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New Mob Abilities/mob Diversity Vol. 2

Discussion in 'General Suggestions' started by Xeabia, May 2, 2021.

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Which section(s) would you approve of for the most part to be implemented in Wynn?

  1. Vanilla-ish Attacks

    5 vote(s)
    55.6%
  2. Wynn-esque Abilities

    5 vote(s)
    55.6%
  3. Improved Spells

    3 vote(s)
    33.3%
  4. Enemy AI/Design

    5 vote(s)
    55.6%
  5. Environmental Challenges

    6 vote(s)
    66.7%
  6. Custom Debuffs

    2 vote(s)
    22.2%
  7. Eh, I agree with half good, half bad for the sections I want to pick

    1 vote(s)
    11.1%
  8. Most of them are bad

    1 vote(s)
    11.1%
  9. Good ideas, just not in Wynn :/

    1 vote(s)
    11.1%
  10. Vol. 3 when?

    5 vote(s)
    55.6%
Multiple votes are allowed.
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  1. Xeabia

    Xeabia A creative mind who's clumsy as heck HERO

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    Minecraft:
    Heyo, a while ago, after making a thread, “New Mob Abilities/Mob Diversity'' (which I forgot to capitalize the M in Mob, e), I suddenly got a jolt of creativity for a bunch of more ideas. Basically, reread the first edition of these cool new attacks/mechanics over HERE, before you start reading this Volume for new ideas. Like last time, I don’t believe my ideas will actually be implemented, but it would be cool to see future MC RPG servers impediment this sort of stuff. Also, get ready for a lot of inspiration or 1 to 1 attacks from other games that I thought would be neat to transfer into an Minecraft RPG formula. They weren't meant for balance in mind, but just creating more flashy, or challenging to dodge moves, or break the monotony of the classic Zombie/Skeleton AI.


    New Mobs Moves/Mechanics
    This is all probably possible with vanilla assets. I didn’t have as many ideas for this one unfortunately due to its limitations. Still, it would be cool to see this used for Wynn mobs or be seen more in general for Minecraft RPG servers.

    Trident Throw:
    Enemy throws a trident, simple as that. :3 (For real, Tridents thrown by Drowned while being slower than Bows, and a lot more accurate at hitting a player, requiring them to think about using their movement spell to dodge)

    Evoker Fangs:
    Just like the game, I thought it would be neat for Wynn enemies to be able to use this sinister looking attack. Also, since the fangs don’t spawn really close to the Evoker, it encourages fighters to get up and personal.

    Illusion:
    Like the Illusioner mob, they make 3 mirages of themselves that aren't separate entities.

    Geomancy:
    The mob raises its hands like an Evoker, and faces in the direction of the player constantly. Then, non-solid blocks of Dirt and Stone rise from the ground and float around them in a random position that’s within a 5x5 box around them. A new block is added every 0.75 seconds. When they are hit and have 3 or more blocks floating around them, they will launch all of their floating blocks at the player. However, if 2 or less blocks are floating around them, it will cancel the attack, and all of the blocks will disappear.

    Inspiration: Hypixel Bedwars Castle Mode(lots of painful memories). There’s a thing you can buy that does something like this, but summons like 11 blocks instead of blocks slowly appearing.

    These are more elaborate, complicated abilities that fit Wynn’s nature. I had WAY more fun and ideas for this, since this is kinda a general category.

    Parry:
    The enemy makes 3 metal clang sfx. White particles will burst from the enemy at the 3rd clang. If the enemy is hit by a player by any means, the enemy will negate the damage, and counterattack with a slash projectile (represented by white particles in a diagonal line that moves quickly to the player) that’s is very hard to dodge.

    Inspiration: Inspired by a boss in Hollow Knight. (No spoilers here :3)

    Chill:
    The mob has dark black particles surrounding them in a wide range, and players in this cloud will have Slowness 1 for 7 seconds. The particles will persist for 20 seconds, and being in this cloud reset the counter and slowly moves the player away from the mob from the direction it is facing. (It doesn’t push like the Push Spell, but more like in a more subtle way.)

    Inspiration: Based on a skill a player can use in Monumenta, for Mage.

    Spark Chasers:
    2 Ender Crystal mobs appear to the side of the boss, and they will not move but use Mage’s Grade 2 Teleport to move, and damage you. They will cast Teleport towards you very quickly for 6 times, then they will use Self-Destruct. (Alternatively, Giant Ender Crystals could be used and they Teleport much slower, but their hitboxes are way bigger)

    Inspiration: Mega Man 8-bit Deathbattle/Mega Man V GB, based on a weapon you can get from a boss.

