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The Pilot Class - A Prototype Concept Made In Collaboration With The Aces Of The Letvus Airbase

Discussion in 'General Suggestions' started by AcadeeAlkana, Nov 16, 2020.

?

Do you think the Pilot would be a good Class for Wynncraft, with some extra balancing in mind?

  1. Yes!

  2. No!

  3. haha mage teleport go brrrrrrrrrrrrr

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  1. AcadeeAlkana

    AcadeeAlkana . . .

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    Minecraft:
    I’ve been brainstorming for a long time about the potential of a flight-oriented Class. And so, I shall post this (somewhat incomplete) rant, because I’m still working on it! (Dang Spell Upgrades…!)

    I just wanna see what you guys think of my ideas (and by ‘you guys,’ I mean probably just bunches of strangers who were slightly intrigued and decided to ‘clicky-clacky’ onto this forum post).


    Time Spent Planning: 11/1X/2020 to 11/16/2020 (So far!)


    Overview - The Pilot

    The Pilot Class would be a kind of aerial glass cannon. The class would be based around aerial advantages, and specialize in the one thing which most of the other classes lack entirely: the freedom of flight!

    That said, it’ll be an awful time trying to fight while grounded. That’s kind of the point, after all.


    Why it Would Be Good For Wynncraft (Incomplete)

    The constant unlocking of the new Spells it has to bring to the table would give veterans and bored players something big and new to sink their Mythic-armed teeth into. When it comes to gameplay, and especially combat, you have basically five options, and a rare sixth option if you decide to spend your entire life’s savings of Emeralds on a pair of high-level Powders. Plus, flying’s hard to do with other Classes, if they can even do it at all.

    The Pilot certainly isn’t the fastest Class in the world - it’ll more often than not simply be outclassed by Archer’s Escape Speed builds and the infamous Mage Teleport Spam builds. It’s a taste of flight, and opens the door to much less bothersome travel. Getting from Ragni to Nemract, for example, is a hassle with other Classes, but is simply much faster than what breezy speeds the Pilot can give. Sure, it’s faster than non-bolstered Running, but that’s not saying much when just about everything is.

    The Pilot won’t ruin the fun of getting into other Classes thanks to it’s pathetically low Base Defense - players switching from Pilots to Archers will feel tankier with the latter, in fact! Plus, the projectile enemies will become threats to veterans switching from their Mages and Shamans to the featherweight Pilot, instead of being melee enemies which can hit you, maybe, once, before you slay them?

    Plus, by no means do Pilots get a real height advantage over other classes, if you’re worried for the future of Nether PVP - Mages and Shamans can use their Spells to get in range, and Archers don’t even need to bother with getting in range. Even Assassins and Warriors, to some extent, can leave Pilots a total wreck, if they get a small amount of leverage.

    In terms of PVP, Jump Height will become legitimately valuable to an extent, as matchups to counter Pilots will become at least somewhat concerning to other Classes.


    The Pilot’s Main Weapon - The Mortar

    The Pilot’s Main Weapon would be the Mortar. You hold a mortar cannon, and shoot it straight forwards. The Mortar would shoot explosive cannonballs (represented graphically by some kind of block/player head/item, like Obsidian or a cannonball-like player head). It would have the same projectile speed of vanilla Minecraft Splash Potions, and blow up enemies in a 3*3*3 area where it makes contact with a target/the ground or walls. It’s intended to have an attack range between Mage’s and Warrior’s - outranging Warriors by a block or three, and being outranged by Mages by a block or two...On the ground, that is - in the air, it’ll have a much better range, because it’ll be raining on enemies’ parades, in a literal sense, but we’ll get to that in a bit.

    Also, because it’s a mortar cannon, you have to load the Mortar before you can fire it, making a delay time dependent on your Attack Speed. It’ll take twice as long as any other Class to attack, in other words. On top of that, if you get hit before the attack comes out, the attack will be cancelled. It sounds brutal, doesn’t it? But, trust me, it’ll be very much worth it.


    The Profession of the Mortars

    The Profession which the Mortars could be crafted with would be the Weaponsmithing Profession. Firstly, because it’d simply even the odds between Weaponsmithing and Woodworking for the number of Classes they provide Main Weapons for.

    But, second, and more importantly, it’s because Mortars would fit a lot better for Weaponsmithing, especially concerning their potential Ingredients.

    The Weaponsmithing Ingredients mostly revolve around sharp/scrappy stuff, string-like stuff, and some liquids. For making a bomb to load into the Mortar, you could easily explain using something like a Spider’s Fang as a piece of shrapnel, and using something like a Troll’s Hair as a fuse for the actual Mortar cannon. Of course, this logic still holds up relatively well even for something like the Rotten Flesh - you would be using the flesh to make the chemical reaction stuff inside the bomb more potent. Heck, you could reason using the Borange Fluff in this scenario - simply weave it into the fuse of the cannon a bit, and there you go!

