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Game Mechanics Two New Class Ideas: Speleologist & Alchemist!

Discussion in 'General Suggestions' started by maxikobi, Oct 16, 2021.

?

Which class is better?

  1. Speleologist

    85.7%
  2. Alchemist

    14.3%
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  1. maxikobi

    maxikobi Well-Known Adventurer VIP

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    Disclamer: I have played wynncraft before but I'm not so keen in the ways of balancing so any ideas for improving/balancing the damage will be appreciated.

    First one is Speleologist, to those who don't know, speleology is the study or exploration of caves.
    Description: After years of studying the ground and exploring caves, the Speleologist know where to strike the ground to disturb quartz veins to produce the desired effects.
    Damage: moderate, because of its short range.
    Defense: High, they carry many rocks so I guess that makes them have higher endurance?
    Range: Low, they are melee and swing with their pick.

    Damage: ***
    Defense: ****
    Range: *
    Spells: ***


    weapons: picks, and drills at higher levels(?)

    RLR - Pillar, a shining pillar of quartz ruptures the ground, dealing damage and launching enemies upward, disappearing after 3 seconds, 50% damage 10% air. 4 Mana.

    upgrade 1: tower, pillars can now be created one on top of another, when the base falls, all the pillars on top of it crush enemies underneath it.
    60% damage 15% air 5% earth. (also damage from being launched and damage from being crushed) and an extra 10% earth damage per pillar stacked (not including the base).

    upgrade 2: capture, while holding shift, instead of creating one pillar, you surround the creature you are looking with pillars for 5 seconds, afterwards the pillars collapse damaging any enemies trapped inside.
    70% damage 20% air 10% earth.



    RRR - Quartz Bomb, throw three magic loaded quartz chunks in the span of a second, dealing damage and launching yourself and enemies away from them (not other players though) can be exploded mid air if shift is pressed, 25% damage (per bomb) 5% earth 5 Mana.

    upgrade 1: flaming shrapnel, increases attack radius, any enemies hit by shrapnel get blinded (the effect) and lit on fire, dealing 10% fire per second for 3 seconds.
    30% damage 10% earth 5% fire.

    upgrade 2: cluster bomb (wow, big shock), when each bomb explodes, it creates two more smaller bombs, each dealing half the damage of the larger bomb.
    30% damage 15% earth 5% fire. cluster: 15% damage 5% earth 5% fire.



    RRL - Stalagmite, a large quartz spike thrusts out from the ground, 250% damage 20% earth 7 Mana.

    upgrade 1: extra spikes, spikes now protrude from the stalagmite 2 blocks in each direction, any enemy who lands on the stalagmite or on the spikes get dealt triple the amount of fall damage, and any enemy standing on the spikes gets dealt 5% damage per second.
    260% damage 25% earth 15% air.

    upgrade 2: Impale, if holding shift, the stalagmite will not launch enemies into the air, rather, it will impale the enemy at the top of the spike instead, dealing 10% damage per second.
    275% damage 30% earth 15% air.



    RLL - Quicksand, a vortex of earth pulls enemies into it's center and makes it harder to traverse inside of it (slowness I to whoever is inside it) 6 Mana.

    upgrade 1: Rougher sand, larger radius, now enemies inside get dealt slowness II and 25% earth damage per second at the center and 5% less damage every 2 blocks farther away from the center the enemies are.

    upgrade 2: sorry can't think of one.

    When mining the quartz for the grand Llevigar (sorry if that is misspelled) and discovering the magical properties of quartz, some miners dedicated their time to study it and it's natural formations.
    at the toturial, the guy asks if you can make a pillar underneath both of you to get over the boulder.




    WOO let's go second one, so i think most of us can agree that the crafting system isn't so great (not trying to offend just hoping it can be improved), so i thought "what if i make a class that is almost completely dependant on the crafting system?" and boom, Alchemist, this idea is also quite taking inspiration from the Fablehaven and Dragonwatch book series and also Dnd.

