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World Major Identification Speculations And Suggestions.

Discussion in 'General Suggestions' started by Kiocifer, Aug 25, 2019.

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On a scale of 1-5, how hype are you for the Major Identifications that were teased?

  1. 5, This is the best thing i've ever seen, i'm ready for maximum jankiness. Pandemonium here I come!

    53.3%
  2. 4, Super hype, but I'll probably still stick to my old builds unless something catches my eye.

    26.7%
  3. 3, Looks fun, but i'm sure there will be something stupidly broken at launch, and that'll not be fun

    13.3%
  4. 2, I could do without it, but content is content, and at least there's a market for weird stuff now.

    3.3%
  5. 1, I think the Content Team should've done something completely different instead of working on this

    3.3%
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  1. Kiocifer

    Kiocifer Creator of salteďpog3 and other monstrosities HERO ✎ Artist

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    As i'm sure you know, in the 1.19 Teaser, the grand reveal was the planned addition of Major IDs; game-changing attributes that open up many fascinating build ideas. These seemed to be a way of making underused weapons, accessories, and armors more viable, while at the same time adding something more unique than "X Stat is changed", and I love every bit of it.

    As far as I can tell, the Major Identifications are not random, but are tied to an item. Also I assume that a Major Identification isn't purely unique to a single weapon or equipable, and multiple items can have the same identification. For example, the "Magnet" identification as shown in the teaser probably is something that say, Singularity or Pulsar would have, considering the similarities in concept to the Gravity in the example.

    That being said, I wanted to put to paper (or text, I guess) the ideas that popped into my head of alternate Major Identifications that could be used. I doubt all of these are ballanced, as I don't have extensive experience in all classes, but it's more food for thought. Anyways, onto the ideas.

    General Effects: (Not tied to a class or ability)

    +Rebirth: Upon taking fatal damage, heal X% of your max health and gain a temporary speed boost and resistance. X second cooldown.
    The cooldown could be represented with a status effect or something so it's easy to tell.
    This effect could go on items like Phoenix Wing, Ra, or Blossom.

    +Purity: Negative status effects last less time, and increasing mana cost when consecutively casting spells is reduced.
    Debuffs lasting less time is pretty simple, although it'd be redundant on a mage, who can do that with a simple heal spell, so to make it worthwhile on any weapon and any class, I thought the reduction on mana cost scaling when casting the same spell again and again would fit. I'd imagine it takes twice as many spells to make the cost increase, so instead of a 2 Mana spell needing 6 after four casts, it'd only need 4.
    This effect could go on items like Pure, Blade of Purity, or Nullification

    +Afterimage: 100% Chance to dodge 1 attack every X seconds.
    Essentially, the first time you get attacked, you dodge the first hit (like an Agility Dodge), but are still vulnerable to subsequent attacks, until the ability resets.
    This effect could go on items like Return to Ether, Afterimage, Hetusol, or Dark Shroud.

    +Adrenaline: Upon taking damage, X% chance to regenerate X mana.
    Pretty simple, just gives a chance to regain mana when damaged.
    This effect could go on items like Cardiac Arrest, Broken Balance, or Asphyxia.

    +Aura of Decay: Slowly damages enemies within X meters of you for X% of your weapon's damage.
    This would probably tick faster with faster attacking weapons, and slower with slower weapons. I'm imagining that this could also probably proc Life Steal, Mana Steal, or Poison, but i'm not sure if that'd be too powerful.
    This effect could go on items like Spectre, Faustian Contract, Call of the Void, or Black.

    +Flash: Upon casting a spell, enemies within X blocks of you are blinded for X seconds.
    Also rather self-explanatory. Would be neat if this were acompanied by some particle effect, but that might lag lower-end computers and/or the server.
    This effect could go on items like Glare, Passus Lux, Proxima, or Shinespark.

    +Static Discharge: Walking will build up X thunder damage per block to be added to your next attack.
    This would give a damage increase (up to a cap) by walking around (building static electricity), creating an interesting way to fight, where you spend time building up a damage increase before letting it go in a powerful spell, like Arrow Bomb or Meteor. (This could also be a X% thunder damage increase added to the next attack, or just a non-elemental damage increase, so it's more versatile.)
    This effect could go on items like Steamjet Walkers, Accelerator, Thrunda Ripsaw, Fatal, or Thunderbolt.

    +Shatter: On melee hit, X% chance to decrease enemy defenses by X%.
    This would probably would need a particle effect to signify that an enemy's defenses are reduced. (This armor reduction could possibly apply to only Earth Defense, so it's like the earth equivalent of Static Discharge.)
    This effect could go on items like Rikter, Fractured, or Shatterglass.

    +Turbulent Aegis: Hold crouch to create a shield that absorbs projectiles in front of you. Absorbed projectiles will add air damage to your attacks for the next X seconds after shield ends. X second cooldown.
    Do Air builds really need a defensive option? No, not really, they've got walk speed and agility. But would it be neat to have a more defensive option? Yeah. Anyways, I'd imagine this to absorb incoming projectiles when you hold down your crouch key, with a set cap of say 3 seconds, (You can cancel it earlier, but 3 is the max) and then a percentage of the damage absorbed is added to your attacks for a few seconds as flat air damage.
    This effect could go on items like Cyclo, Aerokinesis, Firestorm Bellows, Stratiformis or Morrowind.

