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World Secondary Class Weapons

Discussion in 'General Suggestions' started by HyperPanda, Apr 13, 2018.

?

Do you want these implemented?

  1. Yes, I love this

    25.0%
  2. Meh (explain)

    0 vote(s)
    0.0%
  3. I like it but it needs improvement (explain)

    25.0%
  4. I like the classes how they are

    31.3%
  5. I won't use it, but people will

    0 vote(s)
    0.0%
  6. No (why?)

    18.8%
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  1. HyperPanda

    HyperPanda Travelled Adventurer

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    Rather than each class getting one weapon (wand, spear, etc.), what if each class got more than one weapon, a 'secondary weapon' that would enhance the play style?

    I was thinking, there have been a lot of calls for new classes (Shin-obi, Bomb Lobber, Soldier, Shaman). This got me thinking about adding more weapons build inventive play-styles that expand on the current play styles. These weapons would allow for new builds and different techniques, as well as more fun when playing alone. When using the weapons, spells are all the same for each class, and do the same amounts of relative damage, but Powder specials are different.
    The current builds feel a little, old, so why not spice it up?

    The weapons are class specific: Warrior get a Battle Ax, Assassin gets Nunchaku, Wizard gets Magic Orbs, and the Archer gets a long sword.

    IF YOU HAVE ISSUES PLEASE COMMENT

    IMPORTANT NOTE: These weapons are NOT supposed to compensate in any way for the weaknesses of a player, an Archer should not be a tank, and Assassins should not be a long range class. They are supposed to enhance the SECOND HIGHEST rank of the class OR they are supposed to help the most common styles of builds.

    I give a definition for what the original weapons should do if the seconds weapons are added


    Class modification breakdown: (I know this is long)


    Warrior:

    Stats: Damage 4, Defense 5, Range 2, Spells 2
    Style: Tank

    Weapons:
    Primary Weapon: Spear
    Straight line attack with lots of damage, and enough knock-back to keep forward enemies away. Not good for being mobbed by tons of monsters.

    Secondary Weapon: Battle-ax
    Does AOE (Area of Effects) damage, mostly to the sides, with SIGNIFICANT knock back (1-2 blocks). When swinging during an incoming attack, the hostile attack does only 65% of original damage.

    Purpose: the perk of the warrior class is that it is a tank, able to take lots of damage, the Battle-Ax allows it to fight when surrounded by mobs, as well as take more damage, while the spear allows it to fight solo and fight bosses. This increases the Damage ability as well.



    Assassin:

    Stats: Damage 5, Defense 4, Range 1, Spells 3,
    Purpose: Highly Mobile Attack Vehicle

    Weapons:
    Dagger
    Lots of damage, emphasis on mobility and movement, to confuse and destroy the enemy.
    Nunchaku:
    Lateral knock back (like War Scream, side to side, of about 2 blocks) in a arc of about 90 degrees for about 1.4 blocks in front of the player, knocking enemies to the side, dealing less damage and slowing enemy to allow for an escape. Also, within 0.5 block radius, AOE damage is dealt, with knock back of 0.25 blocks.

    Purpose: the Nunchaku are less lethal and focus more on defense, as well as carving a path through a disabled enemy to allow for mobility. It the Assassin is trapped, it can cut its way through enemies before Vanishing to circle back around. The Nunchaku allow for increased mobility. The Weapon enhances the Assassin’s Defense ability.
    Nunchaku are VERY fast, faster than the Archer, but less lethal


    Mage:

    Stats: Damage 2, Defense 3, Range 3, Spells 5,
    Purpose: Good All-Around fighter than can do almost anything. Especially good with Spells. A good Support Vehicle.

    Weapons:
    Wand/Staff/Scepter
    A good weapon to keep enemies at bay and prevent them from coming near you. Good for setting up Spells and supporting friends.

    Throwable Orb (This is my coolest and most inventive weapon, I think)
    The orb can be thrown (before magically teleporting back to the Mage). Wherever the orb lands, it does AOE effects, depending on the ord. An orb that deals damage does self damage if thrown near one’s self. The Orb is heavy and drops quickly, giving it a range only marginally beyond the normal attack of a wand. Some orbs, when thrown near other players, give them momentary perks. Ex, it might give speed, and resistance, to players, or damage and poison to mobs.

    Purpose: The Orbs that give positive player buffs increases the ability of the Mage as a support Class, giving Strength, Health, and other things like Invulnerability, to other classes, while the combat orbs marginally increase the range of the Wizard, disrupting groups of mobs and evening out the battle field. Hostile orbs can have anything from poison to instant damage, to slowness and life and mana steal. It is a weapon in and of itself, but also works as a support vehicle healing and empowering other players.