    Primal Stomp:
    The enemy disappears, and makes a Spell stx. They will warp 6 blocks above you, and when they land, 4 War Scream projectiles are made in an X-pattern from any direction from where the enemy is facing when the mob lands. These projectiles travel until they hit a wall.

    Inspiration: An attack from the final boss of Guardian Tales (Get ready, there’s a LOT of attacks from this final boss. Guardian Tales is a good game, definitely recommend it :3)

    Flare Wave:
    Two Fireballs spawn to the left and right of you, 7 blocks away from you. After 1 second of start up time, they move to collide together and explode.

    Inspiration: An attack from the final boss of Guardian Tales

    Soulseeker:
    The enemy fires a big War Scream-like projectile that moves very slowly, and when it travels, it quickly fires a stream of projectiles that look like Soul Points in a line where the player is. The Big Soulflare(War Scream projectile) lingers long enough and fires Soulflares(Soul Point projectiles) fast enough that a Player cannot run in a circle around the projectile and not get hit unless they have high walk speed, so they need to move slowly as the Soulflares track where the player was before firing.

    Inspiration: An attack from the final boss of Guardian Tales

    Crystal Wall:
    Magenta-looking particles make a line across the arena and then a 3 block wide wall appears in the direction of the line with the top being thorny and dealing lots of damage if someone is on top of the wall. The wall cannot be damaged but disappears after an amount of time.

    Inspiration: An attack from the final boss of Guardian Tales

    Conductivity:
    The enemy has a ring of yellow particles 2 blocks out from them, and it slowly goes inwards towards them. This will deal no damage. However, once it goes in them, it will come out slowly, and the ring will now leave lingering yellow particles making a trail when it goes outwards. It expands outwards up to 6 blocks, and when it hits a player, they get struck by lightning and take big damage.


    Ice Wave + Stalagmite:
    The enemy makes a 180° Ice Snake like effect in front of them that travels very far until the ends of the arena, however they only go up a block high. Anyone (including other enemy mobs) hit by this ability will take small damage, and be sent up as high as Uppercut would. Then a pile of 3 fall ice blocks will hit any entities at the peak height from being launched, to act like Warrior Comet (Grade 3 Uppercut) dealing most of the damage of this ability, and sends the player down quickly, still dealing fall damage. In order to avoid this skill, careful use of your movement spell is needed to avoid the wave or not reach the max height of getting knocked up to avoid Stalagmite from activating.

    Inspiration: Monumenta’s Eldrask Ice Wave and Stalagmite moves, but changed slightly

    Meteo Grande:
    A huge reticle appears as a very slow-moving Giant Meteor falls that’s ⅓ the size of the fighting arena.(a sphere with a radius of 10 blocks) When the Giant Meteor falls, it makes an explosion the size of ⅓ of the arena and casts Heavy Push from the center of the impact as wide as the entire arena. This then happens two more times with a total of 3 Giant Meteors falling.

    Glass Breaker:
    The enemy makes a Dragon Roar, and their weapon will visually indicate some sort of enchantment. For their next melee attack, they will make a devastating blow that deals immense damage and Poison you to represent glass being embedded into you. If they land their attack, or if enough damage is dealt to them, their weapon will “shatter” and they will have Weakness 2 and Vulnerability 2 and try to run away from the player, until their weapon visually reforms.


    Overhelm Slash:
    The enemy makes a wide sweeping edge effect from their head to in front of them, dealing a large damaging slash that’s 3 blocks tall and 4 blocks in front of them that deals Knockback 3. Alternative, the slash can also make debris with dirt blocks being launched that also deal damage.


    Insurgency:
    The enemy makes two Yellow Glazed Terracotta projectiles that travel horizontally and bounce off each other, creating a double helix pattern for it’s trajectory.


    Still Shot:
    A flying enemy shoots 3 Green Terracotta projectiles in a spread shot, and then when they hit the ground, they will float in the air for 2 seconds that can still deal damage, then they launch in a line towards where the player is at high velocity.

    Inspiration: Phoenotopia Awakening, Phalanx Fight

    Laser Eyes:
    The enemy will make a line of fire particles appear from the sides of the enemy that’s angled slightly downwards. The line would be 8 blocks long. Then they will curve quickly so that the line of particles converge to in front of the enemy, but still angled downwards.

