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World Major Id-eas and Thoughtful Suggestions

Discussion in 'General Suggestions' started by BabaFisi, Oct 19, 2023.

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Do you think these'r cool?

  1. YES, I think these are AWESOME!!!

    40.0%
  2. Yeah, they're pretty cool.

    20.0%
  3. I dunno, seems kinda farfetched...

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  4. My idea is better!

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  1. BabaFisi

    BabaFisi The Rifted Jack-of-All-Trades CHAMPION

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    Hah, Major Id-eas. Get it?
    Hello again! It's me, that guy who's played Wynncraft since the age of 10. Very recently, I've been struck with a few ideas that follow up on some previous suggestions from others, and a few of my own. Consider this a part 2 of a previous post I made: "Low level Mythic Major IDs". I'm gonna make this a "Megathread" or whatever you guys call it. It's essentially just a big list of stuff, so enjoy!

    1: Wynn's Very Own Raid
    Wynn deserves a raid, and I think a lot of people would agree. It's the starting area that's supposed to explain everything before sending you out into the big wide world (Gavel). It does this mostly in the starting questline and other quests, but after that it's kinda a "Figure it out" deal. I think it'd be nice to have a level 40 raid in Wynn, basically right before you're off to Gavel, as a last "Hurrah" of sorts. Now, how would this raid be revealed in the story; and where would be situated? I'll look at this from a mostly storywise perspective, rather than from a gameplay perspective (it's easier to lay out). Lets say that after dealing with the quests (at leasts some of them being required) in all of Wynn's major areas (Plains, Desert, Tundra.) we regroup at Detlas with Tasim and Aldar, catching up with them and telling eachother about the adventures you've been on. You've defeated Charon; setting back the corrupted armies by miles (storywise, in gameplay, you're still gonna see enemies), stopped the anomalies at Time Valley due to Gareth (again, storywise), defeating Theorick and freeing Nessack of its eternal Winter (storywise, not gameplay wise again. It's still frozen), delt with the goings on in Almuj and stopped Hashr, and even done some stuff in Troms, you all can now rest for now; the war isn't over, but for now, the battle is. At some point in the conversation, one of them mention something they remember from Fruma; giving foreshadowing to something sinister about it; before being cut off by someone (maybe General Graken or someone like him, IDK). As it turns out, Mount Wynn, the place that you all had your first big adventure at to get into the Infested Pit, is now billowing with smoke and smog, if nothing is done about it, it will surely erupt. So you all go on one more adventure to try and stop the volcano from erupting, the details of which would take up most of the questline. When you finally think you've stopped it from erupting, as the lava drains from the inside, an earthquake starts, shaking the ground, with something weird happening in the depths. The bottom of the volcano is covered in Decay, and it has taken control of the mountain. You've set the lava back, but that isn't going to stop the Decay, it's going to wreak havoc onto Wynn; and it's up to you, Tasim, and Aldar to stop it; along with some of your friends (This is a raid, of course). The raid itself would involve you venturing deeper and deeper into Mt Wynn's Magma Chamber, and eventually reaching a Decay Parasite Nest. The area is a web hung over the Lava, which has stopped lowering and is beginning to rise again. The battle would be timed, with the lava slowly rising over the course of about 6-10 minutes. Your opponents would be against a bunch of lesser Parasites, along with a bigger one; which would have similar moves to the Prime Parasite you fight in the Nexus of Light. After this, you'd be ordered back to Ragni, with you, Tasim, and Aldar being knighted as a Heros of Wynn. After that, the three of you would talk in private with the Ragni King, and be told that what you just fought was something from Gavel, it's dug its way underneath the ocean and now to Wynn. If this is what it could've done here, then things must be MUCH WORSE in Gavel, taking us from the lighter themes of Wynn, into the darker undertones of Gavel. One big change i'd like to mention now; you would not be able to enter the Gavel Province if you have not done this raid. You now know about the threat in Gavel, and it's potential effects of Wynn, no, the rest of the world if it's not delt with. This would give space for a cool cutscene of Gavel opening it's doors to you. You're a Human, but since you're the best Wynn can give, you're allowed in by the Gavallian Government. This would also explain why Lucio and Elphaba are in Gavel, despite being Human; they've done their own work and now have access into Gavel.

    In all, I think story wise and gameplay wise; this raid would check all boxes: giving new story elements, providing you with a raid to get situated with them for later, and now giving you a new mission in Gavel. The only thing left in Wynn is the Temple of Legends and Wynn Excavation Part 4. I'd like to think that on your way to Gavel, you do Galleon's Graveyard, and on your way back to Wynn, you do Wynn Excavation Part 3, do Temple of Legends and then into Part 4.

    2: Gavel's Very Own Dungeon
    Yes, I know "Gavel already has it's own dungeons, the Forgery" yeah, but those don't really count. They're and extra challenge for the mid to late game, and are just harder versions of dungeons we've already done. Gavel deserves it's own original Dungeon. Luckily, there's an opportunity for one just sitting right there in Realm of Light 3. At the end of that, it looks like a boss fight with Dullahan is going to happen, but then you're just sent away, and I think that's lame; so that's going to be the Dungeon. I don't have many ideas for this, but with the eyeball monster you fight during ROL3, it might have some kind of Silent Expanse feel to it, like Dullahan has been left to fester for so long, he's now gained power that's similar to what's in the Silent Expanse.

