Note: This Suggestion DOES NOT CHANGE how the Classes function. It's effects are be purely visual and/or psychological. This is NOT the only way to improve this aspect of Wynncraft, unlike what I may unintentionally imply. ...Okay, Statistics system change: Take Two! Wynncraft's Help Page does a decent job at stating what the Classes were designed for: It's not intentionally misleading, the punctuation is on-point in terms of English, and it has the basic courtesy to not leave readers in the dark on basic details. It's one of many things I wish Ubisoft realized when making Sparks of Hope. It clearly states things such as the exact (and/or intended) Spell DMG, Blocks of Range, and Mana Cost of each Spell. Sure, it's only for their pre-2.0 versions, but since the Spellbound Update is still in early access, it's good enough to describe the state of the Classes in the early game. ...And I personally believe that there's an issue that arises from describing how a Class was intended to work. Multiple, in fact. Spoiler: Issues with the Current Statistics System Most Classes don't have their crowd-controlling (CC) potential described, the exceptions being Warrior and Shaman, who thrives at CC. Not Warrior, just Shaman. Both the Help Page and the above point imply that Warrior has more meaningful CC than Assassin. There's an argument to be made for Shaman having 5 DMG against non-Boss mobs (which make up a huge part of the enemy roster, anyways), but it doesn't mention how much Shaman can struggle against a tanky CCI melee enemy or high-HP Boss. Warrior is not a 4 DMG Class. In my experience with them in both the Hero Beta and pre-2.0 Wynncraft, it has 3 DMG at best. Warrior's 5 DEF implies that it has better survivability than Mage. Suffice to say, they don't. Shaman's 4 RAN stat is supposed to describe it's massive AoEs...But every other Class using RAN to describe their actual effective range implies that Shaman works well at a greater distance than Mage. Spells shouldn't be bad on ANY Class. If Spells weren't so incredibly flexible and able to be built around, things like the "Bazook-Uproot" (nicknamed the "Uproot Gun") wouldn't exist! I know I mentioned them a lot already, but can we PLEASE get a Warrior buff? Do it for the fine folks trying to play the worst melee Class in a game that's 90% melee enemies! If you want the big bullet list of problems I could find in the descriptive system/predict that it could cause, click the Spoiler above this sentence. Without further ado, here's... A New Class Statistics System Designed by Acadee To make the lives of newer players a bit easier If you want to hear my nerdy rants/explanations of the Statistics, as well as how I'm rating the Classes in terms of each Statistic, open the "More Info" Spoiler beneath each Stat's basic description. If you're only interested in the simple, funny summaries like I am, just scroll down to "The Classes' New Stats" section. Damage How quickly a Class can output DMG. Basically their DPS. Spoiler: More Info I've already tried my hand at splitting the different roles of DMG-dealing options in my last Statistics post. Like most of my early suggestions, it was purely included on a whim, and, more importantly, it didn't work. For those curious, a year or two ago, I suggested a stat called Shredding in an attempt to define a Class' single-target DPS. It was originally conceived as an explanation for early-game Shaman's Spells being better at heavily damaging crowds than high-HP targets or Bosses. Classes already have a metric ton of Items to define their DPS, and having a type of Damage Stat for single-targets would be redundant. I can't think of a hard-hitting Spell that doesn't have at least some form of AoE. TL;DR: If it ain't broke, don't fix it, and yes, I tried to fix it. Range The distance a Class can viably engage their opponents from. Doesn't consider the maximum range. Spoiler: More Info This iteration of Range is purely for more accurately describing each Class' effective range. Thank Shaman for the changes to this Stat, because I personally never use them as a long range Class. I did consider suggesting a secondary Range stat for describing how large each Class' Areas of Effect (AoEs) can get, but it'd be irrelevant due to each and every Class having at least one decent AoE, anyways. Control How easily a Class can get into an advantageous state or force their enemies into a disadvantage. Includes Crowd Control and Combat Options. Spoiler: More Info The second case of "I made this Stat for Shaman and would you look at that, it works on every Class!" The first case was the Effective Range description. Another thing it notes is how easy it is to do anything to yourself or enemies while you're in range. Assassin has very bad Control due to how risky trying to Crowd Control can be. Recovery Defines how well a Class can regenerate their resources and how quickly they can get themselves out of a disadvantageous position. Includes