Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

Game Mechanics Over 20 new Major IDs, ranging from small to build defining!

Discussion in 'General Suggestions' started by CwTCW_, Apr 19, 2024.

Thread Status:
Not open for further replies.
  1. CwTCW_

    CwTCW_ Hire me at CT :) HERO

    Messages:
    6
    Likes Received:
    16
    Trophy Points:
    47
    Minecraft:
    Hello. Throughout the years I've played this game, one of my favorite things to do was creating new and interesting builds. recently, the content team has added some new items with interesting major IDs. I think that they add a lot to the game, allowing players to fine tune their build and make it more interesting. however, many major IDs either lack synergy or purpose, or just don't fit well in the game. in this post, I have collected more than 20 new major IDs that I have come up with, some just giving conditional stats, others changing game mechanics drastically. I don't expect all of these to make it to the game, but some would really change up the meta game, which has become really stale at the moment, with just very few effective builds per endgame activity, the rest being either off-meta or meme builds. Here are my suggestions:


    ------------------------------------------------------------------------------------------------------------------


    Arcane Coil:

    Hitting an enemy with a spell grants +1% Spell damage for 4 seconds, stacking up to 100 times.


    > Reason: I could imagine this on a chestplate that gives a reduction to spell power by default, meaning you have to cancel out the downside of maybe - 20 to -30 spell power % by hitting consecutive spells. Missing would not reset the stacks. This could increase the power of a sustained spellspam build, under the condition of an extended fight, to be used in raids or maybe wars.


    Shadow Strike:


    After not attacking an enemy for 3 seconds, the next attack or spell deals +50% damage.


    > Reason: Shadestepper is a rather weak archetype at the moment. This could increase its power, while also rewarding a playstyle fit to the theme of the archetype.


    Unending Ray:


    Hitting an enemy with Crepuscular Ray has a 2% chance to restore 1 focus.


    > Reason: Crepuscular Ray is a very fun ability, but ends up being rather unreliable as a source of damage. This Major ID would restore an average of 3 focus per cast, increasing its uptime by nearly 50%, while also allowing for rare highlights where a single cast may last a very long time. It also rewards skillful target selection and tracking, making the ability more interesting to use. This could either be on an armor piece, or on a new mythic bow specifically made to suit the sharpshooter archetype.


    Invigorate:


    Healing another player will additionally heal them for 5% maximum Health per second for five seconds.


    >Reason: Some abilities or builds have a very low amount of healing, for example the Heart of the Pack Major ID. This would allow the player to generate a sizable amount of healing, without completely replacing a healer in the team composition. It could also provide lone players or small groups with an easy way to empower healing, without having to spec your build or skill tree into healing. The effect would not stack, but refresh on each application. I could imagine this on mythic boots or a helmet.


    Soul Drain:


    Non-boss enemies within 6 blocks of you take 5% of their maximum health as damage every second, healing you by 1% of your maximum health each time.


    >Reason: This could allow Tank builds to Thrive when playing alone, granting a large amount of self sustain for players with high health, and doing a fixed amount of damage that doesn’t need to scale with gear.


    Pulverize:


    Hitting 5 or more enemies with a single cast of Bash will deal an additional 50% damage and restore 5 mana.


    >Reason: Builds focusing on the Bash/Warscream abilities can hardly compare to the damage output and consistency of chargespam. This ID would allow players to increase their AoE damage for lootrunning, but would not replace chargespam as the superior source of single target damage.


    Lunge:


    Escape now Propels you forward.


    >Reason: The Escape ability of Archer can often be very inconvenient and less efficient to use than the mobility of other classes, but Grappling Hook is locked to the trapper archetype and is much harder to use. This would solve both problems, giving Archer players a third choice for mobility.


    Cut down:


    Deal +20% damage to enemies with at least 100 times as much health as you.


    >Reason: This ID could help Archetypes or Classes usually weaker in Raids to perform better, and would be put onto weapons specifically catered to these Archetypes, especially Shaman.


    Berserker:


    Killing an enemy grants you +5% movement speed and +2.5% damage for 20 seconds, stacking up to 20 times.


    >Reason: This rewards quick play and could make lootrunning more exciting and efficient for skillful players.