    Hyper Beam:
    The enemy charges up with many fire particles surrounding them, stops moving, and turns to face at where you are. They then fire a 3x3 beam in the direction they are standing on that lasts for 3 second. Then, Fire non-solid blocks will linger on the path of the beam for 15 seconds. (Whatever mob that uses this will be immune from Burning Damage.)

    Inspiration: An attack from the final boss of Guardian Tales

    White Hole:
    A white block appears, that’s floating 1 block up, and it constantly emits the Push spell. It will last for X seconds, then turn into a 16-way ring burst of smaller block projectiles that travel slowly in a line, until they hit a wall.

    Siphon Gear:
    The enemy makes a metallic sfx, and your spells are sealed for 7 seconds. You can still recover Mana however. This will be indicated by a sphere of grey particles emitted around the enemy that indicates the range of this attack. However, this attack deals no damage, it only serves to punish the player a different way for not being too cautious.

    Psychic Link:
    A line of particles connects from you and the mob, and you are constantly dragged (not abruptly like Pull) towards the mob. Then, an Upcoming Attack reticle appears at where you are while you are being dragged, and a hemisphere of particles makes a dome around the reticles and then goes inwards that deals damage.

    Dancing Flail:
    A spikey ball appears around an enemy, and within 5 blocks of it, the flail will hit the ground and bounce off the ground and go in different directions while being tethered by the enemy.

    TNT Repeater:
    The enemy shoots an explosive arrow in a line to where you are, then they will quickly fire a 2-way spread shot that will go to the sides of you. Then, they will repeat with a single shot at you, and another 2-way spread shot.

    Spirit Tackle:
    The enemy turns invisible and an orb of dense white particles appears at the center of the mob. The orb then tries to tackle you, and bounces off the ground to quickly tackle you again if it misses. It will try to tackle you and bounce off the ground 5 times, before the enemy reverts to its normal form.

    Imperial Cannon:
    The enemy makes 3 button click stx., and then they will then fire a cannonball projectile in a line where the player is, but slightly downwards. The force of firing it knocks the enemy back a bit in recoil. An explosion happens from the enemy fires it, and a bigger explosion happens when the cannonball lands. Then, an 8-way snowflake pattern of Fire that’s 3 blocks wide in radius stays around where the cannonball lands, and the flames linger for a long time (50 seconds)

    Pentablaster:
    5 Slow War Scream comes out from the enemy, and they will then curve and change their trajectory to where you are. When they travel past you, they will curve around to try and hit you again. After trying to hit you again, they will not rebound again and continue in a line.

    Thunder Gauntlet:
    Giant holy themed spears drop down from the sky where the player is, and when each spear lands on the floor, a circular shockwave ring travels from the impact, that travels very far and deals damage. The damage from the shockwaves is less than the physical spears.

    Inspiration: Final boss of Kirby Star Allies

    Tesla Wave:
    Cyan particles in the shape of a line(9 lines in total) appear around, and through you. They don’t track you or move. After 3 seconds of appearing, the beams will become more solid with more particles to indicate the lines will then inflict damage. Each of the lines are about 15 blocks long.

    Inspiration: Final Fantasy 5 Omega’s Wave Cannon move

    Rose Vine:
    The enemy makes a slow moving trail of green particles towards where the player is, and periodically, red particles come from the left and right of the main line of green particles. All of which deals damage per tick while in contact with the particles, as if you were being stung by cactus.

    Spike Wall:
    The enemy makes a wall of triangular spikes from the left and right of them from the direction they are facing. Then, the wall will move forwards after being summoned and staying in place for 2 seconds. There will be a gap at where the enemy is when they cast this.

    Bouncing Energy:
    The enemy makes a magenta looking block erupt from the ground and be launched high into the sky, or high in an arena, and the block will land, and bounce off the ground vertically, and continue to do so for X amount of times. The block will deal contact damage. Can alternate to have the ball launch lower after each bounce, or keep the height of it’s initial bounce for any bounce, until the spell runs out.

    Monarch Strike:
    The enemy warps to a location 7 blocks away from a player, and then summons 9 swords in a flat curve in front of them. The swords then travel out in a straight line very fast.

