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Spell Locking System

Discussion in 'General Suggestions' started by AcadeeAlkana, Dec 30, 2020.

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Do you think this is a good idea? (Please read the post before inputting!)

  1. Yes!

    6.7%
  2. No!

    73.3%
  3. Meh.

    6.7%
  4. Yes, because...(comment?)

    0 vote(s)
    0.0%
  5. No, because...(comment?)

    6.7%
  6. Meh. 'Cause (comment).

    6.7%
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  1. AcadeeAlkana

    AcadeeAlkana . . .

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    This isn't a major, ground-breaking change - just a little idea I had, which could make life a bit easier for various people - specifically, Spell-Spammers.

    Disclaimer
    To my knowledge, Spells cannot be imbued with Powder Specials. If they are, this may be more troublesome to implement, though not by much more.

    Spell Locking
    When you cast a Spell in a specific manner, it would be loaded in your Spell Queue. You could load a Spell into your Spell Queue either by Sneaking when casting a Spell or some other method (maybe casting a Spell while Sneaking and not moving, for instance). However, there's a catch: while Spells will not be affected by the Anti-Spell-Spam function built into every player, it would instead *increase the initial cost of all Spells by 2, as compensation.

    (*Draining Spells such as Vanish would cost 3 on the initial casting, but it would not drain 3 per second, only 1, as that's how it currently functions.)

    By locking a Spell, you could cast it by simply Right Clicking once, instead of clicking [R-X-X]. Rather than be bothered with inputting two extra clicks, your Spell would come out within the first R-Click, saving you the trouble. This would not only keep you from mis-clicking the wrong Spell, but make the game a bit easier for casual players.

    Does it sound like a laziness-inducing feature? Absolutely, but the game is less about actually requiring high skill and sweating as you pray you don't misclick, and more about what Spells you build around.


    The controls of this would-be feature in a nutshell:
    Sneak + Don't Move/Press/Hold W/S/A/D Keys + Input Spell = Spell Lock
    Locks the inputted Spell of your choice. Remains active until you deactivate it, even persisting through death. However, the Spell which was Locked would always persist between Weapons on your hotbar, for less coding complexity.

    Right Click While Spell Lock is Active = Locked Spell Cast
    Casts the Spell which you've Locked at the first Right Click, instead of waiting for you to input [R-X-X]!

    Sneak + Don't Move/Press/Hold W/S/A/D Keys + Input the Locked Spell while it's Locked = Spell Unlock
    Unlocks the Locked Spell and deactivates Spell Lock. You're able to end the Spell Lock by re-Locking the Spell which is currently Locked. IE: If you have Meteor set as the Locked Spell, you'd cancel the Spell Lock by re-Locking Meteor, if that makes sense. Obviously can't be used if Spell Lock isn't active in the first place.

    In Defense of the Idea...
    This could actually be harmful to a player, if not properly used. Think about it - if you can't use you're second Spell and are in between a rock and a hard-to-kill Mob...Well, you can guess how well that'd end for you.

    If you don't like the mechanic, and would rather not use it, then that's okay - it already requires a specific condition to activate which you simply won't run into during normal gameplay (unless you're weird, and teabag your enemies while not moving as you Spell-Spam them, but again - really specific inputs, so you shouldn't run into them). And if you want to never let the function see the day of light again, there would be a menu option which would completely disable it.

    This also helps Wynncraft in general, because newbies won't have to spend time finding and downloading a safe, reliable macro which can do the [Click-Click-Click] for them in a pinch. If they don't wanna actively enhance their Spell game, they don't have to, but the option will always be there.

    If you're concerned about activating it accidentally when Sneaking to not fall from a ledge, well...you're normally holding the W Key to get as far off of the ledge as you can without actually falling off of your perch.

    This at least isn't as ambitious as my other ideas, and I'm sure that the entirety of the Spell-Spam sector of the playerbase would be at least pleased with the idea. And if you're concerned with this reducing the skill required to play Spell-Spam...well, Wynncraft is already not precisely skill-based, and more-so strategy based, because a good build and a *perfect plan is often enough to keep you afloat if you know what you're doing. *Not involving piloting a helicopter into your enemies' faces, specifically.

    If you feel up to it, please comment what you think of the idea!
     
