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The Pilot Class: The New Ruler Of The Sky

Discussion in 'General Suggestions' started by AcadeeAlkana, Dec 5, 2020.

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Would the Pilot be a Good Addition to Wynncraft (with fine tuning/balances in mind)?

  1. Yes, it would be!

    42.3%
  2. No, flight isn't to be messed with. (Breaks parkour/Boss fights no matter what!)

    34.6%
  3. No, it's too complex because...(comment?)

    11.5%
  4. No, it wouldn't fit with the lore.

    34.6%
  5. Yeah, but I think you should change...(comment?)

    3.8%
  6. No, the Spells are OP.

    11.5%
  7. No, it's plainly better/worse than 'this' other Class because...(comment?)

    7.7%
  8. No. Just...no.

    23.1%
Multiple votes are allowed.
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  1. AcadeeAlkana

    AcadeeAlkana Maiden Voyage Dev HERO

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    Minecraft:
    Pilot - Thumbnail Card.jpg
    Overview and Stats:
    The Pilot is probably one of the best mobility Classes in the game, in comparison to the other Classes. While the ability to take flight with it's Spells may seem to be an almighty strength, you'll quickly find that small, cramped spaces, close calls with Mobs, and it's high difficulty of controlling to be major weaknesses.
    Damage: 4
    Defense: 3
    Range: 3
    Spells: 3
    Attacks with R, Casts with L
    Base Defense: 70% (For reference, that's 10% more than Shaman, but 10% less than Mage.)

    The Pilot's Main Weapon: The Bomb
    Pilot - Bomb Weapon.jpg
    The Bombs, when thrown, fly in an arc very similar to the Smoke Bomb Spell's projectiles, and will explode upon contact with a Mob, wall, ceiling, or the ground. It's straightforward, like other Weapons, and easy to understand and use.
    It's common knowledge that Bombs, and explosives in general, are deadlier if you're right next to them as they go off. This is why Bombs will deal the normal amount of damage to the enemy, and decreased damage to mobs hit by their explosions' blast radiuses. This point-blank explosion is called a Direct Hit, which will be referred to throughout the thread for things which affect the Bomb attacks, but not the splash damage OF the Bomb attacks.
    The blast radius of the Bomb (and the subsequent damage) is dependent on the Attack Speed Tier (before any and all Attack Speed modifiers affect it). Larger Bombs typically have bigger blast radiuses, while smaller Bombs will typically have smaller radiuses.
    Super Fast
    Typically consists of the smallest Bombs, and has a laughable blast radius of 1.5*1.5*1.5 blocks. The damage is equally pathetic, being a measly 15% of their normal damage.
    Very Fast
    The smaller side of Bombs, mostly the same sizes as the Fast Bombs, but dealing only 30% of their usual damage within a 2*2*2 radius centered around the Bomb. (Remember that 2*2*2 refers to an area in a set of coordinates, and not just a 2*2*2 cube clump of blocks.)
    Fast
    The smaller side of the variety of Bombs, being miniature counterparts of their normal-sized relatives. They have a 2.5*2.5*2.5 blast radius, and deal 45% of their normal damage in that radius.
    Normal
    The classic size of Bombs and all explosives, blowing up a 3*3*3 radius for 60% of their usual damage.
    Slow
    Bigger Bombs which are a struggle for the normal Fruman to hold in a single palm. They deal 75% of their usual damage in a 3.5*3.5*3.5 radius.
    Very Slow
    You couldn't hold these large Bombs in just one hand, so it's a good idea to invest in your Strength Skill before you become the next unfortunate sap to get a crushed foot. They blow up a hefty 4*4*4 radius, and for 90% of their normal damage.
    Super Slow
    The biggest Bombs you can find this side of the province are super heavy and slow. They don't blow up on contact, instead piercing right through any enemy in their path, and only exploding from reaching their maximum range or after being grounded for two seconds. Their giant 5*5*5 radius and 100% damage explosion will likely mean the end of any fools within the blast zone.
    Pilot - Bomb Skins.jpg

