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[spells] Minor(?) Spell Specializations

Discussion in 'General Suggestions' started by hppeng, Jul 27, 2019.

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  1. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    Hiya!

    Apologies in advance for horrific formatting

    Before we go into the actual meat of the suggestion, to establish some goals/terms:

    1. Adds more cool stuff for players to play with. Why not?
    2. In the current state of Wynn, there isn't too much of an incentive (at high build tiers) of doing coop because a "proper" build tends to solo most things with relative ease. While these suggestions wouldn't fix the core issue, they can open up more interesting inter-class interactions by allowing specialization.
    3. The suggestions here are designed to require minimal changes to implement, to both keep the load on development low and to maintain a consistent "spirit" of the spells for each class. You won't see any ideas for drastic reworks. Please keep that in mind.
    4. The spells in this suggestion are not meant to be upgrades, but specializations. That means they should have the same power level as existing spells, but be situationally better or worse, without eclipsing other spells. If you notice anything out of wack, either balance wise, or theme wise, I appreciate your feedback!

    Overall how the idea would work:
    Once you pass a certain level (probably after t3 all spells, maybe level 70-80-ish), you have the option to choose a spell specialization for 4 soul points. (Can be re-chosen, like skill point resetting.) Each class can only have one specialization active at a time.

    Onto the actual spells! (Actual numbers TBD with playtesting, just to give you an idea)

    ---------------
    Mage:
    vvvvvvvvvvvv
    Thunder specialization: Lightning strike
    -50% splash range
    +25% base damage (425% first hit total)
    -25% fall time (Falls pretty fast)
    Thunder conversion

    Fire specialization: Firebomb (bad name smh)
    +50% splash range
    -100% base damage (300% first hit total)
    +100% burning ground damage (200% burning ground damage)
    Fire conversion

    Earth specialization: Earthquake ("burning ground" is supposed to be an aftershock ysee)
    +50% burning ground range
    +25% initial damage (425% first hit total)
    -75% burning ground damage
    Burning ground has leg breaking effect (slowness) (no idea how hard it will be to implement this)
    Earth conversion

    Water specialization: Frost burst
    -100% base damage (300% first hit total)
    -50% fall time (Falls pretty darned fast)
    Water conversion

    Air specialization: Cyclone
    -50% fall time (Falls pretty darned fast)
    -50% targeting range limit
    -100% burning ground damage (purely thematic)
    Air conversion


    ---------------
    Warrior:
    vvvvvvvvvvvv
    Thunder specialization: Thunderstruck (horrible name ik)
    -50% air time (initial kb velocity or actual timer, idk how this is implemented)
    -50% first hit damage (First hit 150%, second hit 100%, final hit 75%, total 325%)
    Thunder conversion

    Fire specialization: Volcano
    -100% range (It just sits on the player)
    +100% effect AOE (grabs mobs in a 2 block radius or so)
    +25% first hit damage (First hit 225%, second hit 100%, final hit 75%, total 400%)
    Fire conversion

    Earth specialization: Catapult (horrible name strikes again)
    +225% first hit damage (First hit 425%)
    No second or third hits (revert to initial uppercut with stupidly long fall time, basically)
    Earth conversion

    Water specialization: Water wall (horrible names v4)
    -25% first hit damage (First hit 175%, second hit 100%, final hit 75%, total 350%)
    +50% effect AOE (Strikes a wider lane)
    Water conversion

    Air specialization: Air missile
    +50% range (Same move speed, basically goes faster and farther)
    -25% first hit damage (First hit 175%, second hit 100%, final hit 75%, total 350%)
    Air conversion

    ---------------
    Archer:
    vvvvvvvvvvvv
    Thunder specialization: Lightning arrow (need name)
    +10% all damage (260% damage)
    No leg breaking
    Thunder conversion

    Fire specialization: BOOM! arrow (im sorry its late)
    +50% explosion range
    No bouncing
    Fire conversion

    Earth specialization: Terra(ble name) arrow
    +35% all damage (285% damage)
    -50% arrow speed (I have no idea how hard it will be to aim this sucker but it packs a huge punch; the idea is to make it a lob shot - hard to aim and reduced range but deadly)
    No bouncing
    Earth conversion

    So there are actually two ideas for water arrow, both kinda ew
    Water specialization 1: Arrow of the stream (is this ok yet) (Yay thaumcraft) (but its totally different) (shoot)
    +100% arrow speed
    No bouncing
    Water conversion

    Water specialization 2:
    +75% damage (325% damage)
    +4 mana cost (12 mana cost) (no idea how hard/easy it is to change the mana on spells based on specialization)
    Water conversion

    Air specialization: Tempest arrow
    +10% all damage (260% damage)
    -50% splash range (for the daring)
    Air conversion
    Note: I'm realizing that all of the bomb arrow specializations basically do more damage at the cost of utility. I don't have any better ideas at the moment, though...

