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New Class Game Mode/modifiers: Ascended Classes

Discussion in 'General Suggestions' started by WilliamN, Jan 26, 2020.

?

Would an idea like this be good for wynncraft?

  1. yes

    15.4%
  2. no

    84.6%
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  1. WilliamN

    WilliamN Well-Known Adventurer HERO

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    Currently the four class game modes (Hunted, Hardcore, Iron-man, Craftsman) are pretty cool but mostly challenge the player through very mediocre limitations where you wither don't die, don't die again, loner or in my opinion the most challenging (and not so mediocre), craftsman. So why not introduce one that's a bit more interesting that only challenge / limitation is the player's skill

    So introducing a new special game mode: Ascended Classes
    Where the player gets access to this new mode when reaching level 106 for a respective class
    level 106 Archer / Hunter -> Ascended Sniper
    level 106 Warrior / Knight -> Ascended Paladin
    level 106 Assassin / Ninja -> Ascended Ronin
    level 106 Mage / Dark Wizard -> Ascended Druid
    level 106 Shaman / Skyseer -> Ascended Enchanter
    Simply create a new class and apply the Ascended modifier in the /class menu

    So what do they ascended class modifiers do?
    Essentially they are nearly entirely different classes from their non-ascended counter parts featuring new abilities that (like the shaman class) require a high skill floor and ceiling but still use the same weapon and using the same melee attack as their non-ascended versions
    Ex: a paladin would use a spear like the warrior / knight

    What are the abilities?
    Well my main objective for each Ascended class is for each ability to work in tandem with each other such as combo-ing abilities, ones that are hard to confirm or riskier but more rewarding, provide more utility rather than raw dps, and are just more badass than the normal classes

    Some of these ideas maybe unbalanced or outright broken so let me know what you guys would like to be changed or added

    Sniper Abilities:
    Lvl 1 Ability cost: 6 mana
    Scope Shot L-R-L

    Grade I: Summon a single arrow that deals 250% dmg that increases in damage the further it travels maxing out at 500% dmg at a certain distance (maybe 200 blocks?)
    Grade II: The arrow now slows on impact
    Grade III: Hitting an enemy at max range stuns them for 1 second
    Lvl 11 Ability cost: 3 mana
    Grapple L-L-L

    Grade I: Fire an arrow that deals 150% dmg, if the arrow collides with an obstacle or wall it pulls the player towards its location. The arrow travels a set distance if it does not collide with anything it disappears. (maybe 30 blocks?)
    Grade II: The arrow may stick onto enemies, pulling them to the player
    Grade III: After the arrow has landed on an obstacle or wall, while traveling to the arrow’s location holding sneak causes the player to stick onto the wall until sneak is released (Does not work on barrier blocks)
    Lvl 21 Ability cost: 8 mana
    Land Mines L-R-R

    Grade I: launch a single mine, when colliding against an obstacle the mine will remain there until it a enemy is near it causing an explosion dealing 250% dmg (the player may manually detonate the mines by firing an arrow or using another spell at the mines to set them off)
    Grade II: you now launch mines (the player can only have 3 mines out at a time)
    Grade III: manually detonating the mines while standing near or on them launches the player backwards
    Lvl 31 Ability cost: 6 mana
    Concussive Blast L-L-R

    Grade I: Fire a short range blast that explodes in a cone in front of the player dealing 150% dmg and knocking back all enemies hit by the cone
    Grade II: enemies hit by the cone are now slowed for 3 seconds
    Grade III: enemies hit by the cone are weakened and take an additional 10% dmg from all dmg sources

    Paladin Abilities:
    Lvl 1 Ability cost: 6 mana
    Blunt Thrust R-L-R

    Grade I: A quick thrusting attack with a 10 block reach that deals 200% dmg
    Grade II: Blunt thrust now slows enemies for 3 seconds
    Grade III: Holding sneak while casting blunt thrust causes enemies to be pinned if they collide with a vertical wall being unable to move for 2 seconds
    Lvl 11 Ability cost: 3 mana
    Forward Pin R-R-R

    Grade I: A grounded charge running along the ground that deals 100% dmg knocking enemies back
    Grade II: when colliding with an enemy head on you pin them moving them along with you, colliding with an obstacle with an enemy pinned deals an extra 300% dmg
    Grade III: you can now curve your forward pin left or right slightly by moving your cursor
    Lvl 21 Ability cost: 10 mana
    Heavy Strike R-L-L

    Grade I: After a short wind up (1 second) perform a heavy overhead strike dealing 300% dmg to enemies hit in a narrow cone in front of you
    Grade II: Enemies hit become unable to jump
    Grade III: hitting enemies with heavy strike gives the user 50% dmg resistance and 10% dmg amp that lasts for up to 20 seconds or lower depending on how many enemies are hit
    Lvl 31 Ability cost: 6 mana
    Light Screen R-R-L

