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Class: Fistfighter (wip)

Discussion in 'General Suggestions' started by Labyrinth, Oct 1, 2015.

?

brawl me mano e mano in a round of fisticuffs ey old chap?

  1. i accept your duel

    52.0%
  2. u wot m8

    32.0%
  3. naysayers be naysayin'

    8.0%
  4. fuck i added another additional response on accident

    8.0%
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  1. Labyrinth

    Labyrinth all of my jokes are cries for help

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    What other weapon could be more reliable than some knuckles and a mastery of fisticuffs?
    None finer than your own fists, of course!

    So go out there and laugh at all of the puny heroes that hide behind proper weaponry
    and fight your foes as stupidly manly as can be!

    Class: Fistfighter
    Location of Origin: Pirate Town (east of Selchar)
    Strategy: One V. All

    Designed as a mid-range fighter completely on the offensive, the Fistfighter is a combatant that fares well in big brawls but squanders in one-on-ones due to a lack of skills that focus on one target at a time.
    The Fistfighter is also a class that has access to healing alongside Mages, but can only heal through advanced regeneration instead of burst healing and can only restore himself.
    Strength: 150% more powerful than vanilla
    Armor Rating: 70%

    Weapon: Golden Horse Armor, Prismarine Crystal,
    or anything that makes it look like you have brass knuckles in general

    Skill 1: Power Punch
    Cost: 8 Mana
    Range: AOE (3x3 grid around initial target)
    Throw a punch with x3 damage, but has a 60% chance to have no effect.

    Upgrade: Moderation
    The probability of the punch not connecting is reduced to 50%.

    Upgrade 2: Without Reason
    The multiplier increases to x4 damage,
    in exchange for a 40% chance to take damage from the attack.
    Skill 2: Rapid Recovery
    Cost: 5 Mana
    Range: Self
    Grants the Fistfighter a weak Regenerative buff.

    Upgrade: Vitality
    A slightly better regeneration effect is invoked.

    Upgrade 2: Overdose
    Gives the Fistfighter a short speed buff.
    Skill 3: Relentlessness
    Cost: 7 Mana
    Range: AOE (160* angle in front of Self)
    Gain a short Haste and Weakness charge to throw plenty of fast and weak blows.

    Upgrade: Air Friction
    The air gets so hot from the friction of your punches,
    your fists catch on fire and you gain natural fire aspect.

    Upgrade 2: The Worm Turns
    The less health you have, the faster your punches are.
    Skill 4: Impact Punch
    Cost: 7 Mana
    Range: AOE (1x5 grid behind initial target)
    A powerful punch that knocks back a line of foes away.

    Upgrade: Snapfire
    A quicker reaction time to deliver a more powerful punch.
    Disclaimer: Does not actually increase attack speed, only knockback.

    Upgrade 2: Corpse Launch
    If the enemy hits another foe,
    the victim suffers half of the power of a conventional attack.

    The VIP, VIP+, or VET class for the Fistfighter would be the Monk.
    As per usual,
    the Monk's skills are the same as the Fistfighter's with different visual effects.

    Power Punch = Gamble Style
    Rapid Recovery = Rejuvenation
    Relentlessness = Feather Style
    Impact Punch = Grizzly Style

    If there's anything you wanna say,
    anything from praise to calling me a faggot,
    or if you want something added, changed, tweaked, or removed from this,
    then please say so and tell me why.

    like = support




    for fuck sakes its super late into the night

    and why did i even do this anyway
    i should be doing other things that are productive
    like, idk, read?
    sure
    cya



    ______________________
    Major edit (October 3rd, 2015)

    So apparently this thread was somehow worthy enough to attract @Selvut283 's attention, and on top of that he gave plenty of good feedback
    (though i listened to his words instead of his tone of voice, thats how you stay happy)
    (either that or i cant tell if hes being angry, confused, or supportive so im hoping the lattermost)


    He pointed out that I had no idea what the Armor Rating values were and told me that Archers had 70%...
    i thought they were a lot weaker tbh.
    IM SORRI!
    He also showed me that people would think of a Punch when I was that vague...
    I meant a lot more powerful than that, but I can see the confusion.

