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Game Design Warrior Class

Discussion in 'Feedback' started by GalacticBat, Dec 23, 2018.

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  1. GalacticBat

    GalacticBat Well-Known Adventurer CHAMPION

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    will you guys ever make the warrior class a bit more powerful I fell that the archer and mage are the strongest the mage can HEAL which is OP and the archer like One hits everything and it can also move very far the escape the warrior version the dash does not even bring you that far and if also only bring you straight when archer can go straight or up or an angle and mage can go all directions I just fell the warrior should get a buff like I would think the warrior should be OP because warrior when you think of them you thing strong and really tanky also like make the spells of warrior a bit stronger like the dash make it maybe be Able to to dash up if looking up and other spells also the assassin is op just not the warrior (Rip Warrior)
     
  2. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    First, a suggestion: present your ideas in a more coherent format. Right now, it's an incoherent wall of text that's difficult to read, but let me try and get through this.

    Warrior, at its core, is designed for a more crowd-control style play where they can hit lots of enemies at once, and can take lots of punishment(they take 20% less damage from all attacks naturally). They slot well into the role of the tank. Warriors' spells have the highest overall range of any class(they hit the widest areas) and have a lot of knockback, which is good for stopping enemy movement. Its weaknesses, however, fall into its spells being more difficult to chain together for comboes; that high knockback will often prevent Warriors from using comboes more complex than "Bash/Uppercut".

    Mage, while yes, it has Heal, also takes more damage from attacks(they take 20% MORE damage from all attacks naturally), and it has very limited offensive capability as only its Meteor spell deals significant damage, and on top of that it has the lowest base damage out of every class.

    Comparing Teleport to Charge, yes, Mages can teleport in every direction, but teleporting up is extremely limited and finicky. Charge is actually MORE reliable for climbing slopes, since looking downwards causes you to get a bigger vertical boost. In addition, at Lv 46, you gain an upgrade for Charge that lets your movement follow your cursor.

    Archer is intended to be the most mobile class, with Escape providing many angles of movement and also a speed boost, so it having an advantage with that isn't surprising. However, it's a lot more difficult to damage enemies with it, and flat-out impossible until you actually get the Lv 46 upgrade for it. In addition, since you jump backwards with Escape, you can, if you're not careful, jump yourself into the middle of a group of enemies or into a corner where you can't get out again. Charge, however, is much more controllable and easy to use, inflicts damage early on at only Lv 26, and provides a good amount of knockback to cover any retreats you may need to make with it.

    It may simply be that you didn't level your Warrior sufficiently so it had its maximum potential, or perhaps that you just prefer the playstyles of other classes! I'd suggest sticking with it for a while longer so you can experiment.

    Also, seems you're new on the forums; you can click the "reply" button on the bottom-right corner of a post to "quote" it, and this will give the quoted person a notification that you replied.
     
  3. Shots

    Shots Legendary Adventurer HERO

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    I think you meant to say lvl 46 since lvl 46 is when all of the movement spells get their respective t3 upgrade.
     
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  4. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Yep, my mistake. Edited.
     
    Shots likes this.
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