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World Make Rare Mobs More Rewarding And Challenging (added Poll And Updated Thread)

Discussion in 'General Suggestions' started by Benjin, Jan 26, 2020.

?

Which feature do you like?

  1. Rare mobs drop T3 Materials

    5 vote(s)
    62.5%
  2. Rare mobs drop Major ID powder (can be used in crafting and applied like a powder)

    1 vote(s)
    12.5%
  3. Rare mobs are more challenging

    7 vote(s)
    87.5%
Multiple votes are allowed.
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  1. Benjin

    Benjin Famous Adventurer

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    So, chances are you've met a mob with a [​IMG] near near their name, usually when you see one of these beasts you're immediately intimidated by their sheer size and dominance over you, cause who wouldn't?
    [​IMG]

    But alas, the beast is dead, and a shower of emeralds covers a reward, a T3 or T2 ingredient! If you're a crafter, you'll cherish this item either for its stats or just XP. If you're not, it's just another ingredient that you'll just keep in your pouch, or sell on the market if its on high demand. So if you aren't a crafter, they're not very rewarding, so here's my suggestion to make them a tad bit more exciting: Thanks to @Wommby for improving upon this one

    -As I said, they do not reward non-crafters. Add a somewhat rare and untradable item to their loottable, keep in mind to not make it too rare, and just to ensure people don't farm these items endlessly for money, they'll be untradable. Now these items are like a powder of sorts, you can apply them as either a ingredient in crafting or like a powder on a weapon. These items have their own, exclusive Major ID. There's a catch though! This powder can only be applied to Unique and Crafted items, since Unique items are often put in favor of higher tiers and so people can't just start making their Legendaries even stronger. People so far have been saying that Major IDs should be more common, which I agree with. From my experience, rare mobs pop up when you don't want them to, and if this was added it would motivate people to kill them more since they're just often ignored.

    Now that I put this in mind, Rare Mobs are pretty easy to kill, just a mob with bloated HP:
    -Make them more difficult to kill, for example, the DS key guardian's final form is a weak, powerless skeleton, but that skeleton isn't even necessary to kill at all, as it already dropped the key. Imagine if there were some mobs which would desperately flee when they were defenseless, it would make the player very focused on making sure the mob doesn't escape their grasp.
    -They can have a bigger variety of spells, they can even use spells that are usually exclusive to players! For example, imagine a mob on Sky Islands that has the Air Powder Special, which levitates you upwards (lasts for 5 sec) and if you don't use your teleport spell or try and keep the mob away from you while you're levitating as not to hit you, you'll get flung, either into the dark abyss, a wall, or an entirely different island! This feels a lot more engaging than the tedious and somewhat unavoidable Push spell.

    Now as for their spawning system, some feel too common and some too rare, so optimizations to their spawning should be made to maintain balance, overall I find finding a rare mob satisfying, but not very challenging or rewarding in any form
     
    Last edited: Jan 27, 2020
  2. Wommby

    Wommby 2 galleons 1 lootrun CHAMPION

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    The T3 material seems a little random, and for crafters I think rare mobs are rewarding enough. Plus, it probably wouldn’t be that useful because you’d likely need more than 1, and it wouldn’t be that worth it to farm.

    Maybe instead of a weapon, it could be a major ID item that can be applied to any identified item. Or maybe just like powders can be used for crafting, crafting ingredients could fill powder slots, maybe with a reduced effect.

    This probably wouldn’t make sense for most rare mobs.

    I like this idea. Maybe there could be unique abilities for certain mobs too.

    Oh, and add a poll, with options for each suggestion.
     
  3. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    btw Scared Unicorn is a fleeing Rare Mob.
     
  4. Epicness937

    Epicness937 Thesead water god. HERO

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    Rare mobs should be harder fights but only if they become less rare because waiting around for hours to get a mob only to die would just be yet another pain in the ass for the grinding hellhole of profession.
    but yes +1
     
  5. Benjin

    Benjin Famous Adventurer

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    Hmm, Major ID ingredients have been suggested before. This is a good idea, it helps crafters and non-crafters, but
    I said like the DS guardian, it should look strong and fortified at first, but when you peel off those layers, it'll be harmless and vulnerable, but not all mobs will do this so it doesn't look out of place, you won't be seeing an Obelisk just turn into a core on legs.
    ________________________________
    It's naturally fleeing, always fleeing, it's not a last resort
    ________________________________
    Well you're either unlucky or I'm lucky but from my experiences I tend to bump into them a lot. One time I found a Obelisk chilling in Lexdale, also from what I know their spawning isn't very spread out, they often just spawn in certain locations, so they definitely can be found given where to search, I've found Hydras, Elephelks, Obelisks all near the areas they usually spawn in.
     
  6. Wommby

    Wommby 2 galleons 1 lootrun CHAMPION

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    I didn’t suggest major ID ingredients. I suggested an item that can be applied to a non-crafted item, maybe in place of a powder, or there could just be a separate major ID slot. Maybe there could even be major ID items that only work for one weapon/armor pieces, and that way there’s a major ID for all mythics, but for some they have to be obtained. I also mentioned crafting ingredients being usable instead of powders with a reduced effect on items.


    It’s just that...why would rare mobs be vulnerable, when most normal mobs aren’t? I think it’s best to just improve their abilities. Fleeing doesn’t make the fight more difficult, just longer.
     
  7. Benjin

    Benjin Famous Adventurer

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    Elemental powders can be applied to crafting items y'know, so it works for crafters and non-crafters. Having to get a Major ID for certain items just seems odd, imagine getting a Mythic then having to hunt a mob down to add a ID for it.
     
  8. Wommby

    Wommby 2 galleons 1 lootrun CHAMPION

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    Yes, I know that, which is why I suggested the reverse, crafting ingredients in powder slots. As for the mythic, I was sort of thinking a whole dungeon sort of thing to get it, since it’d be based on skill when getting the mythic is mostly just luck. But that’s separate suggestion territory, so maybe I’ll make a different thread about that.
     
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