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Main Attack Variants

Discussion in 'General Suggestions' started by AcadeeAlkana, Dec 26, 2020.

?

Do you think we could use some more Main Attacks?

  1. Yeah, we could!

    21.4%
  2. No, we don't - because Builds exist.

    21.4%
  3. Yeah, because...(comment?)

    0 vote(s)
    0.0%
  4. No, we don't - (comment?)

    21.4%
  5. yeh

    14.3%
  6. nuh

    21.4%
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  1. AcadeeAlkana

    AcadeeAlkana . . .

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    I propose that we be able to change the attacks which we use in-game. All the same Weapons would have slightly different Main Attacks which the player could choose to equip (they would likely only be able to within Cities being unable to change the Main Attack Variant they're using mid-fight)

    If there are such Weapons which have Major IDs which already change the Main Attack, then the Main Attack Variant supplied by the Weapon will always be prioritized over the chosen Variant.

    If you're familiar with Smash Brothers for Wii U/3DS, you should be familiar with the concept already. They're like Custom Specials...or, rather, Custom Attacks, in this case.

    Normal Dagger - The classic, laughable ranged, multi-enemy hitting Dagger slashes we know and...Well, love isn't the best word, for certain families...
    Throwing Dagger - Throw your Dagger up to 8 blocks ahead; it will dissipate upon contact/once it reaches the maximum range. Mid-flight Throwing Daggers lose 5% of their damage for every 2 blocks the Dagger travels without hitting something, though the Dagger is a very fast-flying projectile.
    Unseen Slash - The Dagger can only hit a single enemy within a 2*1 area in front of you...but instantaneously damages the enemy you're targeting, and does increased damage on every strike. Takes out enemies one by one, and targets the closest enemy within the range, should there be more than one within range.

    Normal Wand Attack - Our atypical wackjob laser, shot out of a wand. How it works is a mystery which not even it's creators know the answer to...!
    Homing Bolts - Launches four, weak magic bolts which home in on the nearest enemy and dissipate upon contact. Cuts the damage of each bolt to about a third of the Normal Wand Attack's damage for each bolt.
    Wand Wave - Launches a long, horizontal wave which cuts apart Mobs in front of it. It's weaker, but can hit a large clump of enemies with ease thanks to it's initial 3-block width and eventual spread. The eventual spread makes it even wider (about 7 blocks at the peak of it's range)!

    Normal Arrow Attack - The usual, waaaaaaaayyyyyy-too-long-ranged arrows. We should really nerf the range to make the Sniper Arrows feel more special...
    Sniper Arrows - Arrows passed down from an ancient civilization, infamous for it's sieges upon other kingdoms. These Arrows...fly the same distance as the current ones. Huh. But! They do more damage the further they fly! (Basically the Snipe Enchantment of HSB, but without the Aiming Enchantment cheese. Arrows start out their flight weaker than normal arrows, but also gradually become stronger than their standard counterparts as they fly.)
    Rapid Arrows - Every single attack with these slightly weaker Arrows is followed by a burst of three more Arrows. Every attack has it's 'proc' chance and damage cut to a quarter of it's usual, though the Arrows from the burst also share this reduced damage and 'proc' chance.

    Normal Shaman Bolts - A trio of piercing, enemy-shredding bolts. The absolute carnage they cause must be some sort of tribute to a religious figure, where their users come from...
    Tribal Orbiter Bolts - Tribal magic makes these sentient bolts orbit you, rapidly damaging enemies which get within melee range. You lose the ability to shoot these bolts forwards, but instead, will deal effectively 150% of your damage to all enemies in a 3*3 radius of you by the second, so long as you can constantly summon them with your main attack.
    Concentrated Bolts - Ever notice how the Normal Shaman Bolts don't spread out whenever you fire them vertically up/downwards? How 'bout we make 'em do that when fired horizontally, too? Concentrated Bolts are exactly that, having all the range, and all the damage of the original! Use these to actually camp out enemies from afar!

    These are just examples I could think up off of the top of my head. I'll prolly update it/slightly balance it, if you guys come up with anything to modify/balance, or if I decide to add in my other ideas!
     
