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My Take On Why Warrior Needs A Buff

Discussion in 'General Suggestions' started by Thepaladin, Nov 16, 2020.

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  1. Thepaladin

    Thepaladin Well-Known Adventurer

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    The warrior class is currently the weakest class in wynncraft and has basically nothing going for it other then being tanky (also yes ik warrior can crowd control but now the shaman exists and he can do it even better then the warrior dou to a better arsenal of spells and a higher base dmg presentage) , a power that the other classes dont even need (mage can spam heals, assassins can just vanish away and potion from safety, archers have insane speed and are pretty hard to hit while outputting massive amounts of damage with their spells and shamans can just totem).

    The warrior has a very simple playstyle, which makes it the best class for a beginner to choose, but also makes it so you cant do a whole bunch of builds as efficiently then the other classes.

    The warrior's role is to be a crowd controlling tank, but his spells, while fitting the role given, arent very good for those roles. (I will talk about all the spells at max level)

    Bash spell - the bash spell causes 2 "explosions" that deal 130% dmg each at a range of 5 blocks (also gives 40% earth dmg buff for the spell dmg) and causing slowness to all enemies in the radius of the 3rd blast for 10 seconds.

    While being a useful spell to slow down a group of enemies directly in front of you, it won't help against enemies that you aren't directly looking at.
    I would buff bash spell by making its AoE a triangle that comes out of the player (range of 8 blocks). The spell will make a series of explosions moving from right in front of you to 8 blocks away from you. With the first explosion dealing 200% dmg and the next ones dealing -10% then the one before them (200% , 190%, 180% etc...) while keeping the slowness buff but make it work in reverse from the dmg (the further from the warrior the longer the slowness will last)


    Uppercut spell - it's a great spell with great dmg but it's to linear to be a useful crowd control tool.
    I would buff it by changing it from a straight line to a circle around you (radius of 4 blocks) with every other feature of the uppercut spell staying the same.


    War scream spell - war scream is a spell that grants the warrior and all players around him with a resistance and a strength buff. It also shoots a projectile which is the only ranged tool the average warrior has in his arsenal.
    I personally think that the projectile (being the only ranged tool for the warrior) needs a buff, so the projectile will inflict weakness and slowness debuffs on all enemies that it hits, and its range will be increased from 14 to 20 blocks (so warrior could finally kill the golden avia without parkour). This alone will be too powerful so in exchange the projectile will lose its damage (but not the knockback).


    Charge spell - this is the warrior's movement spell, its unique for both dealing damage upon landing and that it has no vertical capabilities (you can technically get a 2 block jump if you have good timing and looking down while using the spell and jumping)
    This spell can be buffed by simply making it so that if the caster looks down while aiming the spell, the result will be similar to the archers escape spell but slower and with less range. (The damage in landing stays ofc)


    These spell changes will make the warrior better at crowd controlling and by allowing the warrior to incur debuffs with his a player can now have more freedom with their choices of gear as they won't be forced into the tank role as much due to the class having a bit of extra mobility and the focus shifting away from tanking direct damage to keep the enemies at bay and keeping them away from you and your party.

    The warrior desperately needs a buff, as it's original main role is now taken by a class that is more versatile and can do much more then the warrior. This situation makes it so that warrior can either be reworked completely to have a unique role once again, or it can be buffed to best the shaman in crowd controlling forcing shaman to be a hybrid class that has a bit of every class in it but not overshadowing and making other classes not as usable and appealing to players.


    So in conclusion, the warrior is currently a useless class with it's original essence of tanking not needed as much because of the new heal spells and combinations (like multiple heal totems with a mage spamming heal while the archer just tears through a bosses hp) and with the new shaman having crowd control abilities along side other very powerful spells, playing warrior no longer brings the player something that is unique for just this class and therefore needs buffs to regain usefulness in the current state of wynncraft.

    (This is all my opinion that you may agree or disagree with it, from what i was able to see im the 1st one to suggest these)
     
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  2. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    So second escape but worse.
     
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  3. Thepaladin

    Thepaladin Well-Known Adventurer

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    Basically yes, in addition to the regular charge spell
     
  4. ZockerCam

    ZockerCam Travelling sorcerer. Master of Wind Magic. VIP+

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    Its true.. warrior sucks at the moment. I mean even mage is a better tank than warrior because of its ok defense and heal spell. Warrior needs more defense and more useful spells.
     