    Archer:

    Stats: Damage 4, Defense 1, Range 5, Spells 3,
    Purpose: A long range glass cannon capable of dealing significant amounts of damage with a high DpS.

    Weapons:
    Bow
    Emphasis of long range sniping and short range spraying. The advantage of range and high DpS.
    Sword
    Following the Glass Cannon ideology of the Archer, the sword has a medium reach (longer than dagger and shorter than spear), and a high DpS. It is faster than the spear and does about as much damage per hit, but is slower than the dagger. It also has a glass cannon weakness. If you are hit during a swing, the hostile attack has +50%-150% damage. It turns the Archer, when put in dangerous situations, into a close combat glass cannon. Damage occurs in a straight line, no arc shape of damage or AOE.

    Purpose: I really, really, wanted someone to have a sword. I think this is the weapon where I feel that it is very OP. It gives the Archer some semi-close range ability, but due to the archer’s already low defense, and the damage amplification, it is a VERY risky play style. I think it is cool, but I was also running out of ideas and needed another weapon.




    How would it work?

    One in Every 4 drops is one of these special weapons, so for every three spears, there is one axe. All axes would be level 40 and above, meaning that the drop rate of spears is increased for level 40 and below. Spells would function exactly the same for these weapons, but elemental specials would be different (please please please suggest different specials, but I list my ideas below). At level forty, there would be a quests: this is up to the admin to write the quest, but the gist of the quest is that you recover a special weapon of your class, bring it to an NPC, and they will ‘teach’ you the way of fighting with that weapon through a series of challenges. Once the Long quest is completed, you may use the alternate weapons for your class as long as you are at the correct level.



    Elemental Specials:

    If you have two earth weapons, the charging of the elemental special will be shared between the two weapons, regardless of the different levels, but can only be used once, on either weapon, giving that particular power.

    Air: Boost

    For 10 seconds, makes all slow weapons very fast, also granting Jump 4 and Speed 3, allowing you to jump over a crowd of mobs (this needs work)

    Earth: Sinkhole

    In a 4 block radius of the block two blocks in front of you will be sucked onto the block and immobilized for three seconds, taking 0 knock back, allowing for repeat hits, but taking fall damage equivalent to the distance they traveled to the sinkhole block (traveling four blocks before reaching the sinkhole block gives 40 blocks worth of fall damage, 3 blocks = 30 blocks of fall damage).

    Fire: Heat Wave

    All mobs in a 5 block radius experience sudden heat, leading to 150% damage, and then all mobs become ‘scared’ of you and run away, (like ocelots in regular Minecraft, or goblin sharpshooters after they attack you outside of Llevingar)

    Thunder: Shock Wave

    A wave of energy that gives all enemies infinite slowness for one second, and makes them extremely vulnerable to ONLY ELEMENTAL damage of all types.

    Water: Moat

    Places a square of water blocks on block high three blocks away that stays for ten seconds, slowing down emeries who try to cross it.


    Ex:


    Battle-Ax:

    Damage: 50-75
    Lvl: 50
    Attack Speed: Normal
    Damage Reduction: 54%


    Nunchaku:

    Damage: 30-75
    Lvl: 54
    Attack Speed: Very Fast
    Knock back: +150%


    Orb of (insert epic name here):

    Damage: 30-60

    Lvl: 57
    Attack/Regen Speed: Super Slow
    Effects:
    Regeneration +400%
    Speed +50%


    Long Sword

    Damage 70-80:

    Lvl: 56
    Attack Speed: Fast
    Defense Decrease: Damage +75%



    TL;DR

    New weapons for each class that help with an allow for cool builds, but don’t fix the weaknesses of the classes.

    Warrior: Battle Ax (Area of Effect, that decreases the damage you take)

    Assassin: Nunchaku (Knock back)

    Mage: Magic Orbs (Throwable bomb-like items)

    Archer: Sword (medium range glass cannon Melee weapon, that increases the damage you take)

    The drop rate of normal weapons would decrease a bit to allow new weapon drops.

    New weapons available at Level 40, as long as you do a quest

    Suggested elemental specials for the new types of weapon, focusing on strategy
     
    Last edited: Apr 28, 2018
    mantidmadness likes this.
  2. HyperPanda

    HyperPanda Travelled Adventurer

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    Do you guys think that having a scythe as a weapon would be cool? I feel like there could be some epic textures, but the death vibe doesn't really fit with the rest of the classes
     
  3. Stormarend

    Stormarend The classes DO NOT correspond with the elements.

