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World Wynncraft Skill Points Reworked Idea

Discussion in 'General Suggestions' started by ItsFreakinHarry, Dec 21, 2017.

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How do you feel about Skill Points?

  1. They need to be changed, and this is the solution

  2. They should be changed, but this system is not the solution

  3. Indifferent

  4. They are okay how they are, but this idea is not bad

  5. They are fine, there is no reason for any of this

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  1. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    So with all these major updates recently that have changed Wynncraft a lot, I have been a little disappointing to see how Skill Points have been barely touched. While many people are happy with the Skill Points as they are, and I do not blame them, I personally wish they got a bit more choices involved. Keep in mind that all of this is just my opinion. While I doubt this will ever be actually implemented into Wynncraft, it was fun for me to theory craft these ideas and create a spreadsheet about them. Feel free to give feedback in the replies, and feel free to edit the posted spreadsheets as you please. :D

    My idea for a reworked Skill Points system would become more like 5 different paths to choose from, rather than just 5 skills you can level up. Personally, I only leveled up skills because I wanted a certain piece of equipment that required a certain amount, or to get rid of the constant message about leveling up skills. With my theory crafted system, your skill point choices will have a much greater and more noticeable impact on your character and how they play. My goal with this idea was to give choices as to what playstyle you like best.

    Okay, I am done rambling. Here is a screenshot of the spreadsheet (link to the full book at the end of the thread)
    [​IMG]

    First thing to mention, you now only get ONE skill point when you level up. This was for ease of math and stuff.

    A big point here too is that everything here is just my opinion and is all theory crafted. If this were to be implemented, its the concept of the system that I care about, not the stats or abilities. Feel free to edit the values and share in the comments about how you feel.

    Alright, lets break this down.

    Skill Trees
    You start off at the bottom with "Basic (skill) Training (0/10)", this is your basic leveling that increases the general stat that is currently used (Damage for Strength, less damage taken for Defense, etc.)
    Upon maxing that out, you start investing points into a Skill. Upon investing 5 points (which would be at Level 16 if you rush for it) you choose ONE of the two skills available. For example, in Strength you either gain bonus Earth damage, or gain bonuses when near allies or surrounded by enemies. Some people play solo (like myself) and might prefer Bond of Stone, while people in groups or people who get surrounded a lot (I am looking at you Assassins) might lean towards Strength in Numbers. The choice in playstyle is what matters.

    This system repeats again with Advanced Strength Training, then selecting a skill. The second choice is usually a boost to the previous upgrade, or a new effect. For example, if you took Strength in Numbers, you can decrease the requirements for it to activate, or add a second level with higher requirements but higher bonuses.
    Here are 3 pictures of mock-GUIs. The first one is a maxed out tree at 55 points. The second one is a partially built tree with 15 points, and the third is a blank tree.
    [​IMG]
    [​IMG]
    [​IMG]

    If you download the spreadsheet for yourself, you may see two Skills that let you pick a spell to either Infuse or Enchant. Both of these are found in Intelligence, and here is the menu you would use to select it. Download the spreadsheet if you want to learn what both of these mean.
    [​IMG]
    Note that I excluded Escape from the list of spells, as it would not make sense to add extra damage to a spell that is generally not used for damage.

    Specializations
    Now, here comes the fun part.
    After the second skill is Master Strength Training, which is the same as the last two Training. But then, you can start investing in Strenuous Training. It takes 15 levels to achieve (yeah, I know, thats a lot) but the reward is well worth it. You get to pick one Specialization. This is a huge choice that you can basically create a whole build around. Each Specialization is based off of that main stat in the tree, as well as one other stat from a different tree. For example, Might of the Arcane is in Strength, but it is based around the idea that spellcasters like Mages usually like building Intelligence. Well, that might be an option for them to invest in.

    Each tree is designed for a general purpose around it. Defense has three of the four Specializations only work with allies. So unless you really want The Brute of War, it might be best to avoid getting a Specialization in that tree. Keep in mind you only get one specialization per class. Whether or not you can change it is yet to be decided. I think it should be an option but it shouldn't be as easy as spending two soul points.