    Last edited: Dec 30, 2020
  2. Klepto

    Klepto A being VIP

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    Meh.
    There is a fault with locking spells. You need to spell cycle, or else the mana costs will increase with every cast after the 3rd casting I believe. Costs will eventually reset, but that takes a while
     
  3. AcadeeAlkana

    AcadeeAlkana . . .

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    Oh. Right. I just changed it a little bit.
     
  4. Klepto

    Klepto A being VIP

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    Also you don’t need amazingly fast click speeds. I think 5 cps is enough
     
  5. AcadeeAlkana

    AcadeeAlkana . . .

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    Oh, right. Again. Changing it now...Again...
    ...Aaaaand done!
     
  6. quick007

    quick007 Master Adventurer

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    so, this may become an issue with ppl trying to use multiple spells at one.


    also, this would be annoying for ppl who accidentally lock a spell and don't know how to unlock it. I really hate games where I touch some setting by accident then mess it up without being able to easily revert it.
    ________________________________
    also pointing out I ussually cast powder specially without moving so
     
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  7. AcadeeAlkana

    AcadeeAlkana . . .

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    This would be toggleable from the menu, being initially set to not trigger Locks. Remember that you could choose to turn this off, if you wanted to play without it.
     
  8. one_ood

    one_ood c lown VIP

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    shaman players lol


    uhhhhh overall not a fan.
    my main problems are 12 cost uppercut and... spell cycling is dead L.

    i don't see why this would be added. the major id sorcery already has a similar, but much less punishing effect, which i personally like (once the kinks are worked out of it).
     
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  9. Qzphs

    Qzphs Unskilled Adventurer VIP+

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    @AcadeeAlkana 's best class is level 39. there's a reason why they mysteriously don't know what they're talking about when they bring up this spell idea.

    also wynntils's macro feature already outclasses this entire suggestion.
     
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  10. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Sorry @AcadeeAlkana but please, get to to the endgame (or at least lv.70) before starting combat overhaul.
     
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  11. quick007

    quick007 Master Adventurer

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    lmao yea I keep forgetting that
     
  12. Neptune

    Neptune Self-proclaimed Az Cult Leader

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    Hi yes, i am a spellspammer myself yes, every builds ive made for myself has at least 1/1 cost cycling and 7 mr.

    2 more cost on other spell for infinite spamming of one spell? sounds like a good deal to me!... but there is a catch...

    Let's count how many classes is able to utilize the function!
    Entropy's Meteor
    ...
    uh
    that's it?
    why?

    To answer that, we need to know that ALL OF THE OTHER DAMN SPELLS takes time to land/gain full effectiveness
    Shaman's Aura duration to get to its full size is 1.5s.
    Archer's Bomb Arrow has travel time.
    Mage's Meteor has travel time.
    Assassin's Smoke Bomb takes time to land and deal Damage over Time (DoT), recasting cancel current bombs.
    Mage's Ice Snake has travel time. (and is a useless spell on its own)
    Shaman's Uproot has travel time. (and is a useless spell on its own)
    Archer's Arrow Storm has travel time.
    Archer's Arrow Shield is an Active that acts passively.
    Shaman's Totem is an Active that acts passively.
    also haha locking travel spells with no repeated cast penalty means Warp is useless lmao.

    AND additional spell interactions!
    Warrior desperately needs to cycle Bash->Uppercut repeat to create what's known as Uppercancelling, which brings out full effectiveness of Uppercut.
    Assassin MUST continually cast Vanish to bring out their other spell's full effectiveness.
    Beside vanish, Spin->Multihit locks a mob in place during Multihit.
    Smoke bomb is able to be used as a DoT that provides additional damage.
    Shaman main spell, Aura is RELIANT on Totem.
    And to upkeep Totem, Uproot MUST be cast periodically (or recast Totem).

    "Can't we just wait for travel times?"
    NO.
    During travel time, you can just be very well increasing your overall Damage Output by casting ANOTHER spell.
    + Examples include:
    Ice Snake/Teleport/Heal->Meteor while Meteor is traveling.
    Casting Bomb Arrow while Arrow Storm is traveling.

