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World Area Specific Elemental Effects

Discussion in 'General Suggestions' started by Goden, Aug 7, 2016.

?

Is this a good idea?

  1. I luff it with a burning passion.

    40.0%
  2. It's okay, needs some work (Comment why)

    33.3%
  3. Meh. I'm just here for a read, not to take a stand.

    13.3%
  4. Needs lots of work (Comment why)

    6.7%
  5. God no, this is a satanic piece of writing.

    6.7%
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  1. Goden

    Goden Everlasting Excellency HERO

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    Okay, so bear with me, as this may get complex, but.. First we need a pretty little title don't we? Well, too bad. No title for you. On to the thread.

    So basically, this is just a thought that I remembered talking about with a guild member a long time ago, and I always wanted to suggest it, so.. Here we go. Anyway, what this really is basically is adding an extra function to the world in which certain elements are boosted in certain areas.

    Maybe it's better to explain with an example. Essentially, say you were in Molten Heights. All Fire damage is boosted by 1.5 in that area, and all Water damage is negated by .5 in that area. (50% boost, 50% negate.) Now, I'll list other examples below, but basically the gist of this suggestion is to make it so certain elements are powered up in certain areas, specific to the area around it, as well as allowing the area to negate opposite effects that don't work with the area (Fire in the ocean works 10/10 yep). Also, multiple effects CAN be boosted/negated in one area, though both elements will only receive a 25% powerup, to avoid making this too overpowered (or a 25% negate depending on if it's not an element that would work well with the area).

    I'll give some general examples here..

    Wynn-
    • Almuj Desert/Savannah - Fire/Thunder - 25% Boost, Water - 50% Negate
    • Nesaak/Lusuco area - Water - 50% Boost, Fire - 50% Negate
    • Maro Peaks - Earth/Fire/Air - 12.5% Boost, Water/Thunder - 25% Negate
    I know that's not too many, but meh. It's just examples anyway.

    Gavel-
    • Olux Swamp - Earth/Water - 25% Boost, No losses
    • Molten Heights - Fire/Earth - 25% Boost, Water 50% Negate
    • Canyon of the Lost - Earth - 50% Boost, No losses
    • Sky Islands - Thunder/Air - 25% Boost, Fire - 50% Negate (For those curious, low oxygen from heights makes fire go out easily, that was my thoughts behind that one)
    • Karoc Quarry - Earth - 50% Boost, No losses
    General Areas-
    • Ocean/All Islands (Unless they would fit otherwise, like Maro Peaks, see above) - Water - 50% Boost, Fire - 50% Negate
    • Plains (Most of them, if trees are burned like certain areas, Fire is boosted slightly, 12.5% most likely) - Earth/Air - 25% Boost, No losses
    And that's basically it for my examples. Of course, both provinces would be encompassed within this, so it would be quite big, but I feel that it would be an interesting addition to spice up Wynn's gameplay. In addition, possibly something within the Compass menu could be added (Or just a line of text to something already added) that would show what elements are currently boosted in the area that you're in.

    Thanks for taking the time to read, and I'm open to feedback/comments on this, so don't hesitate with that c:
    Goden out.

    *poof*
     
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  2. chaostitan

    chaostitan Well-Known Adventurer VIP

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    Add a poll but I like the idea, howeve the boost and negate numbers might need to be slightly changed.
     
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  3. Bubbles

    Bubbles Yep, that one HERO

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    How to ruin a build 101
     
  4. Shanaaro

    Shanaaro . HERO

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    So you're basically saying the moment I level up to a new area my entire build is ruined and I have to change completely and get a whole new set?
    no.
     
  5. whatheckno

    whatheckno cool guy HERO

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    Poll
     
  6. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    If anything fire damage would do less damage in molten heights.
     
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  7. Paradoxical

    Paradoxical Machina Infinitum VIP

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    Okay, the problem with this logic is that most of the mobs in molten heights are more or less immune to fire and weak to water. Areas already have elemental associations by the mobs in them, these effects will just make combat harder.
     
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  8. The Fool

    The Fool Nobody Wants to Know Him HERO

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    Make wynncraft a little bit harder isn't good?
    In my opinion this would be cool along with new combat techniques for the mobs.
     
    Last edited: Aug 7, 2016
  9. Paradoxical

    Paradoxical Machina Infinitum VIP

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    It's not the difficulty increase, it's that it literally counteracts the elemental strengths and weaknesses that are already in place.
     
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  10. Devourer

    Devourer Lava Warrior VIP+

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    I liked this idea... until I realised the problem.
    Imagine if you are a water mage. You have this powerful build which gives lots of spell damage, mana regen, etc. You want a good grinding spot, and you hear that the Molten Heights mobs (most have it, not all) have water weakness...
    Except this is negated by the area's water resistance. That means that, except in the case of mobs with unusual elements for their area, your attacks will do very little damage to enemies.
     
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  11. The Fool

    The Fool Nobody Wants to Know Him HERO

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    ^^^
    Now I see the problem with this
     
  12. Goden

    Goden Everlasting Excellency HERO

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    Essentially, this was about making Wynn a bit more logical, though I can see the flaw with that thought in essence of Wynn being highly fantasy/medieval based.

    Also, fine, let me add a poll.
     
  13. jmb6g

    jmb6g Coming Soon™

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    The numbers are way to high but I like the main idea!
     
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