    1 - The Classic
    The classic, black bomb shell design, filled to the brim with all sorts of explosive substances.
    2 - The TNT
    Let's be real - if you've never seen or heard of the TNT block, you've been living under a rock or are a bad liar. 9 sticks of dynamite, chock full of gunpowder, and soon to make those lovely sounds of build griefing and computer killing we've all heard at some point.
    3 - The Snowbomb
    One of the underhanded ways that the citizens of Nesaak could fight off Mobs at night, should the guards ever fall in fulfilling their duties. These snow-covered, white mini-bombs are a very popular weapon in the everlasting winter regions.
    4 - The Ender Pearl
    "This legendary artifact will teleport you to a...secret special place." So said the Rymek merchant I bought it from. Here, take it off of my hands for me - quickly, now!
    5 - The Juggernaut
    A large, spiky bomb...I'm not the only one thinking that fuse looks like is was made of hair, right?
    6 - The Slime Bomb
    A life-like replica of a slime, packing an explosive punch to get rid of Slimes in the outskirts of Nemract. It certainly worked...until a few of the local Warriors idiotically mistook them for actual Slimes after a long, nauseous night of drinking. Since then, the Slime Bombs were put away in an unknown cellar, never to be seen again, should that incident make another crater for the town to remember.
    7 - The Dynamite Stick
    The little brother of the TNT...Actually, why do we always wrap these things in a bundle of 9, anyways?
    8 - The Spit Bomb
    Rymek 'citizens' keep these lethal little tricks under their masks, and spit these at their enemies as a last resort. If you somehow successfully unmask one of them, this bomb will likely be the last thing you'll ever see...