    ---------------
    Assassin: (hoboy the class I play the least) (help pls suggestions appreciated)
    vvvvvvvvvvvv
    Thunder specialization: Chaos barrage (multislap?)
    +5% damage per small hit (35% damage per hit x10 + 100% fatality = 450% total damage) (why does multi have 400% spell mult tf)
    No force (for the daring and fast-reaction-ing)
    Thunder conversion

    Fire specialization: Laval barrage
    -25% reach (time to hug some bosses yo)
    +25% damage fatality (425% total damage)
    Fire conversion

    Earth specialization:
    -50% reach
    +50% area of effect (The idea is, same range, but hits more sideways and maybe behind you barely?)
    -25% damage fatality (375% total damage) (ew it feels weird for earth to have -dmg, but I'm out of ideas)
    Earth conversion

    Water specialization: Tidal barrage
    +5% damage per small hit
    -50% damage fatality (35% damage per hit x10 + 50% fatality = 400% total damage)
    Water conversion

    Air specialization: Puffy harmless mist barrage (ok we're just meming now)
    +50% reach
    -25% damage fatality (375% total damage)
    Air conversion


    Closing notes:

    TODO: more spells maybe

    If someone familiar with how this stuff is coded into the game could give feedback on what kind of changes are easy vs difficult/nigh impossible without major rewrites that would be super cool!

    Thanks for reading!

    Changelog:
    7/27 - Fixed numbers in warrior uppercut damage totals
    7/27 (1) - Added alt. water bomb arrow
     
    Last edited: Jul 27, 2019
  2. PurpleAdventurer

    PurpleAdventurer Well-Known Adventurer HERO

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    Hey hppeng,
    your idea is actually quite good.
    the first things you wrote are more of a feedback and an incentive to improve. It is not true that the classes have no incentive to play together in the coop.
    Each class has a buff that they can give themselves and others.
    the magician can heal, the archer gives speed, the Knight gives more damage and more defense, etc
    that means if you play with four of you and everyone plays a different class everybody can buff each other and that is still very effective even in later builds.
    (it might even be hard to get more incentive to play in the co-op because it's unfair for the people playing the alone)
    Also, saying "Adds more cool stuff for players to play with. Why not?" is easier said than done.
    your idea with the Spezialisirungen is quite cool it gives the different example magicians differences us it is easy to implement but I would almost say that you what you suggest with ALL skills, so are the different example Hunter very much different and have bigger differences.
    The team is more diversified and encourage others to try it out.

    Thanks also to you for reading this

    E.LUCA
     
    Last edited: Jul 27, 2019
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  3. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    Yeah, you're right on #1 (maybe I should change to not enough incentive? in my opinion/experience doing boss solos at least, especially with varying skill levels and cybel tending to kill off the weaker players no matter what the rest of your party is)

    I recognize why adding more cool stuff is hard, hence why almost every suggestion (except earthquake) tweaks the spells by either changing numbers or removing existing functionality while still giving each spell a unique feel :)

    that's the idea anyhoo I kinda failed on bomb arrow but to be fair its kinda hard to make a spell that's just an arrow do too much, it doesn't have a lot of parameters to tweak

    The differences are supposed to be relatively small/easy to implement, that was the main goal (no adding game mechanics at all). I've seen a lot of threads suggesting new spells/new specializations and, frankly, I think they're mostly overblown and overcomplicated.

    I do plan on adding at least one spell (probably either secondary attack or support spell, depending on class; changing movement spells is... eeeeh).

    Thanks!
     
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  4. StormKing3

    StormKing3 Famous Adventurer

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    Why did you sign yourself off at the end lol
     
  5. PurpleAdventurer

    PurpleAdventurer Well-Known Adventurer HERO

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    I'll do it that way

    E.LUCA x.D
     
  6. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    buomp

    pmoub
     
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