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A handful of minor suggestions from a filthy casual

Discussion in 'General Suggestions' started by SK1-9, Oct 18, 2021.

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  1. SK1-9

    SK1-9 None

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    Minecraft:
    shaman haul landing and totem landing could deal more damage based on how long they are in middair, up to +x%.

    being crowd controlled by any means could cancel active spell casting and "silence" the target for 1s, (only) apply on bosses who have cc immunity, so you'd at least get a little bit value out of cc abilities

    Major ids:
    protective Effigy, relik only, while standing within the range of your totem, you take x% less damage

    rebellious spirit, you have x% more movement speed but deal x% less combat damage

    Vampiric touch, lifesteal and manasteal used against you is reversed

    Dark Pact, your hp is reduced by x% but you deal x% more damage

    Double Tab, your auto attacks deal damage twice twice

    Unholy Cure, poison heals you/your allies
     
  2. BlueTheSniper

    BlueTheSniper i makea da builds CHAMPION

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    resistance potion effect while inside totem radius doesn't sound so bad as a passive for all shamans, rather than a major ID

    these stats can be negative for a reason, hence why a number of items are balanced around this: such as knucklebones (lol) and Adrenaline

    rage powder special go brrr

    incredibly overpowered for both doubling DPS and stealing proc

    :grimacing:

    Reminds me of a suggestion (I don't remember by whom, someone in the Atlas Inc Discord) along the lines of an air powder special (I forgot which) called "Momentum" which boosted walk speed and/or %air damage for agility dodges or something? I don't know how significant this is now since dodge was buffed but Wind Prison still sucks.

    P.S - sorry my responses aren't totally chronological
     
    Ninja_VK and one_ood like this.
  3. one_ood

    one_ood c lown VIP

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    i think for most arenas this would have a super minimal effect, since to my knowledge angle of throw on totem has little effect on air time, and haul is also pretty consistent (i don't know numbers, just personal experience). only ways i could see this having an effect are pve (where there is varied height in terrain) or some scuffed jump height/flying setup, where it wouldn't be worth the dps loss on totem, unless it is relik-locked to a (fabled) relik disabling aura damage
    idk i think it's cool, but this is kind of the same as my gripe with sprint ids--their presence means the sprint bar is going to stay. i'd much rather see an overhaul of the system than trying to patch holes in it.
    seems nice. agree with blue (assuming low tier resistance, in which case a major id boosting it could also be cool)
    sure. don't really mind it one way or another. helps lootrunners which is always a :chart_with_downwards_trend:
    this is... only having effect in pvp, no? pvp is so fucked that idrt that it should have things like this invested in when what it needs is a full revamp.
    rage
    if it also procs on-hits, it's super super super cracked (stealings and powder charges)
    even if it doesn't, it would still be super cracked because of heavy melee alone, unless it was on some weird-ass weapon with enough -main raw to make it do similar damage to heavy melee, in which case it loses it's unique design
    concur with blue
     
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