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Passive Attributes For Classes

Discussion in 'General Suggestions' started by Malyore, Dec 27, 2020.

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Is this worth being implemented?

  1. Yes, entirely

    24.0%
  2. Yes, with changes (specifically?)

    44.0%
  3. No, any changes would make no difference

    4.0%
  4. No, it's an unwanted idea

    28.0%
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  1. Malyore

    Malyore Travelled Adventurer VIP+

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    Does anyone think it would be worth adding small benefits to each class to help them feel more varied? I know there are already the attributes like damage, defense, range, etc. to give an identity and role, however could something more be added to give further tangibility of a class?

    Here are some examples I just thought of, keep in mind these would be SMALL though permanent effects. I'm trying to consider changes that won't shift the tides of characters. Feel free to recommend anything different as well.
    • Archers could have extended sprint bars and maybe night vision. (Adds a sense of endurance and sharp eyes)
    • Warriors attacks have knockback when they're near death. (Lowers the feeling of needing to flee from enemies)
    • Mages recover their last four mana points slightly faster than the rest. (Lowers punishment from depleting the mana bar)
    • Assassins have a boost in speed and holding breath underwater. (Adds a sense of being physically trained for stalking)
    • Shamans and their group, while standing in the totems circle, could get a slight loot bonus on enemies that die to their totem (Encourages further use of totem for self and allies)
    Something I notice with these is that they may only be evident on low levels? By the time characters have gear and stats that suits their classes, these changes may be insignificant. To fix that, the effects could be upgraded at higher levels, but that could lead to more drastic buffs than intended. What are your thoughts?
     
    Last edited: Dec 27, 2020
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  2. Flareix

    Flareix Well-Known Adventurer VIP+

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    Archer's sprint bar could be interesting. The night vision is kind of unnecessary because of gamma but could be useful for people who don't know how to use it.
    I don't play warrior so can't really comment on that but seems useful?
    Mage's might be a little overpowered? Class building is complicated enough as is. Maybe something else?
    Assassin's is straight-up useless in my opinion. You are rarely swimming in the ocean and even rarer underwater instead of just crossing it.
    Shaman's totem would probably only affect TOA grinding or whatever, but the concept is nice. Maybe some else instead of loot bonus though.

    These are just my thoughts though :P I like the concepts but changes are desirable. Would be happy to see this implemented in some way into the game.
     
  3. quick007

    quick007 Master Adventurer

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    maybe this fixes the 129 int issue? (its super hard to reach it)
    ________________________________
    xp bonus maybe? (like 10%, v small, and maybe debuff shaman healing as well)
    lmao yea, this feels unneeded. Personally this would be cooler to get a perm speed % buff
     
  4. Malyore

    Malyore Travelled Adventurer VIP+

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    I was worried the mage trait could be too overpowered, even if it was a small amount of regen. I couldn't think of anything else for them though. You got any ideas? And honestly I sat for 20 minutes trying to think of SOMETHING for shamans and couldn't find anything useful for them. They seem pretty set how they are imo.

    Oh yeah that's what I meant by speed boost, it'd be a movement speed boost across the board. The air breathing thing was just so something else could be added on top of it that's a bit more unique since speed boosts are easy to come by. Though I do know there's hardly water to encounter, I was just trying to think of something that isn't mechanic shattering. I'm very open to suggestions, I was struggling to think of effects lol.
     
    Last edited: Dec 30, 2020
  5. SKZR

    SKZR Well-Known Adventurer

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    Almost everything you suggested can be obtained with armors, I don't thing or would fit with Wynncraft's gameplay.
     
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  6. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Almost all?

    2 of the 5 suggestions can't be done (knockback and speed in water)
     
    Last edited: Dec 30, 2020
  7. Qzphs

    Qzphs Unskilled Adventurer VIP+

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    @RenZenthio

    contrary to what everyone else seems to think i don't think it's strong enough; i'd raise the threshold a little bit

    not useful enough imo but idk how you could improve

    anything xp/loot-related in this day and age is broken by default

    your design isn't that bad. most of these buffs seem to stay relevant conceptually across level ranges, so i think you just need to make them a bit stronger in general rather than deal with an upgrade system.
     
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  8. RenZenthio

    RenZenthio Murder the gods and topple their thrones! HERO

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    Anybody who plays warrior would be terrified by this suggestion (atleast a lot of them I guess). But, anyways, the reason why I don’t like this one (it’s interesting conceptually though), is that warrior is already drowning in knockback. Assuming a boss doesn’t have crowd control immunity a warrior can literally juggle the boss by constantly uppercutting them, or war scream a boss to trap them to the side of an arena

    Warrior knockback is actually widely considered terrible since it makes it hard for warriors to get stealing procs and just generally de-emphasizes getting close despite warrior spells being close ranged. I guess just know that this effect would be both a buff and a nerf for warrior.

    (Keep in mind this is from a guy who plays Rage Hero, and relies on being below 30% health at all times.)

    Sorry, not too much more to add. Also I apologize if that was blunt, but I just woke up, lol
     
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  9. Kap'n Kronch

    Kap'n Kronch Warrior Purist HERO

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    Ah yes, even more knockback for warrior, thats great. (sorry for the sarcasm)
     
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  10. RenZenthio

    RenZenthio Murder the gods and topple their thrones! HERO

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    I agree with this. Some of the effects seems to have actual usefulness: mage mana regen, and warrior knockback, then you just have night vision and stuff for archer. I agree that these should either get stronger or remain weaker across the board.

    And yeah, concentrating lb in the hands of a certain class, that already monopolizes it is a bit e (if this effect were implemented, I would be worried if it were multiplicative, so for stipulations sake, if you decide to keep this one maybe make it 20% lb or something like that, anything myltiplicatibe would be overpowered)

    Also, to me atleast, the mage buff (excluding the shaman one since it’s very powerful but in a different context) is the most powerful one, despite not being incredibly powerful (And it being more useful early game than endgame due to high mana sustain at endgame), that’s why I’m kinda on the side of making them either more or less powerful.

    It depends on how powerful these are supposed to be in general and what their use is supposed to be
     
  11. Malyore

    Malyore Travelled Adventurer VIP+

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    Ah yeah I suppose that's true. I was trying to think of something for warriors that wouldn't be an innate health/defense boost. I honestly forgot almost every attack of theirs does knockback as well.

    I feel like after seeing a lot of these comments, the ideas I had just don't fit overall. I was trying to not make the bonuses be too beneficial for any one class, but that made them too focused on early game benefits rather than people's fully developed characters. Some passives are redundant, others useless, some too strong. Unless people are able to come up with better balanced ideas, I don't think these passives should be considered anymore.
     
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