    There's not really much to say after that, it's just a dungeon, so onto the next thing.

    3: Major Ids
    Seeing the word "Major Id" on a forum post probably just made you roll your eyes. Yes, I get it, they're easy to come up with and give you special abilites, so of course the forums are saturated with suggestions about these, but here's my take on them:

    Major Ids follow a very strict set of rules, which are:
    1: They should never just make something more powerful.
    Just making something more powerful isn't a special ability, it's a stat, so if a major Id is going to make something more powerful, it needs to be either a speed increase (Flashfreeze, Entropy) or have a downside to it (Juggle, Strings of Fate)
    2: Major Ids should never focus on just combat.
    There has to be utility to some of them, like Magnet or Cavelryman.
    3: Major Id's should be small in scale, and should encourage playstyle; not decide playstyle.
    Playing with items like Guardian, Hero, Lachesism, etc. does not mean they are only ment for one purpose. Sure, Guardian can be used for Tanky Paladin Builds, or Lachesism being for faster meteors with Riftwalker, but they only encourage it, they don't just completely change your playstyle; that's what your armor, accessories and weapons are for.
    4: Some major Ids are gimmicky, and just fun to mess around with.
    E.g: Plague, Windsurf, Deadweight.

    With that being layed out, here's my ideas for new Major Ids:

    Flaming Exhale: Chaos explosion will now release a cone of fire from the player, being controlled by your mouse movement and having a longer range if you have Memory Recollection. Does about the same damage as 5-6 meteors.
    This one would be specifically for my favorite weapon in Wynncraft, Monster.
    For those of you who don't know, I was once scammed out of a lot of emeralds back in 2018-2019 when I traded a Weathered (My first mythic) for a Monster, not knowing how much it was, and crying like a little baby on the report forums to get it back, to no avail (obviously). So for a time, I was stuck with Monster as a weapon, and my hatred of it grew to love when I realized "Hey, this thing ain't so bad!". Because of that, I think it deserve something like this. But this does also serve the purpose of getting back at all those enemies with the stupid trait of having the Heavy Flamethrower spell. This is basically that, so you can now use that against your enemies, and watch them burn. This would also fit with the "Breath Fire" part of Monster's lore.

    Thrundabolt: Meteor would be replaced with a single thunderbolt, striking enemies instantly when casted and boosting it's damage. This removes it's AOE effect, only getting a slight AOE in the form of Thunderstorm.
    This would be exclusive to Fatal. I think it'd just be cool to have something different to meteors for a change, and stick it to everyone who thinks it's a good idea to use Warp as a main weapon. (I hate negative health regen)

    Reworked Roving Assassin: Mana and Health regen will not be affected by Vanish, as long as you're airborne.
    This might require some reworking of the Assassin tree to account for Acrostepper, but all for the better, because Weathered used to be one of the best, and has now been reduced to nothing more than a joke of a weapon on the Shadestepper archetype for heavy damage. It'd also be cool to try and time your next spell after dash to keep flying to deal some extra damage.

    High-Velocity Kick: Flying Kick doesn't stop your velocity when hitting an enemy.
    This might be viable for an Idol build, where charge can be casted rapidly, but this is mostly just for people who actually want to be able to move while chargesurfing, without being stopped every 2 seconds or not wanting to spec out of Flying Kick.

    Steed Specs: The longer a horse runs in a direction, the faster it's EXP rate goes up. Up to 100% faster.
    This would simply make horse leveling faster, saving you hours of doing nothing but riding a horse. The item this ID would be on would have no stats, however. So you'd have to give up an armor or accessory slot for a bit if you wanted to level up your horse.

    EDIT: I completely forgot about another one that I had an idea for
    Y'all remember the Blade of Shade, right? Me neither. It's from the Challenge of the Blades, and is literally the worst legendary dagger of its level range. Due to it being from a Boss Altar, I think it deserves way more than it has.

    Shade Clones: getting damaged will no longer make clones disappear or reduce damage, but instead add clones as you get damaged more. This will only activate if you have mirror image. +2 clones.

    This mimics the Blade of Shade's boss mechanic, where the more you fight him, the more clones spawn. This only gives you 2 more clones, for a max of 8.

    Aaaaand that covers the Major ID part. Now onto the final part.

    4: More Corkian Augments:
    Now that Mythic Corkian Augments have been added, and Legendary Augments have already been here, I think a few more would be nice to have.

    1: Corkian Transistor, Mythic
    This would ensure at least one randomly chosen ID on an item would be perfect, but it would also raise the price of identification. This would work with

    2: Corkian Capacitor: Legendary
    Makes a chosen stat ALWAYS be close or equal to 0%. This would be useful for items such as Enmity, where you want a low identifcation a stat. (In this case it would be lower attack speed tiers) Can be used with Mythic Augments and Amplifiers.

