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Major ID Ideas

Discussion in 'General Suggestions' started by culpitisn'taword, Sep 15, 2024.

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  1. culpitisn'taword

    culpitisn'taword Well-Known Adventurer

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    +Shattered Sun: Your Heal now heals 80% less health, but damage equal to 400%* of the lost healing is added to Sunshower
    +Crown of Blood: Your Arrow Shield becomes a crown of thorns for 10s which reflects 200%* of any damage dealt to you back to your opponent, but you lose 5% health* every second
    +Iron Arc: Your Main Attack now adds a charge to your Arrow Shield every 1s*; your Main Attack Damage now applies to every Arrow Shield hit and knockback is doubled
    +Dying Rage: When you are below 20% Max Health, your Main Attack will deal massive knockback and damage
    +Descending Star: Escape's vertical movement is doubled; Fierce Stomp's damage is significantly increased* and produces an explosion when you land
    +Grenadier: Your Arrow Bomb becomes a grenade which has a very short range and falls quickly
    +Void Totem: Your Totem now pulls nearby enemies towards it, dealing less damage if they're far away and more damage if they're closer; Aura has double the range*
    +Void Hammer: Your melee attacks and spells pull enemies closer to you; if you take damage, all enemies near you are thrown back
    +Void Razor: Your Multihit draws enemies closer to it
    +Void Spine: Your Main Attack becomes a piercing shot which draws enemies closer
    +Void Warp: Your Teleport pulls enemies towards where you teleported from and pushes enemies away from where you teleported to
    +Sorcerer's Spirograph: You have three times the number of Lightweavers* and they move in a spirograph shape around you****
    +Great Henge: Your totems will now orbit you*** at equal distances from each other; Haul will send you towards the Totem closest to where you are looking and Uproot can no longer reposition totems
    +Time-Rending Phantom: When you cast Phantom Ray, the Ray will freeze in place where you cast it; it will last for 10s and has twice the range
    +Numismatic Furnace^: When you have less than 10 mana remaining, you will spend 1 emerald block from your emerald pouch to restore 20 mana; you cannot do this again for five seconds
    +Purifying Flames: When you are on fire, instead of taking damage, heal 1%* of your maximum health per second
    +Tripwire: If your Uproot hits a totem while you have multiple active, all of your totems will create temporary damaging tripwires between them
    +Huntress' Blessing: If you hit an enemy from 16 blocks away with your bow, you deal double damage
    +Cultivator's Hand: If you hit an enemy with a gathering tool in your hand, they will be thrown a significant distance^^ away
    +Ancestral Serenity: When you cast Aura, become invulnerable for 10s* but lose your ability to deal damage or regenerate health for 15s*
    +Hateful Crepuscule: Crepuscular Ray now fires a red laser continuously until you run out of Focus, at which point it will lob magma towards wherever you're firing
    +Murderous Glaive: Your damage from Bloodlust will be concentrated in your Main Attack and be dealt to the first enemy you strike*`
    +Hungry Shade: If an attack you made while Vanished deals enough damage to instantly kill the enemy, you don't break Vanish^^^
    +Raging Totem: When you have three totems on the ground at the same time, they all explode and give you lifesteal* from struck enemies
    +Frenzied Chaos: Chaos Explosion recasts 7 spells instead of 3*, but each spell does half the damage it would do normally*

    The descriptions of these are probably too long and I'm really not sure how balanced they are, even in relation to each other. I have marked stats I'm personally unsure of with a *; the other asterisks and carrots lead to their respective notes at the bottom.

    *Unsure what the exact numbers should be and therefore if this is underpowered or overpowered
    *` I don't know how much damage this would come out to. Probably a lot.
    **Unsure if it's a good component. If it did scale to Exploding ID, the ID would either buff damage (IE 20% Exploding means you deal 120% damage on the attack) or the explosion size, or both
    ***Spirographs are very hard to describe. Basically, the Lightweaver orbs are normally on a ring around the player. With this MID, they'll be moving in circles between that ring and the player, forming a spirograph shape which will itself be rotating.
    ****Possibly at the same radius as the totems. I don't know what the default totem radius is or if it expands, because I don't play Shaman, but if it happened to be 15 blocks, then Great Henge would have all of your totems orbit at 15 blocks.
    ^The fundamental idea is that you turn emeralds into buffs, but I don't know what sort of buffs, how strong, how expensive or how to activate them. Could be speed, damage, health (like if Greed destroyed the money it used to heal you), or mana, as I wrote in this variant. Also, the item this is attached to (probably a ring) has extreme negative Stealing and a good deal less Loot Bonus (20%? 40%?*).
    ^^32 blocks
    ^^^Kills that proc Hungry Shade produce an audible snap and two red crosses (instead of the Multihit continuing to cut empty air), the same as Fatality's singular cross.

