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Combined Classes

Discussion in 'General Suggestions' started by TheWitch3r, Feb 10, 2021.

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Do you like this idea?

  1. Yes

    3 vote(s)
    33.3%
  2. No

    4 vote(s)
    44.4%
  3. Yes, but...

    2 vote(s)
    22.2%
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  1. TheWitch3r

    TheWitch3r "Killing monsters" CHAMPION

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    Yes, that might sound crazy in the first second, but don't worry, it will have it's downsides ;)

    First, I define the combined classes as a way to enhance combat and the variety of playstyles. Of course, each class has it's pros and contras, so many will think combining the classes to patch out the weaknesses will be too OP. If you would combine the classes how they currently are I would agree, but here is the thing:

    Class Hybrids will be able to choose the spells from the combined classes, but only one of each level/category.
    With progess you unlock new spells/upgrade those that you already received. Those class hybrids will be able to select one spell of each order you unlock, one of each class. That means, if you have a class hybrid of Assasin/Warrior you will be able to choose f. e. Bash, Vanish, Multihit and Warscream. You will not be able to combine Bash with Spinattack, Warscream with Smokebomb, etc...
    You will need the corresponding items to cast class-specific spells
    No Arrowstorm with a Spear! You will need a bow to cast the spell. This will fill up your inventory, even more when you use more weapons of the same category. Even more important...
    Spells will reset if you switch to a different item
    Like it is done with different items on each class, your spells will be canceled when you switch to another class weapon. Also all buffs that occur with upgraded versions of Warscream, Escape, etc... will not be able to be cast to allied players and will be cleared as soon as the weaponcategory was switched, so you won't be able to give you an endless supply of buffs, just to continue with one class.
    Healspell/healing of totems should be drastically reduced
    It should be significantly less than you would be able to heal with a full shaman/mage class. Otherwise it would end up in immortal builds with healing/damage switching.
    Can you switch the spells if you want to?
    That's difficult, I would suggest to be able to switch within the categories after the class has been made (swap out Arrowstorm with Totem f. e.), but it should be limited and make you extremly vurnable, it should be really unattractive for the player to do it too often within a short time/mid combat.
    Basic stats
    The base stats should be fairly balanced in the low end, not good in anything really. The classes for the hybrid can not be changed afterwards.

    Thx for reading, I'm looking forward feedback to this suggestion :)
     
  2. dr_carlos

    dr_carlos Morph Gang!

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    Seems pretty interesting.
    Though I don't think it would ever be added it is a good idea and is reasonably balanced.
    Also please add a poll
     
  3. TheWitch3r

    TheWitch3r "Killing monsters" CHAMPION

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    Done!
     
  4. ZockerCam

    ZockerCam Travelling sorcerer. Master of Wind Magic. VIP+

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    ... Immagine a class with extreamely long range (archer bomb), a great movement spell (tp or vanish), an op control spell (ice snake?) and heal (because why not)... Its way to op
     
  5. TheWitch3r

    TheWitch3r "Killing monsters" CHAMPION

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    They won't have the efficiency like the original classes. You will get far less output for the same mana cost, have to switch between the items what slows down and healing will also be not that great. Instead of the 20% HP Heal what a mage owns, it should be <5% + you won't be able to heal allies. But yes, some combinations can be pretty strong. It's a suggestion after all.
     
    ZockerCam likes this.
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