    +Souls of the Fallen: On mob kill, X% chance to create a soul projectile that seeks out and damages enemies.
    This would probably summon an entity like a wither skull what would fly straight up before locking onto the nearest entity and damaging it. The damage value of this "soul" could either be a flat number that changes with each weapon, (Like Spiritshock would have higher damage than say, Scythe), a percentage of damage from the weapon used to kill the enemy, or the enemy's max health.
    This effect could go on items like Scythe, Archangel, Spiritshock, or Tisaun's Proof.

    +Pacifism: After being out of combat for X seconds, gain X% walk speed, X% resistance, and X% health regen.
    This would provide an interesting way to either disengage from combat to heal, or to do non-combat applicable actions like loot running or doing quests.
    This effect could go on items like Adder Stones, Nirvana, or Katoa's Warmth

    +Martyrdom: Being below X% of your max health will give an X% damage boost to nearby players within X blocks. Dying will give a X% (Higher) damage boost for X seconds to nearby players within X blocks.
    Here's a weird one, but it could be interesting either playing on low health to buff teammates, or having a designated suicider before doing something difficult like Qira or CIB (or CUR when that comes out) to give a buff. Instead of a damage boost, could be something like a health regen % or something else.
    This effect could go on items like Martyr, Planet Healer, or Grillface. (Masochist would fit perfectly, but it's a rare)


    Class-specific Effects:

    This is going to be purely archer, since I feel I don't play enough of the other classes to really get a feel of what would be useful/neat on them.

    *Arrow Storm already has Hawkeye*

    +Crow's Nest: Crouch to not descend while using Escape
    I'm not sure if this is even possible to create, since I don't know how escape works currently, but i'd imagine this to just be a change to the ability in which the slow descent/fast descent are switched, and the slow descent stops you in place, so you can snipe enemies from afar while you're safe up in the air.
    I'm not sure what bow this could go on, although Redbeard's Hand Cannon seems like an obvious choice.

    +Adhesive Blast: Bomb Arrow will stick to the first enemy it hits, exploding five times instead of bouncing around.
    As much as I love the bounciness of Bomb Arrow, having the ability to concentrate its damage into a single place would be great. Since this might be a little overpowered, having the ability to essentially throw five bomb arrows at an enemy for the cost of one, the damage for each subsequent blast could be lowered.
    Also not sure what bow this should go on, but I feel Heracul or Alka Cometflinger fit for some reason.

    +Reinforced Shield: Arrow Shield has two charges instead of one.
    Essentially, this just makes it so that the arrow shield can do its exploding thing twice instead of only once per cast.
    I guess this might fit on Grandmother or Soundwave?

    I guess this isn't really speculation as it is randomly throwing out ideas and hoping either the content team has already considered implementing these, or is going to consider implementing them, but I like the alliteration in the title.

    Feel free to post your own ideas for neat Major Identifications, and obviously critique mine for being game-breaking or boring.
     
    Last edited: Oct 14, 2019
  2. seeksery

    seeksery Wybel Photographer HERO

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    afk farm time
     
  3. Je Hooft

    Je Hooft No Longer Hardlocked on A Hunter's Calling HERO

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    Wait what teaser are you talking about? Can someone send me a link?
     
  4. Kiocifer

    Kiocifer Creator of salteďpog3 and other monstrosities HERO ✎ Artist

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    Je Hooft likes this.
  5. AjSimp_

    AjSimp_ Apple Juice CHAMPION

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    sounds cool like the ideas!
     
  6. yellowscreen

    yellowscreen Certified Lurker

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    Something I noticed is that all major IDs seem to significantly change how your things function instead of changing numbers. Even guardian, the only one to even includes a percentage, significantly changes how your allies take damage.

    As such, I belive there will not be many major IDs that change stats.

    However, I do think there might be major IDs that allow you to swap your spells for spells from other classes. Pandemonium sort of does that.
     
  7. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    These are really well thought-out.
     
  8. Kiocifer

    Kiocifer Creator of salteďpog3 and other monstrosities HERO ✎ Artist

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    Added 4 more ids and fixed some inconsistent punctuation.
     
  9. Nukewarmachine

    Nukewarmachine emerald tier above LE when VIP

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    Would adhesive blast still preserve the bomb arrow’s AoE property?
     
  10. Kiocifer

    Kiocifer Creator of salteďpog3 and other monstrosities HERO ✎ Artist

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    I would assume so, that was my original idea, but really these are loose concepts i'd love to give to the Item/Content team
     
  11. BqwaOLD

    BqwaOLD Famous Adventurer

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    Assassin-
    Multiback (need good names)- (if you shift while multihitting) adds another hit, hitting the mob back towards you, allowing for a multihit cycle
    Could be used on water based daggers
    Quaketrap- stops any mob that enters the smoke bomb area completely, until said bomb has delivered it's damage.
    Used on Earth based daggers
    Swifthit- after x amount of seconds, your attack speed increases by 1 for x seconds with x cool down
    Used on air-based daggers
    Thunderclap- shifting while vanishing delivers a thunderclap- sound that stuns enemy for x seconds, with x cool down. Note this cancels the vanish sequence and uses none of the Mana it would otherwise use.
    For thunder-based daggers.
    Just a few ideas for the best class ever.
     
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