    Grade I: summon a small shield in front of that player that prevents enemy attacks from hurting you that lasts for 3 seconds
    Grade II: casting blunt thrust while the shield is active causes the player to thrust with the shield, stunning enemies for 1 second if it collides
    Grade III: The shield now absorbs projectiles and reflects them back dealing 70% dmg as a ranged projectile

    Ronin Abilities:
    Lvl 1 Ability cost: 6 mana
    Swift Strike L-R-L

    Grade I: Dash forwards 5 blocks in the direction the player is facing, dealing 150% dmg
    Grade II: Enemies hit are now now stunned for 1 second
    Grade III: Hitting enemies will now steal all the positive effects they have and cleanse all the negative effects the player has
    Lvl 11 Ability cost: 1 mana
    Lunge R-R-R

    Grade I: perform a huge leap forwards (similar to escape spell but in the direction you are facing and without the slow fall)
    Grade II: when colliding with a vertical wall pressing jump causes you to wall jump
    Grade III: Casting spells or melee-ing during lunge or wall jump deals an extra 80% dmg
    Lvl 21 Ability cost: 8 mana
    Throwing Stars R-L-L

    Grade I: Fire three throwing stars in a cone in front of the player that travel 10 blocks, each dealing 150% dmg ( similar to shaman main attack, you want to be close up to gain the full 450% dmg)
    Grade II: Holding sneak while casting causes the three throwing stars to be thrown in a straight line at reduced dmg
    Grade III: Enemies hit by the throwing stars are now slowed for 3 seconds
    Lvl 31 Ability cost: 8 mana
    Smoke Cloud R-R-L

    Grade I: launch a single smoke bomb that when collides with an obstacle explodes into a 5 block radius circle, the user and allies within the circle become invisible for 3 seconds (the smoke cloud remains on the ground for 3 seconds)
    Grade II: Enemies who enter or are caught within the circle take 60% dmg per tick until the smoke cloud dissipates
    Grade III: The player and allies who enter the smoke cloud gain speed for 20 seconds

    Druid Abilities:
    Lvl 1 Ability cost: 6 mana
    Siphon L-R-L

    Grade I: summon a short cone in front of the player attacking enemies for 70% dmg and healing the player and allies for 10% of the dmg dealt
    Grade II: Siphon now clears all negative effects of the user and allies when hitting an enemy
    Grade III: The cone will now last for 3 seconds in front of the player continuously dealing 70% dmg ticks and continuously healing 7% ticks of the dmg dealt to allies and the user
    Lvl 11 Ability cost: 4 mana
    Root Rush R-R-R

    Grade I: Summon a flurry of roots beneath the player that carries the user along the ground in the direction they are facing
    Grade II: Enemies hit by root rush take 150% dmg and are snared, unable to move for 3 seconds
    Grade III: By pressing sneak the player will no longer ride the root rush but it will still be sent in the direction the player is facing to damage and snare enemies
    Lvl 21 Ability cost: 8 mana
    Lighting Bolts L-R-R

    Grade I: Summon a thunder cloud above a target location that lasts for 3 seconds dealing 250% dmg ticks Until the cloud dissipates
    Grade II: Standing on top of the cloud and holding sneak allows you to travel in any direction the player is facing until the cloud dissipates (while riding the cloud lightning bolts are still being shot out beneath it, moving the cloud moves the lightning bolts coming from it)
    Grade III: While riding the cloud enemies hit by the lightning bolts coming from it are now stunned for 1 second
    Lvl 31 Ability cost: 6 mana
    Tornado R-R-L

    Grade 1: summon a tornado at a target location that lifts up enemies dealing 50% dmg that lasts for 3 seconds
    Grade II: Pressing jump while the player is in their own tornado will be launched upwards
    Grade III: Casting tornado while your Lightning Bolts is out causes the thunder cloud to move to the tornado’s location and resets the 3 second timer on lightning bolts

    Enchanter Abilities:
    Lvl 1 Ability cost: 4 mana
    Tome R-L-R

    Grade I: launch a tome forwards that weakens enemies within its radius, making them take an extra 30% dmg from the user while allies deal an extra 15% dmg amp (tome lasts for 20 seconds before dissipating)
    Grade II: Striking the tome by melee-ing it causes the totem to create a pulse moving outwards, dealing 150% dmg to enemies (each pulse takes 5 seconds off the tome’s timer)
    Grade III: The pulse now heals the user and allies within the time’s radius for 10%
    Lvl 11 Ability cost: 3 mana
    Warp R-R-R

