Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

Game Mechanics Class-specific content

Discussion in 'General Suggestions' started by TwilightEmber, Jul 5, 2024.

Thread Status:
Not open for further replies.
  1. TwilightEmber

    TwilightEmber Travelled Adventurer

    Messages:
    7
    Likes Received:
    6
    Trophy Points:
    14
    Having 5 different classes with unique weapons and abilities is already crazy for an unmodded minecraft server, but I think there's a lot of potential with this feature that isn't touched. I have a few ideas to expand upon the different classes and their playstyles.

    1: passive stats/abilities. Besides the base defense, all classes have the same stats. Wouldn't it be cool if maybe:

    assassin naturally walked faster, had strength more effective, took less fall damage, and had more stealing ID built-in

    warrior had defense more effective, higher HP regen, and overall more neutral damage over elemental

    archer had more effective agility, base knockback taken increased (would be a good thing, archer doesn't want to be close to enemies), and constant jump boost 2 (maybe toggleable)

    mage had higher soul point regen and more effective intelligence

    shaman had better dexterity, better defense and walk speed when in totem's range, and possibly 5% more HP

    those base stat changes are all direct buffs, but that would probably be needed with how wynncraft is getting harder with the colossal update coming soon. Battling with a party would be more strategic, if mobs are getting more advanced, players should be able to make the decision of what buffs they want when they make a new class to combat their weaknesses. All of the changes make sense lore-wise for the classes they belong to, and they're needed for the difficulty boost soon.

    2: class-specific content. It would be fun if each class had a couple small pieces of content that only each class can do for themselves. I'll explain what that means in a second. I got that idea from doing 'The Mercenary' as a shadestepper assassin, and it felt like the perfect quest. A literal stealthy assassin doing a quest where you act like a stealthy assassin. I believe that feeling could be recreated at a small scale for every class. Archer could have an activity in a quest or town to prove their archery skills to an NPC by shooting targets in a competition (robin hood ahh suggestion I know), The Mercenary quest could be slightly reworked and have the sneaky part given to Assassin as an exclusive activity, Shamans could have a small quest to try to connect with their totem more (or something similar), Warriors could defend a small village from a raid by planning a defense in a minigame and then fighting the mobs how they strategized to before, and Mages could learn how to perfect their spells by controlling the ice snake to hit targets, getting meteor to hit a moving target despite its delay, healing NPCs while they fight a wave of enemies, and teleporting to small platforms, or anything similar to that.

    An optional addition to that concept is to put all those mini activities into the Order of the Grook quest, where it makes perfect sense for such a thing to exist. Maybe an ability point would be an award for this quest, as players would be more in touch with their abilities.

    I know that some players would wish they could play the content locked to the other 4 classes, which is why I also suggested to make this exclusive to the order of the grook quest, since you already get locked out of most of the school classes (you can only pick one per category or make a whole new class), it would be nothing that doesn't already happen, and each class can enjoy their minigame, along with some new skills.

    3: some NPCs would treat the player differently. Maybe one guy despises shamans for their "dark magic" and would talk to you with a different attitude. Maybe an NPC is so glad to see you're also a warrior like him and is especially kind to you. Perhaps the wizard in Recover the Past talks to you in wizard language (even though you don't know it) and a nearby NPC translates it for you.

    Just any small details exclusive to each class to make the player feel like choosing a class isn't just a matter of which spells you like and instead a matter of shaping your story as the next hero of Wynn would make the wynncraft experience more immersive and entertaining. The first two suggestions would also be useful if players report the colossal update to be too difficult to be fun.
     
  2. Elysium_

    Elysium_ Skilled Adventurer CHAMPION

    Messages:
    756
    Likes Received:
    1,069
    Trophy Points:
    148
    Minecraft:
    This is a really great concept! I feel like there are a lot of possibilities here, like a Mage or Shaman starting the game with, say, 110 mana instead of 100. Archer and Assassin having a higher base walk speed sounds pretty nice. Though for the skill point association thing, I feel like Shamans should have strength and Assassins should have dexterity, if not agility. I might give more detailed feedback later but overall i think this is a really really interesting concept.
     
    TwilightEmber likes this.
  3. culpitisn'taword

    culpitisn'taword Skilled Adventurer

    Messages:
    417
    Likes Received:
    278
    Trophy Points:
    39
    I think adding class-specific Order of the Grook classes would be pretty nice, and would even make the title of 'class' into something that has meaning within Wynn, not just the RPG genre.
    I'd suggest the following for class IDs (in addition to base defense differences already in-game):
    • Warrior: +10 base Strength, -10 base Dexterity, 10% bonus Health, -10 bonus Mana, and the Melee Damage ID applies 20% (or 50%) of its effects to Warrior spells. (Alternatively, 20%/50% of Elemental damage is converted to Neutral damage.)
    • Archer: +10 base Agility, -10 base Defense, 10% bonus Walk Speed, -10% bonus Stealing, and you have +20% to your dodge chance for ranged attacks.
    • Assassin: +10 base Dexterity, -10 base Intelligence, 10% bonus Stealing, -10, and the Stealing ID amplifies Life and Mana Steal IDs as well.
    • Mage: +10 base Intelligence, -10 base Strength, +10 bonus Mana, -10% bonus Health, and the Spell Damage ID applies 20% (or 50%) of its effects to the Mage main attack.
    • Shaman: +10 base Defense, -10 base Agility, 10% to elemental and spell defenses, -10% to physical defense, and you have 20% elemental-defense piercing. (Alternatively, 20%/50% of Neutral damage is converted to elemental damage.)
    (Side note: I was going to give Archer a bonus to long-ranged damage but realised that would be better as a Sharpshooter node. Please add.)
     
