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Main Attack Upgrades

Discussion in 'General Suggestions' started by StormDragon4, Mar 4, 2021.

?

Is this something you would like to see in Wynncraft?

  1. Yes

    62.5%
  2. Maybe with changes (comment below)

    27.5%
  3. No (comment why)

    10.0%
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  1. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    In wynncraft my biggest issue with melee builds is the lack of versatility they provide. This suggestion aims to increase the potency of all of the main attacks, allowing to make each class feel even more unique.​

    Before I move into these proposed changes I wish to explain a couple things. First of all content in wynncraft would be made slightly more difficult to adjust for these buffs. These are not here to make the game easier, just to give more abilities and effects to each class. Also, I chose the interval of gaining these upgrades to be every 32 levels. I wish for players to get used to how everything functions before unlocking the later upgrade. (and also spell upgrades stopping at level 66 annoys me but that's dealt with in this thread)

    Archer:
    Focus: Range

    Upgrade 1 (lvl 33): +Piercing shot: You arrows can now pierce through 2 enemies before disappearing. Arrows deal 15% less damage per mob passed through.

    Upgrade 2 (lvl 65): +Sniper: Increase the damage dealt by your arrows by 2% for each block travelled.

    Upgrade 3 (lvl 97): +Heavy arrows: Your arrow has a chance to throw an enemy back a distance equal to arrow shield knockback, dealing an additional 20% damage upon landing. This arrow will not pierce. (⅓ chance of ms/ls)

    I wanted archers powers to be focused on benefiting you for being far away and ensuring that you stay there. Piercing shot is only added because only hitting one enemy annoys me.

    Shaman:
    Focus: Fighting multiple enemies.

    Upgrade 1 (lvl 33): +Division: If an enemy is hit by only one beam it takes 15% increased damage. (Incentifies hitting three different enemies)

    Upgrade 2 (lvl 65): +Tremors: All enemies within 3 blocks of you take 35% damage (only if not hit by beams)

    Upgrade 3 (lvl97): +Magic Pulse: After hitting an enemy a new beam comes from that enemy striking the nearest enemy for 20% damage.

    Assassin and shaman are two sides of the same coin. Both focus on damage but shaman is tailored towards groups. These benefits will do very little in one on one combat.

    Assassin:
    Focus: one on one combat

    Upgrade 1 (lvl 33): +Single out: If your main attack only hits one target increase its damage by 25%

    Upgrade 2 (lvl 65): +Chosen Target: Hitting a single enemy consecutive times increases the damage by 1-7% (attack speed dependent) and capping at 20%

    Upgrade 3 (lvl 97): +Hypercritical: Chance to land a critical hit that triples your damage when striking a single enemy. (chance is equal to ⅓ the chance of activating ls/ms)

    Assassin and shaman are two sides of the same coin. Both focus on damage but assassin is all about bullying that one guy. Great in one on one fights, not so good against a horde.

    Mage:
    Focus: Spell enhancements

    Upgrade 1 (lvl 33): +Mana Siphon: Increase the chance of activating mana steal by 25%. This is taken off of the current chance. (for example fast weapons chance is increased from 10% to 12.5% chance)

    Upgrade 2 (lvl 65): +Manaflux: Increase your main attack damage by a % equal to twice your missing mana.

    Upgrade 3 (lvl 97): +Frozen Blast: %chance (⅓ chance of MS/LS of a weapon) for your main attack to instead be an ice snake, costing no mana.

    As fun as melee mage is pushing these towards spells just made sense. With that being said these upgrade are probably best used in a hybrid build.

    Warrior:
    Focus: Survivability

    Upgrade 1 (lvl 33): +Vampiric Spear: Increase the chance of activating life steal by 25%. This is taken off of the current chance. (for example fast weapons chance is increased from 10% to 12.5% chance)

    Upgrade 2 (lvl 65): +Challenge: Mobs hit have a chance to change their aggro to the player. (equal to the normal ms/ls value plus an additional 50%. For example fast weapons have a 15% chance of activating)

    Upgrade 3 (lvl 97): +Frighten: chance to make enemies hit deal 15% less damage for 3s. (chance is equal to normal ms/ls)

    These are intended to push warrior into the tanking role we all want it to fill. Frighten as mentioned may need balancing but as of right now I am fine with it.

    The next two sections are for my class suggestions. These can be ignored for actually adding this feature to the game and please do not vote against this suggestion because I added these here. Also please read my class suggestions before judging these upgrades. Links to the threads can be found in my signature.

    Warlock:
    Focus: Close range combat

    Upgrade 1 (lvl 33): +Hexed Armour: While you are attacking reduce the damage dealt to you from projectiles by 7.5%

    Upgrade 2 (lvl 65): Hitting an enemy reduces their knockback capabilities by 15% for 3s (kb for both attacks and spells, doesn’t affect damage)

    Upgrade 3 (lvl 97): +Demon Chains: chance to freeze enemies upon hitting them for 1s (equal to warlocks chance of ms/ls which is 50% of normal because burst attacks)

    Basically the opposite of archer, trying to help you with your close range combat. These are all defensive as I am very wary about giving this class any more damage.

    Slinger:
    Focus: Status effects/added mark benefits

    Upgrade 1 (lvl 33): +Slingers Curse: Enemies take 4% increased damage per mark on them. (This is balanced by the fact that these won’t help the slingers main attack damage)

    Upgrade 2 (lvl 65): +Punching bag: increase the effects of CC on an enemy by 3% per mark. Obviously does nothing against CCI.

    Upgrade 3 (lvl 97): +Lingering Mark: Status effects from the marks linger for an additional 2s at 40% the potency.

