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Changing Mage's Spells

Discussion in 'General Suggestions' started by AcadeeAlkana, Jan 19, 2021.

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Do you think these changes would be good for the Mage?

  1. Yes!

    3 vote(s)
    15.0%
  2. No.

    12 vote(s)
    60.0%
  3. Maybe...

    2 vote(s)
    10.0%
  4. Not these changes, but it could certainly use a change.

    3 vote(s)
    15.0%
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  1. AcadeeAlkana

    AcadeeAlkana . . .

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    Mage is a pretty good Class right now, but I was thinking a few changes were in order for it's Spells.
    While they're more often than not consistent and helpful, it would be nice to have just a few changes to it's moveset which would make all of them (subjectively) better and easier to use.

    Changes to Heal
    Currently, Heal is almost completely fine, but I'd like to tweak it just a bit.
    Base Tier - Instant 10% HP recovery, same cost.
    + Purification - The same upgrade, recovering status effects. However, it now heals 12% HP.
    + Overheal - Heal now gives you 13% temporary HP as Absorption Health whenever you use it. This Absorption drains at a rate of 5% per second, so it quickly diminishes.
    Changes Summary:
    While this is technically a 25% HP recovery (counting the Absorption Health), that would only be applicable when you're under threat of dying/taking tons of damage. If you're constantly losing 25% or more of your HP from damages, then I think there'd be other things to worry about...

    Changes to Teleport
    I'm going to tweak Teleport to give more controllable mobility, and be less finicky. ('Can't Warp There,' anyone?) It'll also be a bit easier to use, in a way.
    Base Tier - Instead of instantaneous teleportation, you'll become invisible and fly very quickly in the direction you're aiming in for half a second. Same cost, same distance. If you run into a wall during flight, you'll immediately stop.
    + Plasma Warp - You'll now become an electric ball of Thunder when warping, shocking enemies which you phase through. Shocked enemies take 40% damage (15% Thunder) every second for 3 seconds.
    + Spirit Control - You'll fly in the direction you're aiming in, instead of being locked into flying in the direction you were aiming in when you cast the Spell.

    Changes to Meteor
    Meteor would be reworked to not force you to rely on just a single Meteor hitting the right target.
    Base Tier - Same as usual for the cost and falling speed. However, Meteor would start out with the Burning Ground upgrade to begin with, so that it's not a nightmare to survive until Mesosphere Fall is unlocked, due to it being the Third Tier instead of the Second Tier. Meteor would only deal 170% damage (30% Earth, 20% Fire), the DOT from Burning Ground being only 50% damage per second for 6 seconds.
    On another note, you could always Sneak while casting the Spell to have it target exactly where you're aiming at. It could still be clunky, but probably better than the auto-aim, in some cases.
    + Meteor Shower - 3 Meteors fall from the sky instead of just one now. They all leave Burning Grounds, and fall in quick succession of each other. The first one will always target the enemy nearest to you (trust me, you'll need it), while the other two follow the usual targeting.
    + Mesosphere Fall - All 3 Meteors now quickly fall one after the other in the span of about 2 seconds.
    Changes Summary:
    While Mesosphere is still an absolute godsend for most players, the Spell could stand to be less Mesosphere-reliant early on in the game, hence the Base Tier's Burning Ground. Also, if you're a pyromaniac, three Burning Grounds at the same time should suit your incineration needs.

    Changes to Ice Snake
    Ice Snake doesn't really need any significant changes, but I did tweak it just a bit, in an attempt to balance it.
    Base Tier - The Ice Snake does all the same damage, has the same cost, and has Mind Control to begin with. I mean, I might as well, with how the Meteor would be changed.
    + Freezing - Enemies are frozen by the Ice Snake for 2 seconds. However, every time the same enemy is Frozen, it becomes less and less affected by the next Freeze.
    • 1st Freeze: Freezes for 2 seconds, freezes Bosses for 3 seconds.
    • 2nd Freeze: Freezes for 1 second, freezes Bosses for 2 seconds.
    • 3rd Freeze: Disables movement for 1 second, inflicts a 75% damage penalty.
    • 4th Freeze: Disables movement for 1 second, inflicts a 50% damage penalty.
    • All following Freezes: Disables movement for 1 second. Inflicts a 25% damage penalty.
    + Frosty End - After traveling it's course, the Ice Snake's body quickly explodes, segment by segment, hitting and Freezing nearby enemies for 40% damage (50% Water). This doesn't hit already Frozen enemies.
    Change Summary:
    Ice Snake would be a lot more reliable against normal enemies, and not so great for cheesing Bosses. The question now shifts from a test of Mana Potion/Regen spam to a tactical decision on when you should use your Freeze.
    It'd also be a new thing which required coordination with your teammates for - wouldn't want to waste somebody's 1st Freeze, because every second of Boss deactivation would count! It'd also be a free 3 seconds of attack time against normal enemies.