    The Pilot's Spells were designed with flight in mind, though they have also been engineered to be useful in playstyles besides simply hanging out above Mobs and raining destruction on them.
    Tornado Mine - [L-R-L]
    The Tornado Mine is a temporary air mine which will blow up the foolish Mob who touches it, knocking them back while dealing a significant amount of damage.
    Pilot - Tornado Mine.jpg
    Tier 1 - Tornado Mine - Lvl 1 - 7 Mana
    The Tornado Mine, upon casting, simply floats on the spot, unmoving. You can have up to 3 Tornado Mines out at once, and casting a fourth Tornado Mine will make the first one automatically explode. It will blow up on contact, dealing 200% of your normal damage to everything in the normal blast radius.
    Tier 2 - Gale Draw - Lvl 16 - 6 Mana
    Constantly deals 1% of your normal damage to enemies within a 5*5 radius of the Tornado Mine, sucking them towards it. Doesn't affect stationary Mobs or Bosses.
    Tier 3 - Storm Eye - Lvl 36 - 5 Mana/3 Mana every second
    By Sneaking while casting the Tornado Mine, the tornado which carries it will spawn around you, accelerating your Bombs and dealing constant Air damage to enemies at melee range.
    Accelerating Bombs will orbit you for a short time before being launched in the direction you're aiming in, and will have extra range and deal more damage.
    The tornado will remain swirling around your feet for as long as you have enough Mana to sustain it. Using Storm Eye instead of Tornado Mine will spawn the tornado in the latter's stead. While Storm Eye is sustained, enemies in a 3*3 radius of you will take 30% of your usual damage as Air damage 5 times per second. Plus, your melee attack Bombs will deal 50% more damage on direct hits and have double the range, but at the cost of them not being launched immediately. Instead, they will orbit you for two seconds, exploding for their usual damage if they hit an enemy during their acceleration, before being thrown out of the tornado in the direction you're aiming in.
    Pilot - Storm Eye.jpg
    In other words, your attacks are delayed, but have twice as much range and deal more damage. Of course, if you'd rather milk the Air damage for what it's worth and fight up close, then the Bombs can still be used as a half-decent melee attack. I mean, at a hypothetical maximum of 250% damage per second (the Spell being 150% and 100% from a Bomb attack every second), you could really fight up close with the Pilot if you want to.
    Storm Eye's a really good Spell on it's own, but it devours your Mana at an absurd rate. You can wave 'buh-bye' to your Mana supply if you don't have some kind of crazy Mana build (though I doubt that most of you wouldn't, given how many high-level Mage players there are.)
    Rushing Rocket - [L-L-L]
    The Rushing Rocket is a massive, speedy firework rocket which you'll find yourself recklessly hanging on to as it soars in the direction you were aiming in.
    Pilot - Rushing Rocket.jpg
    While the Rushing Rocket is the slowest Second Spell in the game, it ranks in as the second furthest-flying Spell (losing only to the awkward-jumping Escape Spell), and can get you across the largest of gaps in one or two castings of the Spell. However, it's also hard to properly control, and rapidly drains your Sprint while flying. You won't have to fuss over your Mana much with this Spell, though, Sprint and Walk Speed will be much more important. If you don't have enough Sprint, you cannot use the Rushing Rocket, and if you run out of it mid-flight, you'll automatically fall down from the Rushing Rocket. On top of that, you can only fly horizontally with just the Rushing Rocket.
    Generally, a rule of thumb is not to crash. In fact, if you make contact with anything while flying (including enemy projectiles), the Rushing Rocket will explode, and you'll lose a chunk of your Health from it (based on 15% of your Max HP), falling out of the sky if you were airborne. It could be disastrous if you get hit mid-flight by some stray attack, so be careful.
    Tier 1 - Rushing Rocket - Lvl 11 - 4 Mana every other second/4 Mana when Casting
    The Rushing Rocket flies forwards in the direction you aimed it in (including completely up/downwards), and will fly at a speed based on your Walk Speed for up to 10 seconds, assuming you have enough Sprint to hold on for that long. You cannot redirect the rocket mid-flight, so be careful when using this Spell. You can now press Sneak to drop down from the rocket early instead of waiting for it to run out of powder.
    The Rushing Rocket will fly until you run out of Sprint at a speed based on your Walk Speed. The ratio of the Rushing Rocket's flying pace to Walk Speed % is roughly 1 block/10% Walk Speed per second. In other words, you can fly forwards in a given direction at a rate of roughly 10 blocks per second, if you have 100% Walk Speed (the default amount). You lose Sprint at a rate of 3 Sprint per second while flying on the Rushing Rocket, and this loss rate is affected by Sprint Modifiers.
    Tier 2 - Bomber - Lvl 26 - 4 Mana every other second/4 Mana when Recasting
    After a couple dozen crashes, you've gotten the hang on the whole ('Pray-to-Salted-That-You-Don't-Die') flight routine, and can now attack and cast Spells while hanging onto the Rushing Rocket. You can almost properly pilot the Rushing Rocket, too - now, if only there was something you could use as a support - then you could properly steer the rocket...
    On a side note, the Rushing Rocket will home in on the nearest target if you let go of it. It could be a decent longer-ranged attack, if you built something around it.
    I'll leave you in the dark about the bolded text's meaning - we'll get to that with the Fourth Spell and it's explanation. For now, though...
    The Rushing Rocket still flies in the same manner, and the cost of Sprint per second has been changed from 3 Sprint per second to 2 Sprint per second. You can also recast Rushing Rocket, which will make it fly in the direction you aimed in when recasting. Plus, you only lose 2 Sprint per second while flying now.
