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Spell Tree Builds

Discussion in 'General Suggestions' started by ProfSilver, Dec 23, 2015.

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Spell-Tree Building: Should it be a new feature?

  1. Yes

    50.0%
  2. Yes, but not like this (if so, please explain)

    16.7%
  3. No (if so, please explain)

    12.5%
  4. These are good but unbalanced

    12.5%
  5. I'd prefer the Bank mechanic, but good idea

    8.3%
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  1. ProfSilver

    ProfSilver Head of the Professors Guild VIP+

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    To make my point, I'm just going to show how this works with the Mage/Dark Wizard class. If requested, I'll do more, or even all of the classes. Ok, so let's get to it.

    You probably already understand what this is going to be, but I'll give a quick explanation anyway. Okay: So, when you level up to the right level, you get to choose one of three (or any number really) of spells. The upgrades are still preset, however, so keep that in mind.

    Tier One Spells
    Healing

    -Hunger: 8
    -Heal: 40% (self & nearby)

    Arcane Sacrifice

    -Hunger: 2
    -Damage: 20% (self)
    -Mana: Completely replenish

    Ward

    -Hunger: 6
    -Damage Resistance: 30% (self & nearby)
    -Duration: 15s

    Tier Two Spells

    Teleport

    -Hunger: 3
    -Teleports player in given direction

    Recall

    -Hunger: 3
    -Teleports player to where they were 16s ago,
    their health will be restored to how it was 16s
    ago.

    Wind Blast

    -Hunger: 5
    -Launches the player forward on a gust of wind,
    dealing 40% damage to players the user passes
    through.
    -Travels maximum of 8 meters

    Tier Three Spells

    Meteor

    -Hunger: 6
    -Damage: 400%
    -Summons a Meteor over target location

    Magic Shroud

    -Hunger: 10
    -Summons a large cloud, surrounding the player.
    -While inside the cloud, the user gains speed I, and enemies are inflicted with slowness I. -Damage dealt to enemies is also increased while in this cloud.
    -Vision is also limited to everyone but the user.

    Ghost Aura

    -Hunger: 10
    -Gives all players within 30 blocks a white outline (glowing effect, 1.9 only) for 30s
    -Speed II for 5s
    -Resistance 60% for 5s
    -Damage -80% for 7s
    -Partial Invisibility for 10s

    Tier Four Spells

    Ice Snake

    -Hunger: 6
    -Summons a snake of ice
    -Deals damage on impact
    -Slows enemies for 5s

    Fire Cobra

    -Hunger: 6
    -Summons a cobra of ice
    -Deals damage on impact
    -Lights enemies on fire for 10s

    Earth Serpent

    -Hunger: 6
    -Summons a serpent of earth
    -Deals damage on impact
    -On impact launches enemies into air

    Also, if you would prefer to have less of a trade-off with the spells, then I have yet another concept for you: the "Bank" mechanic. In this, you have a bank of spells that you unlock as you level up. You can choose which ones you actively have in your four main spell slots, and which combination of clicks you need to activate whichever spell you choose to put in each slot. This allows you to choose which spells you like, further customizing your character.

    So that's it for my ideas! If you enjoyed or thought these were good, please leave a comment. If you thought these were unbalanced, a bad idea, or simply formated in a way you dislike, please leave a comment as well, explaining! ~Silver

    Note: I already mentioned this, but if I get enough requests, I'd be willing to make more Spell Trees.
    Note V2: I spent a considerable amount of time designing it just right, so that it was not unbalanced. If you think it is unbalanced, leave a comment or I will completely disregard your vote. If I can't change what I did wrong, I won't bother troubleshooting to please you guys.
     
    Last edited: Jan 5, 2016
    JZky, IggyBoii, Artikae and 2 others like this.
  2. Matt Jones

    Matt Jones Dying from attempts to sequence break.

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    I really like this idea, but the Recall ability would be extremely laggy-- Perhaps it could be changed?
     
  3. ProfSilver

    ProfSilver Head of the Professors Guild VIP+

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    Sure, I'll try to change it up a bit, to reduce lag and balance it a bit more. It'd be rather OP to get to 1 health, and undo all the damage in an instant.
     
  4. The One-eyed Guy

    The One-eyed Guy that guy VIP+

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    It's actually not hard- Hypixel Warlords has a very similar Timewarp ability.
     
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  5. ProfSilver

    ProfSilver Head of the Professors Guild VIP+

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    Wait- so, should I keep it or not? I'm a bit confused now. I've been working with these so long now, that I can't even tell if it's well balanced. Please let me know.
     
