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Game Mechanics That Don't Exist In Wynncraft But I Could See Existing In The Future

Discussion in 'Wynncraft' started by Justice, Sep 21, 2020.

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  1. Justice

    Justice Obliterator of Grooks VIP+

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    Just a post of a list of game mechanics that don't exist in Wynncraft but could. Some are more likely to exist than others.
    • The mana steal thing I mentioned already exists and I'm an idiot.
    • If you know anything about poison and strength, poison gets increased by strength. Take that same idea but apply it to maybe something like life steal and dexterity.
    • Want a higher walk speed or sprint time, link it with agility to potentially make you go at light speed.
    • Maybe tie defense to health regen to make builds that would rival the health regen of overused comic book heroes.
    • What if elemental defenses took away damage based on a percent rather than raw damage?
    Feel free to comment on, change, add, or make fun of these ideas.
     
    Last edited: Sep 22, 2020
  2. Shovel

    Shovel Follower of Tolvanism HERO

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    Negative mana steal already saps your mana, what?
     
  3. Kiocifer

    Kiocifer Creator of salteďpog3 and other monstrosities HERO ✎ Artist

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    Concerning the first point, it's already ingame; try using knucklebones or some other massive -mana steal item if you want to try it out;
    For Dexterity/Lifesteal, I'd personally disagree considering there's a considerable amount of other non-thunder lifesteal items, and personally the connection doesn't really stick with me either thematically or balance-wise. What *would* make sense would be for dexterity to also affect poison damage, allowing for poison crits, since that'd make it give similar damage bonuses to damage (which is why strength does its thing).
    Walkspeed and agility are already pretty heavily linked, through items and IDs, although I think keeping agility as it is, working as a chance-based damage reduction makes more sense; the bonuses from skill points should just be simple multipliers to 1 stat (Agi and Def modify your ehp, Str and Dex modify damage output (Which is why strength affects poison and dex should as well), and Int modifies the amount of spells you can cast.
    The health regen change suffers a similar problem to the walkspeed one- there already is this connection and exacerbating it imo is not the direction the game should go in; more IDs for more elements is a good thing in my book.

    Now, for the final point. Yeah, that makes sense. Elem defenses adding together to reach a threshold of damage reduction would be the most logical way of changing them, and could likely bring them back into the meta to become something that's considered, albeit not built around completely. This'd also make sense for enemies, since at current, it basically restricts the act of fighting bosses like Qira and other hive mobs to superslow high damage weapons (or no elements at all); if this were a change made, then you could use superfast and superslow weapons against enemies with elem def/weaknesses and get the same results, which makes sense.
     
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  4. Justice

    Justice Obliterator of Grooks VIP+

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    Yeah, I just found that I'm an idiot and that the mana steal thing exists.
     
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