    Back in the day (during our own medieval age), bombs were made with a heavy, metallic shell, and a whole lotta gunpowder crammed inside of it. Oil could effectively work just as well in this case, with an Ingot acting as the resource which makes up the shell. The Powders aspect could be easily explained as packing the bomb ammunition with special, magical...well, powder.

    The ratio of Ingots to Oil would be about 4 to 3, making the Mortar the most expensive Weapon to craft in the game. While it may seem unfair to hinder players like this, there’s gotta be some big price tags on flight, and expenses are one of them.


    Flight Gimmicks

    While flying aboard your Airship, you can use an exclusive resource which is the Pilot’s Airship’s version of Stamina - Steam.

    If your Steam goes below half of its maximum capacity, you’ll begin to fall at a speed based on how little Steam you have left. Being just below the half-full mark will make you descend at little more than a block every 2 seconds, but having an empty balloon will make you drop like a rock (the normal falling speed).

    Because it’s basically a secondary Stamina, Steam will be affected by the rare Stamina modifiers which very few Armor and Jewelry have, so keep that in mind for your Pilot build. There is a Spell which regenerates Steam manually, but you won’t get access to that until much later on.


    Airship Controls

    To make the Pilot’s flying experience different from other Classes’ flight builds (“haha, Second Spell go BBBRRRRRRRR”), the controls have been changed to fit better with the Boats’ default controls. Attacking and Spell casting controls are the same as usual, but you’ll technically be in a boat while doing it.

    Move Forwards - Left Shift (Sprint)

    Ascend - W Key (Walk Forwards)

    Descend - S Key (Walk Backwards)

    Turn Left - A Key (Strafe Left)

    Turn Right - D Key (Strafe Right)

    Hop Off the Airship - *R Key (Sneak) or Space (Jump)

    You’ll be flying your Airship mostly like how you’d row a boat, except with the benefits of flight. Also, for Powder Specials, you’ll simply attack while Descending, for convenience. If you don’t want to use your Powder Special, but still want to descend, simply attack with your Mortar, and Descend while it’s cooling down.


    (*Note: I personally use the R Key for Sneaking, but controls may differ depending on your own controls customization.)


    Spells

    Now this is where the fun begins with the Pilot! The very concept of this Class is that you almost always want to be airborne. Everything in the Skill set revolves around the Mni Ship Spell, which might be a bit complicated. (But, then again, so’s a lot of other things in Wynncraft, so it shouldn’t be too bad in comparison!)

    There’s a catch to the Pilot’s Spells, by the by: the Pilot actually has twelve Spells, instead of the usual four - four Spells for when you’re not flying, and the other eight Spells for when you’re up in the sky!


    Off-Board Spells


    First Spell - Instattack

    Immediately loads and fires your Mortar, with the benefits of being a secondary attack which isn’t affected by your Mortar’s Attack Speed. It is weaker, because you’re loading and firing it improperly, but it’ll get the job done if you accidentally miss a shot.


    Second Spell - Rushing Rocket

    Launch a powerful firework rocket straight ahead, traveling until it reaches its maximum range or makes contact with something (excluding some projectiles). Let go of it before it goes off, or you’re going with it! You can let go of the firework rocket at any time by casting the Spell again, but I’d recommend you do that just before it blows, for maximum distance.

    The Spell won’t cost anything to use when letting go, for obvious reasons, and you can launch it early as a projectile by inputting the Spell before it goes off. Launching it early prevents you from being dragged along with it, and immediately shoots it as a longer-ranged, though somewhat sluggish, projectile.


    Third Spell - Ready the Airship

    Spawns your personal miniature Airship beside you. Board the ship to take flight! The unique controls for the Airship will be explained below.


    Fourth Spell - Steam Conversion

    Converts Mana into Steam using your Mortar as a small, makeshift cauldron! For the next two seconds after using this Spell, you can use Instattack to launch a big blast of steam in a 5*5*5 area around you, acting as a melee attack which sends enemies in it’s short range flying away from you. Using Instattack soon after Steam Conversion will cost you all of the Steam you just converted from Mana, so it’s better to save as a panic button.


    On-Board Spells


    First Spell - Onboard Artillery - [L-R-L]

    Two trusty cannons installed in the ship launch a short barrage of attacks in the direction you were aiming in when casting. These attacks mimic your Mortar’s damage to a T, Elements and all. The cannonballs fired are also unaffected by gravity or water, for the sake of preserving the dev team’s sanity. These cannons won’t change the direction they’re aiming in once fired, so think before you shoot!


    Second Spell - Roping Riot - [L-L-L]

    Dangle yourself from the Airship by your waist using a bundle of rope secured to it, and use Spells you’d normally use while on the ground, except from the safety of your airborne ship! Beware that you can’t move the ship or use any of the Airship-exclusive Spells while dangling - if Onboard Artillery was casted before Roping Riot, then it’ll fire off it’s barrage. You can still use your Mortar Weapon while dangling, as well as cast *any Spells you’d like, and can cast the Spell again or right-click the Airship to get back onboard.