Healing, Mana Regeneration, and reliable Panic Options. Spoiler: More Info It always bothers me how little emphasis official Wynncraft sources place on actually recovering from taking damage or managing resources. Most early game Items (from Levels 1-50, at least) also fall into the trap of dismissing the significance of HP and Mana. They either grant you so little Regen and/or Steal that you need to dedicate a whole Build to make them significant, or actively try to kill you with Negative Regen. In my experience, early-game Items do an awful job at foreshadowing the absurd potential of late-game builds by buffing you just a liiiiittle bit before sending your Elemental Defense 50 points into the negative just in case a game-breaking exploit were to lean the balance in your favor. (This basically never happens.) Risk How easily and quickly things can go wrong for a Class. Spoiler: More Info Risk is a replacement for Difficulty, since the Classes aren't that hard to understand. Mastery of a Class' options is tough, but competence eventually becomes mandatory no matter who you pick, anyways. Unfortunately, not every Stat could make the cut for this new system... Spoiler: The Stats I Would Remove Spells When first thought of, this actually makes sense: Some Classes should have attacks and options which outperform their Spells, if only for sake of variety. ...The problem is that Spells not only make up 90% of a Class' utility, team support, and mobility, but are also the most important offensive options in the game by design. A Class having bad Spells in Wynncraft is often a death sentence! My biggest reason for removing the Spell stat is that no Class deserves to have a bad Spell. Beyond the base potential of a Class, choosing to take an axe to 80% of your Class' variety with a Garbage-Spells Build would be your fault. Unless your luck with Items is as awful as mine, but Item RNG is a big, fat can of Ranged Enemies that I don't have time to open right now. Defense The idea of defense is simple: It's how many hits you can take before everyone near the closest spawn point feels at least partially obligated to mock you for having "skill issues." In a more official sense, it's supposed to define a Class' survivability. ...However, defining the amount of DMG a Class can take before dying is only able to describe a PART of it's survivability. What happens when you introduce a Class that is defensive, but not in this conventional sense? After all, camping in one spot and killing everything that walks into range before they can hit you technically counts as playing defensively. In a sense, Shaman is more defensive than Warrior through utilizing their Healing-and-DMG Totem Spell alone! And what about using speed and mobility to run away? That also counts as survivability. In fact, having high mobility paired with the max HP of a plastic ramen cup is often superior to having doubled DEF paired with low mobility. Dodging, running from disadvantages, and preventing enemies from hitting you makes up a huge part of defensive play in Wynncraft. The Classes' New Stats *That Acadee would describe them with **Given that their ideal balance matched/reflected their descriptions well Each Class gets 15 Points for their Stat Spread's description. 13 doesn't cut it when describing Classes with 5 different categories, in my opinion. Warrior DMG: 3 RAN: 1 CON: 4 REC: 4 SPD: 3 Risk: Average (2/3) Spoiler: More Info Damage - 3 I wanted to give them 4, but Warrior's DPS only makes the cut for a 3 due to their lacking range. Should they deal a ton of DMG once they're in range? Absolutely - the best tanks have cannons, after all! Range - 1 Warrior has to do a lot of running towards and away from their enemies. When 3/4 of their Spells are melee, this awful Range is to be expected. Control - 4 Of all the problems Warrior struggles with, keeping enemies where they want 'em shouldn't be one. High survivability and CC are combined to emulate a Rushdown fighter as a Class, getting pelted with projectiles, but getting to combo enemy Zoners into oblivion once they get in range. Recovery - 4 Give. Warrior. SELF. HEALING! Speed - 3 Some Builds can make Warrior's preferred pronoun an Attack Spellicopter...But Charge spam doesn't make up a lot of their Builds. At least Charge is decent at closing gaps and running away! "Warriors can stand their ground against almost anything. Their high survivability allow them to fight for longer than any other Class, and their strong Crowd Control can quickly displace and weaken any exceptions to this or combo them to the heavens." Archer DMG: 4 RAN: 5 CON: 2 REC: 1 SPD: 4 Risk: Average (2/3) Spoiler: More Info Damage - 4 In a perfect world, DPS Assassins frequently beat out DPS Archers. The latter can still shove a quiver of DMG up the back end of anybody they damn please, though! Range - 5 I mean, of course the "hits anything in Render Distance" Class would qualify for 5 Range! Control - 2 