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Suggestion Make Combat Classes actually fun (in PvE)

FrostWings

Legacy Supporter 7
Retired Staff
Joined
Jan 5, 2016
Add more depth to classes by adding more unique, not necessarily combat-related, survival/QoL/fun abilities. HC at its core is an open-world RPG Sandbox survival game after all, so classes should have more abilities that lets you interact with the "Minecraft" world itself.

Good examples currently in the game are the Druids' vines and earth walls that actually spawns in (temporary) blocks in the world. When combined, you can do fun parkour (Only reason why I’m interested in Druid tbh). Some of the current classes' tracking/warping abilities are also nice. Basically useful/fun abilities that aren't strictly limited to Combat.
  • Runeblades for example are super boring outside of PvP/PvE. Their runes should at least be able to make swords useful in survival. Fire runes turning swords into flint and steel; ice runes making sword hits turn water into ice blocks; or void runes pulling in dropped items, etc.
  • Pyromancer should have a skill that lets them slowly cook food in their hand, maybe even turn sticks into torches.
  • Shadowknight's ability to create "darkness" by temporarily disabling/completely breaking all torches in their close vicinity (Forces town builders to not be lazy and actually build proper light sources, instead of cluttering ugly torches everywhere). Useful in confusing people during night raids + causing chaos. Maybe even buff the class in dark environments to instill actual "fear" of shadowknights among players at night.
  • Cleric’s ability to place a temporary large circle of light on the floor with a spell to illuminate a large area. To temporarily stop mobs from spawning, and maybe even counter shadowknight's torch destroying ability. Or ig just to make a cool lookin makeshift battle arena.
  • Make bards actually have abilities to play music discs on their hand (Or the ability to spawn temporary jukeboxes in the world that play music). Music can create lively atmospheres in towns, make battles more intense, and dungeon grinding less boring.
  • Flashy abilities purely for sound/signaling purposes (Can be used to threaten others, or used as a signal to charge/attack/retreat/SOS). e.g Dragoon’s ability to make the Pillager raid horn sound effect; Pyromancer firing a signal flare (a firework); Paladins’ skill that makes them "hit" their own shield with their sword to make noise, etc. To signal players without Voice Chat, super useful in town defense/raids. Also helps make crowds more lively, and “Wars” more chaotic.
  • Fun Spells/skills that are disabled in combat, for fun/RP purposes. e.g Beguiler's nausea spells, wizard's levitation spells, pyromancer's firework spells etc.
  • Beguilers spawning in “illusionary” structures or mobs/players that doesn’t attack (Custom mobs maybe?) to confuse/scare/troll others.
  • Druid’s ability to grow tree saplings without bone meals.
  • Ranger’s ability to “Forage” leaves blocks, for a random chance of finding apples/berries.
  • Necromancer’s ability to spawn non-combat undead-minion that follows you around; or Bloodmage using some kind of blood ritual to spawn pet striders. Abilities to spawn non-combat pets in general would be nice, makes soloing/travelling less lonely. They can also be used as meat-shields in PvP ig
  • Monk’s skill that breaks a single hard block without a pickaxe (With CD of course). Super useful if you die while mining, makes it easier to get yer things back without a pickaxe.
  • Samurai’s ability to perfectly cut sugar canes in a large area (Makes farming less boring?).
  • ..and other dumb shit like that. You get the idea.
Doesn't need to be too game changing. Just small details that makes each class loveable, with their own unique way of interacting with the "Minecraft World" (Not just with other players for PvP purposes).

I get that simplifying the classes helps make them less confusing, but most of the current classes does not feel “fun” to play in survival Minecraft, like, at all. Having a large number of non-combat abilities shouldn’t be confusing anyways, just need a proper Wiki page for each classes (That cleanly categorizes combat and non-combat abilities). Also helps add a ton of depth/class-related content for new players to explore and try out.

+No need to worry about balancing non-combat related abilities. They're just there to make each individual classes feel more unique and fun.


TLDR: Combat classes should have more abilities that corresponds with the survival/sandbox aspect of Minecraft, or just for fun/RP purposes in general. Maybe then the classes will actually feel like they’re part of the "Minecraft world" as a whole, not just the super shallow-PvP aspect of it.
 

Acherous

Moderator
Legacy Supporter 9
Joined
Jul 8, 2011
Location
Houston
Add more depth to classes by adding more unique, not necessarily combat-related, survival/QoL/fun abilities. HC at its core is an open-world RPG Sandbox survival game after all, so classes should have more abilities that lets you interact with the "Minecraft" world itself.