    *Well, except for Ready the Airship, for obvious reasons - no point in summoning the Airship when you’re basically ON the Airship, right? Also, L-L-L ends Roping Riot, and you’ll use L-R-R to cast Rushing Rocket, instead. The latter Spell will immediately launch it’s fireworks while dangling, and can’t drag you along with it.


    Third Spell - Steam Shot - [L-R-R]

    Charges up a single deadly shot by pulling steam from the ship’s balloon, draining Mana and Steam every second until you fire. You’re unable to cast other Spells or attack while charging the Steam Shot - using your normal attack will fire the Steam Shot early. Once you attack, the cannonball shot flies at high speeds and deals damage equivalent to the amount of time you were charging the shot.


    Fourth Spell - Piloting Break [L-L-R]

    Begins regenerating Mana over time by taking a break from flying the ship. You can’t attack or cast Spells while taking a break, so be sure that you’re in safe airspace when casting this - you won’t be able to cancel it. You’ll also keep flying ahead in the same direction you were flying in when you ‘casted’ this Spell until it ends. It won’t stop, even if it hits a wall, but you will regain control early if you take damage from an enemy.


    Mid-Movement Spells

    I figured that, since we’re implementing a blimp pilot Class, might as well give it different Spells dependent on if it’s Airship is accelerating or not! Besides, it differentiates between attacking by air-camping, and when you’re on the move in a fight.

    You’ll still be using the four typical Spell inputs here, so don’t worry too much about special inputs, and whatnot. These Mid-Movement Spells are only castable while accelerating with the Left Shift (Run). Powder Specials will also still be performed by casting while Descending.


    Fifth Spell - Bomb Hail - [L-R-L]

    Dump bomb after bomb after bomb after bomb from the back of the ship, raining a hailstorm of icy bombs on enemies below! The Bomb Hail will continue even if you stop moving, so you can park your frigid death storm right above an enemy’s head, if you so please! (It can technically be cancelled by using Roping Riot or hopping off the Airship, but no other Spell will cancel it.) Upgrades to drop bombs with increased Critical Hit chance and Thunder damage.


    Sixth Spell - Steam Stream - [L-L-L]

    Makes a small hole in the balloon of the ship to rapidly speed through the air. Use this Spell again during the rush to close the hole and stop draining Steam. Be warned that you can’t attack while using Steam Stream, and that you’ll immediately begin to fall if you completely empty your Steam meter while using this. You also can’t change directions while using this Spell, so aim the ship in the desired direction before casting.


    Seventh Spell - Rocket Ram - [L-R-R]

    The Airship gets several temporary firework rockets slapped onto its sides, and they all go off at once, making it rapidly rush through the air at high speeds in the direction you’re aiming in, including diagonally up and diagonally down (but not straight up or straight down). Does ridiculous damage, but is expensive to cast and a melee attack, so you’ll often have to fly within range of your target to hit them, more often than not. The Airship will magically explode upon impact with the first enemy, but you’ll still be able to fly it like you didn’t just crash it into some poor enemy’s face. Be warned that you’ll take a LOT of damage based on a percentage of your maximum Health upon impact, and that Rocket Ramming on Health lower than that set percentage will be fatal. Upgrades to deal more Fire damage, and cost less Health and Steam from impacts.


    Eighth Spell - Piloting Break - Cloudy Barrier - [L-L-R]

    Forms a protective cloud from Steam, rapidly draining Steam until it’s stopped, and increasing your Base Defense against enemies beneath you. Upgrades to drain less Steam over time, deal Water damage to enemies directly beneath the Airship, and regenerate Health and Mana over time.


    Key:

    WPN(Element) = The damage modifier to a Weapon’s (insert Element)

    #%(Element) = Damage of (Insert Element) is modified by (#)

    # Mana = Costs # Mana to Cast the Spell


    Unlocking Order of all of the Spells:


    Lvl 1 - Instattack - 5 Mana Cost, 50% Air

    Loads and fires your Mortar in the blink of an eye, dealing 60% of your Mortar’s damage with the hasty shot.

    Lvl 11 - Rushing Rocket - 7 Mana, 25% Fire, 25% Air

    The rocket flies 15 blocks, and makes a 5*5*5 explosion upon impact/reaching it’s range. Deals 200% of your Mortar’s damage.

    Lvl 16 - Ready the Airship - 10 Mana, 5 Steam

    Prepares the Airship for flight! The Airship grants an extra 10% Base Defense to it’s Pilot, and can hold a maximum amount of 20 Steam at once. It recharges 1 Steam every other second when not deployed, and loses 1 Steam every other second when deployed.

