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!

My Semi-long Thread On Changing The Classes System (check It Out I Spent Like An Hour On This)

Discussion in 'General Suggestions' started by Viv77, Feb 5, 2021.

?

Would you like to see this in the game?

  1. Yes

    0 vote(s)
    0.0%
  2. Although I disagree with some things, for the most part yes

    30.8%
  3. Potentially, if some of the ideas were changed to reflect more balanced stats

    15.4%
  4. No, because its unbalanced and it doesn't fit in with Wynncraft

    0 vote(s)
    0.0%
  5. Although I agree with some things, for the most part no

    46.2%
  6. No

    7.7%
Thread Status:
Not open for further replies.
  1. Viv77

    Viv77 Travelled Adventurer

    Messages:
    26
    Likes Received:
    7
    Trophy Points:
    16
    Minecraft:
    I mostly made this for fun, but might as well share it.

    This concept involves heavily changing classes and the way builds work. The idea behind it is to add more variety between the classes. I feel as if classes in Wynncraft could be improved and that creating a build could be expanded beyond skill points and armor. My only character that I've "mained" is a level 76 mage, so my understanding of the game is finite. Please excuse any mistakes.

    Ability Points

    I think that concept of ability points would be fun to use in builds and add a new element to the game. Every 15 levels, 1 ability point would be gained, for a total of seven at 105. These points could be invested into a skill tree. This skill tree does not affect stats, but rather your spells. Each spell would have five possible upgrades, meaning that you can only max out one per class. Similarly to skill points, two soul points could be spent to reset ability points.
    The effects ability points would have would completely change spells. It would allow mages, for example, to use a different spell than meteor as a main damage spell. I've only included one example for now, but I may edit in more later.

    Teleport Skill Tree
    -Upgrade 1: Teleport gives your opponent weakness 2 for 6 seconds
    -Upgrade 2: Holding shift while teleporting will automatically teleport you through the nearest mob if they are in range. Can be chained.
    -Upgrade 3: Teleport does 500% more damage
    -Upgrade 4: Teleport does 600% more damage
    -Upgrade 5: Teleport has a range of 35 blocks instead of 20

    Although some of these upgrades are very powerful, that is the idea - you can make yourself very powerful in one area. The idea of that skill tree is to allow mages to use teleport as a main damage spell. Teleport's base damage may need to be buffed, or Upgrade 3 & 4 may need to be buffed to make this work, but I think that its an interesting idea and would be fun to play.

    Replace Mana
    Something that struck me as odd the first time I played Wynncraft was that intelligence is usually heavily upgraded by all classes, not just mages or shamans (although this depends on the build of course). Although I understand this, it kind of messes with my mind. The whole point of doing another class is getting to do things different. And sure, if I play a archer I'm probably not going to upgrade intelligence to level 100. But I'm still probably going to get it to level 51 at least. And even if I don't, upgrading it to a 100 would actually help a lot. My solution of this is that mana is not determined by intelligence. Rather, for warriors it is determined by strength. Rogues, dexterity (or maybe agility - the two are basically synonyms). Archers, agility (or dexterity) and so on. Not only does this make more sense (why would a warrior be using their intelligence stat to perform a war scream), it adds a lot more variety between classes.

    Class-Independent Stats
    Classes already start with different stats. Warriors have a lot of defense and shamans have none. Archers have a lot of range, while assassins have none. However, I think that it would be fun if each class had stats that only that class could unlock and use. I'm not sure how these stats would be upgraded, but it would probably be items and/or skill points. For example, warriors are based around defense (I think). So, upgrading defense would upgrade the piercing ability, which allows you to bypass defense. However, being forced to upgrade defense alone to gain this stat would probably mess with the freedom that build creators have, so I think that it should probably be upgraded by weapons/armor only. To avoid a assassin (or any other class) getting even 1% of piercing, if a helmet with a piercing stat on it is given to a assassin, it would give it the sneak stat, which gives assassins X amount of time before enemies notice and start attacking them, and so on.