  6. Kahsol

    Kahsol Local Serial Liker CHAMPION

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    Nnnno.
     
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  7. ProfSilver

    ProfSilver Head of the Professors Guild VIP+

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    Think that's too over powered?
    ________________________________
    20% of your health is quite a bit. I mean, think about that in a battle sense. It'd be considerably difficult to cast that more than once, while staying alive in a fight.
     
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  8. Matt Jones

    Matt Jones Dying from attempts to sequence break.

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    The main loophole I can see with the Arcane Sacrifice is that you could immediately heal yourself afterwards--But that's not a problem, as you have to choose that instead of Heal. I honestly am not sure how OP that would be--But think about this: They would have to get to a level where they could have offensive spells before it would be useful-- Before that it's just a waste. Honestly, I think it wouldn't be a bad tradeoff--No helpful spells for a while, but you're able to spam them a bit more once you've gotten them.
     
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  9. ProfSilver

    ProfSilver Head of the Professors Guild VIP+

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    Actually when I had this in mind, I was planning for two types of mages: The support mage, and the Offensive mage. The support mage would constantly be replenishing the offensive mages health, removing negative effects, and otherwise evening the playing field to their advantage, while the offensive mage would be sacrificing that newly gained health to constantly cast spells with no regeneration period. Of course, this combo collapses when the support mage runs out of stamina.
    ________________________________
    And yeah, perhaps it does need a small buff; for instance, dealing slightly more damage to the player, but also damaging nearby mobs slighty/increasing the damage of the default attack slightly, just to offset the gap.
    ________________________________
    Also, if you would, please do vote on the poll.
     
    Last edited: Dec 23, 2015
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  10. The One-eyed Guy

    The One-eyed Guy that guy VIP+

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    I'm not very sure :/
     
  11. ProfSilver

    ProfSilver Head of the Professors Guild VIP+

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    I'm thinking about replacing it, but I don't have any ideas for that. Do you?
    Note: It has to be a mobility spell, or similar in some way.
    ________________________________
    I'd also prefer it to be unique*
     
  12. Flubby

    Flubby left and accidentally became leftist VIP+

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    I honestly don't see this as a viable addition, considering the newest Gavel content.

    Into the mind of the Flubbyâ„¢ With your host, FlubbyB

    First off, we see a mush of hate, lies and leftist ideals.

    Then we get to the part allocated for Wynncraft.

    The direction Wynncraft has been taking, development-wise, is not designed for 'Spell-Trees', unless a massive change is going to be taken.

    Currently, the biggest deal in Wynn is armor. It is quintessential set of items that determine your build. You can make a build that encourages using Charge or Teleport as primary methods of damage. I for one, run a build I call "Acid Mage" (ask me later).

    Spell Trees take away the things that define each individual spell. I build around teleport damage and Ice Snake mobility reduction. Someone may build around Arrow Storm speed and Escape buffs. Breaking down core elements of Wynncraft like this is going too far.

    The spells are basic things everybody who plays understands. A tree dissects that and removes it's personality. Teleport no longer becomes Teleport, it becomes 'Super Sonic Vampire Teleport'.
     
  13. Feasgar'Ciaradh

    Feasgar'Ciaradh Nailed it!

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    Yes, like the Purchaseable Spells with both of them.... The combo! SPELLLS
     
  14. ProfSilver

    ProfSilver Head of the Professors Guild VIP+

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    Alright, I'll admit; I had a hard time coming up with an answer to that. (not why I hadn't responded, I just didn't see it until today- sorry about that!) So, the first bit I don't really understand, not sure if it was a joke, something you usually do, or a jab at my post. I'm just going to ignore that part until further clarification is presented.
    I see what you mean when you say that specific spell building is a core element of WynnCraft (sorry if I'm misinterpreting this, if I am please explain a bit more), and all my idea is supposed to do is expand upon that already existing foundation. Also, "Teleport no longer becomes Teleport, it becomes 'Super Sonic Vampire Teleport'." is already somewhat of an aspect with spell builds? I mean, how is that different with my suggestion. You can customize and vary the use of spells to the point at which it's completely different from the intended use, and call it whatever you like. How does the make my suggestion any less valid?
    The point you made about armor being the main factor in builds is one of the reasons I chose to make this thread with this specific suggestion. It just makes no sense in the context of the game, especially with the automatic upgrades to the spells on each upgrade, along with allocate able skill points. I feel like the character customization should go beyond that.
    Either way, in the end, I only posted this to get some fresh ideas for WynnCraft out there. Every playthrough of WynnCraft feels repetitive, and this was meant to help combat that.
     