    Inspiration: Seth fight from Terraria Split Mod

    Triple Petal:
    The enemy makes 3 4-point Pink Chakrams that appear at the left of the enemy. They are all lined up to make a line from the enemy that furthest out Chakrams is 4 blocks away from the enemy. The Chakrams will then sweep to the right of the enemy by moving in a semicircle. Once the Charkrams go to the right side, they will then be launched from the enemy with each one going in random directions and can bounce off the walls 2 times before disappearing.

    Chaos Surge:
    A dark Grey block appears in the center of an arena, and 8 more dark Grey blocks from the corners and the middle of the walls of the arena. The corner and cardinal blocks then slowly close into the center block. When all of the blocks converge, they turn into a 3x3 block, then poofs away. If you're touched by one of these blocks, you will be hit by a low damaging Multihit, then be given Blindness, Madness Major ID, and be given Hunted Mode for 30 seconds.

    Dark Crash:
    The enemy Charges into a wall, and 3 rings of 12-way projectiles are launched from where the enemy rammed into. These projectiles are black rocks, and the first and third rings are identical in how they are spaced and positioned, the second ring’s blocks are positioned in the middle of the gaps of the first and third ring.

    Grand Inquisition:
    8 eyes appear in a ring around the player, and follow the player and emit fire trails that signify they will all do a laser attack that will all merge together to the center, where the player is. 5 Spell sfx. will be made, and the eyes will stop following you by the 4th sfx., and the beams will be unleashed to the center of all of the eyes at the 5th sfx.. Then, a sphere/block of light appears from the center that deals contact damage. It will slowly float up, and curve slightly in your direction until it reaches 10 blocks high. (The eyes will still exist while the sphere/block is floating, but won’t deal any damage). Then, a Roar sfx. will be made, with the eyes closing, and the sphere/block will turn into 6 Meteors that come downwards from where the sphere/block was in a cone, but each one will go in random directions/trajectories within the possible cone shape downwards.

    Malevolent Consume:
    The blocks below you turn into an evil face with a large smile. After 1 second, the smile turns into an open hole to represent you being eaten alive. If you get eaten, you will be warped to a black box (CSST flashbacks) and be hit by 3 Multihits and 2 Spin Attacks Spells that deal massive damage and create a bunch of loud sfx.. Then you will be launched upwards from where you were “eaten”.

    Molten Crusher:
    The enemy goes into the center of the arena and summons 4 slow moving Meteors that land in the cardinal directions in the middle of a wall of the arena and to center. The Meteors leave large chunks of fire themed rocks that are solid. The enemy faces a cardinal direction, and a fast moving Heavy Flamethrower moves towards the molten rocks, and when it hits one, it will make a burst that’s ⅓ the size of the fighting arena(a sphere with a radius of 15 blocks) and the blast will so large, it will hit the corners adjacent to the stone’s explosion. The enemy then does this 3 more times to the other stones.

    Beast Cleaver:
    A huge enemy is about to swipe it’s claws across ¾ of the arena, which the area is indicated by red particles for 10 seconds. Then, the enemy swipes, and deals medium damage (it’s not a nuke in terms of power, just a very wide attack), and hits with Knockback 5 in the direction of the enemy. (This is meant to be used by a stationary, huge blocky enemy, like The Eye)

    Inspiration: An attack from the final boss of Guardian Tales

    End of Eras:
    The enemy/boss spawns in two mini-bosses, and the enemy warps to a safe place and charges up an attack, indicated by a second HP bar, that slowly fills up, indicating how much time the players have. The players must kill the mini-bosses, or else they will be hit with an arena wide nuke that practically is meant to kill everyone(like, 30,000 Damage if the boss is scaled to 1 player). If the mini-bosses are killed in time, the boss will warp back into the arena, but be in a vulnerable state and be stunned for 15 seconds.

    Wrath of the Elements:
    The enemy has an Upcoming Attack appear above them with a ring of rainbow particles around them. Then, 7 other Upcoming Attacks reticles appear around the area with yellow particles, and the enemy fires a slow moving War Scream that homes onto a player. The enemy then casts Heavy Flamethrower, and Vanishes behind a player. Then, they will cast a Grade 3 Heavenly Jolt (Warrior’s VIP skin of Uppercut). Then, they will cast Huge Wave and the 7 Upcoming Attacks now have a lightning bolt strike on those reticles.