    Lvl 21 - Onboard Artillery - 6 Mana, 0 Steam, 25% Air

    The two hidden cannons in the hull each fire five cannonballs each, in rapid succession of each other. Each cannonball does 25% of your Mortar’s damage to a single enemy upon contact.

    Lvl 26 - Bomb Hail - 10 Mana, 0 Steam

    Rains 20 bombs over 20 seconds, each bomb dealing 50% of your Mortar’s damage to enemies in their 3*3*3 blast radius.

    Lvl 31 - Steam Shot - (1-20) Mana, (1-20) Steam, 50% Air, 25% Fire, 25% Water

    Fires a single incredibly powerful shot. Every second of charging costs 1 Mana and 1 Steam, and increases the Mortar damage added to the shot’s total damage by 100%. Charged damage maxes out at 2000%; the shot is automatically fired at Maximum Charge.

    Lvl 36 - Roping Riot - 4 Mana, 0 Steam, -25% WPN, +25% WPN(Air)

    Dangle from a rope, and gain an overall Damage nerf of 25% while dangling. You will gain 25% extra Air damage to all attacks and Spells, but won’t have the Base Def bonus of being aboard the ship.

    Lvl 41 - Steam Stream - (3-18) Mana, (3-18) Steam

    Boosts the ship forwards at impressive speeds, traveling ahead at about 150% of your walking speed.

    Lvl 46 - Steam Conversion - 6 Mana, +3 Steam, 50% Water, 25% Air, 25% Fire

    Converts 6 Mana into 3 Steam. The optional steam-empowered shot deals 150% of your Mortar’s damage.

    Lvl 51 - Rocket Ram - 10 Mana, 0 Steam, 50% Fire, 50% Air

    Attaches and sets off several firework rockets, charging 30 blocks in a given direction in about 2 seconds. Can change direction mid-flight. Upon impact, 50% of your Maximum Health is subtracted from your Health as 50% Earth damage and 50% Fire damage.

    Lvl 56 - Piloting Break - 1 Mana, 5 Steam

    Regenerates 1 Mana per second as you kick back and relax...and forget about managing the Steam tank. Whoops! Lasts 10 seconds, draining 1 Steam every other second, and can’t be cancelled by anything except taking damage.

    Lvl 61 - Cloudy Barrier - (2-20) Mana/Steam

    Attacks from below deal 10% less damage overall.



    Spell Upgrades

    At the moment...these are a mess. I’m still thinking of proper upgrades, and likely missed a few upgrades. If someone wants to, they can be the person who tells me each and every single Spell upgrade I missed.

    By the by: the first upgrade is 15 levels after unlocking, and the second upgrade is 20 levels after the first upgrade. This rule actually applies to all of the Spells in the game!


    Lvl 16 - Instattack + Repeated Shot - 5 Mana Cost, 50% Air

    Loads and fires your Mortar in the blink of an eye, dealing 45% of your Mortar’s damage with a hasty shot, before proceeding to dO iT aGaIn for the same damage as the first time.

    Lvl 26 - Rushing Rocket + Friendly Fireworks - 6 Mana

    You won’t be able to take damage from being dragged by fireworks anymore. They also go off sooner after their fuses are lit...Which could admittedly be a bad thing, in some cases...

    Lvl 31 - Ready the Airship + (Not thought of yet!)

    Still gotta think up upgrades for this one…!

    Lvl 36 - Instattack + Instant Cooling - 5 Mana, 50% Air

    The damage is increased from 45% to 60%. It also lets you attack while your Mortar’s cooling down, but it will deal only 60% of it’s normal damage if you use it before it can normally be fired again.

    Lvl 36 - Onboard Artillery + Bolstered Ammunition - 6 Mana

    Each of the now fired 14 cannonballs deal 30% of your Mortar’s damage to a single enemy upon contact. The barrage of cannonfire is fired much faster, too.

    Lvl 41 - Roping Riot + Swing Away - 4 Mana, 0 Steam, -15% WPN, +30% WPN(Air)

    The overall Damage nerf is reduced to 15% while dangling. You will also now gain an extra 30% Air damage to all attacks and Spells, and now have a 25% chance to dodge attacks!

    Lvl 46 - Rushing Rocket + Re-Rocket - 4 Mana

    Allows you to light the fuse of a second rocket mid-flight. Could be useful for chaining several rocket bursts together.

    Lvl 56 - Steam Stream + Controlling With Experience - (2-20) Mana/Steam

    Boosts the ship forwards at even faster speeds, traveling ahead at about 200% of your walking speed. You can now change directions while in flight.

    Lvl 56 - Onboard Artillery + Commanded Fire - 6 Mana

    The cannons will now aim in the direction you’re looking in! The 18 cannonballs now deal 25% of your Mortar’s damage each, and will fire their barrage even faster than before!

    Lvl 61 - Roping Riot + Rope Arounder

    The overall Damage nerf is reduced to 10% while swinging around. You will also now gain an extra 40% Air damage to all attacks and Spells, and now have a 33% chance to dodge attacks!

