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1.9 Class Idea: Templar/paladin ( Idea Retired)

Discussion in 'General Suggestions' started by Untitled Doc, Mar 7, 2016.

?

Was this any good?

  1. Good Idea

    16 vote(s)
    55.2%
  2. OK Idea

    3 vote(s)
    10.3%
  3. Bad Idea

    4 vote(s)
    13.8%
  4. Good, but needs some changes (Please Suggest)

    3 vote(s)
    10.3%
  5. Bad, but can be changed (Please Suggest)

    3 vote(s)
    10.3%
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  1. Untitled Doc

    Untitled Doc 1 man robotics team

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    This thread was created on Monday, March 7, 2016 at 8:27 PM (US Eastern)
    This thread was retired by Ethan_Washington on Sunday, March 13, 2016 at 1:53 PM

    First, lets look at the roles that each of the 4 classes play in Wynncraft currently.
    I group classes and ideas based on these three categories:
    Tank: Soak Damage
    Assassin: Deal damage quickly (doesn't have to have vanish or whatever, its only the damage)
    Support: Give your allies buffs (strength, resistance, healing, etc.)

    So lets try and sort these classes into appropriate categories
    Warriors/Knights are supposed to be a melee tank/assassin (You could argue War Scream is enough of a support skill to consider it to also be a Hybrid, however Mage is far better in support)
    Assassins/Ninjas are supposed to be a melee assassin (Debatable)
    Archers/Hunters are supposed to be a ranged assassin
    Mage/Dark Wizards are supposed to be a ranged Hybrid

    A hybrid is a class that has a blend of all three categories, although it may not be the best in any specific category. For example, take the class Mage: They can heal, They can do damage, and they can provide a lot of allied support. Not only that, they are ranged, and this makes Mage able to fill the role of any of the other classes in Wynncraft, which is why many people argue Mage is a bit strong as of now. Notice how there is no dedicated support class, since it would be near impossible to do anything solo, and teams would become much more powerful. Also notice how there isn't any dedicated tank or tank/support class (Warriors are more often than not, geared for damage late game rather than geared for pure tanking.) However, when people ask for nerfs, it is often complaining about how this class deals too much damage or that class has too much support (to deal more damage). People rarely call for nerfs on tanks (Rarely have I seen a thread about nerfing the tankiness of any of the classes)

    So while looking at all the classes and all the threads that have been posted about nerfing this and that, I realized that most of the classes have shifted from their role to more of a damage perspective. Mage seems like a support class, and while they do have heal and ice snake, their meteors can do pretty insane damage for being the only class with a sustaining spell. Warrior on the other hand, seems to be the defensive class, and although the fourth ability does give it a hefty amount of damage resist, all four of it's abilities can deal damage. So here is a breakdown of all the ways that a class can damage enemies:

    Archer: 5 ways (basic attack and all abilities)
    Mage: 4 ways (basic attacks and 3 abilities excluding heal)
    Warrior: 5 ways (basic attacks and all abilities)
    Assassin: 4 ways (basic attacks and 3 abilities excluding vanish, which gives you a damage boost while vanished)

    So from this, I decided that there needs to be a dedicated class that can tank, and can soak up lots of damage, however, it can't deal as much damage as the other classes. Its not going to be like warrior, which you can set up for dealing decent amounts of damage. Its going to be a support/tank class which can provide a little bit of support and tank for others.
    Having support on a tank makes them able to deal even more tanky, but it comes at a great cost of having limited options for dealing damage, and not being able to deal much damage with the options you do have.

    Notes: All mana is referred to as "points" and I think of it as there needs to be 20 "points" of mana in order to have a full bar of mana. (Example: 10 mana points (or simply 10 mana) is half your mana bar)
    I also refer mana as hunger.


