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Improving Mythic Tomes

Discussion in 'General Suggestions' started by Bixlo, Jan 31, 2021.

?

Could this be used?

  1. Yes

    12.5%
  2. No

    66.7%
  3. Yes however

    20.8%
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  1. Bixlo

    Bixlo I maybe am funny sometimes

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    So I read this post where a person had the idea to add minor major IDs to tomes. I think this would be amazing, so here are my suggestions.
    These IDs are only obtainable on mythic tomes(so then mythic tomes r more valuble)

    1. Sentinel - Take 40% of your allies dmg instead (mini guardian)

    2. Savvy - 20% chance for attacks and spell to cast a second time for no mana cost (mini sorcery)

    3. Lead - Meteors fall 2x faster (mini entropy)

    4. Swift mend - Nearby players gain 25% of the health you regenrate (mini HoTP)

    5. Penance - when under 25% max hp allies gain 40% more defence and attak dmg (mini saviours)

    6. Cluster - smoke bombs explode on impact and deal 105% dmg each (mini cherry)

    7. gluttony - picking up emeralds heals you and nearby players for 10% of your max hp (mini greed)

    8. Precision - Arrow storm shoots 6 arrows that deal 105% dmg each (mini hawk)

    9. Mist - Vanish no longer drains mana, but all stats are reduced by 1 (mini roving, but i didnt know how to make this a weaker version since roving is really simple lol)

    10. Encourage - Charge heals your for 5% of max hp and allies for 10% but no longer does dmg (mini rally)

    11. Toxic - Poisoned mobs spread 50% of their poison to others (mini plauge)


    These are all the ones I could come up with. Tell me what you think
    Edit: everything would be reduced way more
    You can only have 1 ID active at a time
     
    Last edited: Jan 31, 2021
    That_Chudley likes this.
  2. Aquila

    Aquila Freedom Specialist VIP+

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    how is this mini hawkeye lmao
     
  3. Bixlo

    Bixlo I maybe am funny sometimes

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    Hawkeye shoots 5 arrows at 120% each lol
     
  4. Castti

    Castti Kookie

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    Gonna start off with a massive hell no. Tomes should NOT give major IDs of any sort, ever. These would be way too OP and bring no downsides. Tomes don't even take up an item slot like infernal impulse or nighthawk would- this is just plain overpowered and extremely unbalanced.
     
    Sar, Invinci, thepicferret and 7 others like this.
  5. Lousyre

    Lousyre Famous Adventurer

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    It was nerfed in 1.20 to 80% dmg per arrow.
     
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  6. Bixlo

    Bixlo I maybe am funny sometimes

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    oh my bad my helm still says 120%
    ________________________________
    ok good point. However mythic tomes are still rlly meh and need some sort of improvement. This also was not my og idea, I just reposted it
     
  7. StormDragon4

    StormDragon4 Horribly Inactive

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    I like the idea of mythic times giving major ID’s but these need to be way weaker like 10% damage transfer on mini guardian.
     
    Bixlo likes this.
  8. Castti

    Castti Kookie

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    I don't. Major IDs should not be on tomes at all- no matter how small they are, it's busted OP having major IDs on items that don't take up proper item slots.
     
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  9. StormDragon4

    StormDragon4 Horribly Inactive

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    Then how do you propose Mythic tomes become useful? Right now I’d rather use fabled tomes.
     
    Bixlo likes this.
  10. Bixlo

    Bixlo I maybe am funny sometimes

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    Ok then again how do you think tomes should be fixed? Rn mythics are garbage compared to fableds. I sorta like this idea because it lets classes like mage have guardian or assassins that dont have a weathered still using roving. Maybe it should b that you can have only 1 major ID active
     
  11. Castti

    Castti Kookie

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    There's many many ways to buff mythic tomes without giving them major IDs. Simply giving them upgraded variants of the fabled tome's life steal, spell, melee, and whatnot is already more than enough.
     
    Dwicey likes this.
  12. Castti

    Castti Kookie

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    quite frankly, just giving them elemental damages instead of defenses is more than enough- 12? % elem damage + 6% damage reduction x4 is actually SO good you have no idea
     
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  13. Bixlo

    Bixlo I maybe am funny sometimes

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    Eh. Life steal and spell dmg is ok for some classes. But its not rlly a change of pace with tomes. Rn they are just accessory slots to fill that can boost hp/spell dmg. But some classes dont rlly need that. So something more intricate would fit better. specially with mythics.
     
  14. Castti

    Castti Kookie

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    No, it wouldn't fit more. Tomes are not meant to define the meta and builds- they are simply extra bonuses. Giving them major IDs would completely ruin that aspect. Making busted tomes behind raid rewards, locking many people out of the meta as a whole? Not a smart move.
     
  15. Bixlo

    Bixlo I maybe am funny sometimes

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    Yes but making a new accessories that just does life or mana steal is also not great, Tomes are supposed to be new and original content. that just makes then lightly worse rings/necklaces. MIDs may not be the best, but they are at least different than normal
    ________________________________
    Maybe tomes can give interesting effects like jump height and or minor effects?
     
  16. Castti

    Castti Kookie

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    You are missing the point here. They're SUPPOSED to be small, not super special and flashy.
     
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  17. Epicness937

    Epicness937 Thesead water god. HERO

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    For tomes major ids is an absolutely terrible idea honestly. However I like the idea of scaled down majors for accessories or something. If that where the case here this is how id balance them

    1. Sentinel - Take 40% of your allies dmg instead (mini guardian).
    This is wayyy to powerful in any context outside of guardian or another fire mythic like monster or abso. This needs to be scaled down imo to around 25% AT MOST but really probably more like 10 to 15% to be in any way balanced.