    Sunsetter:
    The enemy launches themselves high into the air, and a giant explosion happens around them in the shape of a sphere. (You probably won’t get hit by it, unless you were to go to where they jumped, and jump 2 blocks from where they were.) Then, the sphere makes slow moving War Scream projectiles in a 3-D 32-way burst all around them. (Think of it like a ring of 8 Screams, and making 3 more of those, to make a 3-D sphere of War Screams) When the War Screams hit a wall or the ground, they make a Meteor explosion.

    Critical Chain:
    The enemy will have a second bar under its HP bar, and it says “Critical Chain - X%”, and every attack the enemy makes that hits you, will raise the bar by Y%. Each percentage increases the chances the enemy can deal a Critical Hit and deal double damage to you. Also, each percentage also increases additional percentage to the initial damage taken if a Critical Hit from the enemy lands. For example, if Critical Chain is at 50%, than an attack that would deal 1000 Damage would have a 50% chance of dealing 2000 Damage if it was a Crit., and has an additional 50% modifier to deal a total of 2500 Damage if it was a Crit.. When the bar reaches 100%, some text appears to say that, “All of the wounds you have inflicted will start to glow brightly” and deal an inescapable attack that deals 4x the damage of the enemy’s basic attack.

    Inspiration: Solo Leveling Webcomic

    Stone Toss:
    The enemy throws a singular stone button projectile at you. And when it lands, it leaves a stone button on the block the projectile lands if it doesn’t hit you… yep, that’s pretty much it. :3 (Oh, and if you step on the stone button, you trip and get stunned by 5 seconds, and you make the Minecraft OOF sound effect :) )

    Inspiration: Memes uwu

    This is the remainder of improved spells mobs could use that I didn’t cover from last time. With this, I think I’ve covered every spell that player can use including their VIP variants and having mobs use Improved Versions of them.

    Power Dash:
    The enemy makes a Charge at the player, but it no longer travels vertically at all, and the enemy dashes with such force that it can reach the other side of the arena. When it hits a wall, it will be still for 1 second, then dash again at a player. It will do this for 2 more times, for a total of 4 times.

    Reflective Cry:
    The enemy makes 3 Cry of the Gods (VIP Warrior’s War Scream) in random directions, and they bounce off the walls of the arena 3 times. After each bounce, it’s velocity decreases.

    Heavenly Glyphs:
    A bunch of yellow tagged mobs (Kinda like, “Upcoming Attack”) that don’t move and show up as a rune on the floor appear. They will say “Heavenly Glyph”, and if a player steps on one of them, they will be hit by a Grade 3 Heaven Jolt (aka, VIP version of Warrior’s Uppercut, with Fireworks and Comet Upgrades). If you step on one, they don’t all disappear. They will disappear after X seconds.

    Gust Burst:
    The enemy uses Escape high into the air, and when they are slowly falling down, they emit white particle circles from them that’s a 4 block radius every 0.5 seconds.

    Volt Blizzard:
    The enemy fires a constant stream of arrows 360° but is angled very low, so it will only hit those at the same y-level as the bottom of the mob, and travel within a 5 block radius. The “bolts” (Hunter’s arrows) deal very small damage. However, the projectiles linger on the floor, and they act as a trap where if you stand on them, it would be like a cactus. They then poof away with small yellow particles after X amount of seconds. (The yellow particles is supposed to symbolize electricity/lightning, and if you are hit the Bolts when they are disappearing, they deal more damage than a normal bolt)

    Gunpowder Spray:
    The enemy starts making a trail of linger clouds of black particles when they walk/run. Then, they will stop moving, and fire a Bomb Arrow with 3 bounces at you. If the Bomb Arrow touches the lingering “Gunpowder”, the bomb immediately explodes, and the trail of black particles turn into fire particles and light ups all of the trail into fires that deal massive damage.

    Dagger Aura:
    A ring of 8 Daggers appear around you, but don’t follow your movement. After 2 second of appearing, they then go in a line to where the player last was.

    Remedy:
    A heal-bot like enemy casts this ability within mobs in a 5 block range. This won’t heal them, however it cures any debuffs the enemy may have, and gives them CCI for 10 seconds.

    Frost Nova:
    The enemy makes a slow moving Ice Snake. When the Ice Snake reaches to where it would normally end, it makes a 6-way burst of more Ice Snakes. Each 2nd Ice Snake would go as far as a normal Ice Snake would go, and travel at normal speed. Then, when each 2nd Ice Snakes reaches to where it would end, each one makes another 3-way Ice Snake, however they only travel at ⅓ the normal distance a normal Ice Snake would move, travel slow, and are smaller than the normal ones.