    This class is actually what gave me the idea to make this suggestion. The idea of adding effects to the marks made me want to do this with every class. These buffs are a little different because how the slinger works is a little different. I am wanting these to be a little stronger because slinger only has 3 spells (kinda)

    And that concludes this months suggestion: main attack upgrades. Please comment your opinions and all of your feedback as it will be greatly appreciated. Thank you for reading this thread
    Why won't it let me center my spoilers
     
    Last edited: Mar 23, 2021
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  2. dr_carlos

    dr_carlos Morph Gang! VIP+

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    Great suggestion.
    Whilst the capping at 66 annoys me as well, it would make sense for these upgrade levels to fit in with the pattern for spells somehow.
     
  3. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    This will all seem less out of place in about a month
     
  4. dr_carlos

    dr_carlos Morph Gang! VIP+

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    Oh well then it would make sense to have that suggsetion first?
     
  5. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    I wasn’t finished it and I had this idea first. Your right though, the other way around would have made more sense.
     
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  6. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    Bump10char
     
  7. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    Bump. I see people voting no or asking for changes but not saying what they would change to improve the suggestion or why they dislike it.
     
  8. ImmaDonut

    ImmaDonut Well-Known Adventurer VIP

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    I mean yeah I think lots of class specific buffs based around melee attacks woulod be nice. But I dont think this solves the problem of a lack of custimization for melee builds because you would always have all of these small buffs. I think something that would be better to make melee builds more interesting would be to turn these into major ID's on melee focused weapons and for the general ones, put them onto armors.
     
  9. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    I guess it’s not so much of a lack of customization it’s more of a lack of benefits. Spells let you buff, debuff, and move around all while dealing damage.
     
  10. Pallodium

    Pallodium Well-Known Adventurer VIP+

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    Far too overpowered in some cases, such as hypercritical, lingering mark, magic stasis, and piercing shot. Now, explanations:

    Hypercritical can be completely made op using super slow endgame weapons and could make things like Panic Zealot far easier than the devs intended it too be, nerfing it should make it better.

    Lingering Mark(even though it isn't in the game, still saying this could be very unbalanced) could make that class wayyyyy too overpowered, as making class specific buffs last longer is usually only a thing you get from mythic's major ID's, and putting this there makes it seem pretty overpowered, and adding that on too the slinger also makes it more overpowered. However, I think the slinger is useless endgame, even with this ability, as I don't see it being able to do EO or even Fallen Factory without getting carried, let alone Panic Zealot. To possibly fix this, maybe start it off at lasting 1 second longer and at level 100 5 seconds longer or something.

    Magic Stasis: 2% is still a lot, and by putting 5 charge things onto a mob, a mob casts a spell 110% of the time it normally takes, which in the cases of some mobs and bosses like orphion's one shot move and spells used by the colossus and the 99% health reduction with panic zealot, this is kind of unbalanced and could break some AI.

    Piercing Shot:Shooting through 2 enemies is just kinda cool, but with superslow melee archers and superfast weapons of any kind, it makes archer far more powerful than it was designed to be. Maybe switch the level you get this at with the second one.



    Also, a lot of the classes have become unbalanced because of this, making some classes far better than others.
     
  11. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    I will nerf this a bit. Probably busted once hotfix 6 comes back.
    I never considered the 99% to be a spell, just an arena effect.

    Instead I’ll make the arrows lose damage after piercing.

    I mean if slinger isn’t good at endgame isn’t this kind of buff helpful? I’ll lower the duration and effectiveness but these status effects are kinda what slinger is built around at this point.

    I do appreciate the feedback and it has been noted.
     
  12. Pallodium

    Pallodium Well-Known Adventurer VIP+

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    Ok, so im just stating a few more things:

    For the last thing, having it start at a lower time and increasing it as you level up, like I stated, makes it not too OP compared to other classes at the beginning, and not trash at endgame.

    For the second thing, even if the effect isnt a spell, other spells and many mob AI's will need to be completely edited maybe, so maybe replace that upgrade with something like a different buff.
     
  13. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    I made it so the slingers second upgrade is the final upgrade and the second upgrade now gives increased CC potency.
     
  14. Roliant

    Roliant Well-Known Adventurer

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    No, attacks are perfectly fine, balancing is hard with these changes, rather focus on spells since they feel wayyy more awful and out of place than melee attacks....
     
  15. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    But right now the meta is, and has been for a while, spell builds. This aims to strengthen melee builds while giving the devs more features of a class that they can buff/nerf to better balance the game.
     
  16. Pallodium

    Pallodium Well-Known Adventurer VIP+

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    Yes, the slinger is a lot more balanced now, so thanks for adding those balance changes.

    However, I just noticed that the Warlock's last ability, Demon Chains is a little underpowered, as assassin can get that debuff on enemies 100% of the time by just doing spin attack, so I think instead of it being 1/3 of ms/ls the chance to freeze the entity you hit into 2/3 or maybe even 3/3.


    Also, what do you mean about hotfix 6 busting hypercritical?
     
  17. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    As of right now the triple damage would only apply to base damage. Hotfix 6 will make it so that the critical will triple damage boosting id’s as well.

    I forgot to add that it is based off of normal ms/ls and not warlocks. Warlock has normally half the chance of activating ms/ls to balance the fact that they attack twice when you click (like how shaman has 1/3 the chance because of the three beams) so there is only a 17% less of a chance that you stun.
     
  18. Pallodium

    Pallodium Well-Known Adventurer VIP+

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    Ah, about the second part, that mkes sense, but 17% less is kinda still not too good, as like I said with the assassin's spin attack.
     
  19. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    made it equal to warlocks ms/ls chance
     
  20. Pallodium

    Pallodium Well-Known Adventurer VIP+

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    Okay, as of now, these are all relatively balanced, so thanks. If I notice anything else that seems unbalanced, I'll tell you.
     
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