    Iron Bastion:


    Reduce all external healing by 50%, but gain a 30% resistance to mob damage


    >Reason: This ID would make tanks builds a lot more powerful, but hinder their use with allies, possibly making solo tank builds more viable.


    Manastorm:


    After depleting 80% of your mana within 4 seconds, double your mana regeneration for 5 seconds with a 20 second cooldown.


    >Reason: This would be an exciting ability to use, giving the already popular spellspam builds a more burst focused approach to dealing damage, as players can invest more into damage and less into mana without running low for short periods of time, for example the damage phases of The Nameless Anomaly.


    Blizzard:


    When hitting an enemy with Ice Snake, summon an icicle to strike the enemy, dealing 3% of the Ice Snakes‘ damage per mana spent.


    >Reason: This would benefit high mana aggressive mage builds, giving the option to invest more into mana than actual damage, and also increasing the required skill by making the player manage their mana in an optimal way.


    Enchanted Blade:


    Melee attacks also benefit from spell damage modifications at an efficiency of 30%.


    >Reason: I‘ve always liked the idea of hybrid melee/spell damage builds, and this could give those builds the edge to become meta.


    Embrittlement:


    Enemies you attack receive 15% more damage from all sources for 5 seconds. Does not stack.


    >Reason: As this ID increases the damage from other players in the party, one party member could heavily spec into tanking/healing without harming the damage output of the team. This would come on armor that has healing efficiency/HP IDs, and reductions to damage.


    Flash of Blades:


    Moving at a speed of over 4 blocks per second makes your next Multihit deal +200% damage with a cooldown of 10 seconds


    >Reason: This ID is very beneficial to the Shadestepper archetype, while also making the gameplay more exciting and opening the room to small combos. This would also work well with the previous “Shadow Strike“, allowing for a Multihit that deals 4.5 times the normal damage. This would be on a fabled or mythic dagger tailored to the Shadestepper archetype.


    Shadow Veil:


    The first hit you take which would deal more than 25% of your maximum HP is negated, with a cooldown of 20 seconds.


    >Reason: a more defensive option for otherwise glassy builds, giving leeway for mistakes to inexperienced players, only sacrificing a single piece of armor. This could also be an accessory, maybe coming with a slight damage decrease.


    Living Totems:


    Your totems leap towards nearby enemies every 3 seconds, dealing twice the passive AoE damage of the totem.


    >Reason: This would be both very fun to see, especially with many totems, and also make the totems require less micro management, easing up the gameplay of Shaman to inexperienced players.


    Colossal Totem:


    Casting the Totem ability while there is an existing totem increases its passive damage and healing by 10%, up to +200%, and increases its lifetime by 2 seconds.


    >Reason: This would be a fun way to give Shaman scaling damage and healing, and generally makes the gameplay more interesting. This would not work with multiple totems. The ID would be on a weapon specific to this ability.


    Aspect of Elements:


    Increase your damage by 5% for every different type of damage dealt, including neutral.


    >Reason: This would be an interesting ID for Rainbow builds, even rewarding leaving some neutral damage.


    Storm Strike:


    Casting dash while facing an enemy teleports you 5 blocks behind them, dealing 75% of your DPS as damage, and increasing your next spells‘ damage by 30%


    >Reason: This ID would be incredible, giving Assassin a whole new ground based, yet mobile playstyle, that requires rapid casting of spells, repositioning, and aiming of your abilities, while rewarding good combos. This would be on a dagger with stats fit for trickster or Shadestepper. Seeing abilities like this in the game would drastically improve the variety of gameplay.


    Infinity Arc:


    Twain‘s Arc can be charged three times as long, dealing five times the damage.


    >Reason: This would be cool to see, as Twain’s Arc is rather unpopular right now, and the ID would let the player risk being completely immobile for many seconds, but reward them with massive damage. Also, big numbers are always fun, and seeing single uses of Twain‘s Arc do a Million damage would be a blast.


    Time Bomb:


    Decrease Arrow Bomb‘s damage by 50%. Enemies hit by Arrow bomb will be implanted with a bomb, dealing 200% damage of the Arrow Bomb after 10 seconds and detonating all other Time Bombs.