  15. Artikae

    Artikae Proud Leader of The Document VIP+

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    Also, something else: By basing class specialization solely off of armor abilities, the entire system is significantly obfuscated. One must search the forums to figure out which armor best helps them with what they want to do. By using spell subtypes, newer players can more easily figure out what they want to try without needing to blunder around a somewhat confusing system or read a forum guide. I do still like the armor contributing to your character's abilities, however it should not be the sole determinant of specialization.
     
  16. ProfSilver

    ProfSilver Head of the Professors Guild VIP+

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    I completely agree with your point. Thanks for posting! ~Silver
     
  17. (Meric)

    (Meric) No longer edgy

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    Ok im going to name a OP spell that someone else may have said already. Reacall is really op. For only 3 hunger you could spam it and constantly heal during a boss fight if you just run in a circle. (EX: you get hit do timewarp heal hp, get hit again do timewarp, wait 16 sec do timewarp.) Arcane sacrifice is to op as if you have the correct build you can just heal yourself back up. Also health pots are cheaper than mana pots so....... yeh
     
  18. ArchAngel_Diablo

    ArchAngel_Diablo I'm ready for gravel

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    This spell tree is basically COMPLETELY changing all the spells.
    Instead of giving different spells, maybe modify the spells a little bit.
    Example:

    Tier One Spells

    Healing

    -Hunger: 8
    -Heal: 40% (self & nearby)


    Replendish

    -Hunger: 5
    -Heal: 70% over 4 seconds (kind of like hp pot)


    Magical Shroom

    -Hunger: 10
    Places down a totem (flag, whatever) on where you are standing for 10 seconds, heals 20% hp per sec

    Despite how different the spells are, they are still healing yourself, remaining in the healing section.
    Another example:


    Meteor

    -Hunger: 6
    -Damage: 400%
    -Summons a Meteor over target location


    Meteor Fall

    -Hunger: 5
    -Damage: 50%
    -Summons multiple Meteors over target location for 3 seconds, summoning 2-3 meteors each seconds


    Eruption

    -Hunger: 8
    -Damage: 500%
    Charges up the ground around you for 3 seconds, causing the floor to instantly erupt, dealing massive damage and causing 20% fire damage per second for 5 seconds.
     
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  19. Rockachaws

    Rockachaws Professional Memer

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    There are some good ideas in here, but some need to be changed. (Also, you would need to edit them all to give them the different level upgrades)

    1. Magic Shroud and Ghost Aura don't really seem to fit in the same category as Meteor, as it is the damage dealing ability of Mage, and while Magic Shroud does some damage, Ghost Aura does NO damage whatsoever, so you need to fix that to switch that theme back to the more meteor-esque theme.

    2. Recall is a bit of a tricky move, they succeeded with this in Mineplex with Recall for Assassin in Champions mode.

    Two options for Recall:
    - But, 16 seconds is a lot of time to keep track of, I suggest bringing it down to 8 or 6 seconds so it is less OP, as well as taking the complete change of health. It could either screw you over or be SUPER OP. I suggest just adding a 8 or 6 second recall and then a 20% heal to it. (Also, it needs to be on cooldown or something, as imagine how SUPER LAGGY THE SERVER WOULD GET, if you spammed this ability. Get a crap ton of mana regen and steal, get a max intelligence, and you could break every single server, NO JOKE. Also, to actually have recall as a serious move, you would need cooldowns, and I don't think the devs want even more confusing aspects to the game when they are already trying to fix all the lag.
    - Make it so it teleports you backwards, heals you and gives knockback. (All in the order of unlocking spell upgrades, in order as I just said.)

    3. Wind Blast is basically the exact same as teleport with a little bit of free control over the movement, which would be really useful to a mage, as anyone who plays a mage knows how frustrating climbing a mountain can sometimes be just using teleport, as you have to get angles right and stuff.
    ________________________________
    I like the ideas that you have for the meteor replacements, but I think his ideas for the Right-Left-Right were already good, allowing different playstyles as a mage is a good idea. Making them all heal spells would make the entire POINT of this thread meaningless.
     
  20. Matt Jones

    Matt Jones Dying from attempts to sequence break.

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    I do agree that Recall and Arcane Sacrifice are really OP, but I believe they could be fixed with some balancing--Perhaps make Arcane Sacrifice take 40% of health rather than 20? And Recall could be used once to set a place to warp to, and used a second time to TP there-- After a short time the warp location would be reset-- Perhaps after 8 seconds?
     
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