    Introducing.... the Templar! (Or Paladin for those who want the alternate class and effects)

    The goal of Templar is to be a cross support and tank, capable of healing themselves and allies for a small amount (nowhere near the amount mages can do) and also be able to tank a little less than warrior, but with these two aspects combine, create a class which can soak up damage and doesn't need a mage to heal up damage lost. However, with extreme tankiness comes a great loss, and it's loss is the ability to deal lots of damage. Not only has it lost the ability to deal insane damage, the closer the class comes to death, the easier it is to damage this class. Similar to the snowball effect, This class is difficult to damage at first, with great defense and health, but once more and more damage cut from the Templar's (Or Paladin's) health, the weaker it becomes, eventually making them vulnerable for the kill.

    Requirements: 125 total Levels and 3 different classes


    Weapons: The Armblade (Good example of one on Hypixel Warlords which looks really cool)
    *AOE basic attack
    HOWEVER Armblades do NOT have IDs with elemental defense, skill point modifiers, thorns, reflection, any regeneration talent, or something similar. These talents would instead, be found on shields.
    Picture of Armblade from Hypixel (Scroll down):
    https://hypixel.net/threads/gallery-weapons-of-warlords.293149/
    (Probably would be like a legendary or mythic type weapon)
    Shields: These pieces of equipment have small health bonuses less than what an armor piece of the same level would have. They would also have the IDs that are not on Armblades, HOWEVER with the additional health, something must be sacrificed, and that is movement speed (Honestly in real life carrying around a huge shield and a blade would be tiring enough). With each shield, they would have a negative movement speed (15-30%) which would not be an ID, but would be included in the base stats (like how all armor of the same TYPE have the same health, but different IDs, same thing with movement speed). Shields are only meant to make the wearer more of a tank than anything.
    *This require 1.9, because it shield and Armblade can be wielded at once, and note, that the IDs for both the Armblade and shield combined would be slightly lower than a weapon of the same type (Example: say you found a legendary level 40 Armblade and then found a Legendary level 40 shield, the stats combined to be slightly less than a level 40 single weapon of a warrior or an assassin (However this is not including the health bonus from the shield, which counts as armor). You CANNOT dual wield two Armblades or two shields (that would be plain ridiculous).

    Now on to the skills:

    Skill 1: Smite/Holy Lance
    (Right-Left-Right)

    Shoot a short ranged projectile of holy energy at a target, exploding for AOE damage. Blows up if it doesn't hit anything after 4 blocks. (Only Ability that can damage things)
    When I refer to the damage of a meteor, I mean a Level 1 Meteor (without any perks and stuff, like the burning ground thing at level 3, which makes it deal extra damage)

    Level 1:
    Hunger: 6
    Damage: (I don't know enough about damage to make a statement about this, but it's probably about 1/2 the damage a meteor would do without any spell damage buffs).
    Thunder Damage: +5%

    Level 2:
    Hunger: 6
    Damage: (I don't know enough about damage to make a statement about this, but it's probably about 1/2 the damage a meteor would do without any spell damage buffs)
    Thunder Damage: +7.5%
    + Scorched Soul: Damages the entity for X amount (1/8 of a meteor per hit) of fire damage every 3 seconds for 9 seconds(hits 3 times)
    *Scorched Soul effect can stack

    Level 3:
    Hunger: 6
    Damage: (I don't know enough about damage to make a statement about this, but it's probably about 1/2 the damage a meteor would do without any spell damage buffs)
    Thunder Damage: +10%
    + Scorched Soul: Damages the entities for X amount (1/8 of a meteor per hit) of fire damage every 3 seconds for 9 seconds (hits 3 times)
    +Torment: Cause the entities hit to slowly collapse in agony, causing them to receive no debuffs for 3 seconds upon impact, after that they receive Slowness I for 3 more seconds, which increases to Slowness II for 3 more seconds (Ends at the same time Scorched Soul ends)
    *0-3 seconds: nothing, 4-6 seconds: Slowness I, 7-9 seconds: Slowness II


    Skill 2: Redemption
    (Right-Right-Right)

    Create a portal at your feet which lasts for 4 seconds. At the end of the 4 seconds, the caster is teleported back to the position of the portal. Casting again after the portal is still active removes the other portal and places a new one at your position. Cannot be casted mid air (can only be casted on ground or when jumping on ground).