    Momentum Attack:
    The enemy makes a Charge at the player and a Spin Attack happens around the enemy while charging. When the enemy lands after the Charge, the enemy launches a projectile that’s like another Spin Attack towards the player and disappears when it hits a wall.

    Smoke Bombs:
    The enemy throws a spread shot of 3 Lingering Potions of Blindness that last for 5 seconds each.

    Mana Punches:
    The enemy within close range does what seems like a normal Multihit, however it does no damage. However, it puts you into hitstun, and drains all of your Mana. For every Mana point drained, the enemy summons a minion mob around you. (Which can lead to the main source of actual damage from this attack.)

    Blinding Cloud:
    The enemy summons an invisible, invincible enemy that emits a Lingering Potion of Blindness that lasts for 1 second when the player leaves the lingering cloud. The invisible mob slowly moves towards the player. They will then disappear after 30 seconds.

    Uplift:
    The enemy makes an Uproot projectile. When it hits the player, it explodes dealing damage, and does the Push Spell. When it hits another enemy, any enemy hit in it’s burst range gets a 15% Attack Bonus, and the player is dealt both damage from the projectile, and the Push Spell.

    Sky Crystals:
    The enemy summons 3 airborn floating mobs that look like crystals. They will try to float 5 blocks above a player, and every 8 seconds they fire a Meteor at the player.

    Wind Surge:
    The enemy emits a pulse of white particles, that acts like the Push Spell on the player, however any enemy within 7 blocks of the enemy who casted this spell, will be given Speed 4.

    Celestial Cy-clone:
    A mob looking like a tornado appears that deals with contact. For every 10 seconds the mob is on the battlefield, the tornado generates a clone of the caster that’s mostly whiye with a holy theme to them.


    More Design Elements
    Just a bunch of other ideas I had that can make mobs way more different in how they fight and how the player has to fight them. While I’d admit, it’s not a good as the last Volume’s Enemy AI/Design section, a lot of this is untapped potential waiting to be used.

    Stack AI:
    The enemy has other enemies stacked on it.(Kinda like with Spider Jockeys) It’s movement will only be based on the bottom one. Any ranged mobs above the bottom mob can fire their attacks. Mobs could also use ranged Abilities(even Self Destruct). Alternatively, you can have it so that either the mobs above the bottom one are invulnerable, and only vulnerable when you take out the bottom mob, or vice versa.

    Totem Aura AI:
    The enemy basically acts like Totem, where they don’t move, however they constantly emit a wide range of constant damage(Like Shaman Aura), unless destroyed.

    Bomb AI:
    This enemy cannot be killed by damage, but when you attack it once, it casts Self-Destruct in 1 second, and makes a big explosion for high damage.

    Armaments AI:
    The enemy has smaller enemies on its body, that can dish out extra attacks, but don’t move themselves. They move along with the main enemy, and they have small hitboxes, so it’s better to hit all of the enemies with AOE.

    Evoker AI:
    This type of mob will not move, but when you are in range or within their arena, they will summon various projectiles or weak enemies to assault you. You could have a boss fight, where they stand still and teleport across set positions on top various floating platforms while summoning mobs, and the player has to both be mindful of their platforming, and projectiles/fodder coming towards you.

    Distracter AI:
    A mob appears that makes an enemy target or follow the mob, and the player has the opportunity to attack the main enemy while being careful not to attack the Distracter. To compensate, the enemy will have large stats except for HP and HP regen. Basically, imagine if Cossoal Rat could 3 shot you, but a cheese mob distracts it.

    Worm AI:
    Like Terraria worms, these mobs phase though the ground, and occasionally pop out of the ground to get a melee attack at you. They’re hitboxes will be wonky, but that’s Minecraft for ya. ¯\_(ツ)_/¯

    Warzone:
    In a boss fight, various neutral mobs appear. The neutral mobs are as weak as minions if a player hits them, but are very powerful against the boss, if they accidentally hit them. This is kinda like Charon, or Garoth, where the boss has really high health, and the fight is more about its environment, rather than directly fighting them. You need to try and make the boss attack the neutral mobs, while also avoiding its attacks, in order to win. Basically, this is a battle more about dodging, rather than attacking.