  5. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    english only please
     
  6. Kometa_

    Kometa_ Sausagе

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    This is an automatic translation. I didn't even notice. Sorry
     
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  7. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff warrior. HERO

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    https://forums.wynncraft.com/thread...ts-fix-that-93-8-approval-180-support.257599/

    You're bash, if I'm understanding it correctly, seems insanely op. Alot of the suggesyions here do seem to just be "buff warrior beyond belief."
     
  8. Ankarin

    Ankarin Wise Mystical Tree CHAMPION

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  9. Thepaladin

    Thepaladin Well-Known Adventurer

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    what exactly makes this bash op ?
    i honestly don't see it, you could've understood the bash wrong or its probably something i just didn't think about so if you can explain it so i can adjust my suggestion i will appreciate it
     
  10. AmbassadorDazz

    AmbassadorDazz Discord Killjoy Staff Member Moderator HERO

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    Keep in mind that both Warrior and Mage are semi-interchangeable for the tank role, with Mage having access to heal and Warrior being bulkier. Out of the two, due to Warrior having lackluster crowd control, Mage is the better tank of the two. The thing is, any class can take on any role - I've seen healer archers who use Ignis to keep their allies afloat at the expense of not dealing any damage.
    To quote Jaydon,
    And he's not wrong. This suggestion makes Bash into an imbalanced abomination capable of doing high-40k damage with non-mythic weapons. A simpler way of tackling Bash would be limiting its Knockback, or giving it negative knockback in order to force enemies towards Warrior, and not away from them (obviously, shift-casting will have the opposite effect).
    No.
    I consider Uppercut to be balanced (apart from its ability to allow you to shoot yourself into the air), and touching it any further will make it a much better Aura/Spin Attack - much better, as in, so broken that it will actually kill the balance of the game. Warrior should have AoE damage, but it shouldn't have tons of AoE.
    War Scream is also relatively balanced apart from its knockback. Giving it utility is fine, but Weakness/Slowness is probably not the way to go. Ideally, a tank player will want to get the attention on themselves so their allies can deal damage undisturbed (YMMV, since Minecraft's aggression mechanics are a bit wonky), so giving War Scream the Bash treatment above will allow a Warrior to control whether they pull or push enemies so they can soak up the damage.

    Increasing the projectile range seems fine though.
    Warrior is deliberately designed to be hard to move around (which is a shortcoming that we unfortunately have to live with). While it has good horizontal mobility, it has weak vertical mobility, which it doesn't necessarily need.

    Given that you said:
    Yes, it does need a buff, but not that big of a buff. QoL changes and several spell interactions are welcome changes, making Warrior a better tank, but what you are suggesting is basically making Warrior into Shaman levels of disgusting with no visible drawbacks - Shaman sacrifices its base defense (a measly 50%) to deal high AoE damage. With Warrior's base defense and the changes you are proposing, it will simply be too OP.

    No, you're not the first one to suggest this. There have been several threads before this one suggesting changes to Warrior's kit, notably this one by @JaydonTheWarrior, who has done a better job explaining the shortcomings of the class better than I could (even though I also made a thread regarding this).
     
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  11. Thepaladin

    Thepaladin Well-Known Adventurer

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    First of all, I see that you misunderstood me saying that i'm the first one to preset this idea of buffing the warrior like this, I'm not claiming in any way that i'm the first person to say that we need to buff warrior, all i'm saying is that the ideas presented above are my original ideas and I didn't copy them from anyone.


    Bash spell (my idea for it not the one in game ) is more powerful then regular bash and if you spam it from close range you can indeed output massive amounts of damage which makes it an op spell (I admit that I have pushed it too far that's my bad) but you can just keep the damage at 130% like the original spell instead of buffing it to 200% and this can keep the spell at the same max damage output as the one currently in game (as both still have the same mana cost and because of the distance between the blasts you cant hit a mob with more then 2 blasts unless its a giant and even then you will only get a 250% damage per hit (if it was 200% the mob was to take 390% damage) and you can lower the damage from the spell if its still too powerful as the bash spell is meant to be used for keeping enemies at bay. also reverse knockback is a great idea and you can just make it so that shift-casting will pull enemies towards you and regular casting will give them slowness.