  2. Lex!

    Lex! :] CT Manager Ability Designer QA GM

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    hi i couldnt help but notice that you forgot to do variants for warrior
     
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  3. one_ood

    one_ood c lown VIP

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    i mean. i don't see why you don't love it. check heavy melee builds, for example.
    could use balancing, and i would like some clarification on attack tiers. if you have super slow (.51 hits per second), does the cooldown start when you throw it or when it hits something?
    uhhhh i'd imagine that this is pretty incredibly good against stationary bosses like the eye
    i mean. no comment. good as is.
    i don't see why you would ever NOT choose this, as it gives you 1.33x your normal damage, unless an enemy can only be damaged by one bolt, in which case i don't see why you would ever use this
    so just. just straight up better shaman attack. got it.
    lol
    this just seems to be a straight up buff. when you are playing archer at all you wouldn't be near your target, and aiming in wynn is just a fucking joke. also not a fan of how it works in differently sized arenas (see: death metal vs. mechorupter)
    what's the point of this? each arrow does 1/4 normal damage, so all 4 do full damage, and hit the same target as the original. what?
    normal is fine imo, aside from stealing
    i actually really like this as a concept, but i think some number tweaking is in order.
    a
    so you already gave mage a better shaman attack so now you are giving shaman mage attack. lovely.

    [here is where i put my feedback on the warrior ones. wait.]


    overall: some of the actual effects seem cool, albeit with some balancing and changes. i really dislike the choosing system, because some of these can be super unbalanced depending on weapon (heavy melee triple orbital bolts shaman etc.).
    i would much rather see these in a form more similar to major ids locked to weapons, so you can't use them in a set up that would be absolutely broken.


    also i really dislike the poll. i think that some more main attack modifiers could be interesting, but i don't like the system you suggested for them so i don't really have an option to pick.
     
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  4. Lousyre

    Lousyre Famous Adventurer

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    This would make Shaman melee and hybrid too strong. The 'balancing' of Shaman melee comes from the fact you have to stand close to the enemy to hit all three bolts (and to proc ms or ls, though I am not sure about that). If you merge the bolts and make them deal the same damage, you would have no drawbacks as you could just stand far away from the enemy and not worry about proximity. This needs to be balanced, either with less damage or something else.
     
  5. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    Not necessarily? Shaman bolts travel frustratingly slowly so its nothing like archer or mage melee really

    Less damage could help make it more balanced though
    ________________________________
    There's good reason to not use this, if you're dealing with a bunch of enemies (some farther and some closer) normal mage melee is better; this might only hit the guys in front

    For example: death metal, robot, cybel
     
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  6. Saya

    Saya you win at uwynn HERO

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    These all seem better as major IDs on certain weapons, as most of them are either straight upgrades or can be exploited by existing items/builds. There's cool ideas like the orbiters and the homing, but the homing in particular is a straight upgrade for certain content... or rendered useless by mobs that are used frequently in wynn that you aren't meant to damage. I'd have much less of an issue with this thread if it was just weapon major ID ideas.
    rip warrior



    And again, this post shows a clear lack of understanding of the game.
    Play. The. Game.
    You can get to combat lv40 in a single sitting. Get to endgame and learn the bare minimum about items before trying to mess with them.
    And even once you make it to endgame, you'll still know nothing. 99.9% of players don't know anything about items. Wynn as a game misleads new players and doesn't tell them about the vast majority of very basic game mechanics. You need to seek out knowledge, it won't come to you.


    If you're going to make big suggestions, at least know what you're talking about first so your entire thread doesn't get invalidated. I want to have good discussion about interesting concepts, not something that falls apart when someone who knows the bare minimum about the game stands within a mile of it.
     
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  7. AcadeeAlkana

    AcadeeAlkana . . .

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    Remember that if, for instance, Homing Bolts was slapped onto a Weapon, then the Orbiters would never come into play, even when equipped. If there's no locked-on ID already, any Weapon Variant of the same Class is fair game!
     