    Glyphs

    NOTE: I have made a new thread where I made a completely different system for Glyphs. Check this new system out here!
    Now, if you were to look at my Character mock GUI, you might notice a little blue crystal above the skills. This is a new mechanic I came up with called Glyphs. Now, these Glyphs are not extra Skill Points. They are basically its own category. While I have not gotten the details down, these Glyphs would either be actual relic-like items you find in the world, or just get unlocked upon reaching a certain level. Here is a screenshot of that menu.
    [​IMG]


    The first row, which are the small blue crystals, are called Lesser Glyphs. The second row contains Greater Glyphs, and the third and fourth row are Masterwork Glyphs. Now, what to Glyphs do? Think of them like a give-and-take system. They are not direct upgrades, as all of them will have both advantages and drawbacks. I have not come up with any Glyphs myself, as I find this mechanic unlikely to make sense to most people anyways, but feel free to create your own and share in the comments. An example of a good Glyph would be "Deal 10% more damage during the day, deal 10% less damage during nighttime." The third and fourth rows are both Masterwork Glyphs, but each one is different. The first three rows are Glyphs that any class can use. However, the fourth row is class-dependent. For example, a Masterwork Glyph for an Archer could be "Bomb Arrow has a larger blast radius and increased damage, but costs 2 extra Mana and travels 30% slower."

    Here is a link to the spreadsheet to see all my ideas I came up with.
    Download

    Utility Spells: Invisibility, Escape, Charge, and Teleport
    Dodge: Take no damage from a single attack
    I am open to constructive criticism but do remember that just because the current Skill Point system is "fine" does not mean my idea is terrible (It might be terrible for other reasons) so before you bash my idea that I spent a good 10 hours working on, at least give me some good reasons why you prefer the current system. I also understand this system is way more complicated, and would take a very long time to work on. This is all just speculation, and I understand how challenging this would be to create. Feel free to edit and post your version in the comments. Thank you for reading this, and thank you to all who give feedback and give your suggestions on this topic. :D
     
    Last edited: Dec 29, 2017
  2. euouae

    euouae euouae VIP

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    oh my god
    the work put into this is just blinding me
     
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  3. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Yeah, I will admit I did put way too much time into it, but I am happy with how it turned out :)
     
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  4. Mr_Philly

    Mr_Philly hi there HERO

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    ill go get salted
     
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  5. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Bro if Salted actually sees this I will cry lol
     
  6. Thega

    Thega ```Interesting flavour text``` CHAMPION

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    We all knew skill points needed something in the early stages of wynn. Most of us agreed that adding the soul point regen stat or making you drop items if you didn't have enough on death was not the right way to make them interesting. The Wynncraft needs to be more RPG-y group of people will also know that most RPGs have skill trees.

    You, sir (or madam, the internet requires me to say things like this even though harry is in your name), have joined the dots to create a good concept of how to incorporate skill trees into wynncraft, and though not the first to make this suggestion, the amount of work and thought you put into this is outstanding. (I feel like I should get into an award giving profession, like a kindergarten teacher.)
     
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  7. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Thank you, I really appreciate that statement (I am a male by the way, i dont know any female harry's) I am really glad people like it so far, and this was all just stuff that came from the top of my head. There could be more possibilities, but I would rather not try and turn 80% of the Wynncraft team into full-time programmers designing this stuff xD
     
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  8. Thega

    Thega ```Interesting flavour text``` CHAMPION

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    Just remember, JP is more than 80% of the wynncraft CT at the moment, and he is a programmer.
     
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  9. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Hmm, I mean if this idea is actually that good and someone can get their attention then maybe this can be more than just an idea
     
  10. aws404

    aws404 Wynn CMD VIP+

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    I like this idea and think it would actually work really well in Wynncraft. Mabey you could try create some mock GUI's or something that shows how it would look in game.
     
  11. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    I tried that and I really want to but there are many problems. The biggest one is I can’t find a way to add lore to items that would make it fit the style of Wynncraft. Every generator out there is only single line and none of them use colors. If someone knows of a way around this without mods or plugins please let me know.
     
