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World Class Spell Modifiers Re-post [+33/-1 Support Rate]

Discussion in 'General Suggestions' started by Mythless, Jul 30, 2017.

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What do you think about this idea?

  1. I LOVE this idea!

    17 vote(s)
    44.7%
  2. I Really like this idea.

    13 vote(s)
    34.2%
  3. I Think it's okay.

    7 vote(s)
    18.4%
  4. I Really don't like this idea.

    0 vote(s)
    0.0%
  5. I Hate this idea...

    1 vote(s)
    2.6%
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  1. Mythless

    Mythless Void Candle VIP

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    Thank you for your feedback! I've taken your suggestions into mind and tweaked the following modifiers:



      • Leech modifier: 20 seconds -> 5. Duration now refreshes upon enemy hit until maximum bonus is reached.

    Sorta tweaked it up a little bit, but it's relatively similar to what you suggested. :P


      • Safe Zone modifier revamped into Vital Impact.
    "Enemies in range at the start of the smoke bomb receive 100% Spell Damage and are immobilized for the next 3 seconds."

    If the main concern of the spell is a perceived 'Do-Or-Die' type of modifier, why not make it an optional thing instead? This way, you don't have to worry about dishing out unnecessary damage on enemies you can usually take care of with the normal spell and not be constantly penalized for using the spell.


      • Extreme Speed modifier renamed to Lightning Hits.
      • Lightning Hits modifier: Now only activates while crouching.
      • Lightning Hits modifier Spell Disability duration: 2 seconds -> 1.5.
     
    Last edited: Jul 31, 2017
    Epicness937 and SgtClips like this.
  2. SgtClips

    SgtClips Well-Known Adventurer HERO

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    I think all of these are really nice changes - and never forget that this is your idea - not mine or anybody else's -, but the problem I have with "Extreme speed" is, that multihit is probably already the most hated spell in the game, because of the insane cc + good damage. Now doubling the duration + hits will not work out well. Now I also don't know how you mean -10% neutral damage. Is it changed from 15%/hit -> 5%/hit (100% damage total) or 15%/hit -> 13.5%/hit (270% damage total) or even 300%/20 hits -> 290%/20 hits. If it is one of the last two, this spell is busted, because you get an additional 120%/140% damage, plus twice as long cc.
     
  3. Mythless

    Mythless Void Candle VIP

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    I can assure you that it is the first option. The way I explain damage is like this:

    • Just 'Damage' refers to the actual percentage on the Class Spell. EX: If a spell does 50%, and I say "+50% Damage," it will now be 100%.
    • 'Total Damage' or 'of Class Spell' refers to the scaled percentage of the Class Spell. EX: If a spell does 50%, and I say "+50% Total Damage," it will now be 75%.
    Hope this clarifies some things. I might have to post this on the original post just so new peeps wouldn't get confused.
     
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  4. SgtClips

    SgtClips Well-Known Adventurer HERO

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    Okay, that sounds fair. I think I'll stop being that concerned about balancing now, since it would have to take in-game testing anyways. I hope this idea is seen by someone of the server team (maybe even owners :) ) and gets implemented with the code update as this idea is awesome.

    Btw, brag w/ the 100% Support in the title...
     
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  5. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    Not only that's but it's basically suicide to use against... honestly pretty much everything. If you're facing a low health horde, you die. A boss fight, you die. It seems a bit weak for what it's designed to do. My idea would be to silence everyone inside of it for the duration, which would allow for some great counter-play and would make assassin able to do something against mages
    ________________________________
    Nope, it actually does lower damage-per-mana than spin attack, and with it's insanely close range it's not really all that bad. Also, heal takes that title in a a landslide
    ________________________________
    Seems a bit weak without the ability to effect spell damage; Melee already has extremely low DPS, environmental damage is way too situational, ETC ETC
     
    Last edited: Aug 1, 2017
  6. SgtClips

    SgtClips Well-Known Adventurer HERO

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    Do you mean his version of "Extreme Speed" or mine? Anyways both give you the option to use it, if you think it is wise to do so. While his is better for disengaging to reset, mine was designed to outplay and combo it up with a further attack. By the way, a silence within Multihit is extremely broken, since it removes the last bit of counterplay.
    Heal is honestly not that bad, except on big elemental tanks, but thats another problem. The reason why multihit is so hated is because of the ~3 seconds cc.
    I think the choice of modifier should be situation based, and as of now there are 2 options for damage when you make up a build: Either Melee or Spell - And Melee is definitely more popular at the moment, so it would definitely not be too specific. With a decent build you do ~4k Melees without armor powder specials. I wouldn't complain about free 3k Damage/hit. I don't know how long this debuff lasts, but already normal attack speed makes it possible to hit more then twice a second, so in my opinion it should even be nerfed to 50% or even 25% if the debuff lasts for like 2.5/3 seconds or so.

    Overall, your post just seems like one of the "Nerf Mage, Buff Assassin!" threads... Correct me if I'm wrong though!
    ________________________________
    I do agree with this though, just remove it.
     
  7. Mythless

    Mythless Void Candle VIP

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    Thank you for your feedback! I've adjusted the following accordingly:

    • Weakness modifier: Melee & Environmental -> All sources. 75% Damage -> 40%
    Now I've noticed that the Extreme Speed modifier (Now called Lightning Hits) hasn't exactly been in good standing for me either. So, I've completely reworked it! Hope you don't mind. If there's something that needs to be fixed about it, let me know!
    • Lightning Hits modifier revamped.
    "Replaces Fatality. -10% Normal Damage per hit and +10% Thunder Damage per hit. Hit another time at the end to paralyze all targets, inflicting them with immobilization and -3 Attack Speed for 1.5 seconds. You must wait for at least 3 seconds afterwards to be able to paralyze your targets again. (Casting the spell on currently inflicted targets will not refresh the duration of the effect)"
     
    Last edited: Aug 1, 2017
  8. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    It's not even that long, it's like 1.5 seconds
    the more accurate term would be fix assassin; multihit currently only does 320% damage total, but is supposed to do, as salted himself said, 420%. It's fine otherwise, I'm just stating that multihit is really not anywhere near the most hated spell in the game, as it doesn't really deal as much damage as it should (glitch) and the cc effects are honestly situational at best.
    literally one class has the burst damage to deal with mages, and that's the mage class itself. Otherwise, Mages can just spam-heal through multihit, uppercut, poison, war scream, smoke bomb, arrow storm, and arrow bomb unless you go with an extreme glass cannon. And I speak from lots of experience.
    the problem is that it's not worth using spells in a melee build anyways; the boost would be too short to make up for it, and the mana could be much better utilized with vanish. Also, the key word is at the moment, because Selvut seems to be trying to nerf melee and tank builds
     
  9. SgtClips

    SgtClips Well-Known Adventurer HERO

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    This is just getting off topic and we should stop that here and now. Also we probably should not be as concerned about balancing something which doesn't even exist and instead try to promote it so it might get added to the game in the future.
     
  10. Mythless

    Mythless Void Candle VIP

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    Bumpity Bump Bump. Huehue
     
  11. Sonick

    Sonick Post Anarcho-Eco-Fascist Anti-Centrist

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    BUMPer carts huehuehue
     
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