    The Rushing Rocket's new homing feature allows it to blow up enemies in a 3*3*3 radius upon contact for 200% of your Weapon's damage. It will travel for up to 5 seconds before exploding, once released, and will home in on the closest target within 10 blocks of itself. Also, crashing the Rushing Rocket deals 500% of your Weapon's damage in a 5*5*5 radius around you (50% of that converted to Earth damage), rather than just damaging you.
    Tier 3 - Boost It! - Lvl 46 - 4 Mana every other second/4 Mana when Recasting
    If you hold Sprint while flying on the Rushing Rocket, it flies incredibly fast, but rapidly drains your Sprint.
    The Rushing Rocket will fly at varied paces and Sprint costs dependent on the Speed you're flying at.
    Normal Flight Speed: 2 Sprint per second, 1 block/10% WS (~10 blocks per second at 100% WS)
    Fast Flight Speed: 3 Sprint per second, 1 block/6.5% WS (~15 blocks per second at 100% WS)
    Napalm Raid
    The Napalm Raid Spell is notorious for raining glorious heaps of burning shrapnel upon it's victims, damaging and setting them on fire for extra damage over time.
    Pilot - Napalm Raid.jpg
    You can use this Spell in a variety of ways - whether it be raining death upon your foes from the sky, assaulting them with a deadly burst of flames at point blank, or simply stacking damage over time atop damage over time on them. When in skilled hands, it can be as formidable as the infamous Meteor Spell - if not more so.
    Tier 1 - Napalm Raid - Lvl 21 - 10 Mana
    Launches an incinerating clump of 25 flaming fragments in a forward spread. Each fragment deals damage on contact, and then inflict minor damage over time to the enemy(s) they hit. This damage can stack if several fragments hit the same enemy.
    Each flaming fragment deals 10% of your Weapon's damage on contact, and then 15% as Fire damage over 5 seconds. The damage rate is 3% per second; additional damage which is naturally applied over time (like Poison damage) is converted to Fire damage and applied over 5 seconds of time, as if it were Raw Neutral damage. Effects which the fragments may carry, such as the Powder Specials Chain Lightning and Curse, will not be applied when the fragments contact enemies. Fire damage over time from several fragments can affect and stack on the same target. Flaming fragments will always be affected by gravity and travel up to 7 blocks before despawning, so they could be splashed all over the place if shot from a height advantage.
    By the by: flaming fragments are not affected by Storm Eye. To implement that would be a coding nightmare which I wouldn't wish upon my worst enemies...!
    Tier 2 - Cluster Flames - Lvl 36 - 10 Mana
    Miniature Bombs launched from the insides of the exploded Bomb fly out and explode, launching spreads of their own flaming fragments for more glorious, burning carnage.
    On top of the 25 flaming fragments launched, 5 mini-Bombs also burst forwards - 1 moving straight forwards, and the other four moving forwards and outwards from the crosshair. These mini-Bombs explode after traveling for 2 blocks or on contact, each one launching an additional 5 flaming fragments in a forward spread exactly like how they were launched.
    Tier 3 - Ember Missiles - Lvl 56 - 10 Mana
    Do you love Napalm Raid? Ya like your firework rockets? How about both? Simply hold Sneak while casting for a fun, glorious lightshow...
    By holding Sneak while casting, you use the Ember Missiles Spell instead of the Napalm Raid Spell. Ember Missiles are launched in the same manner as the mini-Bombs of Cluster Flame - one straight forward in the direction you were facing, and four spreading diagonally outwards and forwards from your crosshair. They home in on the nearest enemy, and explode a radius around themselves while releasing a dozen flaming fragments. The explosion radiuses' sizes, splash damage, and Direct Hit damage mirror your own Weapon's. The fragments they release behave exactly like they do when you cast Napalm Raid, but purposefully launch out in a spread in the direction their Ember Missile was flying in.
    Sadly, the Ember Missiles are left unaffected by Storm Eye.
    Steam Cloud - [L-L-R]
    The Steam Cloud is a great Spell for getting away from danger. When you cast Steam Cloud, you'll be gently sat down atop a nice, fluffy cloud. Hold the 'W' to float higher, and the 'S' key to descend a bit quicker.
    Pilot - Steam Cloud.jpg
    You cannot move forwards or backwards by normal means while atop the Steam Cloud, though you can attack and cast Spells while mounted atop it. The Steam Cloud will, by default, hover to be 3 blocks above the ground, if not ascending or descending. You can float up to 7 blocks above the ground, though it will drain additional Mana to do so, and if you are more than 7 blocks above ground while floating, you cannot gain more height than the altitude you're floating at. However, recasting the Spell will always grant you 3 more blocks of altitude, regardless of if you're too far up or not. Pressing Jump will make you hop off of the Cloud.
    Tier 1 - Steam Cloud - Lvl 31 - 5 Mana
    For every second it's sustained, the Steam Cloud regenerates 1 Sprint and drains 1 Mana. Rushing Rocket can be cast, allowing you to fly, if a bit clunkily, on the Steam Cloud. While on the Steam Cloud, the Rushing Rocket can be aimed diagonally upwards or downwards, and manually rising will drain an extra 1 Mana per second.
    Tier 2 - Sauna - Lvl 46 - 5 Mana
    The Steam Cloud heals you for 4% of your Max HP every second and regenerates 2 Sprint per second. It still drains Mana, but now allows you to naturally regenerate Mana while atop the Steam Cloud. In other words, without any Mana Stealing/Regenerating modifiers, while atop the Steam Cloud, you won't regenerate Mana, but you won't lose any, either. Rising still drains 1 additional Mana per second, though.
    It also makes all of your attacks and Spells deal 125% of their usual damage, the 25% extra damage being converted to Water damage.
    Tier 3 - Rocket Ride - Lvl 66 - 5 Mana
    If you cast Rushing Rocket while on the Steam Cloud, you gain the ability to steer the Rushing Rocket while flying.
    While flying with the Steam Cloud's steering, you can tilt the Rushing Rocket, changing the direction you're flying in. The steering controls are as follows:
    Hold W Key - Fly Diagonally Upwards
    Hold S Key - Fly Diagonally Downwards
    Hold A Key - Turn Left
    Hold D Key - Turn Right