    Lvl 71 - Piloting Break + (Not thought of yet!)

    Still gotta think up upgrades for this one…!

    Lvl 76 - Steam Stream + The Logic of Magic - 1 Mana/Steam per second

    Boosts the ship forwards at even faster speeds, traveling ahead at about 275% of your walking speed. You can now attack and cast other Mid-Movement Spells mid flight, and it’s Steam consumption has been reduced. You can also use it indefinitely now, given you have the Steam and Mana for it.

    Lvl 76 - Cloudy Barrier + (Not thought of yet!)

    Still gotta think up upgrades for this one…!

    Lvl 81 - Rocket Ram + (Not thought of yet!)

    Still gotta think up upgrades for this one…!

    Lvl 91 - Piloting Break + (Not thought of yet!)

    Still gotta think up upgrades for this one…!

    Lvl 96 - Cloudy Barrier + (Not thought of yet!)

    Still gotta think up upgrades for this one…!


    Design Choices and Questions You (Might) Have

    The above title speaks for itself, really. I hope this clears up some concerns and questions about the Pilot Class pre-maturely!


    Q: Why would you make Mortars have half the attack speed of literally every other Weapon in the game?

    A: Well, it would partially satisfy the need to make the Pilot suck when grounded. Plus, the Mortar shots would actually have a damage modifier to compensate for the pathetic attack rate.


    Q: What’s the natural defense of the Pilot Class?

    A: 40% - it’s to encourage players to not get hit, and to make any and all projectile attacks a legitimate threat, and melee attacks even more so.


    Q: If you switch off of your Mortar Weapon while in flight, will the game automatically despawn the ship like it despawns Shamans’ Totems?

    A: No, of course it won’t! It’ll just be like how the Horse works - you can still do whatever, so long as you don’t move anything in the inventory. Everything in the hotbar will still be accessible, like your Potions and stuff.


    Q: Wouldn’t the Pilot make a joke out of Parkour in Dungeons and stuff?

    A: In all fairness, why would the devs let us use Spells during Parkour stages in Dungeons, were that the case?

    Every class, (barely!) barring Assassin, can already just cheese their way through with a bit of Mana Regen and Spell-casting skills. The only difference between Pilot and Mage, in this case, is that a Pilot can make Parkour a complete joke with a bit less Mana assistance than a Mage.


    Q: Won’t the Pilot make Horses, Mage flight builds, and other transportation methods a joke?

    A: Nope, it wouldn’t. Keep in mind that you’ll be flying at the speed of a boat, here - Mage flight builds, horses, and basically every other Class can outspeed the Pilot on flat ground - they’re only slower and harder to travel with because they have to parkour, jump, climb over, and navigate through big landmarks and stuff.


    Q: If the Pilot can stay in the air forever, doesn’t that make melee enemies irrelevant?

    A: Well, you have to be mostly above enemies to get the best out of the Pilot’s Airship. Plus, most melee enemies are complemented by nearby ranged enemies. In addition, you have to be in range of most ranged enemies to hurt them at all with your Mortar, more often than not, and you can’t dodge projectiles very easily, so…

    The Pilots are always in a constant Boatlet Hell, so I don’t see how it’s particularly unfair for them to be able to fly almost 24/7 with their Airships. Also, the Charge ability exists for melee enemies, so they could hypothetically smack you out of the sky.


    Q: Won’t the Pilot have the hardest time getting materials and ingredients out of all of the Classes, since it’s flight-oriented?

    A: Yes, the Pilot Class will suffer greatly from having to manually pick stuff up. In fact, that’s mostly the point - the Pilot can absolutely wreck it’s foes from above, but they’ll have to gamble their lives for their mob-dropped loot.

    You could argue that the Archer has the same problem, because it’s so range-oriented, too. However, the Archer literally has a ‘Get-Offa-Me’ Spell in Arrow Shield, which has a surprising blast range when set off by some foolish mob. The Pilot doesn’t have a good anti-melee Spell to back it up like that.

    ...Besides, at least some of us have an Alt Archer who we cheese the Speed out of whenever we need some Crafting Materials to transfer through the Bank. I sure do.


    Q: Will it be possible for the Pilot to ‘crash’ their Airship? If no, then isn’t that unrealistic?

    A: No, it can’t crash, and yes, it is unrealistic.

    Besides, if Wynncraft was trying to be realistic with their Classes, then why can a Level 1 Assassin bust through a boulder by Beyblading into it with a wooden Dagger? Plus, it would probably drive the dev team insane, fixing all the glitches and graphical bugs for implementing and coding in a crash landing. I hear coding in general is harder for the newer devs, too, so all around, it simply wouldn’t be feasible to add the ability to crash land with the Airship.


    Q: Why give the Pilot more Spells than the usual four? Wouldn’t it ruin Wynncraft’s simplicity?

