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Class Specific Armour/accessories To Class Specific Buff/nerf

Discussion in 'General Suggestions' started by DarkRaven, Dec 21, 2016.

?

Should this be implemented?

  1. yea

    0 vote(s)
    0.0%
  2. nay

    4 vote(s)
    16.7%
  3. perhaps

    3 vote(s)
    12.5%
  4. differently

    0 vote(s)
    0.0%
  5. not in a kazillion years

    15 vote(s)
    62.5%
  6. without delay

    0 vote(s)
    0.0%
  7. could not care less

    2 vote(s)
    8.3%
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  1. DarkRaven

    DarkRaven Skilled Adventurer

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    Add class specific skills:

    Mage - Brilliance
    Archer - Defiance
    Assassin - Radiance (Vigilance)
    Warrior - Valliance (Endurance)

    Only a mage gets brilliance skill points, only an archer gets defiance skill points, only an assassin get radiance skill points, only a warrior gets valliance skill points.

    You can get 8 skill points, you start with zero points and get one additional point after you visit 1 of the 8 (or 32 (4 classes x 8)) (hidden) spellbinders NPCs for a total of 8 points.

    Add a minimum requirement of one or more class skill(s) points to certain new armour/accessories to buff a class or classes relative to other classes or class.

    For example:
    - to wear a certain robe as a chestplate you need to have 2 brilliance skill points, so only a mage with a minimum of 2 brilliance skill points can wear them.
    - to wear a certain dragon scale chestplate you need to have 5 valliance skill points, so only a warrior with a minimum of 5 valliance skill points can wear them.
    - 6 defiance/radiance/valliance skill points are needed to wear a pair of highly poisonous blue-ringed boots, so anyone with at least 6 class skill points can wear them, except a mage.

    Some existing gear could come in a class specific version which is buffed in a certain way to give a class a (micro) buff (at a certain level) relative to other classes.

    An alchemist could be added to Rodoroc where one can exchange a non class specific piece of this armour/accessories for a class specific new version. So players who have invested a lot of le in their gear can chose whether they want to keep the old non class specific version of their gear or a class specific version, buffed in a certain way, but can then be only worn by a certain class/classes.
     
  2. C2HWarrior

    C2HWarrior Well-Known Adventurer

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    Hmmmmmmm No
     
  3. Hephaestus

    Hephaestus Hypothetical Build Maker | Avos Air Arceus VIP+

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    The way the points sound, it seems like you want these to be tied to certain elements (Endurance certainly sounds like a Fire thing). This is something we're trying to avoid with the current item system; no class should be tied to an element that strongly.
     
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  4. DarkRaven

    DarkRaven Skilled Adventurer

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    It had not occured to me to tie class skill points to elements; I agree, it's not what I am proposing.
     
  5. Hexorcism

    Hexorcism warrior class enjoyer CHAMPION

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    Or you know we can just have a class requirement on certain items
     
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  6. Kawaii__Turtle

    Kawaii__Turtle Kawaiiest of Turtles CHAMPION

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    There are some armors that have it already anyway
    Black armor helmet is Assassin only
     
  7. DarkRaven

    DarkRaven Skilled Adventurer

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    Did not know that, thanks.

    And also the ids set on weapons can already be used in such a manner as weapons are already tied to classes.
     
  8. x_Adrii

    x_Adrii Well-Known Adventurer

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    class specific armor? hell no. i think wynncraft is great as it is and this would just show a big middle finger to the nice idea that everyone can play every class like they want it. sure many people use their classes in a simmilar direction, for example mage with int, but there are others that wouldnt touch this. i don't really see where the current system would benefit from this.
     
  9. DarkRaven

    DarkRaven Skilled Adventurer

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    This isn't really true, now is it? For example, Gandalf uses a sword, however you can not play a mage with a dagger, at least not use it. Also apparently there is class specific armor. So, although differently, it already is implemented.

    I fail to see how the current skill points are involved in this, for example a mage relying on int or not.

    The benefit is in precise, small class specific buffs, without for instance having to resort to changes to spells.
     
    Last edited: Dec 22, 2016
  10. ?!

    ?! Famous Adventurer

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    i dont think it good,basically an archer can make a massive speed build that no ones can kill it or an warrior a massive tank that nobodys ill it,i think it is unbalanced then... NO!
     
  11. DarkRaven

    DarkRaven Skilled Adventurer

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    I fail to see how this logically follows. Could you explain this to me?

    For instance, when it is decided an assassin needs a small buff relative to the other classes and an assassin only variant of an existing lvl 90 legendary chestplate is added which has 5% additional thunder damage and this somehow leads to massive archer speed builds and massive warrior tank builds?
     
  12. orange0401

    orange0401 Fortified with Vitamin C HERO

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    1. There is not very much detail in this suggestion. You use "for example" a lot and give no relative perspectives on what things even mean.
    2. Skill points already serve this purpose
    3. A class should not be tied to a certain playstyle, as aforementioned.
    4. Hidden spellbinder npcs? That makes no sense, and is just a chore for the player once they are all found.
     
