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Ideas For Warrior Spell Changes

Discussion in 'General Suggestions' started by Kap'n Kronch, Sep 13, 2020.

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  1. Kap'n Kronch

    Kap'n Kronch Warrior Purist HERO

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    Hi, KapnKronch warrior main extraordinaire here. It's pretty obvious that warrior needs a buff, so I just wanted to show you all a few ideas that I've thrown around and want to hear your thoughts and opinions on them all.

    Bash
    Black hole effect: On the second bash hit, enemies are pulled towards the epicenter of the impact zone.

    Fix slow debuff: Currently Warrior’s Bash is supposed to slow enemies by 30%, which is supposed to mirror the slow provided by Mage’s Ice Snake. This is a problem as most people do not even know that Bash slows enemies.


    Charge
    Better vertical movement: Perhaps if a Warrior looks upwards while charging, he can get an upwards boost of up to 5-6 blocks instead of the current 2-3 blocks.

    Another solution is to increase the angle of upthrust that Charge initially generates to allow Warriors to come charging in from a slightly higher angle.

    Hyper-armour (NOT I-Frames): During Charge, Warriors should have access to an uninterruptible state, but still take full damage. This way they can deal with ranged enemies much easier by being able to close the distance between them without the spell being too overpowered.


    Uppercut
    Debuffs: Give Uppercut the ability to apply debuffs such as damage vulnerability and weakness.

    Weakness will allow Warriors and their teammates to take more punishment, allowing Warriors to ease into the tank role.

    Damage vulnerability will not only allow everyone to deal more damage, but will increase a Warrior’s own damage potential when they are playing solo, helping to fix Warrior’s low damage output to a degree.

    8 base mana uppercut :)


    War Scream
    Taunt on shift, similar to uppercut flying mechanics.

    Stronger buffs: Maybe a 25-30% damage and resistance bonus for the Warrior themselves, while keeping the old 10% damage and 20% damage resistance buff for allies only.

    Buff cancelling: Fix warscream buffs cancelling out damage boost and damage resistance buffs from Bash and Charge.

    Absorption on cast: Gain a few absorption hearts on War Scream cast. It’s a way to make Warriors more tanky without giving him a self heal. Absorption could possibly scale with mana cost, giving warriors less temporary health the less warscream costs. (e.g. 1 mana: 4% base health, 20 mana: 23% base health)

    Absorption heart spamming may be addressed by allowing temporary health to be replenished only when it completely runs out.
     
    Last edited: Dec 13, 2020
    Toaster, boblovespi, Greeni and 14 others like this.
  2. Kap'n Kronch

    Kap'n Kronch Warrior Purist HERO

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    bUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUmp
     
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  3. cirogg

    cirogg Detlas AFK Gang HERO

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    cool suggestion but 25-30% seems like a bit too much

    also love how warrior spell has evolved into a cult
     
    Toaster likes this.
  4. Aya

    Aya Very Serious Gensokyo Journalist

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    Oh yeah it is supposed to do that
    Wait it is supposed to do that? Yeah fix it please
    Yes please
    I remember once fighting that time anomaly thing in the Time Valley with warrior, the enemy that in its last phase (I think) pulls out an imaginary machine gun of experience orbs
    It was almost impossible to approach, I only managed to beat it because it happened it dealt nearly no damage so it was kind of impossible for me to die
    It did take like 10 minutes simply because there was no way to approach that monster when he is firing 20 bullets per second, I'm supposed to be playing an RPG, not a bullet hell

    So yes, please add this
    Sure, I'm currently playing warrior and my only issue is that at level 80 I'm dealing the same amount of damage my level 50 assassin did
    I don't think warrior needs to deal as much damage as the other classes but I do feel like it needs a buff in damage, specially uppercut
    I get the idea here but I really feel like this could be really broken
    I guess it would need to be tested but I really feel like it would be broken if added
    Also, 600 health for one mana? No scaling at it? This would be incredibly broken on mid-game, you are supposed to have about 900-5k health during levels 30-65 and 2500 health sounds incredibly busted, at early mid-game, that is about 3 times your base health, at late mid-game, that is about 50% your base health, I think you should put some scaling to that
     
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  5. Kap'n Kronch

    Kap'n Kronch Warrior Purist HERO

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    You are completely right, I've edited the post and made temporary health scale with base health. (1 mana: 4% base health, 20 mana: 23% base health). Also it is currently impossible to cast warscream for 20 mana and even if it was possible to do so, using all your mana and rendering yourself unable to sprint seems like an okay downside for 2.5K health.
    ________________________________
    Making temporary health scale with higher mana costs will also give improved sustain and incentive for future heavy spell archetypes.
     
    Last edited: Sep 15, 2020
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  6. Asthae

    Asthae ... CHAMPION

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    I support this.
     
  7. RenZenthio

    RenZenthio Murder the gods and topple their thrones! HERO

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    As a resident spell warrior lover I support this.

    I think the taunt on shift thing is never going to be added though due to Strobelight existing.