    >Reason: A high-damage, very backloaded ability for Archer, that works very well on bosses, increasing the DPS of Arrow Bomb by 50%. This is balanced out by making Arrow Bomb ineffective against smaller enemies. The damage detonating all at once would also create massive satisfying damage spikes.


    Arcane Rhythm:


    Casting 4 different spells increases all damage by 5%, up to 35%. This resets once 2 identical spells are casted within 4 spells of each other.


    >Reason: Makes spell spamming more skillful and rewarding, also forcing the player to utilize their movement ability while kiting enemies.


    Angelic Transformation:


    Upon taking lethal damage, become invincible for 5 seconds, unable to cast spells or attack, gain flight and rain down holy bolts on all enemies and players, dealing 1000% of your DPS or healing for 25% maximum health. Each holy bolt heals you for 5% maximum HP. 5 minute cooldown.


    >Reason: This would be a very extensive ability for Paladin, worthy of its own mythic weapon. It rewards aggressive gameplay, not thinking twice before diving into the enemy. The long cooldown means you can’t always cheat death, but might save you and your team in a losing fight, sacrificing yourself to keep the team alive and clear all enemies. Might be a bit much for a major ID, but just right for a Paladin weapon. Does not protect from environmental damage, so it is not abused in wars.


    Blinking Trickster:


    Bamboozle no longer costs mana.


    >Reason: Bamboozle completely off meta, and not worth picking, as sacrificing your clones just isn’t worth it for slightly increasing you Multihit damage. With this, you can instead sacrifice all your clones to quickly dispatch a low enemy, or explode them all shortly before getting new clones. This doesn’t reset spell costs so you can’t cheat mana.


    ------------------------------------------------------------------------------------------------------------------


    Any feedback is greatly appreciated :) if any of these make it into the game, it would mean a lot to me, and improve the endgame builds forever.
     
    Last edited: Apr 19, 2024
    Six, Elysium_, ineedhelp and 5 others like this.
  2. Cashtron527

    Cashtron527 Skilled Adventurer

    Messages:
    267
    Likes Received:
    146
    Trophy Points:
    39
    Minecraft:
    This is Perfection
     
  3. FlyingNon

    FlyingNon Assassin enthusiast HERO

    Messages:
    837
    Likes Received:
    461
    Trophy Points:
    77
    Guild:
    Minecraft:
    Paladin gets another life? Dang, now I can attempt to die twice with my 1m ehp

    This would be so op with shadestepper's funni sword (Night Cloak Knife)

    *Places ID on a Ritualist Aura Spam Shaman*



    You can't really set up marks though, unless you want to wait until Smoke Bomb runs out, setup, funni clone knife, vanish, then backstab? Seems very slow tbh

    Yes, 100% would want this for Shade, does this work with Powders? >.<

    I really like your Assassin Major ID ideas (No Bias here) Although I feel that if you can get Marks up prco Storm Strike, which would in turn proc Flash of Blades + Embrittlement, we got some good Multi dmg with Backstab and so on. Maybe Spell Shadestepper will finally be Optimal
     
  4. CwTCW_

    CwTCW_ Hire me at CT :) HERO

    Messages:
    6
    Likes Received:
    16
    Trophy Points:
    47
    Minecraft:
    This could mean more potential for damaging items, as you have the room to build less hp.

    As the effect doesn’t stack, it does not matter who has it or what build they are running, it is equal for all players. It would also be on a weapon for low damage classes, such as shaman or healer mage.

    Storm strike is intended as a standalone major ID, flash of blades would not proc as it is teleportation and not movement. Flash of blades would however synergies with shadow strike, so you could either lean into the rapidly teleporting, mobile Shadestepper, or into a build that deals a million damage or more with a single multihit.
     
    Elysium_ likes this.
  5. FlyingNon

    FlyingNon Assassin enthusiast HERO

    Messages:
    837
    Likes Received:
    461
    Trophy Points:
    77
    Guild:
    Minecraft:
    ah, I meant that since Dash will teleport + proc vanish which activates Shadow Speed thingy (+120% ws) move 1-2 blocks closer to mob, Multi pew pew
     
  6. CrypticLucid

    CrypticLucid archangel on top VIP+

    Messages:
    767
    Likes Received:
    361
    Trophy Points:
    95
    Guild:
    Minecraft:
    hang on a second that name is taken
    mage players are crying (lightblenders you dont count)
     
    FlyingNon likes this.
  7. brilliantknight

    brilliantknight The Lucky Lootrunner.

