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 Harvester/Devour rework idea (health over mana)

Discussion in 'General Suggestions' started by BabaFisi, Aug 31, 2024.

?

What do you think of my Harvester/Devour change?

  1. Good!

    6 vote(s)
    75.0%
  2. I got another/better idea!

    2 vote(s)
    25.0%
  3. Bad.

    1 vote(s)
    12.5%
Multiple votes are allowed.
Thread Status:
Not open for further replies.
  1. BabaFisi

    BabaFisi The Rifted Jack-of-All-Trades CHAMPION

    Messages:
    90
    Likes Received:
    61
    Trophy Points:
    49
    Minecraft:
    So something I've noticed about Shadestepper specifically is that it isn't "bad" per-say. It's more that it has the lowest survivability of the archetypes.

    With Trickster, you have your clones to fall back on for defense. You get at most 12 hits that your clones will take for you.

    Acrobat avoids damage by literally just being above the enemies, out of harms way (like a coward).

    Shadestepper has nothing to fall back on for defense, at most, having Vanish to get away and heal with potions.

    Something Shadestepper also has going for it is that it is inherently less spell spammy than the other two archetypes. You have to be precise with your hits, and thus, spells aren't as frequently used when compared to Trickster and Acrobat.

    With that being said, Harvester and Devour have absolutely no reason for being abilities that give back Mana.
    You already have enough mana to fall back on, so why do you need more? And so, with Shadestepper's lack of defensive abilities (besides Dissolusion, which could be bugged and I wouldn't even notice), I suggest a supportive/defensive role for Assassin with these two abilities:

    Harvester: Gives back 4% health and 5 mana for each Marked and enemy has upon their death (max of 24% health and 30 mana with full marks respecively)

    Devour: Get 1% extra health and 5 extra mana from Harvester, and cause allies in the area to receive the same health and mana (about a 6 block radius)

    This would effectively make Harvester and Devour into a better version of Mana Steal and Life Steal, and also make it so that your allies benefit from having a Shadestepper on their team w/ Devour.

    Mage has Heal spell, Shaman has Sacrificial Shrine and Regeneration, Warrior has Rally, (ignore Archer), so why not give Assassin a health regaining ability, too? It wouldn't be too overpowered, as it would be found at the bottom of the Shadestepper tree, so you'd basically have to fully spec into Shadestepper if you wanted a Healing ability.

    It maybe could even be used with Trickster's Overhealing thingy for some hybrid builds, who knows?
     
    Elytry likes this.
  2. Elysium_

    Elysium_ Skilled Adventurer

    Messages:
    788
    Likes Received:
    1,137
    Trophy Points:
    146
    Minecraft:
    This would be really cool and would maybe make Shade less reliant on pots, but it should also proc on a satsujin and not just a death because it’s kinda useless against bosses without minions lol.
     
    heleotrope and Elytry like this.
Thread Status:
Not open for further replies.