    See, for me, I don't care about warrior spell damage. I think it's ok being low. (But I do love the idea of a weakness effect)
    I just wish warrior was more tanky (Hence I like the warscream buff idea). Cuz the problem is, despite being the "tank" class, it is not nearly as tanky as the other classes due to them having ways of healing or avoiding damage.
     
  8. ThedumbOX

    ThedumbOX I swear I’m straight HERO

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    When this is implemented, I’ll play Warrior and complain that this wasn’t implemented fast enough
     
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  9. ghoti0315

    ghoti0315 buff assassin CHAMPION

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    Before reworking, we should think of one thing - what do you want a warrior to be?

    What I see about warrior now is like:
    Spell? Currently an archer with a somewhat shitty spell build (with no hives) can beat a TWA warrior with hive armor.
    Tank? Mage have heals, what do warrior have? War scream? LOL
    Melee? Honestly I prefer assassin as melee because vanish is very useful.

    In my opinion, Warrior is supposed to be tanks, or maybe a support role in a squad, due to the high base defense and generally low damage of spears (don't tell me thunder powders). So the spells, while failing to do decent damage, it fails to keep warrior tanky.

    If it is supposed to be a buff or tank, then you need some CC ability. What do bash even do in this case? "Slow down enemies"? I don't feel it in actual gameplay, also the spell damage isn't even good. I agree that warrior needs some actual crowd control ability which isn't knocking back enemies (war scream is supposed to be CC? Someone said it before but I just don't agree), but slowing them down and pull them into a point where you and your friends can hit them.

    Charge needs a vertical movement buff, I think we all agree with that

    Uppercut is the real thing. Uppercut damage is actually fine for me, I could do 10k damage without a good build (zephra shredder), but what they just added is kinda useless - uppercut + bash combo is not really nice honestly, due to some ranged mobs don't really give a fuck to your uppercut. One way to change this is 95% damage reduction for the person who cast the spell. Spell damage should also be increased when uppercut is active, since it costs 10 mana (base) and the whole spell deserves more damage and at the very least, you won't die to ranged mobs which aren't in your line of fire.

    Your War scream idea is nice in general, but someone said it above, it would be too OP without HP scaling. Yea, war scream in current state doesn't really do shit if you are high in defense points. What it only do is knocking enemies back, while having a straight line of fire, making your damage here limited. Considering that the knockback has some specific use, then they could do the same thing from the uproot spell (from shaman): sneak to knockback, not sneak to pull towards player. Blindness up to 2 seconds should also be applied if you don't want the warrior to die to the ability.

    Warrior really deserves a lot more buff, currently it is outclassed by every other classes, which isn't nice.
     
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  10. Kap'n Kronch

    Kap'n Kronch Warrior Purist HERO

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    mmmmm yes very nice points, VERY NICE! BUMP BUMP BUMP
     
  11. Ingo

    Ingo Class Building Enthusiast HERO

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    10/10 good ideas
     
  12. WilliamN

    WilliamN Well-Known Adventurer HERO

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    Maybe the second explosion on bash could root mobs in place for a second that way you can use uppercut without them flying up allowing for better follow up damage
    Also the current war scream needs to be an ability that lets a tank class actually tank.
     
  13. Kap'n Kronch

    Kap'n Kronch Warrior Purist HERO

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    You can already do this with a mechanic called Uppercancelling. It focuses on casting bash a specific time after you cast uppercut and if you get it right, the bash hit will cancel out the upwards momentum generated by uppercut, instantly grounding the mobs and dealing all 3 uppercut hits instantly. It's considered Warrior's hardest combo.
     
  14. Kap'n Kronch

    Kap'n Kronch Warrior Purist HERO

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    BUMP BUMP BUMP, BUMP TO THE DUMP
     
  15. Kap'n Kronch

    Kap'n Kronch Warrior Purist HERO

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    BUMP BUMP BUMP, BUMP TO THE DUMP
     
  16. Dr Zed

    Dr Zed Famous Adventurer

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    Can tanking even get you that far compared to damage in Wynncraft? I would say no, but I’m biased because I main Archer and I haven’t tried out Mage or Warrior since Gavel first cane out.

    It does seem though that you can sacrifice a decent chunk of defense and health for damage and get farther along than the reverse.
     
  17. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    So second vanish?
    So third escape?
     
  18. ghoti0315

    ghoti0315 buff assassin CHAMPION

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    Vanish and escape can go 10+ blocks
    Haul depends on totem but your totem can go for 5-6 blocks high (also 1 mana)
    Teleport gives instant travel for 10-20 blocks (not sure the distance) when you can go through 1-block holes (which is kinda useless but still it is better than warrior)
    Charge has... uhh... damage and knockbacks? what ;-;

    EDIT: Side note is that Vanish only needs 1 mana and escape only needs 3. Warrior's charge, when needing 4 mana, it doesn't really do shit except making you leap forward. It deserves more, not as strong as assassin or archer is fine but just buff its vertical mobility ;-;
     
  19. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Agree, I just want it a bit unique
     
  20. ghoti0315

    ghoti0315 buff assassin CHAMPION

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    Charge actually allows you to change direction, but 99% of the cases you use charge is to leap forward and rendered this function useless
    Or just make it can actually do some decent damage
     
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