  12. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    I realized I do not need lore or whatever for mock GUI's so I have added some and even threw in a new (but weird and experimental) feature, Glyphs :D
     
  13. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    [​IMG]
    So, I've read over your thread multiple times to make sure I'm understanding this right, and as creative and unique adding this system would be, I feel like it would actually break a lot of Wynn's current builds to the point where some are simply unusable.

    As I understand it, levelling up grants one skill point that you can put into a tree of skills. The first tier is the same as the current system, more damage dealt with normal attacks, etc. but these branch off into their own special abilities. An example is the strength in numbers, which seems to work quite a bit like an already implemented feature*, where if you're near to enough allies or aggressive mobs, you gain a damage boost. The already implemented feature I mentioned is the Air Powder Armour Special, Dodge. In short, this special continually increases the damage while you're near to mobs until you're hit, at which point it resets.

    *A couple more of the features you've suggested are actually already implemented through powders. The first of which is the 'Path to Perfection', which is the Thunder Powder Armour Special, killstreak. Killing an enemy will grant you a damage boost for a short period of time, which will increase if you kill another enemy, but will disappear if you can't keep the kills up, pretty much the same as the feature you suggested. The second is 'Bond of the Fortified Earth', which is the Earth Powder Armour Special, Rage. For a % of your health missing, you're given additional damage.


    The reason this system would completely break some builds in Wynn would be because it's taking away the original purpose of skill points. As they currently are, they increase the damage you deal in their element by a %, and give you % chance to do their own special thing/add a % to their thing. While your system still has this for the training, this only goes up to 30 points total (If I'm correct). As much as the feature is still there, 30 points in a skill is hardly enough for later game if you're specializing in one or two elements (This is if the player rushes through their points and maxes them out one element at a time, which still causes problems). I don't know the exact percentage for 30 points, but I'd say it's around 25%, maybe slightly less.

    Air based builds in Wynn have a heavy reliance on the dodge aspect, as they have gear that increases walk speed at the cost of health, some gear even taking it away. My current Storm build (Air, Thunder, Water) has an agility of 109, which totals out to just under a 65% chance to dodge attacks. If this chance was only 25% however, I'd be dying a whole lot more often due to the little health I have and lesser chance of actually dodging an attack compared to the large damage of the enemies I face. This would absolutely ruin my air build, because I'd simply be too squishy to actually survive without dodging attacks more than half the time.

    Perhaps a secondary skill point type could be added to avoid this issue? You could be given two skill points to use on the current system, and a skill tree point to put toward your system that would act separate? (This isn't mentioning the issue that would come about with items adding skill points, or items with skill point requirements that players may not be able to obtain by only gaining a point a level; I think I've said enough already.)

    In conclusion, I think this is a really great idea and I can see there's been a lot of time and passion put into it, but I don't think it can really work well with the current system in place without a massive rework to how skill points act entirely in terms of special abilities (Added Damage, Chance for Double damage, etc.), as well as the item system in general and how builds are treated/designed (not how players design them, but more how Earth is supposed to be a slow melee element, water is supposed to be a spellcasting element, etc.).
     
  14. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    As someone who is not familiar with late game myself, I really appreciate your feedback. I can agree with you on your logic, and I will admit I have not taken into account Powders or other similar features. The balancing and stuff was not in my mind when making this, it was the concept that I cared for. I doubt most if any of this will ever be fully implemented, and I recognize that my system has many flaws and is far from perfect. My goal was to just create a system that gave more flexibility, rather than 'Level up X to get Y stat." Even the skills and Specializations themselves can be changed, none of this needs to happen. The concept is all I care about, and I will admit I should have looked at the elemental aspects of my decisions.

    Also, with my skill points, in my head it would level up faster at early levels and then even out to about where it is now. Ex. maxing out at 30 points in one tree would be equal to about 85-95 points in the current skills, which is why I did not specify values.