    Please let me know what you think of these tweaks I'd like to see on the Mage!
     
    Last edited: Jan 20, 2021
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  2. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    Yes, heal, the most broken spell in the game, we should buff it.
     
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  3. quick007

    quick007 Master Adventurer

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    .

    If its to slow, could just feel bad, so this would need to be almost as fast as the current tp

    Keeping this fast, not sure how hard it would be to control it. But supportive o flying for mages, a version of vanish + tp is amazing if I understand this.

    base tier should have 1 meteor, makes improvements seem bigger and imo that's how it should work.

    the current burning ground is fine, no need to alter it.

    1 second? srysly? if I'm reading this right, the player gets 25% of there health taken off in return for a single second of a mob frozen.

    smh shamen healing better (more reliable)


    there was a suggestion a while back that talked about shifting to control where it lands, would be nice to see that here.
     
  4. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    Shamans heal is getting nerfed in 1.20
     
  5. Qzphs

    Qzphs Unskilled Adventurer VIP+

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    its presumably 25% increased/decreased damage against your enemy. i assume the former in my arguments below; if it's the latter, i'm against it for obvious reasons.

    i support this.



    heal is currently held back by its grade III effect, so even if there were no overheal at all it'd still be incredibly busted. i think absorption is a nice idea though, so i would just reduce the instant healing (for example, 10% instant 10% absorption, which could still be considered an 'upgrade' over 15% instant situationally).

    imho just get good. i'm satisfied with tp as-is and would not throw away its uniqueness (in its instant mobility) for ease of use to players who can't work around it.

    leaving aim in the hands of wynncraft ai isn't good; it minimises immersion, skill, and utility of the spell. incorrect meteor targeting is already a problem that no other class faces, and it's exacerbated firstly by increasing the projectile count but also by splitting their targeting behaviour (preventing a user from concentrating their full dps to where they want it).

    too much conversion. i'm also in agreement with quick007 over what he said:
    i don't support discriminating against bosses.

    increasing damage and offering a damage boost makes it far more practical against bosses actually. on the other hand, it has terrible reliability against normal enemies since it is very hard to manage the number of repeat hits of ice snake against so many enemies, especially with a finite diminishing returns scheme.

    your freeze count is finite and hard to utilise properly, which makes it much less useful than picking up consistent damage boosts later on. ironically this reasoning encourages you to spam it even more since this helps you reach that point faster.

    it also discriminates against your allies. on the presumption that freezing matters (which i argue otherwise above), having mage teammates is vastly more restricting than having other teammates.

    this contradicts your freeze scheme:
    (edit: i take this point back it's a misread)
     
    Last edited: Jan 20, 2021
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  6. AcadeeAlkana

    AcadeeAlkana . . .

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    Yeah, it's Vanish and Teleport as a PB&J, more or less! It would make you fly 14 blocks in half a second (as an energy-ball-like Teleport).

    Base Tier can have 1 Meteor, I'll tweak it to do that!

    No, no, no! It's not -25% Health. It's that Frozen enemies deal 25% less damage (all Frozen enemies' attacks have a 3/4 effectiveness multiplier).

    I tweaked it just now to be less broken.

    Well, RIP.

    Thanks for you guys' feedback so far!
     
  7. AcadeeAlkana

    AcadeeAlkana . . .

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    It's actually decreased damage from Frozen enemies, to simulate them being chilled, but not exactly frozen.

    I think that 15% Normal, 10% Overheal works pretty well.

    ...Just get good kind of describes Build making. This isn't just improvements for my Mage, but for everyone's Mages, including newbies.

    Well, if the enemy closest to you is your main target, then they'll be hit by all 3 Meteors, in theory.

    Too much conversion? It's always been 50% Water. And discrimination against Bosses is because they're always tougher than normal enemies, and finite Freezes are more important.

    It's not a damage boost, but a damage decrease from the Frozen enemy's attacks.

    ...A 25% enemy damage debuff is not better than a 100% enemy damage debuff. Which is what a Freeze does.
     
  8. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    So, heres the thing, current heal is just 12% and its op.
    You upped it by 3% and added 10% temp Hp.
     
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  9. Qzphs

    Qzphs Unskilled Adventurer VIP+

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    thanks for clarification. i maintain my perspective; my original arguments hold in the respect that 25% damage resistance (or any amount, for that matter) is way more useful than finite cc.

    no, i think it would hurt the game's intricacy just to cater to low-end players who could have easily just worked to understand how current teleport mechanics work. it's not hard to use unless you're abusing it to do meme stuff and even less hard in actual combat, where terrain is generally flatter.

    but if they're not, it's guaranteed to perform suboptimally. compounded on the fact that meteor already disfavours skillful play, it concerns me.

    my bad, sorry. burning ground didn't need the 50% though.

    the 25% damage debuff can be consistently applied, whereas freeze only works twice max per enemy. cci aside, i don't doubt that freeze is more useful but it's a matter of what you're practically going to be able to use in a nontrivial fight.
     
