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World 【 Passives 】✦39+ Supporters✦

Discussion in 'General Suggestions' started by Durabilities, May 19, 2016.

?

Should Passives be added?

  1. Yes!

    42 vote(s)
    85.7%
  2. No.

    7 vote(s)
    14.3%
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  1. Durabilities

    Durabilities Well-Known Adventurer VIP+

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    Yes I will change the color to darker yellow, and yes it is close to the 3rd spell, but I think 5 tiers relating to 100 levels is ideal for a distance between the leveling and unlocking.
     
  2. yosteric5

    yosteric5 The Builder of walls VIP+

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    I love the idea, but you need to Nerf.
     
  3. FlowerGirl_luv

    FlowerGirl_luv Travelled Adventurer

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    This is a good idea when you level up you should get each one so the first one level 20 then the second one + the first and so on it would be cool when you hit one hundred tho!
     
  4. Durabilities

    Durabilities Well-Known Adventurer VIP+

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    I've nerved quite an extensive amount, though, do specify what I should nerf, I'm not great at statistics XD And thank you for the positive comment! :)
     
  5. Havelo

    Havelo Random Adventurer

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    At endgame an extra 2% is huge given the raw amount you are scaling.
     
  6. Durabilities

    Durabilities Well-Known Adventurer VIP+

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    Yes, I've yet to come near endgame, so if you would please tell me exactly which to nerf I'll do so.
     
  7. Havelo

    Havelo Random Adventurer

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    Just some things off the top of my head.

    There already is a mana regen stat. It goes in this format: 3/4s. This means every 4 seconds you get a pulse of 3 mana. I think you mean the % mana stat you put in.

    Why is there fire damage in the earth catagory?

    No no no, more fire?

    This could get quite annoying, what if I was infront of a swarm of mobs and I got hit by the lead one and teleported into the middle of the group.

    Water and air for thunder???
     
  8. Durabilities

    Durabilities Well-Known Adventurer VIP+

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    1. This version of a mana regen stat is more suited for passives as instead of a pulse of mana every so often, it is a constant, boosted regeneration of mana.

    2. I've blended elements in different categories to add to the uniqueness of each style. Fire is in the Earth category to represent unleashing volcanoes and defense with damage to create a somewhat brute style.

    3. Yes, yes, yes, more fire.

    4. This you are actually going somewhere with. I will fix this, thank you.
     
  9. xKindredKinesis

    xKindredKinesis .[_]. VIP

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    *whistles*
    here are some ideas you could add too
    Proximity - 30 STR
    Keep your enemies closer.
    Attack power increases (+3%, +4%, +5%) when closer to an enemy (5 blocks, 3 blocks, 2 blocks).

    Diehard - 60 STR
    Great power can be found in weakness.
    At varying health levels (50%, 25% 10%), damage bonuses vary (+5%, +10%, +15%).

    Sword Aegis - 80 STR
    Destruction brings creation.
    Every five points invested in the strength stat gains an extra point for the defense stat. Does not increase elemental affinity.

    Finale - 90 STR
    Time for the climax.
    A damaging hit inflicted upon an enemy has a 10% chance to repeat with a second hit that deals 150% damage.

    Bloodlust - 100 STR
    Kill for blood.
    Gain +2% in damage and attack speed for every enemy killed, and stacks up to five kills. Killing an enemy will either increase damage/attack speed or renew the damage streak.

    Flash - 30 DEX
    Let there be light.
    A critical hit inflicted upon an enemy will stun/blind.

    Combo - 60 DEX
    Two become one.
    A 1/4th of the current strength stat multiplier will apply to critical hits.

    Perfect Hit - 80 DEX
    Old but gold.
    Chance of landing a critical hit is multiplied by x1.15 when using vanilla critical hits (attacking while falling).

    Spark - 90 DEX
    And there was light.
    A sudden burst of sparks will indicate a critical hit, dealing 25% splash damage to enemies within the blast radius.

    Ascended - 100 DEX
    Our prayers shall ascend.
    Critical hits have a 15% chance to deal x3 damage instead of x2 damage.

    Wisdom - 30 INT
    Respect others and others will respect you.
    Hunger regenerates 25% faster when in the presence of party members.

    Potency - 60 INT
    There is always space for improvement.
    Identifications besides Health Regen, Life Steal, Mana Regen, and Mana Steal gain a 5% increase.

    Mana Charge - 80 INT
    A mind lively and at ease, can do with seeing nothing...
    Allowing mana to sit after it is fully restored for three seconds causes it to briefly overcharge, allowing the next two spells to be free of cost before requiring mana again.