    A: Ooh, lemme count how many confusing things there are in Wynncraft already! Let’s see, Mana Regen, Mana Steal, Life Steal, Attack Speed Modifiers, Attack Speed to Damage Modifiers, Percentage Modifiers, ‘Raw’ Melee Damage, ‘Raw’ Spell Damage, Neutral Damage Percentages Conversion…

    Don’t get me started on the complexity of Mid-game and beyond Wynncraft. Besides, half of the Wynncraft player base might as well be JRPG players, at this point. Adding a whole new quartet of exclusive Spells to the Pilot will make for a fun, refreshened experience for you veterans out there, and a little toe-dipping into more complex stuff for the newbies. Half the reason I haven’t played Wynncraft that much in recent weeks is that I’m getting bored of the limited array of Spells available to me.

    Now, that’s not saying that the Spells for other Classes aren’t complex enough, or too few in quantity - those Classes are fine, because they don’t have to deal with a whole new level of complexity by involving aerial movesets. The Pilot exclusive Spells exist to take full advantage of the potential the pilot of a personal Airship could have in the world of Wynncraft. In fact, I could argue that opportunities were missed with the other Classes’ Spells, but I won’t get into those, for now. Maybe at a later date.


    Q: More than four Spells is OP! Why would you suggest that for a new Class?!

    A: Well, there’s both mobility Spells and battle Spells to take into consideration, here. After all, we’re talking about flight, and the mechanics which would need to exist for that to work in a Spell-oriented RPG like Wynncraft.

    Besides, the healing from Spells like Flight Break isn’t really going to be game-breakingly much. Remember that the Pilot has a base defense of a measly 40%, making it THE hardest Class to survive with. Staying on the ground is meant to be relatively dangerous, and staying airborne should mean being able to remain in your safe haven.


    Q: How will Mana Battery builds work for the Pilot? Won’t you be forced to play a Spell-Spam Build with the Pilot?

    A: In theory, it’s not impossible for the Pilot to fight on the ground - it’s just very much discouraged, unless you have a plan to survive. If you never use the Airship, you still have around the same range as the typical Mage, three solid Spells, and some pretty good mobility with the Rushing Rocket. you could totally make something work on the ground, since you’ve got a literal instant-attack Spell in your deck.


    Q: Can you use Rocket Ram to get up into the sky faster?

    A: Sure! In fact, I (somehow unintentionally) balanced it so that there’s viability and risk/reward in using it to get away - just don’t hit anything with it, and you can make your great escape without a scratch!


    Q: Can you die from Rocket Ramming?

    A: ...Yes...Look, it’s still a great plan! In fact, I’d say it’s the greatest-!


    Q: Why is the Pilot allowed to have TWO heavy-hitting [L-R-R] Spells? Isn’t that broken?

    A: Well, I certainly don’t think so. To hypothetically get the maximum damage out of either, you’re basically risking your life. Maximum Steam Shot power would doom you to having to quickly get some Steam back to retain flight, lest you quite literally fall from grace, and you’d be hard pressed to survive much more than an enemy or two’s attacks after using Rocket Ram on a target.

    You could hypothetically make a joke out of Boss enemies by Rocket Ramming them into oblivion, but remember that you technically need Health to do that, and that, if you didn’t have enough Health left for it, well...


    Q: Where does the Pilot get their Airship from?

    A: Since when did the Shamans of our generation participate in the holy rituals required to be blessed by past generations of Shamans with their Totems? We’ll likely never know the answer to either of these questions…!


    Q: Why can’t we craft Airships of our own with Ingredients and Professions?

    A: The big fat mess of coding and balancing it all, that’s why.


    Q: What’ll happen with stuff like the “You can’t go there yet!” teleportation barriers if you’re flying the Airship out of bounds?

    A: Whatever the devs do with Horse-riding and boat-driving players who try that. It would technically be a boat with some fancy coding, after all.


    Q: How will the Steam bar be displayed if the Airship requires the Stamina meter to be shown while moving (since accelerating manually with the Airship technically means Running)?

    A: They could always just display a second Stamina bar above the first one and hook it up to the Steam you have left. They could also hook it up to a Boss Bar, or the Scoreboard on the right side of the screen. There’s plenty of options for it!


    Q: Why would the Stamina modifiers affect Steam? Wouldn’t Mana make more sense?

    A: Because, in essence, Stamina IS Mana. Why else would it start draining Mana after you Run for too long?


    Anyways, whoo, that was a lot of typing to put together. This took me around a week of free time to think of and write up...
     
  2. dr_carlos

    dr_carlos Morph Gang!

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    Wow.
    I have never seen such a detailed class suggestion...
    I haven't seen many suggestions this detailed at all.
    I really like the idea and hope it will be implemented, but it does seem a little unbalanced because of the 12 spells.
    Compared to the other classes, it's very, very, good.
    Saying this, it does kind of work because of the drawbacks of piloting.
     