    Corkian Equalizers: Legendary
    Will ensure that all stats are somewhat equal, giving at least a 50% or higher in total, but also increasing the price. The price increase is not as high as the Transistor, so that decent items are a little easier to get/come by.

    Corkian Wiring: Fabled
    These would come in three tiers: Copper, Silver, and Gold. These would all have the same purpose of amplifying augments. Silver and Gold would be more common in higher tier raids, just like Amplifiers.

    In addition to these, everyone's favorite gambling system returns in the form of the Crafting Menu. Combining two of the same tier of Wire or Amplifier would have a 50% chance of making it go to the next tier (Tier 1 to 2, Copper to Silver, etc.) this chance could be increased to a 75% or 100% chance if 3 or 4 are used respectively.

    All righty. That's basically everything I wanted to get out. If any of you have an idea you wanna share, leave it here. Who knows? It might be better than my ideas and might get seen by someone who works on Wynncraft. But then again, these are just suggestions.

    Do yall think I should start a Youtube Channel? I kinda want to expand these ideas into video form and just talk about Wynncraft, or other stuff that comes to my mind. I really don't know.
     
    Last edited: Oct 20, 2023
  2. Deusphage

    Deusphage but a beast Modeler Builder

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    Killing charon doesn't set back the corruption, it just halts his personal plot. Garoth isn't the cause of the Time Troubles, and Nesaak is still frozen and will likely be frozen for hundreds if not thousands of years more

    Decay is not present in Wynn and will not be present in Wynn, further it would be completely bizarre to end Wynn's corruption focused storyline with something that is not corruption. Decay is Darkness draining Light, and thus it makes it exclusive to Gavel where The Parasite was.
    Decay's nature is entirely clandestine, and very few know about what it actually is. It also isn't and physically cannot be a threat to Wynn because Wynn is not inundated with Orphion's influence. The threats that are posed to Wynn are Corruption and Darkness, with Darkness threatening the entire world.

    It would not be wise to lock half the game behind a raid.
    ________________________________
    Humans are allowed to be in Gavel, they just aren't allowed to have permanent residencies
    ________________________________
    I think it would be better if you suggested the idea but not the concepts for every detail. If we ever choose to add a dungeon to Gavel or raid to Wynn, it would be with our own ideas to tie into the story we want to tell. Same with implements, which are very new and something IMs would likely be balancing. It's better to give the basic idea as opposed to fleshing it all out as it's easier for us to read and has less issues (some of which I outlined already)
     
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  3. BabaFisi

    BabaFisi The Rifted Jack-of-All-Trades CHAMPION

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    Well... Yeah? These are all suggestions. I was thinking about Wynncraft from a story perspective mostly. It would be a cool if you were introduced to the Decay first, and the threat of it before you actually get to Gavel, just so you know what you're up against. I don't know if that's for everyone; but everytime I look at Wynncraft, I don't just see a Minceraft MMORPG, I see a story to be told. From a story perspective, details are important, so of course I'm gonna write every single one down. I get that IN GAME things are different, of course Nessack isn't going to defrost, of course slaying Charon doesn't set back corrupted armies, they're all still there while you're playing it, but from a story perspective, these would be things that YOU did. YOU made a positive impact.

    Thanks for telling me this though. I get that Wynncraft has to be an MMORPG, and it's story isn't something entirely fleshed out. It's still nice to write it down, right?
     
  4. Earthbrine

    Earthbrine The Dirt of the Realm

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    Charon has his own army, separate from the corrupted armies, and has his own ambitions.
    Nesaak doesn't canonically defrost after Theorick is killed. It's frozen with magical ice, so strong that only the most powerful magical lava can melt it, so unless the Nesaak side of the great bridge suddenly erupts with massive amounts of said magical lava, it's not going to defrost.
     
  5. BabaFisi

    BabaFisi The Rifted Jack-of-All-Trades CHAMPION

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    Oh. I didn't actually know that. I thought that Charon was some kind of general of the undead armies situated in Wynn. Sorry for that, and any other mistakes I may have made.

    While I'm here, I may as well add on another thing to the major IDs section that I completely forgot about.
     
  6. Elysium_

    Elysium_ Skilled Adventurer

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    Really detailed suggestion! I can tell you put a lot of effort into it.

    I like the Major ID-eas, especially Flaming Exhale. It fits really well with the lore and is very unique and interesting. The only issue I have with it is that it is Arcanist exclusive.

    Thrundabolt is pretty cool, too.

    Weathered’s MID already feels like a soggy potato, and adding an airborne requirement would make it much worse. You can already hybrid with Acrostepper fairly easily, and the idea would only make it harder for seemingly no reason.

    I would enjoy an option to have Flying Kick not halt your movement completely.

    Steed Specs is interesting, but I don't think it would be used that much. Maybe if mounts get an overhaul it would be more useful, but I'm not too sure if it has a good place in Wynncraft right now.

    I like the idea of Shade Clones, but it's a bit OP in my opinion.
     
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