    Altogether, the Rocket Ride Cloud will feel like controlling a boat of sorts - one that's constantly rushing forwards at high speeds in midair, at least.

    DISCLAIMER:

    Regardless of whatever Lvl you're at, and no matter what build you're running, and, the approach of the Corrupted apocalypse be damned, you cannot fly higher than 125 blocks above the ground. Also, teleport barriers and other necessary reinforcements will be added so that anybody who tries to fly over barriers gets properly grounded, in a literal sense.

    Side Note:
    - I was thinking on making Spell Combos - special Spells which can only be casted by quickly casting chains of Spells in specific orders - but, I'm kinda spending my weekend playing games, reading fanfiction, and not drawing pictures for them. Sorry!
    - Here are the hypothetical Combo Spells, if you're interested:
    Fire Storm - Storm Eye, followed by Napalm Raid
    Makes your Bomb attacks mini-meteors engulfed in flames when thrown!
    Ember Ram - Rushing Rocket, followed by Ember Missiles
    Turns you into a high-speed, explosive meteor by boosting forwards in a burning charge attack (otherwise known as a 'hot' reenactment of the Greatest Plan). High damage, but makes you lose a ton of HP upon impact.

    Cancelled Spells
    Ice Cold Carronade - Napalm Raid Upgrade; replaced by Ember Missiles

    Freezes over your Bomb as it's exploding, forcing a concentrated chain of explosions to occur simultaneously and keeping your Bomb intact. The combined explosion bursts out of the fuse's hole as a concentrated, hot-and-cold barrage of icicles and embers.
    Cancelled due to clashing Elements - it'd be frustrating if you'd just invested everything in your Fire damage, and then found out your really good DPS Spell was half Ice damage soon after. That would've been a real cheap balancing shot, wouldn't it?
    Gentle Winds - Steam Cloud Upgrade; replaced by Rocket Ride
    Gives you Air magic which allows you to move in all four directions and levitate/descend at your leisure. Cancelled due to it making the whole 'you can fly, but your flight's hard to control' concept a literal joke. It would've practically been Creative Mode flight tied to an easy-to-nullify Mana cost.