    Messages:
    150
    Likes Received:
    225
    Trophy Points:
    69
    Colossal Totem is a perfect ID for Aftershock.
     
    Elysium_ and FlyingNon like this.
  8. Cashtron527

    Cashtron527 Skilled Adventurer

    Messages:
    267
    Likes Received:
    146
    Trophy Points:
    39
    Minecraft:
    Get ready for Deusphage to come in and say that they aren't gonna add something based on a random suggestion lol.
     
  9. Sar

    Sar The Fire Archer CHAMPION

    Messages:
    1,068
    Likes Received:
    861
    Trophy Points:
    130
    Guild:
    Minecraft:
    if you don't pick multihit, bamboozle is pretty much mana free anyway.
     
  10. King__Bob

    King__Bob Well-Known Adventurer CHAMPION

    Messages:
    9
    Likes Received:
    5
    Trophy Points:
    45
    Minecraft:
    Shadestepper is not weak, and this seems like a very boring possibly multiplicative? buff to surprise strike.

    This seems like it would be incredibly powerful for shaman totem regeneration (which with triple totem can individually tick 7.5x every second) and kinda just weak outside of that.

    I don't think flat %hp damage is a good thing, and all the healing will do is make tanks even more immortal.

    Bashscream already does more dps than chargespam and this ability would be insanely overpowered in lootruns (where warrior is already the best class). Definitely no.

    There is a major ID called lunge already and I can't see myself ever choosing this over the default escape option (which is so much better for actually yk escaping enemies because it fires you backwards without you having to turn).

    Putting super broken major IDs on underperforming classes is a horrible way to perform class balance.

    So basically a built-in killstreak boon? No.

    Tanks are already incredibly good at not dying, I don't see why they need another blanket EHP buff.

    There is already an arcanist ability tree node with this name and although heavy spell is a very cool playstyle, I don't think this is a good way to support it.

    Making hybrid builds meta is not something that should be achieved by a single major ID (if at all), because that just forces any hybrid build to use this one piece of gear that makes it viable- which kills build diversity.

    A blanket 1.15x multiplicative damage multiplier? Boring as fuck and incredibly overpowered.

    Like I said with Enchanted Blade, although spell shade is kinda weak at the moment, forcing any spellshade build to use this broken ass major ID is not a good idea (see any twisted tether build requiring pain cycle for an example).

    ETW glassy builds are already unhealthily common in the meta, and this kind of buff would be incredibly overpowered.

    This kind of flat damage buff is incredibly boring in my opinion, and not what major IDs should be used for.

    This feels a boring buff to surprise strike again.

    So basically sticky bombs for traps? A cool idea, but something I would rather see as an ability tree node than a major ID.

    People still wouldn't use their movement spell, they would just cycle the 3 damage spells with generalist and take the free damage buff.

    You say this major ID is meant for paladin, but it seems far more powerful with a high damage archetype like fallen to just straight up shred a boss in those 5s. Maybe it would work as an upgrade to second chance (requiring you to have the ability unlocked), but it still seems incredibly powerful.

    This seems like it would be very powerful early game (when building enough mana for spellspam is super hard), but not very useful outside of that.

    ------------------------------------------------------------------------------------------------------------------

    Overall, I think you have some decent ideas, but far too many of your major IDs are just a flat damage buff- all of which I heavily disagree with.
     
  11. Deusphage

    Deusphage gruesome grue Modeler CHAMPION Builder

    Messages:
    2,183
    Likes Received:
    3,770
    Trophy Points:
    164
    Creator Karma:
    Guild:
    Minecraft:
    No...? I mean, this is the kind of thing where suggestions would be fitting? This isn't like asking to add a new class or like, some random new province.
    ________________________________
    I feel like a lot of people think I just hate suggestions or something. I don't. I read over all of them, I just don't often comment unless there's an issue with it-- which I suppose gives the illusion that I just loathe everything.
     