    2. Savvy - 20% chance for attacks and spell to cast a second time for no mana cost (mini sorcery)
    ehhh this could be fine but id probably reduce it to 10% so its just a neat addition to a build rather than something to build around.

    3. Lead - Meteors fall 2x faster (mini entropy)
    I have one word for you; Fatal. This is an absolutely terrible idea in every conceivable way unless put on a specific weapon...like lunar.

    4. Swift mend - Nearby players gain 25% of the health you regenrate (mini HoTP)
    I like this idea alot to be honest. I have been asking for an id like this on a bracelet or something for a long time. Idk if it would need to be scaled down at all but overall it looks neat.

    5. Penance - when under 25% max hp allies gain 40% more defence and attak dmg (mini saviours)
    The 40% is way to much. Make it like 20% or so and them MAYBE it could work if the item had reasonably high reqs and a debuff.

    6. Cluster - smoke bombs explode on impact and deal 105% dmg each (mini cherry)
    NO GOD PLEASE NO. Cherry bomb is already insanely powerful and blossom haze's damage is rather low in the first place. This should in no way be accessible outside of a weapon.

    7. gluttony - picking up emeralds heals you and nearby players for 10% of your max hp (mini greed)
    There is literally no reason to add this because greed is already extremely accessible through old keepers ring.

    8. Precision - Arrow storm shoots 6 arrows that deal 105% dmg each (mini hawk)
    Why? I mean it seems neat but why?

    9. Mist - Vanish no longer drains mana, but all stats are reduced by 1 (mini roving, but i didnt know how to make this a weaker version since roving is really simple lol)
    No because roving is already broken because you can cast spells out of it without mana. If you allow that on anything its going to break the game

    10. Encourage - Charge heals your for 5% of max hp and allies for 10% but no longer does dmg (mini rally)
    I don't really see reason for this. You got access to rally on EWF and any TF combo.

    11. Toxic - Poisoned mobs spread 50% of their poison to others (mini plauge)
    Sure I guess?

    But seriously these ids need to be kept to equipment and not tomes or that will completely break the game.
     
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  18. Bixlo

    Bixlo I maybe am funny sometimes

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    1. Sentinel - Take 40% of your allies dmg instead (mini guardian).
    This is wayyy to powerful in any context outside of guardian or another fire mythic like monster or abso. This needs to be scaled down imo to around 25% AT MOST but really probably more like 10 to 15% to be in any way balanced.

    2. Savvy - 20% chance for attacks and spell to cast a second time for no mana cost (mini sorcery)
    ehhh this could be fine but id probably reduce it to 10% so its just a neat addition to a build rather than something to build around.

    3. Lead - Meteors fall 2x faster (mini entropy)
    I have one word for you; Fatal. This is an absolutely terrible idea in every conceivable way unless put on a specific weapon...like lunar.

    4. Swift mend - Nearby players gain 25% of the health you regenrate (mini HoTP)
    I like this idea alot to be honest. I have been asking for an id like this on a bracelet or something for a long time. Idk if it would need to be scaled down at all but overall it looks neat.

    5. Penance - when under 25% max hp allies gain 40% more defence and attak dmg (mini saviours)
    The 40% is way to much. Make it like 20% or so and them MAYBE it could work if the item had reasonably high reqs and a debuff.

    6. Cluster - smoke bombs explode on impact and deal 105% dmg each (mini cherry)
    NO GOD PLEASE NO. Cherry bomb is already insanely powerful and blossom haze's damage is rather low in the first place. This should in no way be accessible outside of a weapon.

    7. gluttony - picking up emeralds heals you and nearby players for 10% of your max hp (mini greed)
    There is literally no reason to add this because greed is already extremely accessible through old keepers ring.

    8. Precision - Arrow storm shoots 6 arrows that deal 105% dmg each (mini hawk)
    Why? I mean it seems neat but why?

    9. Mist - Vanish no longer drains mana, but all stats are reduced by 1 (mini roving, but i didnt know how to make this a weaker version since roving is really simple lol)
    No because roving is already broken because you can cast spells out of it without mana. If you allow that on anything its going to break the game

    10. Encourage - Charge heals your for 5% of max hp and allies for 10% but no longer does dmg (mini rally)
    I don't really see reason for this. You got access to rally on EWF and any TF combo.

    11. Toxic - Poisoned mobs spread 50% of their poison to others (mini plauge)
    Sure I guess?

    But seriously these ids need to be kept to equipment and not tomes or that will completely break the game.[/QUOTE]
    if u dont mind can i just use what u posted? im not good at balancing so this is better lol
    ________________________________
    ________________________________
    what happened to my reply?.... its like incoherant xD
     
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  19. Epicness937

    Epicness937 Thesead water god. HERO

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    if u dont mind can i just use what u posted? im not good at balancing so this is better lol
    ________________________________

    ________________________________
    what happened to my reply?.... its like incoherant xD[/QUOTE]
    Lol go for it but just saying those are still WAYYYY overtuned for tomes. Really I think anything except MAYBE swift mend if toned down to like 5% are too powerful for tomes. Just use them for accessories then ya got a solid idea I personally think would be awesome.
     
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  20. Bixlo

    Bixlo I maybe am funny sometimes

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    Lol go for it but just saying those are still WAYYYY overtuned for tomes. Really I think anything except MAYBE swift mend if toned down to like 5% are too powerful for tomes. Just use them for accessories then ya got a solid idea I personally think would be awesome.[/QUOTE]
    Aight. Maybe if they made tomes with like jump hight and speed increases that would be neat.
     
    Epicness937 likes this.
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