    Taunt:
    The enemy when around other enemies, will make a Roar sfx. and you will see a message that says "You are focused on X". This means you deal 40% less damage, but deal 60% more damage to the enemy who taunts, to symbolize your in a rage and your focus is only on one enemy. (in simpler terms, you deal 20% more damage to the enemy that taunted, but 40% less damage to other enemies)

    Mirror Bearer:
    The enemy will have very high resistance, and will not attack. However, any projectile that hits them is reflected, and can hit any other entity (yourself, foes, and allies), so long as that entity isn’t also a Mirror Bearer. If hit with a melee attack, or your weapon’s melee attack, they’ll be stunned for 6 seconds, and permanently have Weakness 2 and Slowness 2 until they die.

    Force Refraction:
    The knockback you deal to an enemy will also knock you back by the same amount of knockback you dealt to them.

    Immortals:
    These enemies serve as minions who move very slowly, but have very high HP. They can only attack via melee.

    Starfell:
    When this mob dies, a Meteor will be cast at where they died.

    Nuclear:
    This enemy acts more like a minion, and after being on screen for sometime, they will blink like a creeper about to explode, but with a much longer fuse. When they explode, they will explode and their range will be as big as the entire arena.

    Mist Bearer:
    The enemy has a lingering potion cloud constantly emitting from it that causes an effect if a player is within range, like Slowness, Poison, Weakness, etc.. Unlike Aura AI however, this enemy can still walk up to the player, and cast other abilities. Also, their linger potion cloud still persists after death for a long time.

    I had a couple more ideas for this one. I’ve always felt like the flat arena of Wynncraft kinda gets stale, so why not have the environment make the difficulty of the boss, rather than the boss itself?

    Underwater + Aerospace:
    The arena the enemy is in is underwater from the floor to ceiling, but has pockets of air, or pillars of air to not drown in and to have better movement. However, the enemies in this area have perfect Aqua Affinity and Respiration, so they have free movement in water.

    Into the Depths:
    In an arena, there will be small tentacles protruding from the floor and around them is Void. If you get close to a tentacle(say, 2 blocks), they will emit a Pull spell that grabs anyone within 5 blocks into the Void and take Void Damage for 15 seconds, and then everyone will get teleported back into the arena.

    Abyss:
    You start taking Suffocation Damage but starts at a very small value. However, the longer you're in the battle, the more damage Suffocation does, making you have to finish the battle quickly before Suffocation deals more damage than you can recover.

    Encapsulating Gaze:
    There are eyes on the side of the arena that have to blink in slow intervals. When a player looks at an eye, it will lock the player in place, unable to move or attack, and shifts they’re vision to only look at the eye. The effect ends when the eye has to blink. Alternatively, you can have it so that a boss locks you vision to only face it, and you have to use F5 to see other attacks.

    Checker Dance:
    The arena will be in a square with 4x4 tiles of black and red. The enemy will have a second health bar that’s filled up with Red or Black. When the bar fills up with a color, the tile correlating to it will unleash a powerful attack. (Or any other effect, you can get really creative as to what effect these tiles can do :3 )

    Tripwire:
    Within the arena, there will be a tripwire from one wall to the other side of the arena. (There could be multiple ones) When a player, or mob steps on this wire, potions from dispensers will splash anyone on the wire with splash potions with debuffs. This makes the player both cautious of their environment, and makes them think how they use it to their advantage(like use knockback to push a mob into the tripwire).

    Gauntlet Run:
    The enemy after losing a set amount of HP, warps the players(or some of them) into another room full of hazards, minions, or parkour where they have to reach the end, in order to join back into the fight. This could be very cool if say, in Dullcan Raid in 20XX, in his boss fight, he sends half of the players into a room where they have to cross a narrow walkway with swinging axes from the ceiling, that would be neat. :3 (Note, the boss has passive regen disabled, if there are no players in it’s arena)

    Wall Warriors:
    In an arena for a boss, there will be cracks in the wall that spawn in powerful enemies/mid bosses occasionally. If a player walks into one of these cracks, they will be teleported to another room, where they have to defeat the “nest” of the powerful enemies via various challenges. Clearing a wall room will teleport the player back into the boss arena, and the crack you enter will be sealed. The cracks cannot reopen themselves, however there will be multiple cracks with different challenges in each room. This is all to make the boss easier, as the boss with all of the cracks open would be incredibly difficult but doable.