    The Pilot Class Summarized
    I'm sure some of you were bored of the text reading and scanned through the whole thing. Oh well, there goes a couple hours of my life...
    Anyways, let me summarize how it'd feel to play the Pilot Class:
    Early Game (Lvls 1 to 40)
    Early game would likely be not very fun.
    Think about it - a mobility Spell which hurts you when you ram into a wall? In the how many damned close-quarters spaces there are everywhere? Good luck not faceplanting half your HP into the walls, I say! Parkour won't be easily cheesed due to how, at this point in time, you don't have the luxury of the Steam Cloud to angle up and fly away to victory. Even if you did, you'd probably be sacrificing at least 9 to 13 Mana per gap you have to cross...and that's assuming you're a lucky devil and abandon ship a split second before your face meets a new wall.
    Tornado Mine will definitely be a solid, unique Spell which you'll be using a lot. Before Storm Eye, you're also gonna lack anything too impressive in the range department, not too unlike Mage, and will actually be more or less at a damage disadvantage in comparison to other Classes. Unlike practically every other Second Spell in the game, Rushing Rocket can't damage enemies, which could severely limit your combat options, early-on. Though, given how your Bomb's literally the only Super Slow Weapon in the game which can effectively hit a 5*5*5 area, and from a pleasant distance away, at that, you won't be having clump problems (even if you have no clue what the Nether 'Raw' Melee damage is).
    Ultimately, you're gonna have to get used to using Tornado Mine and Napalm Raid to carry your sorry back-end through to Lvl 31, after which, you can begin to start chilling atop the Steam Cloud and catch a break from every melee Mob in the world for a bit.
    Also, if you haven't put two and two together yet - Napalm Raid's a pun, and more importantly, a great shotgun. I think you'll be fine once you hit Lvl 21.
    Once you get your hands on Storm Eye, though, you can be much safer with your playstyle, if you so desire - you can use Storm Eye's melee Air damage to fight Mobs up close, or sit back and bomb Mobs from afar (well, kinda - it's nowhere near as far as Archer can camp out Mobs, though.)
    Once you get your hands on Cluster Flames (a much appreciated upgrade, I'm sure you'll admit), your damage will start becoming a problem of the past.
    Mid Game (Lvl 40 to 80)
    Uh...you'd still do the grindy things. Except with some better flight?
    It's hard to make the Pilot experience sound unique when there's realistically not a difference, compared to the other Classes - they all get the same Quests; it's just getting them done which is slightly varied.
    As a Pilot, your damage more or less is based around Water, Fire, and Air. (Oh, and maybe Earth could count, if you think you're Charles or something - that Kamikazee Rushing Rocket can hit like a truck, if you've got the HP for it).
    ...Yeah, a good Mana build's probably gonna make your mid-game a complete joke (but it likely does that to the other Classes, too). Well, almost - keep in mind, besides the Steam Cloud's new Mana-infused Sauna healing feature, you'll still have to ask other Classes for their buffs (War Scream, Escape Speed, Totem Strength, etc.), and you'll likely still have to visit your local Potion store every now and then to get an invulnerability potion (basically just about every healing potion in the game, if you get them as you go along).
    Late Game (Lvl 80 to +100)
    Late game's not going to be a problem. At all.
    If you want to do Corrupt Dungeon runs but can't parkour? Make like a Mage and Second Spell go BRRRRRR-
    If you like playing like a Warrior? Storm Eye's got you covered, and your Napalm Raid's effectively a shotgun, at this point.
    Enjoy Poison, but want something more spicy? Let me introduce you to the Napalm Raid's 101 domination fragments. (Well, it's more like 50, but that's still a lot!)
    If you want to be the ultimate pansy and camp out Bosses? Drop the Archer, because I have good news for you, and bad news for your online reputation.
    Do you want to pick up loot runs or race your friends? Pick up your flight license, near illegal Mana build, and get flying!
    Honestly, with the way I engineered the Spells, you'd be living like a King (or Queen) in late game. There's not much which can stop you, if you're skilled enough. Again, to reiterate: At this point, only you can kill yourself - well, besides the one damn Elemental you didn't account for every now and again. It's not out of place with the other Classes, which are also practically immortal by then.
    Sadly, the one thing this Class can't do is support other Classes. Sorry!

    Summary of the Pilot:
    - A great all-rounder, but not exactly committed to ranged or melee combat
    - Tornado Mine's a solid Spell - not good, but not bad, for what it is
    - Storm Eye doubles as an offensive ranged and offensive melee Spell, risk-reward being present in both apparent ways to usages of it, but is a Mana drain
    - Rushing Rocket is the only interruptible Second Spell in the game...for better, or for worse...
    - Napalm Raid is useful at point blank, but has it's uses when attacking from above, too
    - Ember Missiles is a lot of fun, if not a much better ranged option than Napalm Raid
    - Steam Cloud is mostly there for kicks, though it is useful
    - Very, very bad if stuck in a cramped space, at first (though it could be built to be a nice tank to get around the issue)

    The Pilot in a Nutshell:
    - Napalm Raid's a good Spell, but an even better shotgun
    - Ember Missiles is "Budget Airburst Darts: The Spell"
    - If parkour wasn't easy enough to cheese with Mage, it will be with the Pilot (kinda)
    - Budget Lakitu's Cloud (aka Steam Cloud) is a nice camping platform
    - Flight OP (mostly, I think)
    - The Rushing Rocket is the perfect plan
    - Storm Eye don't know what kind of pun to make here-
    - Tornado-n't Mine-d me, gonna take my First Spell and leave-
    - Super Sl-oh, god, that's a big blast radius...!