    Like I said, I greatly appreciate your feedback, and may edit this to fix some of the changes, but I already feel like I am overcomplicating this. If you have anymore suggestions or feedback feel free to put them here. I know I am kinda not addressing a lot of your statement, but I dont know if I need to, as you have shown that my idea needs fixing. Anyways, im done rambling. Just remember that I did not intend to break any builds, I just wanted Skill Points to feel like a greater choice when I level up, rather than something like "Oh, I want this piece of armor, so lets just put points in Agility."
     
  15. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    [​IMG]
    I feel like this suggestion could really be broken up into three smaller suggestions. I mostly focused on the skill points and trees in my large post, though I feel like the glyphs and spell enchanting/infusing are unique enough to stand on their own.

    I don't really understand much about the spell enchanting/infusing, especially since they seem to be rooted in intelligence only, however the idea of being able to find glyphs to augment your spells or give passives feels sort of like accessories on steroids (Which is a good thing). Perhaps these could work a little like how items work currently, unique and rare glyphs being like your first and second tier glyphs and legendary and possibly mythic glyphs being your masterwork glyphs, having powerful boosts to power while also having large drawbacks. Perhaps only one or two glyphs could be used at a time.

    Glyph of the Werewolf
    Unique Glyph

    Level Min. 16
    Dexterity Min. 5

    Deal 15% more damage at night, but deal 5% less damage during the day.

    Glyph of the River
    Rare Glyph

    Level Min. 34
    Intelligence Min. 24

    All spells cost 2 extra mana, but deal 20% more damage.

    Glyph of Shadows
    Legendary Glyph

    Level Min. 51
    Agility Min. 50

    Class Req. Assassin/Ninja

    Vanish lasts twice as long, but you do not gain any other potion effects.

    Beserker's Glyph
    Mythic Glyph

    Level Min. 97
    Defense Min. 100

    Class Req. Warrior/Knight
    Deal double damage, but receive double damage in return.
     
    Last edited: Dec 22, 2017
  16. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    The Infusing and Enchanting this is part of the Skill Points, it was just something I came up with and didnt really want to dive into details with. The Glyphs are meant to be similar to accessories, but with unique bonuses and drawbacks, just like you created. Now that I think about it, the Glyphs part is probably a lot more practical to add anyways. I still have hope for Skill Points but I understand why they are as they are and havent been revamped (yet, idk what the team has in store for the future)
     
  17. e!

    e! ⁣e HERO

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    Is this a necro? Free bump anyway.
     
  18. DrX2345

    DrX2345 Well-Known Adventurer VIP+

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    No it's not.
    ________________________________
    Wow. You've put a lot of detail into this. As with your Glyphs suggestion, it's really well thought out, with mock GUIs and in depth explanations. The only thing is that I don't know how this would work with the current system, and I it feels like something that at this stage in Wynncraft's development, just couldn't be added, as it would essentially (with your system) require more or less every item to be rebalanced, have all the skill points changed up, and that would take a looooong time. It would also break a lot of builds. Really well thought out, well presented idea, and I really like it, it's just very unlikely to be added at any point because of how much time would have to be put into it and the fact that it's not great to be adding what is essentially a core mechanic, present from the very start, when people have already made any progress in a game tbh.

    Btw, have you seen a similar but slightly simpler skill tree suggestion? I can't remember what it's called exactly, but someone can probably help me out. It's got over 1000 supporters if that helps, including the Cow Lord himself, Salted.
     
    Last edited: Jan 5, 2018
  19. ItsFreakinHarry

    ItsFreakinHarry The Insane Suggestion Creator

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    Ik what thread youre talking about, and like I mentioned earlier I already know this system wouldnt work in current Wynn. It was just me being bored one day and coming up with what I thought was a neat idea for something I wish had a bit more choice. However, that's just a me thing, and I know most people disagree with a change so drastic being added.

    In contrast though, I am working on a Glyphs 2.1 type system at the moment, as that system is way easier to implement into the game than something like this. The 2.0 version is linked to in this thread, but it is very complicated and most people agree with that, so I am working on a new system that is a lot simpler than that one.
     
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