  10. ZockerCam

    ZockerCam Travelling sorcerer. Master of Wind Magic. VIP+

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    "most broken spell in the game"
    Thats why we use Shaman as a healer.
    Also you probably forgot vanish, thats a broken spell.
     
  11. Samsam101

    Samsam101 Star Walker GM

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    problem with completely changing the spells of existing classes is that people who main these classes would pretty much have to relearn them
     
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  12. Aya

    Aya Very Serious Gensokyo Journalist

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    Wait what is the upgrade here?
     
  13. blegar1

    blegar1 Well-Known Adventurer

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    tbh. TP just has too many problems that it kinda just needs a change so there's less reasons to /kill due to 1 faulty tp. Giving it the vanish treatment would actually probably be better, since now it's harder to miss quest triggers. And it's actually not possible to tp in to a wall. (Also saying it now but telling players to get good at avoiding a command to stop you from teleporting kind of implies there's a problem with the spell)

    It's not even that broken, the only broken thing about it is powder specials getting buffed by it.

    HAHA nerf.

    I beleive it's 10% at stage 1? And jumps to 15% at 2? And then 12% at 3?

    Ehh.. Absorption would be good but eh.. Idk about this.
    Also heal as said before. Is already brokenly OP (idek how they're gonna fix that) so buffing it just isn't worth it.
    Solely because teleport has way too many problems. I am not complaining if this changes to that. (said it before, a spell shouldn't have the chance of bugging you in to a wall and right now teleport is just annoying with that 1 single line)
    This is coming from someone who likes mage a lot, but despises teleport for everything except flying.
    A bit more useful for combat than currently.
    I could see this causing problems unless there's a way to cancel the spell.
    Tbh for meteor in general. It doesn't need much changing (other than making the second tier ability an automatic thing instead of waiting 15 levels for it to become useful)
    Again just give it to proper meteor
    Ehh.. I don't want to deal with 3 meteors
    Ehhhhhh. Iffy about this
    Ok. Fine so far
    Why do I like this more than current ice snake?
    I mean... Can we still direct the ice snake?
     
    Last edited: Jan 20, 2021
  14. ZockerCam

    ZockerCam Travelling sorcerer. Master of Wind Magic. VIP+

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    nerf but still better than heal. Heal isnt op at all imo
     
  15. blegar1

    blegar1 Well-Known Adventurer

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    Then you've probably not played mage with a lot of defence and intelligence in it. You can literally spam cycle it and you'll most likely never die unless you're literally tanking rapid amounts of major damage.
    That's the difference between mage and shaman's healing. Mage's heal is a get out of jail free card if you pump enough water damage in to it. (or you just use king of hearts)
    Shaman is a buffer. Mobs can out damage the healing unless you go the extra mile with it. But it's a great support.
     
  16. ZockerCam

    ZockerCam Travelling sorcerer. Master of Wind Magic. VIP+

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    Im a mage main so I speak from experience.
    Mage is meant to be a support class but its terrible as a support class. The heal spell is a very useful tool when it comes to fighting, but I mean mage is rated "easy" so thats ok.
     
  17. blegar1

    blegar1 Well-Known Adventurer

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    Why do you think it's classed as a tank?
     
  18. ZockerCam

    ZockerCam Travelling sorcerer. Master of Wind Magic. VIP+

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    "Knowledge is power. Mages are naturally talented in the mystical arts, not only can they produce powerful incantations to destroy enemies, they can also heal allies and protect their friends. Although alone mages are not the most powerful, they are a valuable asset to any team."

    -Wynncraft.com


    Its clearly meant to be a support class. Mages are a tanky class but that has nothing to do with the fact that they suck as a support class.
     
  19. AcadeeAlkana

    AcadeeAlkana . . .

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    ...Oh. Whoops!
    I changed it from 20% HP to 15%, and forgot to modify the description.
     
  20. blegar1

    blegar1 Well-Known Adventurer

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    Tbf that's a seperate problem of a pure support class kinda just sucks. (Does not help when mage literally only has 1 good offensive support spell and that's ice snake with freezing, and no meteor is not a support because burning grounds just sucks.) Also I meant classed as a tank by the community. Since our current tank sucks.
    It's either you go the full heal route and make all your team stupidly hard to kill but do so little damage that you get punished for it (also 1.20 is further punishing mage with nerfing ice snake and teleport on CCI mobs.) Or you just go the full offensive route and become useless as a support.
     
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