    More Spells
    More spells = more complication, especially with my ability tree idea. However, I think that Wynncraft is limited in what it could do with spells. I think that each class should have one-two more spells that are not on the ability tree, and are activated by shifting and then doing the combo, similarly to the abilities that powders give. Some examples of these spells would be
    -Blocker (Warrior) - The next five hits will take mana instead of health. This particular skill is an exception to the rule that mana regen will be paused for 3 seconds upon using one of these spells, as stated below.
    -Firewall (Mage) - Creates a wall of fire that damages any enemies passing through. Both boss enemies and enemies with a level equal to or high than the player's will pass through the wall and tank the damage, while other enemies will avoid the wall.
    -The Power of the Dead (Shaman) - If the player kills an enemy in the next 3 seconds, they gain +1 tier attack speed for 30 seconds.
    -Oiled Daggers (Assassin) - If the player hits an enemy in the next 3 seconds, that enemy will be stunned for 4 seconds, meaning it cannot move or attack.
    -Bob's Guidance (Archer) - Fires a homing arrow that will attack 5 times, moving on to a different enemy if its target dies. This arrow does 150% damage, but moves slower than normal.
    All of these spells would cost 14 mana, regardless of the player's mana amount. Mana regen would be paused for 3 seconds afterwords as well, excepting the Warrior's Blocker ability.

    Some Other Things

    -Mages should be able to cast spells without a staff. It would do very little damage, and they wouldn't gain any stats the staff might give, but it would be cool.
    -All classes should be able to use any weapon they want- it would just always do a damage equal to 0.3x + y in which we assume that x equals the player's level and y equals a random number between -5 and 10. If the player's level is below 15, it will default to 1.
    -Players should have the option to create a Independent profile, similar to how you can create a Hunted profile or a Craftsman profile. In this profile, the player's bank will be unique to the class and the player would not be able to access the bank on its other profiles. The req for creating this would be having at least one lvl 30+ character.
    -Players should be able to obtain a portable bank scroll from traveling NPCs that spawn randomly, selling 1-3 of these scrolls. Each one would cost 15 emerald blocks. This scroll would allow players to access their bank anywhere.
    -Although this may be a controversial opinion, I think that profession exp should be permanently doubled, or tripled. As a former Hypixel Skyblock player who farmed pumpkins over four hours a day for two months, I am not saying this out of laziness (mostly). I am saying this because I think that video games as a whole should move away from grinding for tens of hours to gain Woodcrafting 100. I think that skills should be much easier to upgrade, and the challenge would lie not in upgrading them, but in finding the ingredients. In addition, it would make skills more progressive. As players level up and unlock more areas, they can upgrade their professions as well. This idea would need to be fleshed out much more, but I think that moving away from the grind is generally a good idea.

    That's going to be all
    Thanks for listening to my TED talk, those who made it through this rather lengthy post. This concept is mostly based around adding variety between classes, and I'd appreciate you telling me what you think about it. I'll probably update this in the future if it gets attention.
     
  2. one_ood

    one_ood c lown VIP

    Messages:
    3,622
    Likes Received:
    6,313
    Trophy Points:
    215
    Guild:
    Minecraft:
    hi for future reference there is a suggestions subforum that this better belongs in
     
  3. Viv77

    Viv77 Travelled Adventurer

    Messages:
    26
    Likes Received:
    7
    Trophy Points:
    16
    Minecraft:
    lol there is? my bad thanks for letting me know
     
  4. touhoku

    touhoku heavy spell pioneer Item Team CHAMPION

    Messages:
    615
    Likes Received:
    1,737
    Trophy Points:
    146
    Guild:
    Minecraft:
    Not to discount the work you put into this idea, but in my opinion you really haven't played the game enough to see the variety that already exists.

    The item team works hard to create a balanced meta (and does a reasonably good job) where there isn't one option per class, but several. The guild I am in is based off of people who enjoy class building, and it's really what makes this game so strong, imo.

    I hope you find when you get past level 103 on multiple classes that you have a similar experience. Give it time!
     