    Elytry, luckeyLuuk and Elysium_ like this.
  12. CwTCW_

    CwTCW_ Hire me at CT :) HERO

    Messages:
    6
    Likes Received:
    16
    Trophy Points:
    47
    Minecraft:


    First of all. thank you for the feedback. I have to agree; some of these ideas really wouldnt be too interesting to see in game, such as elemental mastery. however, you seem to have missed a critical point in balancing, as major IDs are locked to items. this is very important for their power level, because of course some IDs that seem overpowered would be on weapons that balance them out. that being said, here are my thoughts on your feedback:



    I have to agree, this was not a very inventive buff to surprise strike. the way this was intended was on a piece of armor that reduces your mana regeneration and possibly increases MH cost too, so this would make a single MH have more impact, but be more of a commitment.

    This effect is not intended to stack. if this was weak, it could be buffed. Some builds, like Ignis archer, have a way to heal teammates, but don't perform well at it. this could allow some builds to exist which have healing as a side functionality, for example playing in a group of 2, one archer and one warrior/assassin, and the archer pick this major ID to heal their teammates, without switching class, but still far less effective than an actual healer. it doesn't have to be on an endgame item, as it would interfere with raid archetypes.

    I have to disagree. Taking 20 seconds to kill weak mobs is a LOT of time, and as this would not work on boss enemies, I don't think it would be that powerful. The healing part could be nerfed if it is too overpowered, I'm not sure about that.

    I have to agree with you on this, it was not a great suggestion, as other people have also brought to me.

    You don't have to pick this. Personally, I would love this for traveling, maybe on a helmet similar to propeller cap, which increases your long distance traveling mobility on less mobile classes. I know grappling hook exists, but I don't like using it to travel, as it takes too much effort and part of your ability tree. Launching forward would fix those problems, while making archer a bit harder to kite with, as you have to look away. this is something I would definitely want to at least try, as traveling with escape is jarring and a terrible experience. Of course, the name would have to be changed as you said.

    I agree, this is not the best Idea.

    Yes. My thought was a solo playstyle where you dont pick as tanky items but compensate with this, to deal more damage. not the best idea, but I could see it work on an item that requires defense, but doesn't really have a lot of health. overall not really my best idea.

    The name would be changed of course, I didn't think of that. This would allow builds with much lower mana regeneration to spellspam for am short while, creating a burst spellspam build, where you still have to cast a ton of spells without worrying about sustain. this is something i actually really like, it would also synergize well with Time Rifts low mana regeneration and high damage, as with this and Time Rift you would have next to no mana sustain outside of those bursts, but inside those bursts deal incredible bursts of damage, useful for the nameless anomaly for example.

    This is true, not all hybrid builds should use this. there could be multiple items with very different stats with this major ID, giving more options to hybrid players. however I still think hybrid needs some help, as without a piece of armor like this, hybrid is horrible right now. The powerful buff could also be balanced out a bit by negative stats. additionally, I have another ID planned for a second post, which goes like this:

    Spellmark:


    Hitting an enemy with a Spell increases melee damage against it by 2% for 10 seconds, stacking up to 20 times and resetting the uptime.

    If this was conflicting with the item carrying the Enchanted Blade myjor ID, you would have different options to build, therefore I definitely don't agree with you.

    True, these stat enhancers are not very interesting.

    This should be toned down, I agree. a weaker version of this could still be possible, making you cast dash before multihit for maximum damage. the speed number would have to be adjusted to that, or alternatively, only give the boost during dash, no matter your speed.

    Doesn't have to be on an earth/thunder/water or even neutral item, instead on an air item, so you would build ETA or EWA to use this. Other option is giving it a sizeable damage down, so it could never be meta, more just to be used as training wheels for newer players. when I was learning how to play TNA I would have greatly appreciated this.

    I agree, I am not happy with this ID either, but didn't think about it that way when posting.

    I cant see how you think that way. first off, this completely alters dash, so it would be a boring buff, but rather be a gateway to a more powerful playstyle that needs to manage positioning and aim the dash after every use, as teleporting through and behind the enemy puts you out of position. the way I would imagine playing with this is casting dash to teleport behind the enemy, using backstab and instantly teleporting back to safety. this would feel very different to the classic "make yourself invisible and run behind the enemy, then run back". This would of course be very powerful, so the item bearing the ID would be rather weak. speaking of the Item, I would imagine seeing this on an alternative wind dagger to Weathered, maybe an Earth/Wind dagger. as this ID would change your approach when combating enemies, it would be balanced accordingly, dealing less damage overall.