    Level 1:
    Hunger: 4
    Damage: None

    Level 2:
    Hunger: 4
    Damage: None
    + Light Harmony: You are now perfectly in sync with bending light to create your portal, allowing you to instantly teleport to your portal at any time it is active. Shift to activate.
    *By this, if you place a portal down, you can teleport to it at any time, all the way up to 4 seconds, but you are always going to be teleported since at the end of 4 seconds you get teleported anyways. This only changes when you can be teleported, not if you get teleported.

    Level 3:
    Hunger: 4
    Damage: None
    + Light Harmony: You are now perfectly in sync with bending light to create your portal, allowing you to instantly teleport to your portal at any time it is active. Shift to activate.
    +Sanctification: Upon landing, imbue the ground within two blocks (circle) of you with holy energy which prevents mobs and enemy players (Nether) from entering it. Any enemy entity caught inside upon landing will be forcefully thrown 4 blocks out of the sanctified area. Lasts for 2 seconds.


    Skill 3: Invigorating Aura
    (Right-Left-Left)

    Heals you and your allies for a portion of your MAXIMUM health (not current health). Later provides a speed buff. (Range of 4 blocks away from the caster)
    *Note that casting this ability quickly one after another only resets the duration back to 10 seconds. For example, casting again when there is still 4 seconds left automatically cancels the current Aura and replaces it with a new one (so spamming WILL NOT stack), unlike Heal for Mages, which you can spam heal.

    Level 1:
    Hunger: 10
    Damage None
    Healing: Heals 4% of your maximum health every 2 seconds for 10 seconds (Heals 5 times for 20%)

    Level 2:
    Hunger: 10
    Damage None
    Healing: Heals 4% of your maximum health every 2 seconds for 10 seconds (Heals 5 times for 20%)
    +Burst of Vitality: after the Aura is done, send out a strong wave of healing, instantly healing those within 5 blocks of the caster for 8% of the caster's maximum health

    Level 3:
    Hunger: 10
    Damage: None
    Healing: Heals 4% of your maximum health every 2 seconds for 10 seconds (Heals 5 times for 20%)
    +Burst of Vitality: after the Aura is done, send out a strong wave of healing, instantly healing those within 5 blocks of the caster for 8% of the caster's maximum health
    +Dominating Presence: The sight of your intimidating presence inspires you and your your allies with +5% movement speed and applies -5% movement speed to your enemies.


    Skill 4: Templar's Resolve (Or Paladin's Resolve, depending on the class)
    (No casting required!??!)

    Background: The idea for this is that ALL four classes have an active ultimate (A spell that is at SOME point the highest cost or one of the highest for a class, more commonly the fourth spell), as listed:

    Assassin: Smoke Bomb
    Archer: Arrow Shield
    Mage: Ice Snake
    Warrior: War Scream

    What these all have in common is that they are ACTIVE spells, spells that require mana to work, but some extend longer than needed to naturally regenerate mana (War Scream provides buffs for a few minutes) so they apply what people call passives, or things that don't require active casting to work. They all also can deal damage, and some of them have quite a bit of usage in other things beside damage (Ice Snake slows, etc.)

    I wanted to do something so different than these classes, I thought of a new (Maybe) idea that could change the face of the whole Wynncraft Server (Or so I think).

    It is the idea of a PASSIVE SKILL.

    You may be thinking, what is this guy thinking, aren't all spells supposed to be able to be casted?
    Yes, all SPELLS, but this is a SKILL which can have active skills and passive skills. This would be applied as soon as you got it and would never disappear, no mana cost, no nothing. Just a permanent buff instead of another skill. So lets get to it

    Edited Section: Because of the complaints asking for a serious nerf, I have tweaked the values greatly changing the play style of this class. I feel as if any more nerfs would make this more of a damage heavy class and less of a tank. So I have introduced NEGATIVE PERKS, which are perks that keep the exponential growth of the potential in this class in check from getting too out of hand.