    Focus - 90 INT
    It is during our darkest moments that we must focus to see the light.
    Spells deal 10% more damage when inflicted upon a single enemy.

    Efficiency - 100 INT
    Time flies so quickly.
    Spell spamming penalty is lessened, as it takes twice as much casting to increase the hunger cost.

    Armored - 30 DEF
    It is health that is real wealth.
    Every 200 points in your current health amount (granted by armor) gains an extra point in the defense stat. Does not increase elemental affinity.

    Fervent - 60 DEF
    Against logic, there is no armor like ignorance.
    Good potion effects are amplified to the next tier, with the exception of Speed.

    Durability - 80 DEF
    The best way to survive is to never get hit.
    Every 10 points in the defense stat gains an extra point in the agility stat. Does not increase elemental affinity.

    Carapace - 90 DEF
    ...and can see nothing that does not answer.
    After five seconds of neutral activity - no attacking or spell casting - gain a temporary Resistance II buff that wears off after being attacked.

    Reflex - 100 DEF
    Strength in numbers.
    Enemy damage has a 20% chance to be reflected upon the offending enemy by 75% of your damage.

    Mirage - 30 AGI
    None so blind as those that will not see.
    Enemies whose hits are dodged will slip and become inflicted with Weakness I for 5 seconds.

    Surge - 60 AGI
    You never let a serious crisis go to waste.
    Upon dodging an attack, you gain Strength I for 5 seconds.

    Wind Aegis - 80 AGI
    The best way to survive is to never get hit.
    Every 10 agility goes towards one defense point. Does not increase elemental affinity.

    Flight - 90 AGI
    Flee an enemy who knows your weakness.
    Upon dodging an attack, you gain Jump Boost I & Speed II for 2 seconds.

    Evasion - 100 AGI
    If there's a roadblock, you jump over it.
    Chance of dodge is increased by +10% when sprinting or jumping.
     
    Last edited: May 22, 2016
    Andy0132 and Havelo like this.
  10. Durabilities

    Durabilities Well-Known Adventurer VIP+

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    I've seen your work and I'm not surprised you had this list. You've got amazing ideas, and I'm honestly honored that you even commented on my forum thread. XD
    Anyway, I like the ideas, I might implement some.
     
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  11. Havelo

    Havelo Random Adventurer

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    Good.
     
  12. D Strider

    D Strider Prince of Heart || God of Wubs || \^3^/

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    I think it looks great! You couldn't have said it better than that!
     
  13. Lexwomy

    Lexwomy Lexwomy HERO

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    The passives menu could be part of the compass menu to maximize inventory space. Personally I feel like you should clarify that does the added effects for the passives stack or they replace it? Plus, I think that the added effects for all passives are a little op. Maybe debuff some of them and change some fundamentally. For example, your passive Phase for the water passive tier 5, that seems a little too op. I mean 2 times damage? That's crazy, especially at the high levels.
     
  14. Durabilities

    Durabilities Well-Known Adventurer VIP+

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    I have yet to receive nerf complaints for Phase, though I will look into the total damage of a x2 hit at level 100. If receive any more requests to nerf it, I will. :)
    And no, passives would be in a separate window with book at the top to represent opening a passive, and red windows that you click to buy a level of a passive.
     
  15. Lexwomy

    Lexwomy Lexwomy HERO

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    Ahh, ok.
     
  16. WhettoWen

    WhettoWen desperatly need a fatal but poor

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    This sounds very similar to the skill point perks suggested in another thread. Still like the idea though.
     
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  17. Havelo

    Havelo Random Adventurer

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    Phase does see a bit overpowered now that I think about it.
     
  18. Durabilities

    Durabilities Well-Known Adventurer VIP+

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    Minecraft:
    Comment Update
    -
    New nerfs and balances have been made. Check out the thread! ^-^
     
  19. Andy0132

    Andy0132 King Beneath the Mountain

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    Blazing Tombs ought to be renamed to Seal of the Earth, and deal Earth damage. Instead of having fire particles rise up, it ought to encase the enemy in dirt blocks f0r the duration of the effect.

    As for Fan the Flames, it ought to send out a burst of fire instead, and damage enemies around you, instead of pushing them back.
     
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  20. Durabilities

    Durabilities Well-Known Adventurer VIP+

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    I would have done this, but I had somewhat of a new idea to mix the passives together in a way, Ex. Earth gains some defensive element in their system, which allows them to use Blazing Tombs, a mixture of encasing the enemy in particles and burning them with heat.

    Sadly, I will not change this because I like this idea as it adds variety to the unique passive structures. Thank you, however for the ideas! :)
     
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