  8. Saya

    Saya you win at uwynn HERO

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    I think you didn't read what I said at all. I never talked about using multiple of them together, only about each of them as a concept.

    Also while you're here, open up that spoiler and read it. Please.
     
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  9. ghoti0315

    ghoti0315 buff assassin CHAMPION

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    To be real, a "sniper" is the deadliest when it is aimed towards nearby targets, because you know, air resistance is a thing. But hey physics class isn't going on here.
    And when you are talking about buffing damage PLEASE PLEASE PLEASE go deep on the damage multipliers and other relevant stuff.

    ele defs of mobs do exist lol
    even when they don't, you have to have all 4 arrows hitting the same mobs to do full damage which is annoying af
    (not mentioning that playing like a machine gun in wynn is uhhhhhhh)

    Is the range of assassin even a problem tbh
    Assassin is meant to be the class with lowest attack range lmfao

    Can't imagine how this will go along with my exploited fast melee build

    For the sake of bob please don't give us another shaman melee

    So this is a projectiled mage melee attack? pfffffft no please no
     
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  10. AcadeeAlkana

    AcadeeAlkana . . .

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    ...I have read the spoiler, and I do need - and want to gain - more knowledge about the game, so that these suggestions can be more refined than a noob spouting crap which would realistically be exploited to death by high-leveled players, were it actually added.

    I'll prolly start a conversation with you so that I can figure out the must-sees on my journey to end-game, because I realistically have no idea where to go, what Quests to do, etc, etc. That okay with you?
    I'm already working to rebalance this. Was thinking something more cool looking, such as Helix Bolts (2 bolts in comparison to the usual 3, but they're faster and fly farther straight ahead to compensate for the cut in damage)
     
    Last edited: Dec 27, 2020
  11. AcadeeAlkana

    AcadeeAlkana . . .

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    Reskinned Snipe - I mean, Sniper Arrows
    This version of snipe will increase the damage of it's arrows by 1.5% for every 3 blocks. At a range of 30-45 blocks, that would be 15 to 22.5% increase in Main Attack damage. That should be about as much as your atypical Shaman Buff, if not a little more, at best. Doesn't seem broken to me, but I haven't seen Mythics yet...

    Rapid Arrows
    ...So do Crits. And LS. And MS.
    Anything which can 'proc' becomes potentially able to do so up to four times. Granted, it's about 1/4 of a chance for every arrow, but there would actually be about 5 of them, instead of 4, for 125% damage.
    My motto for this Variant is: Roll the Die, Hope You Don't Die!

    Throwing Dagger
    It'd be nice to have the option to hit something at more than 2 blocks away with Assassin. I mean, that's the point of it, though you trade range for multi-enemy countering, since the knife can only hit one enemy, even point-blank. Even if it's meant to be the lowest range Class, you should be allowed to at least have SOMETHING to snap that one ranged enemy a few blocks away which you can't be bothered to Vanish-Main Attack into next week.

    Unseen Slash
    Have fun being swarmed by Mobs, because it's only a 35% damage increase...! (Unless you're one of those people who can use Smoke Bomb properly, then I doubt swarming enemies will be very fun to fight.)

    Wand Wave
    ...Mage's damage is kinda pathetic. And this really just exists because Mage doesn't have the best crowd control if you're not properly kiting Mobs around in a clump to smack, smack, and smack again.

    Concentrated Bolts
    ...I mean, they gave the Shaman 4 Range. Why can't we use it?
    Besides, the Concentrated Bolts (soon to be Helix Bolts) will cut your damage by a third, because you'll only be firing 2 bolts at a time. I know that's not much of an excuse, but this would at least make the description on their Help Page more accurate (when a player sees it, they won't expect high Damage or high Range, but high Damage and Range, anywho).
     
  12. quick007

    quick007 Master Adventurer

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    I personally think that powder specials are already part of many of the ideas listed above, so it doesn't make sense to limit people to choosing certain weapons for these abilities instead of using powders, which are far more versatile and well thought out.

    also isn't assasin supposed to be a close class? why add range to it?
     
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