    Trophy Points:
    43
    Thank you for the detailed response. I know that this post was rather lacking, I only had about an hour or so to type it up as I was busy packing for a 3-day trip for a Tech event I was competing in, and on top of that I was pretty tired when I typed it (it was riddled with errors when I first posted it). I intend to continue working on the logistics of it over time, balancing it, adding more variants, and fleshing out my ideas for the Corruption/Purification system (as well as most likely changing the name). I'll be adding this to the post, but just to clarify, this is not my finalized idea for these additions, this was more along the lines of testing the waters to see if anyone even had any interest in these to begin with, and to write down so I didn't forget my ideas.
     
  12. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

    Messages:
    262
    Likes Received:
    98
    Trophy Points:
    58
    Guild:
    I've made something similar too,it's basically about having alternate usages to the spells,but some of mine completely changes how the spell works,I made something called Radiant Spells,and I really do agree that more alternation to spells will add a lot more diversity to classes in Wynn
     
Thread Status:
Not open for further replies.