    Ellphant and one_ood like this.
  5. PopePurpleTTV

    PopePurpleTTV *:^)=Immortal=(^:* Media CHAMPION

    Messages:
    615
    Likes Received:
    779
    Trophy Points:
    123
    Minecraft:
    I've responded in the order of "What?"

    That's a lot of pathfinding and we all know minecraft isn't known for it's pathfinding.

    This is partly due to lore. Also, why would you use a weapon you weren't good with? Forgetting lore it makes no sense to put yourself at a disadvantage.

    Kinda busted, ngl. Is it single use?

    So part of this is because: grinding is good for MMO's, it keeps player numbers up, also due to this ceiling there is a big and profitable market in actually getting up there. Changing it could have effects on the market, more than likely crashing it out later.


    Could be fun, but could also make boss fights and pvp more memey

    You do these for spells? You're doing different things with the spells. And you don't have too to use INT on any class if you don't want too, it's just helpful in a fight if you need quick heals, quick resistance, an escape, etc.
     
    one_ood likes this.
  6. Viv77

    Viv77 Travelled Adventurer

    Messages:
    26
    Likes Received:
    7
    Trophy Points:
    16
    Minecraft:
    Let me try to clear things up for you



    That's a lot of pathfinding and we all know minecraft isn't known for it's pathfinding.
    TBH I didn't know that, and those spells are just some examples.



    This is partly due to lore. Also, why would you use a weapon you weren't good with? Forgetting lore it makes no sense to put yourself at a disadvantage.
    Honestly, it just bothers me that my mage can't use a bow. I don't have any particular reason for this, just making it more realistic I guess.


    Kinda busted, ngl. Is it single use?
    Of course. That would be so overpowered if it was multiple use. And these NPC's would be very rare occurrences. And the scrolls would be untradeable.


    So part of this is because: grinding is good for MMO's, it keeps player numbers up, also due to this ceiling there is a big and profitable market in actually getting up there. Changing it could have effects on the market, more than likely crashing it out later.
    I don't think it would crash the market due to expensive ingredients. Also, for Champions and those who can afford bombs, profession exp is already doubled, or even quadrupled depending on the bombs you used and the profession. Prices would drop, but ideally ingredients would be made rarer to counteract this. This would affect lootrunners, but the average player would still get these ingredients over the course of a playthrough. However, the player count was something I didn't think about.



    Could be fun, but could also make boss fights and pvp more memey
    I don't really see how that could make pvp and boss fights more memey. Instead of hitting them with a metor once for 8k damage, your teleporting through them four times for 2k.



    You do these for spells? You're doing different things with the spells. And you don't have too to use INT on any class if you don't want too, it's just helpful in a fight if you need quick heals, quick resistance, an escape, etc.
    I agree that you don't use the same spells or anything. However, the system does not change much. It just changes what skill you upgrade to reflect the class. Once again, even if I don't use a ton of int on a archer, it still feels like I'm just playing a mage with different spells and more damage. The entire idea of this was to add variety. Also, re-using my point from the post - Why the heck would a warrior be using intelligence to perform a war scream. Using strength to do that doesn't make much sense either, but it makes more se
    ________________________________
    Ok, thanks for the feedback!
     
    Last edited: Feb 5, 2021
  7. TigerYaisou

    TigerYaisou Famous Adventurer VIP+

    Messages:
    693
    Likes Received:
    1,010
    Trophy Points:
    146
    Minecraft:
    warp users: im 4 parallel universes ahead of you

    theres already some spells that do this, such as teleport giving more control, uppercut launching you up, escape's fast fall, uproot pushing away instead of pulling, etc

    OH NO ITS NIGHTHAWK 2, ELECTRIC BOOGALOO(also take hsb as an example, homing arrows are sometimes really bad, and make your bow worse if theres a mob below you or behind a wall)

    this... may cause some MAJOR code issues. what would happen if you held R as a mage holding a bow. would you spam teleport? would you shoot normally? could you cast arrow storm?

    makes lootrunning a bit too op, the CT has confirmed they wont add any sort of emerald compressor for a similar reason
     
Thread Status:
Not open for further replies.