    Grade I: teleport the user to the tome
    Grade II: pressing sneak after casting warp sends the user back to the original place where the spell was casted (can only be done once before needing to recast warp)
    Grade III: warping now costs 1 mana
    Lvl 21 Ability cost: 8 mana
    Enchant R-L-L

    Grade I: Enchant your tome causing it to deal 60% dmg ticks for 5 seconds within the tome’s radius
    Grade II: Enchant now slows enemies within the tome’s radius
    Grade III: Create a barrier along the radius of the tome’s rim preventing enemies from leaving the radius
    Lvl 31 Ability cost: 6 mana
    Sorcery R-R-L

    Grade I: Casting causes the tome to tome to teleport to the player’s location
    Grade II: Pressing sneak after casting sorcery causes the tome to teleport to its original location
    Grade III: Casting sorcery while totem is not out causes the user to pulse knocking back all nearby enemies dealing 70% dmg

    What do you guys think?
    Would you guys like an idea within the game that takes your class and essentially evolves it into something else that requires more skill from the player but is more rewarding?

    Ok thx bye








     
    Last edited: Feb 1, 2020
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  2. Epicness937

    Epicness937 Thesead water god. HERO

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    Should just be new classes in general because in my opinion having shaman as a base class leaves little reason for high skill classes to be behind a level wall.
    The ideas seem kinda neat tho.
     
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  3. one_ood

    one_ood c lown VIP

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    for the love of god swap these two

    also -1 because this seems like just adding 5 whole new classes for no real reason
     
  4. MegidoGamerGod

    MegidoGamerGod megido >gamer< god CHAMPION

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    I feel like these classes don't really accomplish their goal of utilizing complex skillsets in tandem. I can't say I have any personal experience playing these classes in game, but I mess with minecraft-made action abilities often, and what I imagine using these would be like just doesn't seem that much more complex than the original 5.
    let's take sniper for example; scope shot and land mines are basically their own abilities, not working well together with the other two. using concussive blast on an enemy, land mines on yourself and then scope shotting said enemy *could* be a complex combo, but considering the max range you stated and how conditional this would be, the extra damage I assume would be very trivial. I can't really think of any other complex way to use this now, and considering the design with these the classes should be a sandbox for combat creativity. Sniper essentially sounds like it'd play as just a burst damage class with range for some reason, and a mobility spell that seems to harm it more than help it in combat. I would list the problems with the other classes, but I don't want this to be terribly long and I think my point was made.
    other than that, I think the suggestion of overall making better classes is fine, though I don't like the idea of having more complex versions of existing ones, and I would prefer if the existing classes just had a low skill floor and very very high skill ceiling.
     
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  5. I_Liek_Turtlez

    I_Liek_Turtlez hi i play hic CHAMPION

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    Eh, I feel like it’s a little hard to usefully max out the Dmg for the first ability for the Ascended Sniper, maybe change it to 100 blocks?
     
  6. i1i1wow

    i1i1wow 5th ID of Altum Spatium was good

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    I feel like of all of the suggestions on this forum, this is one of the least likely for the staff team to honor, mainly because of the great difficulty that the class system presents. Coding the spells into the game is no small task, and I am not sure the content team would be up for that much work to come out with something that is not a new class. I commend you for suggesting this though, it looks like you put a lot of thought into this. If they did adopt something like this, it would probably be in the form of new classes. That prospect, though, is actually quite exciting. If they could stack two classes that truly had different spells (not just reskinned) on one weapon type, it would make the task of adding a few new classes incredibly less laborious. It takes an enormous amount of consideration to make a class like Shaman, and I see difficulties ahead if they choose to add many more types of weapons to accompany new classes.
    If they did implement this idea as laid out here by you, I would enjoy it very much. If the content team could expedite the process of making these additions, I think that the entire player-base that had access to these classes would be thankful. I'm just not sure if it's worth the amount of time. You might be able to get it done if you make it into a community project where players would volunteer to do some of the spell coding. I am unsure of the plausibility of that route.
     
  7. robincaiye

    robincaiye ♧ the local (broke) emerald dealer HERO

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    ok
    Huh? Level 106 when?
    too many classes to add at once, and if they made it in parts it would be kind of unfair for people who have max levels on another class
     
  8. btdmaster

    btdmaster Famous Adventurer VIP+ Item Team

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    106 is max level rn
     
  9. robincaiye

    robincaiye ♧ the local (broke) emerald dealer HERO

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    refer to the first quote. "level 105" then the second quote "level 106"
     
  10. btdmaster

    btdmaster Famous Adventurer VIP+ Item Team

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    Oh yeah I did notice that too... huh idk
     
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  11. ZockerCam

    ZockerCam Travelling sorcerer. Master of Wind Magic. VIP+

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    Nice idea, but I think if you reach 106 in one class you should get all of the new ones
    ex. 106 mage > druid/paladin ...
     
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