    A Human likes this.
  3. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Weren't you the one who asked what makes classes balanced? If yes, I am glad you finally did it!

    I must admit, it is a very detailed suggestion, although I persinally think it is too complicated for the current system (not bad, complicated)
     
  4. ZockerCam

    ZockerCam Travelling sorcerer. Master of Wind Magic. VIP+

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    It is not possible to have more than 4 spells. Your main attack is
    so how would you activate half of those spells lol​
     
  5. Samsam101

    Samsam101 Star Walker GM

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    While this is an incredibly detailed thread, there are so many problems with this suggestion

    Not only are you not allowed more than 4 spells but it would be impossible to add. The way you cast spells simply doesn't allow it. If you really want them all, have them as suggested spells instead of all of them being THE spells.
    This class could completely cheese bosses with its aerial advantage. Corrupter of worlds? You're too high up for it to reach.
    The fact that this class has theoretically no limit to how far it can fly in any direction, people would be using it to fly over mountain barriers. Even if the CT made a huge barrier over the top of the map there would still be those quest regions that have been known to have escapable areas and would allow you to get even further out of the map by just flying.
    I know you said this already but it could cheese dungeon parkours. Your excuse is that most classes could already do that but the problem is that it has never been in this capacity. Take CUR for example. A dungeon parkour everybody finds really hard. Well, the pilot can just fly through it while the other classes are unable to cheese it.

    Long story short the flight system is a cool idea but it would cause too many problems if it were added.
     
  6. fishcute

    fishcute fish CHAMPION Builder

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    I sounds like 4 are castable on ground, four while on the airship, and 4 while pressing shift
     
  7. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    the thing is that whether you think this is a good suggestion or not, it is literally impossible to add this ingame due to 4 spell cap

    some more thoughts:

    So I just want to say, at what the classes of Wynncraft currently are, I wouldn't want this added ingame, even if it was possible. But, if all classes were on the same level of complexity as this one, AND mob AI and spells would get major improvements/additions to counter the flying being OP, I'd probably like to see this ingame.
     
    Last edited: Nov 17, 2020
  8. StormKing3

    StormKing3 Famous Adventurer

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    Have to give it a like purely based on how much effort you must have put into this.

    However, the flight mechanic would be fairly broken in some areas and having more than the normal 4 spells might pose problems. I don't think we need a new class at all personally but this was very well done, thank you for sharing
     
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  9. AcadeeAlkana

    AcadeeAlkana . . .

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    Okay, 2 things:

    1) Thanks for answering on my last post!

    2) ...You think it's too complex? I mean, that was kinda the point - make the core Class itself complex, so people have something to learn about and sink their teeth into as they progress!
    Once you hit Lvl 66, you've gotten every Spell and Spell Upgrade your Class can have...Which is kinda outshined by how most other RPGs have dozens and dozens of Spells and Skills. Besides, isn't having no new Spells from Mid-to-Late game boring?
    That's not to say that the other Classes should totally get some crazy new Spells, like how the Pilot gets two whole new movesets EXCLUSIVELY for while moving in flight and while staying still in flight.
    If we're talking some of the coding limitations with these Spells, remember that they all use the same controls, just in different situations (Or different Player States):
    [PlayerNotInBoat] or [PlayerInRopingRiotState] + LRL/LLL/LRR/LLR = Instattack/Rushing Rocket/Ready the Airship/Steam Conversion
    [PlayerInBoat] and [PlayerNotHoldingLeftShift] + LRL/LLL/LRR/LLR = Onboard Artillery/Roping Riot/Steam Shot/Piloting Break
    [PlayerInBoat] and [PlayerHoldingLeftShift] + LRL/LLL/LRR/LLR = Bomb Hail/Steam Stream/Rocket Ram/Cloudy Barrier

    I mean, it shouldn't be too hard - just check for the above, and disguise it as, idk, maybe new 'Powder Spells exclusive to the Pilot?' Hey, it's not impossible for them to add the Pilot - I'm aware that they wanna keep their four Spell layout, and I want my cool Spells unlocking once every 5-10 Levels far into Late Game, so I'm making a compromise by using the system shown above!
    ________________________________
    Okay, really quickly:
    [PlayerNotInBoat] or [PlayerInRopingRiotState] + LRL/LLL/LRR/LLR = Instattack/Rushing Rocket/Ready the Airship/Steam Conversion
    [PlayerInBoat] and [PlayerNotHoldingLeftShift] + LRL/LLL/LRR/LLR = Onboard Artillery/Roping Riot/Steam Shot/Piloting Break
    [PlayerInBoat] and [PlayerHoldingLeftShift] + LRL/LLL/LRR/LLR = Bomb Hail/Steam Stream/Rocket Ram/Cloudy Barrier

    Note that:

    1) These are all BY TECHNICALITY just a bunch of glorified Powder Spells. I specifically designed the way that you cast these Spells to make sure that they technically fit with the unspoken 'Only Four Spells' rule, just under certain conditions.