  4. Elysium_

    Elysium_ Skilled Adventurer CHAMPION

    Messages:
    756
    Likes Received:
    1,069
    Trophy Points:
    148
    Minecraft:
    I don't think that anything should be taken away from a class if we're doing skill point stuff. It wouldn't help build diversity at all... I feel like if this suggestion were to be implemented, even in a small way, it should only be a positive buff to a base stat, not skill points. Like, archer and assassin get extra walk speed and warrior gets base defence, maybe mage and shaman start with more mana. I feel like that is all that should happen and there shouldn't be negative stats automatically added to a class. They have their weaknesses through their ability tree, for example Mage doesn't need less base damage since its abilities and damage scaling already does that. There's no reason to make building a certain skill point on a certain class harder.
     
  5. Deusphage

    Deusphage gruesome grue Modeler CHAMPION Builder

    Messages:
    2,196
    Likes Received:
    3,781
    Trophy Points:
    164
    Creator Karma:
    Guild:
    Minecraft:
    Don't think this would be good
    ________________________________
    Especially not adding skill points. Every warrior isn't just gonna want to use a build revolving around strength. Not to mention the horrible uprooting of balance that comes from giving classes a free 10 SP worth of points at the start.
     
    ChrisWildfire likes this.
  6. TwilightEmber

    TwilightEmber Travelled Adventurer

    Messages:
    7
    Likes Received:
    6
    Trophy Points:
    14
    was this meant to be a reply to culpitisn? I meant 'better [skill]' like a 5% boost, not free points

    this is also my first time using forums so I cant really tell which comment is directed to who
     
  7. culpitisn'taword

    culpitisn'taword Skilled Adventurer

    Messages:
    417
    Likes Received:
    278
    Trophy Points:
    39
    Ah, fair. Well, if you knock off the SP part, what about my other suggested stuff? Is that viable?
     
  8. Deusphage

    Deusphage gruesome grue Modeler CHAMPION Builder

    Messages:
    2,196
    Likes Received:
    3,781
    Trophy Points:
    164
    Creator Karma:
    Guild:
    Minecraft:
    To both. I don't think the idea is a good one, and the expansion they made upon the idea made it worse
     
  9. TwilightEmber

    TwilightEmber Travelled Adventurer

    Messages:
    7
    Likes Received:
    6
    Trophy Points:
    14
    Ah, okay. What do you think of 2 and 3?
     
  10. Deusphage

    Deusphage gruesome grue Modeler CHAMPION Builder

    Messages:
    2,196
    Likes Received:
    3,781
    Trophy Points:
    164
    Creator Karma:
    Guild:
    Minecraft:
    I think sparingly 2 could work. Not full quests, but very niche stuff. Originally Bob's tomb had different challenges depending on your class, but that was scrapped along with needing multiple players to open it.
    3 would totally work (literally first quest, in the tutorial, the dialogue and I what you do is very slightly different depending on the class) and I am in full support of it
     
    Six, Elysium_ and ChrisWildfire like this.
  11. SUPER M

    SUPER M shoop CHAMPION

    Messages:
    2,544
    Likes Received:
    3,650
    Trophy Points:
    164
    Guild:
    Minecraft:
    Add a poll. I wanna vote yes.
     
  12. Gone2Dream

    Gone2Dream Luto Aquarum enjoyer HERO

    Messages:
    359
    Likes Received:
    415
    Trophy Points:
    85
    Minecraft:
    Yeah. There are times when a specific class or ability should be acknowledged. IE, a Mage or Shaman being able to heal aledar in the worm. As for class passives, small bonuses could be cool. IE:

    - Mage: +5 max mana, +1 max mana every 7 levels
    - Archer: 10% faster walk speed, with +1% every 10 levels
    - Assassin: Reduced detection range for opponents to notice you, gains 2 additional hp per level.
    - Warrior: Some knockback resistance, gains 3 additional hp per level
    - Shaman: Has resistance 2 for each element, with +1 resistance every 3 levels
     
  13. culpitisn'taword

    culpitisn'taword Skilled Adventurer

    Messages:
    417
    Likes Received:
    278
    Trophy Points:
    39
    I think the additional mana, WS, and resistance for each level is a bad idea, and I don't know what 'resistance' means in a Wynncraft context (could you talk in terms of DR instead?), but others seem sound. The additional HP per level does check out, but maybe only for Warrior. I'd say Warrior gets +10 HP in total each level - which only affects the earlygame balance, really.
     
  14. Mursuto

    Mursuto Well-Known Adventurer VIP

    Messages:
    12
    Likes Received:
    3
    Trophy Points:
    46
    Minecraft:
    A bit of class specific content and some kind of small difference with base stats like current base defence sounds good. (Like bonus walk speed, like 5% more mana regen effectiveness or something)
     
Thread Status:
Not open for further replies.