    +Descending Star: Escape's vertical movement and fall speed are doubled and you create an explosion when you land that scales to your Exploding ID** and knocks back all monsters nearby
    Said to be basically Fierce Stomp.

    +Grenadier: Your Arrow Bomb's maximum cost is 15 mana*; it has a shorter range and is subject to gravity, but deals double damage when it lands
    Said to be overpowered, and also poorly worded, and nonsensical in the MID sphere anyway.

    +Soul Kindling: Your melee damage is doubled*, but hits do double damage over three seconds and also damage your mana^^
    Said to be 'complicated'. Could be achieved with a -MR -HPR +Damage item, anyway.

    +Purifying Flames: When you are on fire, instead of taking damage, heal the amount of damage you would have taken
    Situationally overpowered, useless in other cases, and depending on whether it procs with Fire Creep, makes Archer immortal. So needs a rewrite.

    +Void Grenade: Your Smoke Bombs now pull enemies towards them for 3s*, then explode and deal significant knockback
    Already exists as a Shadestepper ability so rewritten.

    +Void Razor: Your arrows leave rifts in the air that pull and deal damage to enemies for 3s*, but you can only have one rift active at a time
    Said to not fit as an MID so was rewritten.

    +Void Warp: Your Meteor will pull enemies towards the position it will land, then teleport them randomly a short distance when it hits; it takes twice the time to land*
    Said to be 'an extremely bad idea', so was rewritten.

    +Sorcerer's Spirograph: Your Ophanim will circle around you in a spirograph with a radius of seven blocks and deal damage to anything they hit****
    Could be better as a Lightweaver buff so was changed.

    +Ancestral Serenity: Your totems last for twice as long but only have a radius of 3 blocks. Enemies are thrown back if they enter the totem's radius, but while a totem is active, you cannot deal damage

    +Portal Gun: Teleport teleports you to any block within 64 blocks you are looking at, but it takes 2s to charge up before doing this
    Apparently written bad.

    +Sharpshooter's Storm: If one of your arrows lands while you have Focus, immediately fire another^^^^
    As could be predicted, really overpowered against stationary bosses.

    +Boltslinger's Traps: Your Arrow Bomb will lay a trap on the ground which will fire 200 arrows into the air if an enemy walks near
    Stated to be 'bad'.

    +Hungry Shade: If a Backstab from Vanish deals more than 75% of the enemy's max health, the enemy will be eaten``, temporarily buffing your speed and damage and not removing you from Vanish
    Stated to be overpowered.

    +Howling Puppets: Your Puppets will charge at enemies and explode the moment they spawn. Puppets spawn at twice the speed*
    Stated to already exist.

    +Frenzied Chaos: Chaos Explosion fires Ice Snakes in all directions around you along with every spell it casts. It will no longer register Ice Snake for recasting
    Stated to have no drawback.

    Revised removals:
    +Sharpshooter's Storm: If one of your arrows lands while you have Focus, fire two lesser arrows which don't activate this effect
    +Boltslinger's Hound: Your Guardian Angels are replaced by a single wolf who will continually spray arrows at your enemies*^
    +Trapper's Arc: Arrow Bomb now gives you 2s to aim before shooting an armed Trap; it will not obey gravity for 20 blocks`
    I decided these were bad and cut them.

    +Portal Gun: Your Teleport will teleport you to a block you're pointing at within 64 blocks, but it has a 3s cooldown
    Just sort of weird, impossible to balance, it's just a Teleport buff.
     