    Charge spell - Yea i guess if I wanted to high jump i can uppercut but it would be nicer to remove the launch mechanic from uppercut and move it to the charge spell to make it more compact and also cheaper (mana wise)

    Uppercut spell - you compare the uppercut spell to spin attack and aura, spin attack is one of the best spells in the game due to it being able to stun any mob for one second and it cleansing you from all negative effects and stealing all of your enemies positive effects, the only reason spin attack isn't super op is because if its low damage at 150%. aura spell on the other hand, is basically what I want warrior to have, it does the exact same damage as uppercut with much more range and the ability to prison enemies hit by the spell enabling you to either get a guaranteed hit making aura a much better spell then uppercut. so making uppercut an aura spell with smaller range and without the prison ability is in no way gonna break uppercut (you don't need to reduce the range on uppercut, in fact i'm pretty sure that you can increase the range of the spell to 16 blocks in radius and still not break uppercut) (aura is 15 blocks in radius and it will still be a better spell)

    War Scream spell - I'm glad you agree that war scream given utility is good, now let me explain to you why negative buffs on enemies is the way to go (logically). when your'e fighting someone and suddenly he just screams from the bottom of his lungs and you can see him getting stronger and more resistant I honestly thing that your initial response will be FEAR from that beast of a man that you know is about to destroy you in combat, and that fear is made a mechanic by making your enemies weakened and slowed down from sheer fear of you and your allies moral boosting up giving them the same buffs as you. You can also change it so the spell just inflicts weakness and slowness to all enemies in a radius of 15 blocks from you (maybe less maybe more) instead of assigning the debuffs to the projectile.


    So in conclusion, I admit that bash was op and I lowered the damage on it so you cant output massive damage like with my original idea. I moved the shift-casting of uppercut (just the launch ability) to charge spell. I explained why I think that my idea for war scream buff is the right one and i explained why making uppercut more like aura will not actually break it.

    also your'e more then welcome to respond to this with your thoughts
     
  12. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    Warrior might need a small buff as a class, but I don't think the spells warrior has are really the issue since when given the right equipment warrior can be really good. At this point I think they just need a slight bulk increase to account for them not having heal and to have some of their more common weapons buffed. That's probably a hot take though.
     
  13. CountBurn

    CountBurn Hackysack? HERO

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    why
     
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  14. Kap'n Kronch

    Kap'n Kronch Warrior Purist HERO

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    I'm gonna drop this here
    https://forums.wynncraft.com/threads/ideas-for-warrior-spell-changes.274846/#post-3292140
    ________________________________
    The spells very much play a big part in what makes warrior bad. A few of them don't even work as intended and cancel buffs, such as warscream which cancels strength and defense buffs from Bash and Charge respectively. Another thing is that Bash as a spell is extremely lackluster, its not good at what its meant to do at all which is to keep enemis at bay while slowing them. The slow is barely noticeable and the damage mediocre, not to mention that warscream is a WAY better knockback spell.
     
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  15. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    I would consider the cancelling of buffs to be more of a bug then a fundamental issue though, as that's clearly not how the features are supposed to work. As for the actual spells, I think charge is actually good, it really needs a major ID which increases its damage by like 1000% to turn it into a viable attacking spell at the cost of everything else but idk. Warscream is... well it's interesting, I think the buff is good but it's kind of problematic that a spell spot gets wasted on something which is realistically only a buff spell. Making warscream heal the player a little might be a good buff to the spell to make it more of the last resort spell it's clearly intended to be. Uppercut is a fine spell as is, I think the buff it got in 1.19 fixed it for the most part. I also think bash is mostly alright, though I don't think it should be a knockback spell at all and it's damage is weak. My point about the spells was more about the fact that they're not irredeemably bad, they just need some tweaking.

    I think the biggest problem though is the low damage overall, either with spellspam or with melee slap. Since both spell and melee damage is based the weapons base values, I think buffing the weapons would be an easy enough temp fix to give warriors a bit more of a chance. I don't think it's a great solution, but I do think it's probably the easiest one.
     
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