Good examples currently in the game are the Druids' vines and earth walls that actually spawns in (temporary) blocks in the world. When combined, you can do fun parkour (Only reason why I’m interested in Druid tbh). Some of the current classes' tracking/warping abilities are also nice. Basically useful/fun abilities that aren't strictly limited to Combat.
  • Runeblades for example are super boring outside of PvP/PvE. Their runes should at least be able to make swords useful in survival. Fire runes turning swords into flint and steel; ice runes making sword hits turn water into ice blocks; or void runes pulling in dropped items, etc.
  • Pyromancer should have a skill that lets them slowly cook food in their hand, maybe even turn sticks into torches.
  • Shadowknight's ability to create "darkness" by temporarily disabling/completely breaking all torches in their close vicinity (Forces town builders to not be lazy and actually build proper light sources, instead of cluttering ugly torches everywhere). Useful in confusing people during night raids + causing chaos. Maybe even buff the class in dark environments to instill actual "fear" of shadowknights among players at night.
  • Cleric’s ability to place a temporary large circle of light on the floor with a spell to illuminate a large area. To temporarily stop mobs from spawning, and maybe even counter shadowknight's torch destroying ability. Or ig just to make a cool lookin makeshift battle arena.
  • Make bards actually have abilities to play music discs on their hand (Or the ability to spawn temporary jukeboxes in the world that play music). Music can create lively atmospheres in towns, make battles more intense, and dungeon grinding less boring.
  • Flashy abilities purely for sound/signaling purposes (Can be used to threaten others, or used as a signal to charge/attack/retreat/SOS). e.g Dragoon’s ability to make the Pillager raid horn sound effect; Pyromancer firing a signal flare (a firework); Paladins’ skill that makes them "hit" their own shield with their sword to make noise, etc. To signal players without Voice Chat, super useful in town defense/raids. Also helps make crowds more lively, and “Wars” more chaotic.
  • Fun Spells/skills that are disabled in combat, for fun/RP purposes. e.g Beguiler's nausea spells, wizard's levitation spells, pyromancer's firework spells etc.
  • Beguilers spawning in “illusionary” structures or mobs/players that doesn’t attack (Custom mobs maybe?) to confuse/scare/troll others.
  • Druid’s ability to grow tree saplings without bone meals.
  • Ranger’s ability to “Forage” leaves blocks, for a random chance of finding apples/berries.
  • Necromancer’s ability to spawn non-combat undead-minion that follows you around; or Bloodmage using some kind of blood ritual to spawn pet striders. Abilities to spawn non-combat pets in general would be nice, makes soloing/travelling less lonely. They can also be used as meat-shields in PvP ig
  • Monk’s skill that breaks a single hard block without a pickaxe (With CD of course). Super useful if you die while mining, makes it easier to get yer things back without a pickaxe.
  • Samurai’s ability to perfectly cut sugar canes in a large area (Makes farming less boring?).
  • ..and other dumb shit like that. You get the idea.
Doesn't need to be too game changing. Just small details that makes each class loveable, with their own unique way of interacting with the "Minecraft World" (Not just with other players for PvP purposes).

I get that simplifying the classes helps make them less confusing, but most of the current classes does not feel “fun” to play in survival Minecraft, like, at all. Having a large number of non-combat abilities shouldn’t be confusing anyways, just need a proper Wiki page for each classes (That cleanly categorizes combat and non-combat abilities). Also helps add a ton of depth/class-related content for new players to explore and try out.

+No need to worry about balancing non-combat related abilities. They're just there to make each individual classes feel more unique and fun.


TLDR: Combat classes should have more abilities that corresponds with the survival/sandbox aspect of Minecraft, or just for fun/RP purposes in general. Maybe then the classes will actually feel like they’re part of the "Minecraft world" as a whole, not just the super shallow-PvP aspect of it.
I'm honestly not really interested in PvP. A PvE focused heroes plug in sounds super fun.
 

FrostWings

Legacy Supporter 7
Retired Staff
Joined
Jan 5, 2016
I'm honestly not really interested in PvP. A PvE focused heroes plug in sounds super fun.
PVP is more of a mid/end-game content. Regardless of which you enjoy more, as a new player you WILL have to play the first few hundred hours or so in basically Vanilla survival minecraft, and it'll be your first impressions of this "RPG" server. PvP can be fun however much the server wants, but unfortunately, most will definitely get bored and quit before reaching the stage to even PvP.

Have new players enjoy normal Minecraft survival unique to their favourite class, and I'm sure new players' retention will increase. Hell, the player count won't even matter anymore when survival (basically single-player) content is fun. Even when literally no one else are currently in the server, that one new player will still enjoy their stay. People enjoy playing heavily-modded Minecraft in survival single-player for the very same reason, you know.
 
Last edited:

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
Hey Hey!

We're actually changing a bit of this right now. It will be heavily focused on character progression. Though the open-world survival is important, our primary change will be focused on PVE.

The design doc with all the changes is almost done and we'll be making changes on BETA for a very heavy PVE centric system. Expect large announcements and me asking people to play test.
 
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