    Last edited: Sep 15, 2024
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  2. Elytry

    Elytry Spitballer of the Architects

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    here we go
    Is this not lustrate?
    okay i guess you sacrifice healing power instead of slowing it, but honestly this is just so much more powerful (slower healing is worse for LB than 20% heals, especially with lament)
    This is cool, but it might be too powerful. (idk)
    Where is the drawback? Do you want this on a mythic or something?
    Ok cool
    no opinion other than it feels a lot like fierce stomp
    You do realize that Arrow Bomb is normally affected by gravity. Also, MIDs should not set max Spell Costs. Basically the only drawback is shorter range (unless of course you are a sharpshooter) and makes Arrow Bomb very spammable and damaging.
    no drawbacks moment
    make it so that they deal less damage the further away they are
    okay intereting but very wordy
    are you trying to make more Provoke/Taunts
    Black Hole ability on shade tree does this already
    a thing about MIDs: they are supposed to only increase speed unless there is a drawback, and only ability MODIFICATION is allowed. Adding a whole gimmick to an MID is just... weird. A different way to phrase this that DOESN'T add a new gimmick: Enemies are pulled towards and damaged by the arc of the last arrow you fired for 3s.
    no
    just no
    this an extremely bad idea
    not only is this basically Gravity Well, BUT it also teleports things.
    add more detail as to the shape, also: is this not a variation of lightweaver? I feel the lightweaver should be affected, not ophanim.
    huh
    weird
    moving on
    cool
    me likey
    interesting, but it should be on a piece of jewelry (ideally a bracelet) or chestplate without stealing or loot bonus
    this is too complicated
    this is literally only useful MH and Corrupted Dungeons
    but cool
    where
    neat
    the prof mid
    me likey
    this is the opposite of your Grenadier
    WHERE IS THE POSITIVE
    unless this is like for the balancing of a relik, i just don't see it
    you totems have small radii, and you can't deal damage
    yeah this would wreck anni, tcc, and probably eye
    did you really just name an MID boltslinger's traps??? (wtf)
    this is a bad idea
    interesting
    when writing descriptions, please use proper grammar
    interesting
    but
    'lob'? (yes i know what the word means but it is not fit for a desc.)
    how trigger and how is this not bloodlust
    how about this: "When leaving Corrupted, Bloodlust's damage becomes stored in your Main Attack. Enemies hit by the charged Main Attack receive Bloodlust's damage."
    bad idea
    this is a knock-off strings of fate
    please immerse yourself in MIDs before making them
    another no-drawback mid
    no
     
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  3. _Rippi

    _Rippi The Devourer

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    I have to say, most of these are unbalanced, already in the game, not true to what major ids should do, and some of these have no actual thinking. For example:

    being invincible while on fire is not okay at all, considering you can have an archer use fire creep (place fires on the ground), and have 2 of whathever item has this id as tanks in warring, and its no effort tanking...

    And even fire creel wouldn't work that way, then it woukd be completely useless except in molten looruns and anni, since they have lava, so you can still be immortal...
     