    First off, this is not intended for trapper. your traps would not stick to the enemy, but rather the bomb would just be an invisible bomb counter, maybe with a display above the enemy showing the amount of bombs. Secondly, the reason this shouldn't be a node, is the extremely situational nature of this talent, as dealing 50% less damage upfront makes arrow bomb far less versatile. this would be on an item made for sharpshooter, utilizing heart shatters' powerful damage boost to implant high damage bombs, detonating them all after 10 seconds after the first application, which would increase the damage of arrow bomb sharpshooter, but make his damage backloaded and situational.

    Good point. it would have to be changed to further incentivize the use of mobility, maybe by only giving the buff at 4 or more stacks.

    I really like your suggestion. as an upgrade to second chance it fixes the "why do I have 3 lives if I don't even lose one?" problem, as with 2 lives you can just decide to die on purpose, or save the ability as a backup. I don't think 1000% of your DPS is equivalent to 3 charges with flying kick and heavy impact, and that's not a ton of damage on paladin, just very consistent and a bit more than normal. This still disables your spells and attacks, so you cant go much higher than normal with this. Overall, with this as an upgrade to second chance I would absolutely love this in game, giving a real power moment for paladin.

    I agree, it might need a different buff to bamboozle, but i would still like to see something to increase it's power, as right now its just awful. maybe an additional damage increase, even if its just small or conditional, such as each bamboozle you cast in a row dealing 5% more damage. this would incentivize dumping all your clones at once to deal a large burst of damage.

    ------------------------------------------------------
    Thank you for your feedback, and I hope I could clear up all your questions with this.
     
    Elysium_ likes this.
  13. Elysium_

    Elysium_ Skilled Adventurer CHAMPION

    Messages:
    751
    Likes Received:
    1,062
    Trophy Points:
    148
    Minecraft:
    Holy shit this is amazing. I love the names! I especially like how Blizzard, Manastorm, Flash of Blades, and Storm Strike, they seem really cool and unique. Storm Strike could become very strong for Shadestepper, and maybe even make it more viable in endgame. Blizzard is just cool, Manastorm seems like an engaging way to incorporate heavy spell into certain builds (name would have to be changed though), and Flash of Blades seems really fun to use.
    I might give more detailed feedback later.
    Great post, hope to see more!
    ________________________________
    Pretty you’d have to use your movement spell to get the buff, since it resets if you use two identical spells within four casts. So you would have to use your movement spell, unless I am not understanding it correctly.
     
    Last edited: Apr 21, 2024
    ChrisWildfire likes this.
  14. CwTCW_

    CwTCW_ Hire me at CT :) HERO

    Messages:
    6
    Likes Received:
    16
    Trophy Points:
    47
    Minecraft:
    you would have to use the movement spell, but hes implying that peple wouldjust use it for the 15% dmg boost without the movement spell, which makes no sense, as the item would be balanced around keeping the boost to the max
     
    Elysium_ likes this.
  15. BlueTheSniper

    BlueTheSniper Founder of Blue Builds CHAMPION

    Messages:
    1,479
    Likes Received:
    1,648
    Trophy Points:
    130
    Guild:
    Minecraft:
    Sounds more like an ability to me but I like the general premise


    Again, with the numbers - 30% res is busted - but I like the general idea.
    This - somehow - sparked a loose idea in my head for an ability possibly for Summoner or Trickster or Acolyte or whatever that would cause mobs to target other mobs temporarily like they're hallucinating or something. I'm thinking along the lines of "infested" or "possessed" or consumed by "gas" or something.

    Sounds like a lot of dev time tho womp womp

    Again again again I don't like your numbers but I've been wanting a Mineplex Champions assassin EVADE ability for shadestepper for so long... it HAS to happen for the fluidity of backstabbing itll be so good


    Omg yes and the twain's arc changes to yellow to orange to red and with sound effects omg this one is good I can picture it perfectly. Again sounds more like an ability than a major ID tho with all these timings and cooldowns and such you're suggesting

    ---

    You're right, Bamboozle needs a rework
     
    Castti and Elysium_ like this.
Thread Status:
Not open for further replies.