  13. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    I like the concept, but not with stat points. (Plus if you were going to do this, the assassin one should be vigilance).

    This is slightly added. The Black Armor Set can be worn by any class, except for the Helmet which can only be worn by Assassin. That way the set bonus is also Assassin-Only.

    I like the idea of hidden NPCs, in fact I am working on a sub-class suggestion involving hidden NPCs, but I dont think they are good in this situation
     
  14. DarkRaven

    DarkRaven Skilled Adventurer

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    Which in retrospect is great, since it would have been a lot of wasted energy from my point of view.
    Examples are a great way do define and clearify.
    I have no idea what this means.
    Levels already serve this purpose. It's just levels divided by eight intervals.
    As aforementioned, you're going to have to explain this to me, because I fail to see how this proposal ties a class to a playing style.
    As are relic shrines and loot chests for example. Maybe all the loot chests should be lined up at Ragni main street, that way it is much less of a chore to loot them.


    I wasn't sure about stat points. Most people who responded to the poll seem to feel much stronger about it.

    Thanks for the info. I looked up Black Armor on the wynncraft wiki. It is an interesting set. I do not know why it is set assassin only, whether the intention was to give assassin a micro-buff around level 35, or it even does.

    I added it to spice up the idea a bit, wasn't sure about it. I guess in this case it is superfluous and detracts from other hidden NPCs / game elements. Looking forward to reading your suggestion.
     
  15. orange0401

    orange0401 Fortified with Vitamin C HERO

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    Your lack of explanation is not a good thing. If you want to see what other people think of your idea, paragraph blocks of text in general suggestions is not the place to do it.

    Levels already serve this purpose, and so do skill points. There is no need for another arbitrary, meaningless game mechanic for the player to have to worry about.

    Forcing certain armors upon a class severely limits its variety of play, for example, giving a warrior tank armors only removes the possibility of glass cannon warriors, which also exist. It takes away an aspect of diversity from the game.

    If it's just levels divided by 8 intervals what's the point of this entire suggestion? If the function itself is already served, you don't need another thing to do the exact same thing.

    The difference between relic shrines and hidden nova to unlock a core game mechanic is that relic shrines are very clearly a side quest, one that players can undertake in their own time when they are bored or when they feel like it. You are suggesting the same thing, except the hidden nocs would FORCE the player to do his to unlock a core game mechanic, which is what this is by your suggestion. In simpler terms, this will just frustrate the player.

    This once again serves no purpose other than limiting playstyles. Shoving brilliance onto mage classes kills the various possibilities of mage playstyles.

    tl;dr
    This is useless and serves no purpose.
     
  16. DarkRaven

    DarkRaven Skilled Adventurer

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    Also paragraph blocks of text have been for some time a quite acceptable way to convey information. I could have added fancy layout, pictures and colors and it would have been shot down just as fast. Also I do not owe you such a thing.

    Skill points do not serve this purpose as they are assignable and are used to make builds by gamers contrary to the points in this proposal.

    It would not be the first game that has a class requirement on armour and accessories, just as this game has a class requirement on weapons, spells and some armour. Are those the other arbitrary, meaningless game mechanics in wynncraft you are referring to?

    This is only true if you do not balance the buffs among the builds. So balance them. Forcing imbalance to the builds would go contrary to the spirit of the suggestion, which is about adding an additional option to balance the classes and does not propose to add imbalance to the builds. Why would you do that?

    Even about the whole suggestion, it has been noted before:
    Which I did not know existed.

    An easy to understand restatement should follow 'in simpler terms', not an unproven assertion. As to the hidden NPCs:
    Please don't repeat yourself, explain it.
    This is just meanspirited.
     
  17. orange0401

    orange0401 Fortified with Vitamin C HERO

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    Do I really need to explain myself further?

    Skill points DO serve this purpose. Players get to choose the kind of playstyle the like, assign skill points and attempt to create a build. This suggestion kills it by limiting items.

    This suggestion LIMITS THE PLAYSTYLES AVAILABLE TO CLASSES. I SHOULD NOT HAVE TO EXPLAIN THIS FURTHER.

    "It would not be the first game that has a class requirement on armour and accessories" This is a flawed argument. Spells do not limit the playstyle in any way at all. There are lots of creative ways to use spells.

    I'm done here. Continuing to ask me to explain myself when I did so multiple times is making me lose my patience. Let's not start a flame war. My opinion, and the opinion of most of the people, by the looks of the poll, is that this suggestion should not be added into the game.

    There are VERY FEW exceptions where there is class specific armor, but there are also exceptions to every rule... so...... That's not even an argument.

    I'm not going to bother to reply if you quote me again, sorry. (Not to be mean, just factually).
     
  18. Hexorcism

    Hexorcism warrior class enjoyer CHAMPION

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    It's on weapons throughout the entire game lol
     
  19. DarkRaven

    DarkRaven Skilled Adventurer

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    Assertions are not explanations. Writing in capitals does not make anything true. And I'm thoroughly done with this discussion.
     
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