    2) I'm undergoing balance after others already critcizing the lack of a height ceiling, much less, the purely melee Boss enemies out there. This version of the Class is ABSOLUTELY NOT the final edition.

    3) There's several things holding the Class back already - it has HALF ATTACK SPEED, and it's Base DEF is a laughable 40%. It would be turned to DUST if it got too close to a melee mob. I can't overload the Class with exclusive nerfs TOO heavily, or it'd ruin the fun! I'll definitely look into balancing the flight a bit, though!
     
  10. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Now compare it to other classes. Also think about how newbies would see it
     
  11. AcadeeAlkana

    AcadeeAlkana . . .

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    ...Oh. Yeah, that is a good point. I'll see what I can do to simplify the Class's Spells a bit. Maybe try and add more synergy, like with what I did for Steam Conversion and Instattack.
     
  12. ZockerCam

    ZockerCam Travelling sorcerer. Master of Wind Magic. VIP+

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    lol
     
  13. alexphilgab

    alexphilgab The Godsent CHAMPION

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    An interesting class but I dont think it will fit perfectly in the Wynncraft world or with the gameplay.
     
  14. Fearlesscat369

    Fearlesscat369 Well-Known Adventurer VIP+

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    nice, i dont know how well it would fit into the world of wynncraft, but totally different from the other classes and sounds fun!
     
  15. Cutsard

    Cutsard Self-Proclaimed Idiot

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    My god, this is the longest class suggestion i have ever seen. And probably the most detailed one, too. Though I'm not exactly enthusiastic for an aerial class, I do feel like this has some pretty good potential, especially seeing as there is a crashed plane somewhere in the Wynncraft map apparently. (never been there myself, so if you want any more about that you're just gonna have to dig around, but i'm afraid i can't help you with that.)

    Although, seeing as there is a crashed plane, we can safely say that planes were invented, so maybe we could use that as a method of transport instead of an airship, and have as a second spell a kind of charge forward and up at high speed, with a glide, almost like archer's escape ending, which you are able to cut short by pressing the sneak key. This would only be a glide, however, seeing as, as we can see, planes in Wynncraft are an unfinished work, even in Corkus, so they would likely only really be the extremely early plane models.
    Like this, kinda:[​IMG] yes, i just got this off google search

    So it would be a very faulty plane, highly volatile, and so it would probably give some kind of defensive debuff if held for a long time, and perhaps after gliding for a while, increasing with each upgrade, the plane would break, and leave the player falling through the air to, if they went off a cliff, likely their demise. I guess it would last for as long as you have mana, something like the assassin's vanish, though perhaps a shorter duration and higher mana cost (also it probably wouldn't be able to be cast in mid-air, instead just slowing your fall with a parachute-like spell). This would also balance out the transport abilities, as anyone with an insane mana regen obsession (cough cough myself cough cough) would be able to just re-deploy the plane after running out of steam and using the steam conversion spell (especially if you use the piloting break beforehand and kick the plane into very-faulty-autopilot-mode)

    That's all i have time to write out now, i MIGHT go into more detail and point out some flaws/improvements tomorrow, but only maybe (no promises)
     
  16. TheFurretDuck

    TheFurretDuck selling fableds for 1e CHAMPION

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    alright this thing just deserves a like because of the effort put into this. Fairly certain we won’t be seeing it in game, but i do have a solution in mind for the problems everyone else seems to have with it (besides being too op lmao)
    a) flying should cost mana - not as a spell, but it should slowly putter away at your mana. This would require people to go on the ground at times so that it’s not entirely broken
    b) add a height limit - only let the ship go like 4 blocks above the ground or something. This wouldn’t be too hard to code - just make it so it can’t move upwards if 4 blocks above another, and add a height limit of like 100-200 blocks so people don’t fly over mountains. This way, you can still fly above maro peaks or the canyon of the lost but only 4 blocks above anything
    c) lastly, make it exclusive. Vip and up only, or a minimum combat level/quest completed in at least one class to unlock it (almost like hunted mode, etc)
     
  17. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    NO!

    Why would you want it?

    Quite sure it would break EULA
     
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  18. TheFurretDuck

    TheFurretDuck selling fableds for 1e CHAMPION

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    yeah, forgot the EULA says no advantages for money. Assume in that case it is unlocked at some really long level ~85-90 quest at letvus or maybe even eltom airbase
     
  19. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Why
     
  20. TheFurretDuck

    TheFurretDuck selling fableds for 1e CHAMPION

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    is it level 88? one of the levels there has like one medium quest and then you have to grind cib like 3 times to level up. least they could do is add another quest there, and eltom is a prominent city right at that level. gives eltom another use, adds a new quest in a low-quest area, and incorporates the theme here
     
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