    Level 1:
    Hunger: None
    Damage: None
    +Endurance: You become hone your skills at long-term survival, permanently allowing you to regenerate 1% of you maximum health every 3 seconds
    -Pain's Grasp: After experiencing so much suffering, your steps start to become weaker. For each 4% of health you are missing, reduce your movement speed by 1% (Example: If you are missing 80% of your health, you have an extra -20% movement speed caused by this debuff)

    Level 2:
    Hunger: None
    Damage: None
    +Endurance: You become hone your skills at long-term survival, permanently allowing you to regenerate 1% of you maximum health every 3 seconds
    -Pain's Grasp: After experiencing so much suffering, your steps start to become weaker. For each 4% of health you are missing, reduce your movement speed by 1% (Example: If you are missing 80% of your health, you have an extra -20% movement speed caused by this debuff)

    +Tempered Armor: Advanced metalworking has improved your armor, giving you +15% damage resistance
    -Exhaustion: Your armor weighs you down when you are tired, causing you to slow down your movement speed by an extra 20% every time you mana falls below 4 points. This is lost as soon as you have 4 or more mana.

    Level 3:
    Hunger: None
    Damage: None
    +Endurance: You become hone your skills at long-term survival, permanently allowing you to regenerate 1% of you maximum health every 3 seconds
    -Pain's Grasp: After experiencing so much suffering, your steps start to become weaker. For each 4% of health you are missing, reduce your movement speed by 1% (Example: If you are missing 80% of your health, you have an extra -20% movement speed caused by this debuff)

    +Tempered Armor: Advanced metalworking has improved your armor, making the armor stronger and lighter, giving you +15% damage resistance and reduces movement penalties on armor (not shields) by 25%
    -Exhaustion: Your armor weighs you down when you are tired, causing you to slow down your movement speed by an extra 20% every time you mana falls below 4 points. This is lost as soon as you have 6 or more mana.

    +Fortitude: Your experiences have increased your toughness, giving you +15% maximum health (This health is the amount of health you get from just armor and shields alone, this excludes all of your IDs. For example, if your armor and shield gave you 20k health, and your IDs gave you took 5k health so you had a total health of 15k, you would receive 2k health because it ignores IDs, and vice versa if you have positive health bonus IDs.)
    -Execute: Having expended your health to the limits, you give up the will to continue. When you fall below 10% health, take triple the damage from all sources (players, mobs, lava, falling).
    *If you are able to recover your health to 10% or above, you lose this effect


    Class by Class Comparison: (Note that it is much more difficult to make a damage focused Templar than any other classes)

    Against Archer: Archers have escape to get away, and can blind people, however, Templars have the leap ability to get in closer to the archer, and its regeneration/damage resist buffs makes Templars hard to take down, although archers have superior range and decent damage. However, Templars only have slows at best, no way to prevent the enemy from jumping, blinding the archer, or to vanish.

    Against Mage: Mage is very sustainable with it's heal, and the meteor skill is more often much better than Templar's Smite, with superior range and damage. However, the burn ground should only affect a certain part of the ground, making it possible to escape the burning ground (I think), while scorched soul is unavoidable (except for heal, which clears it). Ice snake can provide a bit of damage and ranged slows, while smite is close combat. Teleport (I believe) can be casted mid air and work (unlike escape), and leap wont be able to work until the player is very close to the ground.

    Against Warrior: In general warriors are supposed to have much higher damage than Templars, because of the war scream which gives +20% damage resistance, +10% damage, and can deal damage. Warriors can use uppercut to keep Templars away from them, and can charge away when in trouble. Templars on the other hand only have 10% damage resistance, + 10% health boost, and 1% maximum health regen every 3 seconds, and no damage boost. Although the healing ability does make it tons more sustainable, it has no where close to the ways Warriors can push people around and deal damage.