    That's the end of this thread! Please comment what you think of these ideas, and don't feel bad or hesitant about giving constructive criticisms, if you have any! I spent a week making this thing, hope I didn't go overboard...!

    Edit 1, 12/5/2020: Okay, that was really close - the pictures I inserted bugged out, but they should be more or less fixed now.

    Edit 2: 12/5/2020: Slapped on a poll. Because why not?
     
    Last edited: Dec 5, 2020
  2. dr_carlos

    dr_carlos Morph Gang! VIP+

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    Wow, okay.
    Definitely better than the original pilot, but I do like the changes.
    The only problem is that it seems it might become the new Shaman (it is not great early game but OP late game), however I'm not sure as I am not great at envisioning things before they are added.
     
    ThedumbOX, TrapinchO and AcadeeAlkana like this.
  3. AcadeeAlkana

    AcadeeAlkana Maiden Voyage Dev HERO

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    I mean, it would be the new Shaman...but it's not exactly.
    The Shaman was built with nuke half the damn battlefield in mind. The Pilot, however, I designed with variety first in mind. Why else would so many of these Spells be essentially double-sided?
    Storm Eye seems a bit OP, but it's not really. I mean, maybe if Bombs inherently dealt knockback, then maybe. But they don't, making melee tactics risk-reward-y.
    Storm Eye doesn't need to be upgraded, so it doesn't get upgraded. That's the point - it's a great addition to your arsenal, without having to be balanced to grow beyond that.
    Tornado Mine can be used to set up shop in a corner and take a sip of your Potion as a melee mob walks right into the wall of death. It's a good tactic if you're low on HP or feeling campy, because Tornado Mines actually knock enemies back. However, because they can be remote detonated by spawning them, melee and Spell-spam is allowed, and could be encouraged, even.
    Napalm Raid is built with shotgun-y functions in mind. It's rather inaccurate, but that could be a good thing, if you're flying over a swathe of Mobs and want to dunk on them with a couple dozen pieces of incinerating shrapnel.
    There's merit to using the Rushing Rocket to be aggressive and crash into opponents on purpose, because it hits like Mage's Meteor (though with a tad less damage) but it's up to you if you'd rather stay high and safe and not risk the HP loss.
    And those are just the ones I'm aware of - there's probably more which I forgot to mention.
     
    Last edited: Dec 5, 2020
  4. Ankarin

    Ankarin Wise Mystical Tree CHAMPION

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    perfect description lol
    also remember to add a poll
     
  5. AcadeeAlkana

    AcadeeAlkana Maiden Voyage Dev HERO

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    Just did!
    ________________________________
    Well, the thing is...If your eyes went bigger than a fried dish bowl at the sight of the Super Slow behemoth's 5*5*5 radius...maybe you didn't notice the footnote on it? I can understand concerns of it being a new Shaman if you only saw that giant 5*5*5 blast zone.
    It, you know, pierces enemies, sure...but it also has to be on the ground for two seconds to explode. Combine that with Storm Eye's delayed throws, and, voila! A four second delay on every attack, on the slowest Weapon Tier in the game!
     
    Last edited: Dec 5, 2020
  6. Ankarin

    Ankarin Wise Mystical Tree CHAMPION

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    could you make multiple answers selectable? people may have multiple opinions with that many options
    ________________________________
    also hey @TrapinchO you may need to add another example suggestion to your guide
     
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  7. dr_carlos

    dr_carlos Morph Gang! VIP+

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    Sorry, I was trying to comment on the fact that it may be quite OP and be hated on like Shaman.
    As I said in my original post, I am not great at visualising how this would work and whether it might be like that.
     
  8. AcadeeAlkana

    AcadeeAlkana Maiden Voyage Dev HERO

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    No, you're fine. In fact, you kind of have a point (*cough*Steam Cloud*cough*). I may need to do a little more balancing, to be honest.
     
