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World Multiple Spell Choices For Each Of The 4 Spells

Discussion in 'General Suggestions' started by LeMestache, Sep 24, 2019.

?

Would you like to see this added?

  1. Yes!

    6 vote(s)
    54.5%
  2. Yes, but I would change some things.

    5 vote(s)
    45.5%
  3. No

    0 vote(s)
    0.0%
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  1. LeMestache

    LeMestache Le Mestache VIP

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    I've always wanted more than 4 spells, but I couldn't think of a proper way to implement them. So I came up with this: Why not have a couple of spells you can choose from for each click-combo you have. Having 4 click-combos is a bit too much, especially when you look at the occasional lag which makes it hard to cast spells in the first place, but having around 3 different spells to choose from would fit the game quite well.

    * I * - How would you be able to pick spells?
    That's quite simple, you'd either be able to do it anywhere with your CHARACTER INFO compass or you could add NPCs around towns, in-front of dungeons and other key areas that let you switch.

    *II* - Character info?! Wouldn't switching over to other spells in the middle of combat be too OP/chaotic?
    Randomly switching over in the middle of combat or other activities would give the player too many ways to deal with tricky situations and would make the meta a bit too chaotic. That's why there should be some sort of penalty. Here is an idea I came up with:
    - Channeling time, you'd have to stand still/not be in combat for around 5, 10 or maybe even 30 seconds in order to actually switch spells, that should prevent people from abusing the system and switching over whenever they please.
    There could be some problems with that however, switching over before every other dungeon phase could be problematic, that's why you could also implement:
    - Material cost, switching spells would make you consume some sort of material, which can be similar to soul points. You'd regenerate some every morning, however, you could also have the option to refill it completely by going over to a certain NPC located in key areas at the cost of a couple of emeralds/soul points. That would prevent people from abusing it while making it possible to switch in the middle of a dungeon. The actual indicator could be a separate item, part of your hud or would be visible when mousing over your soul points/using your character info. This could prevent people from testing out new build properly though, so this should be implemented as a way to prevent people from constantly switching spells in the middle of an adventure, that's why, the same NPC which lets you refill your points could also be used to switch spells on the spot for free.

    *III* - What sort of spells should be added?
    Anything that would make classes more versatile. For instance, here's a problem that having more spells would solve - early game mages. Leveling a new character can be fun... unless you're a mage. His first 2 spells involve no offensive capabilities whatsoever. Healing and blinking is really useful, but honestly, being stuck with nothing but these 2 all the way until lvl 21 while simultaneously having the lowest attack damage is a pain. I understand that mage was originally supposed to be more of a support class, but there are a lot of solo players out there who really like mid-late game mage gameplay, punishing them for playing like that shouldn't be a thing. Giving every class more options would be great, this doesn't just let mages get some sort of damage spell which can be used for early game farming. Here are some examples:
    -Why not give assassins the freedom of having a pure single-target damage build? Spin attack could be changed to a high single-target damage spell, which also slows or stuns the target for a couple of seconds (stuns would be shorter ofc, maybe making the stun shorter the more it's used within a short period of time), upon reaching level 16 you could get a bonus when attacking from behind (not sure if that's possible to make though).
    - How about a trickster mage who utilizes illusions? Heal, meteorite or ice-snake could be changed to a spell which summons an image of you that can also deal attack any target which you attack, as long as it's in range. Teleport could also be a very short-lasting invisiblity spell which leaves an image of you behind, that explodes a couple of seconds after appearing.
    There are a lot of possibilities, but it's important to label these spells. There could be a couple of categories, like: damage, area of effect, survival (healing etc), maneuverability, attack buff, utility etc. The point of these spells is to allow every class to be more versatile and interesting, giving players more freedom when it comes to creating builds.

    *IV* - Attributes (Str, Dex, Int, Def, Agi)
    This will be rather short, each spell will have it's own attribute (or multiple) assigned to it (like it already does), the increased amount of spells would definitely expand the current attribute damage bonus stats, making attribute choices matter when it comes to picking spells.
    This cannot be a way to force players to pick one attribute over another though. One choice shouldn't be clearly better than another and while attribute choices should force a player into some sort of general playstyle, they CANNOT force someone to be a certain type of class. Here's an example:
    - Let's say that someone wants to make an Earth/Water mage, out of the 3 spells available, at least 2 of them should have a bonus to the earth or water attribute. If we limit both earth and water to be used in one spell, then you're essentially forcing the player to pick it, no matter what they're going for with their item build.


    *V* - Balancing
    Weelllll yeahhh... this would be quite difficult. Adding a way to monitor which spell players are generally using the most would be very useful when it comes to balancing, assigning damage to every spell would prove to be quite difficult without having any proper way to test them.


    That's about it, adding more spells would develop the versatility of every class, greatly increasing the amount of freedom you get when it comes to builds and allowing players to go with whichever playstyle they like best. This would also make Wynncraft a lot more interesting since being stuck with 4 spells can make it slightly boring. I'm not even sure if anyone will read this, but if you have, then please, leave a comment stating your opinion about this, I'm open to being criticized, if you don't like something point it out and tell me why.

    Thank you for reading this :)

    Edit: Added poll
     
    Last edited: Sep 24, 2019
    Je Hooft and Novalescent like this.
  2. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    Pretty cool idea. I've definitely always wanted more spells for Wynncraft. Would allow for more builds and playstyles.

    Btw, add a poll plz
     
  3. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Regarding low-level mage, it's actually quite strong - just pick up any Fast/Very Fast weapon and run raw melee.
     
  4. KikiTheKiko

    KikiTheKiko The Non-Binary Bard HERO

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    What about instead of channeling in one spot to change spells, just add a merchant in any town/city. A spellmaster that you can talk to and get your spells switched around for a few emeralds.
     
  5. LeMestache

    LeMestache Le Mestache VIP

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    Yeah, I mentioned that in *I* and that could work, but the point of the channeling idea is that you wouldn't have to go all the way to the nearest city, since it could be slightly annoying. There's also the problem of the price, how much would it cost and should it scale with your level. Switching your spells over for something like 1EB would be dirt cheap for high level players, but for low level ones it could be slightly expensive. That's why I suggested something like soul points, which everyone has a similar amount of throughout the entire game.
    Basically the main issue here is: Should you be allowed to switch spells during something like a "short rest", which could be in the middle of a dungeon or right before an zone which could be troublesome with your current spells.
     
  6. Endercomet

    Endercomet HongKonger

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    Yep agreed
     
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