    Against Assassin: The only way an assassin would be able to effectively deal with a Templar would be to put in enough DPS to counter the tankiness of the Templar. Sneaking up wouldn't have much of an effect, since it is much too difficult to takedown quickly (or so I think). Templars might be able to take down an assassin quickly, if the Templar is able to land multiple hits with smite

    General Strengths: Dealing with flimsy players
    General Weaknesses: The more damage it takes and is not replaced, the weaker this class becomes.
    Tips: Play very strategically, since the more damage you take, the more vulnerable you become
    Sample Strategy: If an enemy is chasing you, place a portal at your position and run forward, hopefully they will chase behind you. As soon as they are on top of your portal, teleport back so by the time you get there, you enemy will be blown back 4 blocks, allowing for time to regenerate, but be careful since your walk speed is lower than most classes.
    When you are low: Hopefully this shall rarely fall upon you, as death is very close at hand. When you are missing 80% of your health and all of your mana, you have: -20% movement speed from exhaustion, -20% movement speed from pain's grasp, and the shield already provides you with -15 to -30% movement speed already (not to mention you are about 10% of your health away from taking triple the damage). In total, with the least movement penalty (without shield IDs), you would receive -55% movement speed not including identifications on your equipment, making you very vulnerable for the kill.


    Other Class Ideas by others in the community:
    A way to compare this class with other current class ideas (This is not advertisement, only a quick way to look between the ideas circulating around.)

    Selvut283's Solider class
    :
    https://forums.wynncraft.com/thread...-270-supporters-updated-to-1-1-4-stats.89349/

    Slimeonatree57's Scientist class:
    https://forums.wynncraft.com/threads/1-9-class-idea.116076/

    TheNovaKidFTW's Cyromancer/Void Sorcerer class:
    https://forums.wynncraft.com/threads/new-class-idea-cryromancer-void-sorcerer.115876/

    TheDynoSage's Dragon class:
    https://forums.wynncraft.com/threads/dragon-class.115357/

    Dischage's Guardian class:
    https://forums.wynncraft.com/threads/shield-wielding-class-new-class-suggestion.116286/


    For now, that is it, I will be editing this more through the week, perhaps longer if this gets support

    Closing Note: I know this might not get added to the game, because people will argue warrior is already a super tanky class and that we don't need anymore tanks in the game. Others might argue it would take too long to code, and the other aspects would just complicate the game to an unnecessary degree. I just wanted to see how the community might react to this to see if this idea was any good.

    Thanks for reading,
    Ethan_Washington


    If you guys want to see the changelog for this class and how it has been altered sine the creation of this idea, go to this thread. I reached the maximum character limit of 24400 characters and had to relocate some of the text.
     
    Last edited: Mar 13, 2016
  2. awemanrank100

    awemanrank100 custom title

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    I like how you made your suggestion nice and detailed! :D
    I should point out that Leap is already a spell (Knight reskin of Escape).
     
  3. Wynncraftian

    Wynncraftian Old Wynncraftian

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    So, I think the idea is actually very good. This class was very thought out well, but it might need a couple of changes. Paladin would be the sort of class that would dominate in the nether, because of its mobility, long range/attack damage, and the healing that you get. Although only one ability damages entities, it's important to notice exactly how overpowered it is, because you can easily escape and make sure you escape.
    But nevertheless, I think this would be an awesome addition to the game, but some minor tweaks would be appreciated. (To make the class more balanced)
     
  4. Paladin A'renos

    Paladin A'renos High Grand Master of the Ordo Malleus HERO

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    As a Paladin I do agree with this.
     
  5. IggyBoii

    IggyBoii I Have No Idea What Im Doing VIP

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    armblade picture link?
    ________________________________
    0
    the speed is too op :I this is supposed to be a tank, having +40% walkspeed, speed 3, and an other move with speed, is too op, also, id solo this .-.
    ________________________________
    passive skill is too op in my opinion, you get perm regeneration, resistance, and more health, and this is from a move, that lasts Forever without any cost of mana, saying that, makes you think. yes, all classes deserve a passive skill, as there 5th spells, but i suggust you do a different attack idea, instead of a range, which you have, make one for close combat.
     