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  9. Ankarin

    Ankarin Wise Mystical Tree CHAMPION

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    The only reason I picked that it may be too complex is because, unlike other classes, there are a lot of things going on with the spells in the class, other than that it is a great idea!
     
  10. AcadeeAlkana

    AcadeeAlkana Maiden Voyage Dev HERO

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    Well, it's inherently meant to have a whole bunch going on. If you only have 4 staling Spells, no matter how cool and flashy your mana-triggered nuclear bombs are, they're gonna get boring. By making the Pilot's Spells so uniquely double-sided, it gives the Pilot more replayability and basically makes this particular Class a complete wild card.
    Other Classes, like the Shaman, are built with specific purposes and playstyles in mind - they do their jobs well, sure, but that means they can only do their jobs, and can't fulfill the roles of the others in a time of need.
    For instance, if your Archer player got a bit sick, you couldn't ask your Warrior friend to sub in for the missing ranged character, because the Warrior is only built to be a melee tank. Meanwhile, a Pilot can sub into a party for basically any Class, because it's made to be free from common restriction!
    I made the Pilot so that it wasn't just stuck to a single playstyle, and I'm really happy with what I managed to cook up! I might even start work on making other in-game Classes as complex and as free as the Pilot, and suggest they receive the same liberties...
     
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  11. Ankarin

    Ankarin Wise Mystical Tree CHAMPION

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    Fair enough, this is an amazing suggestion, one of the best I’ve seen honestly, very detailed
     
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  12. quick007

    quick007 Master Adventurer

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    shift pls
    ________________________________
    also I know you wanna be rly specific with the pain points of this, but if you can, add a clear "no" option instead of "this is bad bc...". I know what your goal is with this, and while its nice to get that type of feedback, it's also great just to have a "no" option as well
    ________________________________
    also would like to point out this class is incredibly OP, especially in scenarios where there are little to no ranged targets (herb cave for example)
     
    Last edited: Dec 6, 2020
  13. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    I will read it again and if they allow it I propably will
     
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  14. AcadeeAlkana

    AcadeeAlkana Maiden Voyage Dev HERO

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    The Steam Cloud was a slapped-on prototype of a Spell. I made it that way because I didn't want you getting essentially free steering flight at Lvl 46, so that it could be stalled to unlock at Lvl 66 instead. Plus, it increases the overall Mana cost of a free-to-steer Rushing Rocket, which is a needed problem for something like this.

    I think there's definitely room for overhauling and changing the Steam Cloud - you're stuck in place without a way to move, which probably would feel really awkward. If the enemies spam Charge and Pull, then maybe it won't be such a problem, because without Rushing Rocket, you can't move horizontally while Steam Cloud's up - only vertically.

    Again, I'll admit to the Steam Cloud's third feature (and general controlling) mostly being slapped-on-at-the-last-minute so I could post the entire concept sooner. I know I prolly should've taken time to redraw and balance out another Fourth Spell - which I still might do - so that it's not so awkward amongst a basically perfect Class.
    ________________________________
    Thank you! I spent a week making alla this...!
     
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  15. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Finally added to the guide, sorry, I forgot
     
  16. quick007

    quick007 Master Adventurer

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    guide?
     
  17. dr_carlos

    dr_carlos Morph Gang! VIP+

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  18. Bixlo

    Bixlo Got drip like pablo HERO

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    The fact that they drew the spells.....11/10 amazing effort, like god quality effort, also the art looks good :DDDD
    I still like this class so i dont rlly have an changes. i think a new movement based class is just -=needed=-
     
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  19. Impossikour

    Impossikour Well-Known Adventurer

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    t2 steam cloud is kinda op
     
  20. AcadeeAlkana

    AcadeeAlkana Maiden Voyage Dev HERO

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    That's something I hear a lot. Steam Cloud's OP in general, and I'm currently reworking the Class' Spells, anywho.
    ________________________________
    Yeah, I'll say it again: Steam Cloud's broken.
    What I'm thinking of doing is removing Steam Cloud altogether. It's a great concept, but this is the wrong game to put it in, sadly.
     
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