    This one wasn’t much of a sell on people on the first Volume, but I still think the idea is neat. This could be used for future Altar boss fights with the epicness/pain that is Panic Zealot. (However, there will be a chat message that pops up that shows a description of the Custom Debuff)

    Knocked Wind:
    Every hit from a mob involving Knockback, with disable you with Slowness 1 for 7 seconds, and Weakness 3 for 25 seconds

    Shaky Inventory:
    Whenever you get hit or take damage, you will scatter all of your consumables you have in your inventory onto the ground like a death pile that cannot be picked up for 4 seconds.

    Shifting:
    You class randomly changes to another one every 2 minutes

    Incumbency:
    You are now only limited to using your hotbar of items for slots, and the rest of your inventory is locked and you cannot move items in your main inventory. Also, you can only equip ¾ of your armor and accessory slots.

    Parallel:
    A second HP bar appears under the boss, and you swap Abilities, Spells, HP, modifiers, and basically everything except textures with a boss every 30 seconds, when the bar fills. The boss will not attack you unless you attack back. If you remain idle, the counter will not fill. If there are multiple people, the boss’s abilities will have every player’s abilities, spells, modifiers, HP, etc., however number based modifiers and HP will be divided by the number of players. Also when HP is swapped, it will return what the boss’s HP was divided by the number of players. When the boss is defeated, you are reset to a state you would be, before the boss fight.

    Guilt:
    In an arena with a boss, for every minion that you kill, you start to deal -1% of your total damage. So, if you kill 10 minions, you will now deal 10% less damage. Which means if you kill 100 minions, you will deal no damage. This could be used for a boss that summons weak copies of some of the friends you met on your journey, and how it’s your fault they’re dead or you tried to kill them in AHC.

    This idea bucket was nice to layout, and a good time filler, for something… in the works. I’d like to see whatever other New Mob Abilities and New Mob Diversity y’all would recommend Wynn implement also.
    (Also, Wynncraft Fourms, fix your spacing for copying and pasting on Google Docs, E)
     
    Last edited: May 2, 2021
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  2. Xeabia

    Xeabia A creative mind who's clumsy as heck HERO

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    And... I forgot to capitalize the M in Mob Diversity again. Great....
     
  3. AcadeeAlkana

    AcadeeAlkana . . .

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    Man, this is long...But it's also really cool. There's a lot of great ideas here!

    Nice to know that someone else occasionally plays Guardian Tales, btw!
     
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  4. Stormarend

    Stormarend The classes DO NOT correspond with the elements.

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    It's actually just a thing the forums do. In thread titles, the first letter of each word is always capitalised and all others are made lowercase.

    Anyway, about the thread itself, I absolutely agree that the mob system is one of Wynncraft's mechanics that really needs updating. However, I can't say I agree with the way you're going about it. The thing is, adding more (increasingly more gimmicky) spells and particularly AIs isn't going to do all that much. At the end of the day, AI types like "stack" and "taunt" are interesting, but they only fill very specific niches. The standard melee and ranged AIs will still be the most common and the problem with Wynncraft combat right now is that those aren't particularly interesting. Adding varied, but gimmicky mechanics like yours isn't going to fix the broader problem of almost all combat encounters being uninteresting. If anything, I think the best idea in this thread is status ailments, but you made those oddly specific as well.

    I've long been wanting to make a thread about this (and I might once I have the time), because I think that, rather than adding more and more increasingly specific mechanics, there should be a new system that is more customisable in terms of mob attacks and behaviour, quite the opposite of the preset packages that are the current (and your) mob AIs and attacks.
     
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  5. Xeabia

    Xeabia A creative mind who's clumsy as heck HERO

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    Yeah, tbh, most of the ideas I came up with were just meant to be powerful boss attacks, rather than a new Ability like Wave. However I just put the ideas bin here to give ideas for future bosses. However, I feel like some of these ideas would be cool to see more often, like mobs in an area having more elaborate attacks or different features that change up how you have to fight enemies. Actually, in general, more overworld mobs should have Abilities. They could be intergraded with the mob AI we're all to used to and make them interesting and require more than wacking them with ya sticc. Like for an future territory in the Overworld, there's a bunch of melee mobs with ranged mobs stacked on top of them so you have the be cautious on both ends. Or having to be mindful of an enemy with Still Shot's projectiles will stop and launch at you again, creating dynamic gameplay. The bigger move pool to pick from for mobvs, the more diversity you can have. Tho, your suggestion for more customizability sounds like a better idea than my preset ideas. :3
     
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