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    Minecraft:
    Air spears already appear as scythes and there's a weapon called "Scythe" so it wouldn't make a whole lot of sense.
     
  4. HyperPanda

    HyperPanda Travelled Adventurer

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    Makes sense, this is why I left it out of the suggestion
    ________________________________
    This is why I kept it out of the suggestion. Makes sense
     
  5. HyperPanda

    HyperPanda Travelled Adventurer

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    Reply to this is you think that something is OP or useless. I tried to focus on crowd control and 'playing by your own rules' but I want to make sure these will work. I don't think of the as being weapons for bosses (at least not the battle ax or nunchucks)
     
  6. daytimebaton39

    daytimebaton39 Well-Known Adventurer CHAMPION

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    Minecraft:
    This seems like it would be a good idea if there was a balanced aspect of like when you start off as a Warrior you get a choice of a specialty or a duality you can either choose to go with only being a heavy hitting warrior with swords, hammers, lances or go tank with spears, sword and shield, axe. That or have some choice of every 10 levels getting a weapon that doesn't fit with the standard of your class but complements it(i.e archer and short sword, or mage and dagger)
     
  7. JuniorSupreme

    JuniorSupreme chillin' HERO

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    Minecraft:
    This is a good idea, but with how many items and how wynncraft is worked. I don't really see a point as it working.
     
  8. Retathrah

    Retathrah Retired Nostalgia Hunter, Tired Metalworker CHAMPION

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    Minecraft:
    Thought was put in, i’ll give you that, though there are a fair to large amount if things i want to point out.

    Nunchucks for an Assassin to utilize as a secondary sounds not all that threatening, so may i suggest using manriki-gusari as the name instead just to make it sound less like a child’s toy and a dangerous weapon? The idea behind it is good tho.

    Mages should get a better kind of secondary, perhaps a non-magical thing? I’d say the sword as the secondary would be better for a mage. Even though technically Assassin is a sword user, if not the Warrior at times. Maybe an arm blade for a quick stab in a tight situation.

    Since mage has the sword, and even then the sword is a no-go, I’d say Archer could use an other knife-like short range item. Like say, a tomahawk or an axe could be fitting.

    Now let me just say i think the side weapons shouldn’t be some form of thing added as a weapon type to be dropped from mobs, i’d say they should be a normal-tier item that you’d buy from a weapon merchant with some emerald, and maybe the last useable weapon for a discount and investment you carry on for the durrantiom of the game, with the variation like that of the normal tier weapons already in game, this saves the resource packers a ton of time where they’d have to make 1 or 2 per each weapon, and the item team for not having to crate a large amount of items for the whole game (one of the reasons why the 5th class is gonna be a long way away). As far as powder slots go 3 sounds fair as a base, and powder specials...

    As creative some are, like boost and the water wall, i think sticking to the existing powder specials would be the most beneficial. Or make each special have a conjoined theme, like how Armor specials are designed to kill the player by giving them benefits for staying in a fight, and main-weapon specials focus on increasing damage over time within a fight.

    Now i think using this idea with the 1.9 off hand as a quick-equip would be a good idea, like the item is in you off hand for you to swap when you need to, then swapping back when it’s no longner needed. This is what a secondary weapon is, a back up, a failsafe.

    Overall the idea is good, but there is definitely room to improve on and also debate on what is the purpose and proper name for what you want to accomplish, while also not overloading the devs if they see this as a good idea (as all ideas should have in mind; you don’t sell someone an idea by given them a stack of work to do for a payoff that isn’t guaranteed to stick as it’s advertized). But i can see this turning into something good.

    [Even tho daggers are universally the best side arm no matter the class, and assassins should just be reworked to be gauntlet wielders visually]
     
  9. HyperPanda

    HyperPanda Travelled Adventurer

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    I changed Nunchucks to the Japanese Name, Nunchaku, because it was less cumbersome than your suggestion, but also less childish. I tried to make the specials be much more about holding off and positioning enemies so that you could get to a better position

    I get what you are saying about the non-magic weapon for the mage, but I feel that giving them a sword, which does such high damage, would be OP. I kept the idea of using them as their own drop, because I feel like having them just be a thing you buy wouldn't fit with the Lore. Also, I understand that I just told the devs to build about 200 more weapons that should be added to the game.
    ________________________________
    I've decided to stay by what I orginially suggested,but I'm highlighting this so that if the devs want to take it in this direction, they can.
     
    Retathrah likes this.
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