    So anyway, there is now a change to the base stats:
    +: Added a Range stat (short)
    =: Base damage for a Fistfighter (Oak-tier weapon) is a rating of 4/5
    =: Base armor rating for a Fistfighter is actually supposed to be 100%

    Next, Selv showed me that because of the gamble aspect of Power Punch made it worthless,
    and what a first spell should really be like,
    I've taken some serious down time to think about a good punch type to work with;
    A spell that Level 1's are stuck with, and can easily be fitted into a combo? What gives?
    And then I thought to myself;
    "Yeah, these percentages slob corn cobs, I gotta think of something else completely"

    So I made the painstaking decision and removed Power Punches,
    and moved Impact Punch to replace it.
    There's gonna be a LOT more spell changes than this.

    Changes made to Impact Punches:
    +: Reduced mana cost to 5 Hunger
    +: Changed radius from 1x5 to 3x10 meters

    =: Corpse Launch is replaced with Knockout Blow:
    +: Causes lvl1 Slowness and Nausea to foe on impact (makes a "dizzy" effect)

    Next on the menu is to specify and change Rapid Recovery:
    =: The Regeneration is level 1 and lasts for thirty seconds
    =: Overdose and Vitality swap Upgrade positions, so now Overdose is before Vitality
    =: Overdose's Speed buff is Level 2 and lasts for one minute
    =: Vitality's Regeneration upgrade is level 3 and does not stack
    (I'm a nice guy, I know the Assassin's mobility struggles...)

    Okay, so now we have Relentlessness...
    Hm. What to do?
    I'll make this the new fourth spell, like what Selv said.
    'Cause goddamn. he brings up good points I was too stupid to realize myself.

    Changes made to Relentlessness:
    =: No buffs will be given, instead this will be an automated spell
    =: This spell lasts for five seconds
    =: Replaced Air Friction and The Work Turns with the following:
    [placeholder]
    --: Removed attack radius (Relentlessness no longer attacks multiple targets at once)​

    And finally, I plan on adding another spell to be the third on the assortment the Fistfighter has:
    [placeholder]


    These changes will be made in the future to the main body of this thread, though it'll be some time after;
    I have more pressing matters than a class that's probably not gonna get green-lights anyway.

    Ja'al mot tessoyo, nal yongso hejo.
    (I'm sorry, forgive me.)
     
    Last edited: Oct 3, 2015
  2. Bio

    Bio Father of Class Builds Section

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    I like it! +1 supporter!
     
  3. TheNecromancer

    TheNecromancer dead

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    Main effect seems similar to Multi-Hit for Assassins.
     
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  4. Labyrinth

    Labyrinth all of my jokes are cries for help

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    no Force, not nearly as fast, and no Finishing Blow
     
    Last edited: Oct 2, 2015
  5. blankman

    blankman Wynncraft Boomer VIP+

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    Honestly, I see no point in adding new classes. It would make everything more complicated, and everything would have to be changed so that it doesn't have OPness or UPness. Also it would be a shitton of work and the staff are doing lots as it is. -1 supporter.
     
  6. Labyrinth

    Labyrinth all of my jokes are cries for help

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    that's okay, it's not like the team is focusing on the forum suggestions that much anymore,
    no need to be so serious about it xD
     
  7. blankman

    blankman Wynncraft Boomer VIP+

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    lol i bet
     
  8. Jamer_theGamer

    Jamer_theGamer CraftedCitizen VIP+

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    Minecraft:
    more classes = more variety = more fun

    Classes are just tedious to code.
     
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  9. GentleProphet

    GentleProphet Famous Adventurer HERO

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    Minecraft:
    Good example of a class suggestion thread c; Been so long since I've seen a actually organized DAMN class thread. The only thing off is the name, seems a little too long and doesn't quite fit in, Warrior, Archer, Mage, Assassin, and Fistfighter. Overall the thread is a good example, of a organized suggestion, I'll leave the skill editing to others, and how it will fit in to the game. Good suggestion, needs better name. 9/10 Wouldn't read again.
     
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  10. Labyrinth

    Labyrinth all of my jokes are cries for help

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    see, i had backup names, but i didnt wanna be too specific
    like Brawler or Alcoholic or something
     
  11. captainganon

    captainganon God of k | Derpalope VIP+

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    Its... good? A good class suggestion. Well done. Missing a few minor details, but nothing too important. +Juan
     
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  12. GentleProphet

    GentleProphet Famous Adventurer HERO

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    Minecraft:
    Brawler sounds close, lemme think if I can get something.
     