    AND the most important of all is ACTUALLY utilizing the CORRECT spells in certain situation to bring out the BEST result.
    ...wait, you should've already known this right?
    upload_2021-1-2_0-49-54.png

    OH, THAT'S why!
    That is ALSO why so many OBVIOUS things you HAVE missed.
    That is ALSO why this suggestion is FLAWED so badly.
    That is ALSO why you should...

    PLAY THE GAME.

    AND ALSO
    - Turn Entropy into the MOST broken Major ID IN THE ENTIRE GAME! With a WHOPPING ~42k DPS!
    - Makes player reliant on ONE spell.
    - DECREASE diversity.
    - NO usage.
    - ...and else I've explained above.

    How about getting skilled and NOT misclick?
    Also known as just gitgud lmao.

    Flawed. See above.

    So by holding Sneak to proc my Powder Specials periodically is weird? Good to know that like 50% of the Endgame playerbase IS weird. Hmmm... Weird.

    Dev time IS expensive. And even more expensive to SPEND on a USELESS function that 95% would NEVER see usage by the Endgame playerbase?

    Damn, IF newbies are able to download and properly set up a macro OF ALL THINGS instead of clicking 3 times, they should also be able to LEARN and IMPROVE instead?
    also
    upload_2021-1-2_1-8-21.png

    They might as well not playing Minecraft lmao
    Can't draw and aim your bow? Can't swing your sword at enemies? Fine! You don't have to! Go download a hacked client or some shit to kill the game's fun!

    ...and not even mentioning Wynncraft has the most basic COMBAT system I have ever seen in an MMORPG.

    upload_2021-1-2_1-14-42.png

    *at the time of writing

    HOW can you be SO sure about it WHEN you have NOT consider the most BASIC and OBVIOUS flaws the suggestion contains.

    Apologize to ETW, Fast Hybrid, Eldritch Outlook dungeon, Legendary Island and further contents down the lines of 1.20 right now.

    WHAT is a good build?
    HOW do you define a good build?
    Is it a build that lets you survive through the contents easily?
    Or is it a build that brings out items potential to its highest?
    Perhaps it gives everything you are comfortable with?

    TWF damage-focused is generally considered good! Can I just sit on enemies face and clear contents like its a breeze? HELL NO.

    Do you know what you are doing, writing arguments with obvious flaws like this?

    Flawed, useless, unnecessary and not worth the effort.
    Flipping other Wynn's mechanics upside down, messes up the game.
    Will go unused, never see the light of day.

    should not exist, and should not even be possible to think of.

    It is a no from me.
     
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  13. Qzphs

    Qzphs Unskilled Adventurer VIP+

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    @Neptune just tagging u so i dont have to quote

    i'm a hypocrite but you're probably rubbing it in too far. OP hasn't said anything on this thread in 2d+. there's already 3 posts outlining the reasons why the suggestion is intrinsically flawed, with an overwhelming disapproval vote on their poll. your post is much better written but i think the verdict on this thread is already clear.

    OP also gained 7 levels on their main class since my reply, which is more than the 0 levels that they gained between this suggestion and their previous one. i think it's ok to cut them some slack and believe that they are indeed playing the game to hopefully be better versed with wynncraft's game mechanics.
     
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  14. ramenstew

    ramenstew professional idiot HERO

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    Poor OP getting bashed rn
    We’ve all done this at one point, just play a bit more and you’ll be able to understand game mechanics better
     
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  15. AcadeeAlkana

    AcadeeAlkana . . .

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    I understand your criticisms and am not particularly offput by the more...harsh tone which you have supported your entire argument with.

    While it's not like I'm offended by this or internally fuming at the prospect of being an incorrect, uninformed amateur at most of Wynncraft, it seems a bit...impolite to rub it in. I'm more so surprised that this is the first genuinely ticked-off kind of response I've gotten to a post, and a surprisingly detailed one, nonetheless, and not the tenth-or-so argument of faulty reasoning and screamed-through-text insults...!

    I've remained quiet on this (and other) posts because I've been carried away with other games and not bothering to check the forums obsessively for responses. (Hehe Fire Emblem: Three Houses go brrrrrrrrrrrr-!)

    Long story short: You've given me good reasons and context to why this mechanic wouldn't work, so I'll keep what makes that a bad idea in mind as I (essentially permanently) shut up about it and cancel or reconsider closely related ideas, among those with similar aspects.
     
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