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  4. culpitisn'taword

    culpitisn'taword Well-Known Adventurer

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    Aight, about what I was expecting.
    You could replace the 20% heals with 0% heals, which would presumably be much worse for LB.
    I forgot to more clearly state it, but your Main Attack fires Arrow Shield charges instead of an actual arrow. Basically, the idea is that it makes Archer into a melee class by replacing the Main Attack with Arrow Shield.
    The idea was to have some ability that involves you going up in the air and then crashing down, and Archer seemed like the best fit. Fierce Stomp does already exist, though, so I'll probably rewrite this one into being an upgrade to Fierce Stomp specifically.
    Okay, should have specified 'much more gravity than usual'. Like, this is 5-block-range Arrow Bomb. I'll rewrite it to remove the damage buff; the idea is basically that you're lobbing short-range bombs instead of long-range bombs, which is the reason why I put in the maximum cost thing.
    I'll remove it but add a note that, if applied to an item, the item would have a significant -Arrow Bomb cost.
    Valid.
    I'm not sure how to word this better. 'Melee' in this game generally refers to the Main Attack even though Warrior has melee spells and Archer's main attack is ranged.n
    I wasn't aware of Shadestepper already having a Black Hole. (I was originally going to be calling this Black Hole Grenade but then replaced it with 'Voidtech' and finally 'Void', and made it into an MID series like the Corruption-themed ones later.
    I'm not sure how to rewrite this - all the Void MIDs are themed around gravity, but none of them are Archetype-specific, so I can't just make this a buff to Shade.
    My main aim with this post was to make more impactful and gimmicky MIDs. This one would work better in the ATree, somewhere, but doesn't really fit, I suppose.
    I'm not sure how to rewrite it while maintaining some concept of 'gravity'. I could make it piercing arrows that pull, I suppose, but that's edging towards Sharpshooter.
    Unaware of what Gravity Well is. I'm not sure how to rewrite this one, especially since you don't explain what makes it 'an extremely bad idea'. Is it the time to land, or the teleport, or the pull, or all three?
    I could replace it with a Teleport-themed ability, I suppose.
    I could rewrite it to be a Lightweaver buff, in which case it would also add 3-5 extra Lightweaver balls, I guess.
    It's hard to succinctly describe a spirograph without attaching an image. I did my best in the apostrophe.
    Not very descriptive here.
    I wasn't really sure how to execute the idea of 'burning yourself alive for more power', and upon further thought, you could probably achieve the effect with a Legendary or Fabled chestplate with massive -MR, -HPR, and a hefty main damage buff.
    I didn't write any of these with gear in mind. Numismatic Furnace would be on a necklace or bracelet, I suppose, and it would have hefty -stealing. Like, an enormous -stealing.
    Intended.
    Between the totem and you... which, upon inspection, is actually nonsensical, so I'll rewrite it to make tripwires between your totems again.
    The intent is that it allows you to explore the world without getting attacked by enemies, or at least stop in certain areas. I could rewrite it to boost healing, I guess.
    On further thought, I reckon I'll rewrite it to be based off of Aura instead.
    I suppose I'll have to put in a limit on arrow replication, but that's boring. I could make this a change to Crep Ray, I guess?
    What's the problem?
    The shtick of these three MIDs is of course mixing the Archer archetypes with each other. I don't know how to mix Trapper and Boltslinger.
    I suppose this is just giving Boltslinger Trapper's trap ability, so I'll try to change it.
    What didn't I do right?
    So just a semantic complaint then.
    The idea is it deals more damage than Bloodlust but only targets a single thing, which doesn't really get across in yours. I guess I could rewrite it?
    Is there any way to make it a good idea? I guess make it 100%?
    Fine, I'll find some other Shaman archetype to mess with. I was thinking of Acolyte, but I don't understand it well enough to make it Corrupted.
    I'll rewrite so it's just a lengthening of Chaos Explosion, I guess.
    [/QUOTE]

    I'll correct some of the MIDs to account for your comments.
     
  5. Elytry

    Elytry Spitballer of the Architects

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    still ends up being way too similar to lustrate
    are you telling me that you're making MIDs while not knowing much about MIDs or ATree abilities.
    yes. yes you are
    also, the reason it Is Extremely Bad is because what if the enemies get teleported out of the room or something.
    i had a general idea of what one looked like but... it didn't really help (i even googled it)
    i didn't have an issue with it
    it's just an item balance issue: the only items in the game with greed are a ring, a dagger, and a chestplate. The only items with magnet are a bracelet and a chestplate. Therefore, in order to get both of those with full jester set is with the dagger and magnet chestplate. If you are using Crafteds, then you'll be using mainly jewelry
    Ok fair
    yeah, it's unoriginal, confusing, and if anything it should just make traps shoot arrow rains instead.
    what is this supposed to mean
    I thought the whole point is it got stored in some attack for later. How do I trigger a Killing Blow? Also, if it's just Bloodlust but stronger and only targets a random enemy nearby, it's kinda meh.
    I complained because this is almost identical to Strings of Fate, a MID found on the Fabled Relik Marionette.
    ________________________________
    again with the please be aware of abilities and MIDs when writing changes for either or new ones
     
  6. culpitisn'taword

    culpitisn'taword Well-Known Adventurer

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    Range limit. If Portal Gun had no limit, it would teleport you into the ceiling or thousands of blocks away if you weren't looking at a valid target. So when you're targeting a block with Portal Gun, it has to be within 64 blocks, or it's too far.

    Murderous Glaive hits the first enemy you hit with it, not some random enemy. I've rewritten it to hopefully be better.
    ________________________________
    Think I've covered everything.
    ________________________________
    Removed some of the MIDs.
     
  7. Elytry

    Elytry Spitballer of the Architects

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    these changes are cool
    :thumbsup:
     
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