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Game Mechanics Spell Revamp

Discussion in 'General Suggestions' started by IceBear, May 6, 2021.

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Should spells get a revamp?

  1. Yes, and alternate spells is the best way

    12 vote(s)
    63.2%
  2. Yes, move pools are the best solution

    3 vote(s)
    15.8%
  3. Yes, but none of the ideas listed here

    2 vote(s)
    10.5%
  4. No, spells are fine the way they are

    2 vote(s)
    10.5%
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  1. IceBear

    IceBear Ice Bear says hi VIP+

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    Minecraft:
    Current State of Spells
    For something so essential to to gameplay, spells have long been neglected. Almost every aspect of Wynn compared to pre Gavel has faced a massive change for the better but spells have not. While Wynn's current spell system has its charm and has things that clearly work well it is in need of improvement. Wynncraft's spell casting system is fine I don't think there is much need for new buttons and inputs to cast spells such as shift casting. What I do think is needed are new spells. New spells will bring new life to Wynn's combat and could increase playstyle diversity.

    Alternate Spells
    Each spell slot will have at least 2 alternate spells to replace it. These alternate spells will have a similar role to the default spells. Details on this will be explained with the spell suggestions.

    Move Pools
    Another way to implement new spells are move pools. Each class has a large set of spells they can preform and they can choose only 4 to use at once.

    The Spells
    Below are some of my ideas of what new spells can be added to each class. I haven't come up with many but I plan to create more or see what the community contributes.

    Mage
    --------------------------------------------------------------------------------------------------------------------------------
    Rejuvenate- The user and players hit by this spell gain a regeneration effect

    Mana 12

    Heal 5% per second (Duration 60 seconds)

    +Purification: clears all negative effects and fire

    +Blessed: Immunity to all debuffs while active

    This spell acts similarly to shaman’s totem healing but is more versatile because players won’t have to stick around a totem or player after the spell is cast. Its trade off is a high mana cost and the loss of burst healing.


    Fortify- Heals and can overheal if players are already at max health.

    Mana 6

    Heal: 9%

    +Fortified: give up to 20% absorption health. This effect lasts 60 seconds and cannot stack. Absorption health is similar to Minecraft's absorption effect and cannot be healed or regenerated except by this spell.

    Fortify gives up some healing to boost the health of players. Another unique property is that the healing done to other players isn’t based on the caster’s health but their own.


    Blink- you send an ender pearl flying out where it lands it blinds enemies and then you teleport there.

    Mana 4

    Damage: 100%

    Thunder Damage: +40%

    +Eye piercing: blinds mobs you damage for 1 second


    Blink is pretty much a glorified ender pearl. It damage and blinds mobs that are near where it lands. This gives more damage and has the potential to travel further distances in one cast but isn’t as fast.


    Thunderbolt- a bolt of lightning (displayed by a straight beam of particles and not actual lightning) strikes from above.

    Mana 10

    Damage: 300%

    Thunder Damage: +30%

    +Shock: Freeze enemies hit by attack for 1 second

    This spell casts twice as fast as meteor and can stun like spin attack. The main trade off is a much smaller radius and less spell damage.


    Fireball- It's a fireball

    Mana 8

    Damage: 300%

    Fire Damage: +50%

    +Burning Ground: burn the ground for a few seconds, damaging anyone who enters the area 100% damage

    Fireball is your average fireball however it can knockback things in the explosion where it lands including the player. This spell is faster when targets are closer because it explodes on impact rather than a set time like meteor. The trade off is less damage but being very spammable at close range and its knockback either being an asset or a drawback depending on how you use it.


    Gust- knocks back whatever is hit

    Mana 6

    Damage: 300% (depending on distance)

    Air Damage: +50%

    +Knockback

    Gust hits everything in a conical area and does damage the most damage up close and the least damage when far away. When within 4 blocks it deals 300% damage and loses 20% damage for every 2 blocks after. It can reach up to 12 blocks. Gust deals great damage for its cost and offers knockback but it trades its range and ability to freeze.

    Warrior
    -----------------------------------------------------------------------------------------------------------------------------

    Blitz- After channeling for a brief moment you charge dealing massive damage and pushing whatever is in front of you to the end of the charge.