Archer lacks Crowd Control because they have so much Speed. A single Hitstun doesn't stop enemies much, but 50 Hitstuns to the face gets the job done just fine. Arrow Shield is allowed to be in Archer's default loadout, too! Recovery - 1 Archer dies very quickly. If you're scrambling to stay alive, you're either going to die in the next 5 seconds or your enemy is on the verge of sneezing in your direction. Speed - 4 "Whose idea was it to give the SNIPER Class SPEED III?...Because this feels amazing!" - Me, 2 years ago "Archers are formidable at any range, whether that be further than most can see, or within blades' range. No adversary escapes them without an Arrow in their knee, face, groin, shoulder, backside, back end..." Mage DMG: 3 RAN: 2 CON: 2 REC: 5 SPD: 3 Risk: Low (1/3) Spoiler: More Info Damage - 3 Mage is in the same boat as 2.0 Warrior: They can definitely deal DMG (Meteors go PHWEEEEW-KBOOM), but not as easily as the other Classes. Range - 2 Mage is surprisingly ineffective at mid-range due to the travel time of Ice Snake and how far away from each other enemies will usually spawn. Usually, their AoEs only do some real good once enemies clump up. Control - 2 Ice Snake definitely sounds like it'd be awesome, especially in the wake of [ULTRAKILL SPOILER BOSS], who also wields serpents...But it's quite literally Mage's only CC Spell. Nothing else helps. Recovery - 5 Every other Class would kill to have Heal OR Teleport, but Mage just casually sits on BOTH OF THEM! With proper resource management, Mage can outlive any other Class without any support from Potions or Food! Speed - 3 Teleport is busted for escaping from combat and enemy attacks, but surprisingly doesn't go that far. Warping forwards 8 blocks at a time can often pale in comparison to the other Second Spells, which give you a temporary puck-ton of velocity to fly through the air with. "Mages are incredibly versatile thanks to their potent Spells, and what they use their privileged might for is dependent on what they fancy in the moment. Feats such as flying across the world through teleportation alone and summoning Meteors are just another page in their tales." Assassin DMG: 5 RAN: 2 CON: 1 REC: 3 SPD: 4 Risk: High (3/3) Spoiler: More Info Damage - 5 Assassin's a more traditional glass cannon: The kind that dies as quickly as they can kill things. Range - 2 Why does Assassin have more Range than Warrior? They have more things to throw at their enemies: Builds can give them shurikens and throwing knives, while Smoke Bomb is a decent ranged support option. They can also follow up on these ranged options better thanks to their high Speed. Control - 2 Assassin usually wants to end their fights with sheer DMG output before Crowd Control is even necessary. The extra CON point comes from their ability to pick fights or run away. Recovery - 3 Invisibility is great until you need to switch off your Dagger to heal with Potions or Food. Getting to effectively turn invulnerable is still strong enough to warrant this, though. Speed - 3 The ground speed buffs from Vanish put it on par with the other Classes when not accounting for vertical mobility, which Vanish is still quite decent at! Nothing wrong with having a reliable double jump in parkour sections. "Assassination is an incredibly dangerous line of work, blessed with the highest close-range damage output in the game at the cost of low endurance. Immoral warfare certainly isn't new, but the Dagger behind you probably is." Shaman DMG: 4 RAN: 3 CON: 5 REC: 2 SPD: 1 Risk: High (3/3) Spoiler: More Info Damage - 4 While Shaman is deadly, the DMG is usually spread across a crowd of enemies. Totem, Aura, and Uproot can dish out tons of DMG to any target, but not as much as Multihit or Arrow Storm can to a single target. Range - 3 Shaman just about matches Mage in terms of forwards-reaching attacks. I think their 4 Range was supposed to describe how wide the AoEs can get, but that's a bit redundant. Also, Shaman is rarely used for hanging back and relaxing, if ever. Control - 5 Shaman's hitboxes are incredibly lenient, to the point of making it hard to miss a target if you're even half decent at aiming. I'd personally call it a 4, but Shaman is meant to be the game's "Crowd-B-Gone" Class, so it earns the fifth CON point by being able to hit several things with every attack. Recovery - 2 Based on how I view Shaman, it's barely not a 1, given that they HAVE a way to heal that's actually decent. Speed - 1 Having to use their main damage, healing, and buff source as a slow-flying grappling hook doesn't favor Shaman's escape options much. "The dance of a Shaman demands good positioning and proper awareness of themselves, their Totemic partner, and their audience. Akin to the finest performances, a single mistake will end in death." ...I spent a week writing and detailing this, so please consider commenting to make it more worth my while! I enjoy reading through comments during my freetime.