    Last edited: Mar 7, 2016
  6. Shanaaro

    Shanaaro . HERO

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    it has negative walk speed on the shield
     
  7. The One-eyed Guy

    The One-eyed Guy that guy VIP+

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    Armblades? Pretty cool, but of course there are 20 different textures :p
    jk you don't need to do that but it really looks better
     
  8. IggyBoii

    IggyBoii I Have No Idea What Im Doing VIP

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    Still, you asid 10-20 negative, thats still cant compare to +40... then dont forget armour, like sagitaurius, etc.
     
  9. Untitled Doc

    Untitled Doc 1 man robotics team

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    I changed the values in the past hour, it should be a bit better,
    Sorry I don't know about the end game armors :( I'm only a level 75
     
  10. Untitled Doc

    Untitled Doc 1 man robotics team

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    So some people have been concerned with the mobility of such a tank, so I plan to completely remove leap from the class and replace it, which will only serve to reduce the amount of mobility and instead give it a different kind of movement hopefully unique to the other classes. However I wont be able to get to it until later

    Edit: Leap has now replaced with some other changes
     
    Last edited: Mar 8, 2016
  11. Untitled Doc

    Untitled Doc 1 man robotics team

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    Added links to compare ideas quickly with others in the community.
    Also tweaked the values in this class
    More suggestions appreciated
     
  12. Untitled Doc

    Untitled Doc 1 man robotics team

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    Added Discharge's new class idea: Guardian to my list of other current class idea's for more perspective about class ideas circulating around the general suggestions thread (It should be called specific suggestions because of the amount of detail here).
     
  13. Accuratech

    Accuratech Well-Known Adventurer

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    I want to see it happen
     
  14. Untitled Doc

    Untitled Doc 1 man robotics team

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    Are there any ways to improve this class in your opinion?
     
  15. Loggerhead

    Loggerhead Some Loggerhead

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    I hate reading..... when the staff see this suggestion.... I read it tho, it was ok
     
  16. llllllllllllll

    llllllllllllll Famous Adventurer

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    We really don't need any new classes. There aren't any more medieval type classes. Besides. Some people's class slots might be full and they don't want a new class. The weapon seems weird and some people may not use it making any weapons worthless.
     
  17. Untitled Doc

    Untitled Doc 1 man robotics team

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    Please elaborate:
    1. People don't have to play this class if they don't want to... it is their choice
    2. Paladin seems like a medieval type class (Templar is another name for paladin)
    3. How does the Armblade look weird?
    4. You said "some people may not use it making any weapons worthless." I'm not quite following what you are saying, Armblades and shields would be unique to this class, all the other classes would still be using their own class of weapons. Other classes wouldn't be able to use Armblades or shields and vice versa.

    However, I don't agree about new classes, as the current ones have been here for a long time and I would like to see some more variety. HOWEVER I'm still doubtful that a new class will be added, unless it is some miracle idea.
     
  18. Turtlebomb

    Turtlebomb idk VIP+

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    I think wynn could use some non-melee classes. With the soldiar probably going to be added there should be another non-melee class to balance it out.
     
  19. Untitled Doc

    Untitled Doc 1 man robotics team

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    Just because it gets a lot of attention and support and it is posted by a mod doesn't mean it will be added into the game. It just has a much higher chance than other ideas.
     
  20. Untitled Doc

    Untitled Doc 1 man robotics team

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    Um I kinda reached the limit for the amount of characters on any one post... which is 24400 characters... Uh can anyone suggest how I can fix this? I still want to keep my change log and my description. Am I allowed to keep my class idea and change log on two threads?

    Edit: I have moved all of the changes to this class to a separate changelog thread.
     
    Last edited: Mar 11, 2016
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