    Mana 8

    Damage: 400%

    Earth Damage: +15%

    +Impact- Mobs hit will be pushed along with you for the duration of the charge

    This is pretty much Reinhardt’s charge from Overwatch but it can hit multiple targets. Anything 1 block aside of the player will get hit too. The channel for this spell is 1 second long and takes the players 8 blocks forward.


    Assassin
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    Shuriken- You throw three shuriken dealing single target damage on each

    Mana 6

    Damage: 240% (80% damage per shuriken)

    Air Damage: +15%

    +Vampirism- steals all the positive effects your opponent has, and clean all the negative ones you have

    This is very similar to shaman’s main attack but with a tighter spread and less range as it archs similar to a snowball. Shuriken gives assassin more range and more damage at the cost of AOE and its 1 second stun effect.


    Ghost- You turn invisible and gain speed 5 for 1 second during this time you phase out of existence becoming immune to all damage.

    Mana 6

    +Void: invincibility while vanished

    +Shadow Travel: gives speed 5 while vanished

    This seems very overpowered but compared to the current vanish it really isn’t. Vanish already allows you to pretty much become invincible because you aren’t targetable while invisible. This move sacrifices mobility, damage and duration for the unique ability to be able to dodge some of the most powerful attacks such as the death wretch, possibly the Panic Zealot effect, and many spells with good timing. It is high skill high reward.

    More ideas in progress
    --------------------------------------------------------------------------------------------------------------------------------
    Universal Spells
    Another idea for adding spells is for the 4th spell slot which is typically the utility spell have have some spells shared with other classes, universal spells each class has the ability to know. I'm not sure what these could be but they could be spells that increase stats such as melee damage or spell damage or simple mobility spells to help out classes with bad vertical mobility such as warrior. There will be no universal heal spell however.

    Main Goal
    The focus on this should not be on the spells I've suggested but mainly on the concepts of alternate spells or move pools being added to the game. That being said feel free to contribute spells of your own or give feedback on how to balance the spells I've suggested.
     
  2. EpsilonDown

    EpsilonDown Vibing to TNA theme

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    Minecraft:
    Huh, I was thinking about fortify and gust spell too with exactly same mechanism

    Anyways looks pretty nice. But I think movement spells don't need alternative, since they all seem similiar to original spell (also blink is teleport's dark wizard varient name)
     
  3. dr_carlos

    dr_carlos Morph Gang!

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    Minecraft:
    Personally, I prefer alternate spells as it allows new spells to be balanced with the current one.
    A pool sounds cool but I don't think it would work logistically.
     
  4. IceBear

    IceBear Ice Bear says hi VIP+

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    Minecraft:
    Oh oof Ice Bear forgot about dark mage. Movement spells might end up just having one alternate but the idea is to have all spells be fairly similar for balancing purposes.
     
  5. AcadeeAlkana

    AcadeeAlkana . . .

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    Minecraft:
    Here's 3 Spells for you! (I couldn't be bothered to make and balance the Upgrades - sorry!)

    Mana Shield - Mage First Spell
    The Mage creates a shield for themselves out of Mana for self-defense.
    Base Tier - 8 Mana
    Grants you 20% of your Health as Absorption Health. Lasts for 10 seconds before auto-expiring if unused.

    Vampirism - Mage First Spell
    Launches a bolt which drains the Health from it's victim.
    Base Tier - 6 Mana
    The bolt flies at a pace of 8 blocks per second, expiring after 2 seconds of flight. It also expires on contact with an enemy, dealing 100% damage to them and recovering 10% of your Health.

    Rocket Stab - Warrior Second Spell
    The recklessness of a Charging Warrior combined with the very unsafe high speeds of a firework rocket strapped to a Spear. Surely nothing could go wrong with this...!
    Base Tier - 6 Mana
    You move forwards in the direction you're aiming in for 2 seconds at a pace of 9 blocks per second, blowing up whatever you run into. Hitting an enemy knocks them back 4 blocks, dealing 100% damage to everything in a 3*3 radius and interrupting the Spell.

    There's definitely ways to make Second Spells unique while remaining true to the Class' theme!
     
    IceBear likes this.
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