  13. Squiggles

    Squiggles King of the squid village

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    Hell yeah +support
     
  14. SeaOfPoison

    SeaOfPoison Famous Adventurer VIP+

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    Oh yay another melee class.. Like getting my warrior to level 75 wasn't a fucking living hell already .. meh i'm done with beating the shit out of things with a shovel.. not gonna do it all over again with my hands.. that's just my opinion.
     
  15. Bio

    Bio Father of Class Builds Section

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    Minecraft:
    You don't have to get this class to level 75/100 if you don't want to.
     
  16. TrystanX

    TrystanX He Always Wynn's No Matter What!

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    Should add a minimum lvl to access the class like minimum of 100 or 120 to use the class. Anyways, UPVOTE!
     
  17. Labyrinth

    Labyrinth all of my jokes are cries for help

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    bruh that means you gotta get at least 25lvls on the four main classes to use Fistfighter, why not just make it available right away?
     
  18. Labyrinth

    Labyrinth all of my jokes are cries for help

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    idk if bumping threads with one word is allowed anymore according to the new forum rule
     
  19. MLGPotatoCrusher

    MLGPotatoCrusher Skilled Adventurer

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    it's supposed to be "u wot m9"
     
  20. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    It seems...very weak. And honestly, it lacks a fair amount of detail.
    A melee class with less defense than the archer(80%)?! In addition, fists in Vanilla deal 1 damage. 150% of that is 1.5 damage. That's weaker than Mage's base 2-4 damage. I'm sure you meant something stronger, but you do need to elaborate more, and low defense on a melee class needs to be made up for by other factors. Try using the 'stat blocks' for scale, and if the blocks look very close/identical to another class's, try changing up the class's balance a bit.
    So, the spell inflicts 300% damage, but can just flat-out fail? That seems incredibly inconvenient, and strange for a first spell. The first spell should generally be a reliable, moderately powerful ability that can link or set up to other abilities well, such as Uppercut and Bash or Spin Attack and Multihits. The amount of power this spell has, in addition to its high mana cost, makes it seem very much like it should be the third spell rather than the first. In addition, 8 mana in exchange for a 50% chance to fail, a 30% chance to just deal the damage, and a 20% chance to deal the damage AND maim yourself in the process at such a small range? This spell needs some serious reworking. The damage values would be perfect for an offensively-based class's offense spell, but the gambling nature of it and such small range makes it not worth it to use at all.
    This is fine, the only issue is that it lacks detail. What level of regeneration do you get? How long do you get it for? About how much health will it heal? In addition, let's not have another assassin-mobility issue. I'd suggest moving Overdose to the 2nd upgrade, but that's just me personally.
    This seems like a good fourth spell on paper, though there's a lot to nitpick on. I personally think the haste should outweigh the weakness at all times to make it worth it. Speaking of, what levels of haste or weakness DO you get? Each level of haste would increase hit speed by 10%, then 15%, then 20%, etc...while weakness would decrease damage by 10%, then 15%, then 20%, etc., per level. You'll want to measure that out. The range of it seems very strange; it needs more detail, it's not elaborated on very well. Like...a 160 degree angle in front of you? Does this mean it can affect allies? Air Friction giving an afterburn effect ruins the point of using red powder, and the amount of fire damage they would take isn't specified. In addition, the last upgrade seems a bit useless. Being closer to death should never be incentivized. You'll probably want to think of something else for that, but in general concept this is a perfect fourth spell for the class.
    This seems like it'd be a great first spell, though that radius is really tiny. Most players can just hit an enemy at that range. You'll probably want to buff it a skosh. The mana cost is a bit much for such a small attack, and the biggest issue with it that I've got is that Corpse Launch upgrade. So, if enemies contact other enemies, they take extra damage, which unfortunately won't work(there's no entity collision detection). You've seen enemies all stack up into one block after rounding a bunch up, probably, so unfortunately this wouldn't work. You'll have to change it somehow.

    Overall, this class has a lot of work put into it, but a bit more work and a lot more thought needs to be given to it. It certainly has potential, but at the moment it's shaped up to be a discount assassin with a spell that give raw effects to emulate Multihits, no ways to help allies, and bad land-crossing mobility. It's overall very weak due to the fact that it only has two offensive spells, and one of them will either fail or damage the user more than half the time. Specify a lot more; there's a lot to stipulate on with this class and you haven't really done that.
     
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