    Since the idea of this class is brewing your own potions, the base stats are pretty generic

    Damage: **
    Defense: ***
    Range: **
    Spells: ***

    so quick explanation to what i think this class' attack will be like. when brewing a potion, the resulting potion fits into one of four categories: Buff (healing, strength, elemental resistances (not immunities)), Utility (spider climb, speed, teleport), Attack (explosion, poison gas, you know the gist), Invocation (smoke cloud, ensnare). Each spell has a slot for a potion of its category, a potion that is crafted has limited uses, unless it is in the slot of a spell then it has unlimited uses.

    RLR - Buff, any buff potion in the buff slot is 1.5x times more effective, and any effects that give +strength/defense gain a +5 bonus. 15 Mana.
    upgrade 1: Splash - any potion effect you have is applied to allies in a 10 block radius. +10 bonus to strength/defense.
    upgrade 2: Tuned potions - you can now have up to two buff potions active at the same time. +15 bonus to strength/defense.


    RRR - Utility, any Utility potion in the buff slot is 2x times more effective (apart from movement speed), and any effects that give +agility/dexterity gain a +5 bonus. 12 Mana.
    upgrade 1: Swift feet - movement is x3 (including teleport distance) and if a potion gives -% movement speed, it is turned to +% movement speed, +10 bonus to agility/dexterity.
    upgrade 2: intelligent portions - the duration of potions in the utility slot are doubled, and you can have 2 utility effects active at the same time. +15 bonus to agility/dexterity.



    RRL - Attack, any Attack potion in the attack slot deals 1.5x times more damage. 14 Mana.
    upgrade 1: Elemental diversity - each attack gains a bonus 10% damage from each element.
    upgrade 2: Echo - attacks will now happen twice, with the second dealing half the damage.

    RRR - Invocation, any Invocation potion in the buff slot is 2x times more effective, and any effects that give +intelligence get a +5 bonus. 8 Mana.
    upgrade 1: Higher dosage - Invocation potions now have 1.5x times more range, and even if an enemy if is immune to the effect, it still applies. +10 bonus to intelligence.
    upgrade 2: can't think of one sorry (I'm starting to see a pattern)

    So what i thought of is that crafting ingredients, now also have some attributes, depending on the ingredient, and each attribute has a value, and of course the higher the rarity and level the higher the values; For example: soft sand, a quite low level and a very low quality ingredient, doesn't have many attributes and their values are not that high - earth: 3, air: 2, sand: 3. In comparison, Defender's Stone is a 3-star ingredient, but still quite low level, so it's attributes may be - earth: 5, stone: 6 (not many attributes but their values are high). One more example, Flashfrost, medium high quality, moderate level - water: 3, cold: 5. Other attributes i can think of are: poison, vines, flesh, spider, corruption, mineral, wood, slime, riches, glowing, flying, soul, projectile. when creating a potion, all the values are added together, and if there is enough of certain values, different potions will result. For example: if there is enough spider attribute, the spider climb potion (utility) will be the result. or if there is enough wood and flesh attribute, the barkskin potion (buff) will result (the fun thing is that you can take most of the spells in dnd and use them here as potions). also, the higher the value of the attribute the more potent the effect.

    When arriving at the province of wynn Alchemist recognized the magical attributes of the monsters and what they drop and decided to harness them to create powerful potions.

    Sooooo yeah, if you reached this far thanks for reading and please tell me how to improve these! I know the explanation for the Alchemist is a bit unclear so please ask any questions you have and I'll try to answer them to the best of my ability!
     

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    BlueTheSniper and shadowgodz19 like this.
  2. BlueTheSniper

    BlueTheSniper i makea da builds

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    Before even reading the mechanics you've come up with, in my head this sounds like a very unique and interesting class to credit to you!

    EDIT: Read the mechanics and I love it. This is easily my favourite community class suggestion yet.

    Not to sound rude but I don't really care so much for alchemist as it's, for example, compared to the Speleologist is a more generic and less interesting concept for a class. I also feel it sort of encompasses a mixture of mage and shaman + general buffs across the classes. Just my opinion though, seen this suggestion a million times before :shrug:

    Speleologist cool as fuck
     
    MlecznyHuxel99 likes this.
  3. maxikobi

    maxikobi Well-Known Adventurer VIP

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    Thanks a Lot! and you're not rude at all, alchemist is quite generic.
     
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