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Dungeons The Forgery

Discussion in 'General Suggestions' started by Rythew, May 6, 2024.

?

Yay or Nay

  1. Yay

    3 vote(s)
    75.0%
  2. Maybay (please comment)

    1 vote(s)
    25.0%
  3. Nay (please comment)

    0 vote(s)
    0.0%
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  1. Rythew

    Rythew Prolific Wybel Toucher

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    Hi Hi!

    I've always found the Forgery kinda boring. For the most part, it's a bunch of low-level dungeons scaled up in a jarring block palette. I know the CT have been changing the Corrupted variants, and have done a fairly good job at the newer ones, in my opinion. However, I think that the Forgery could be better, and I've got a few potential solutions.

    So, let dive in!

    TL;DR
    Make Forgery Runs like Lootruns, but each challenge is a dungeon. A Forgery Rune can be picked to make its corresponding Dungeons free for the whole run, also offering unique perks and challenges. Forgery Chest has a Mythic Pity chance and various rewards. Multiplayer works too.

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

    1. A Lootrun-Based Approach
    Woah-HEY, No. Before you instantly shoot down this suggestion, hear me out. I know Lootruns are, in their current state, sort of stale, I think the Forgery could benefit from the same mindset. What I'm suggesting is to have each dungeon like a normal Lootrun challenge. And, like Lootruns, each dungeon receives a modifier, called an Augment. Augments work sort of like Beacons, but slightly different.
    • Gain +2 Forgery Chest Pulls
    • Gain +1 Blessing
      • Blessings are selected at the end of the Run in a fashion more akin to Raid power-ups, where the power-ups are in a room with three pedestals. The powerups from Blessings are like weaker Raid buffs.
    • Double your previous Modifier's power
      • If the previous Modifier was a Blessing, its stats would just be doubled.
    • Gain +1 Forgery Chest Reroll (up to +2)
    • Gain +1 Forgery Chest Sacrifice (up to +2, to sacrifice 100 of end Pulls)
      • Still a bit iffy on Sacrifices for the Forgery.
    • Gain +1 Dungeon Choice for the next 2 Dungeons
    Note that the player would not be allowed to start a Forgery run until around Level 80, so that they have a decent rotation of dungeons. By default, the player would have a choice between 2 Dungeons. The player cannot enter any Dungeons other than the presented ones (all other Dungeons' Forgery warps are chained up). Like usual, to enter a dungeon, the player must have a repaired Corrupted Key of the corresponding dungeon. There would be a Key Vault added to the Forgery, where the player could put Broken Corrupted Keys and Runes into, which would prevent them from having to exchange them with the Key Forge Merchant every time. These items could also be taken from the Bank (which would remove the need for the Key Vault).

    The player is allowed to die twice before they complete all Corrupted Dungeons. After that, dying ends, but still completes, the Forgery Run. The player can quit the Forgery Run at any time, but must complete 4 Dungeons in order to get the Forgery Chest Rewards. The Forgery Run ends after completing Dungeon #20.

    The Forgery Run is not timed. After completing all Dungeons, Fragments and rare Boss Tokens will be scattered throughout all Dungeons, as secrets. These secret Boss Tokens and Fragments can only be spawned and collected once per Forgery Run.

    The Dungeon Choice algorithm will prefer to offer Dungeons not previous completed.

    2. Runes
    Here's the part that should prevent Forgery Runs from becoming too stale.

    The player gives up a few Runes of a single type to start the Forgery Run, and then all Dungeons whose keys require that Rune will be free to enter for the whole Forgery Run. Runes also grant special effects to the player, and to enemies, for that Run.

    Nii
    +Insanity: Regular enemies have a 15% chance to be Frantic, which will grant them an additional random ranged attack.
    +Explosive Impact Major ID
    +40% Exploding

    Scaling per Dungeon
    +15% Enemy Health

    After completing all Dungeons
    +Fission Major ID
    +60% Exploding

    Uth
    +Peril: Regular enemies have a 15% chance to be Elite, which will increase their stats by +200%.
    +Sorcery Major ID

    +4 Forgery Chest Pulls

    Scaling per Dungeon
    +15% Enemy Damage

    After completing all Dungeons
    +Madness Major ID
    +40% Elemental Damage

    Tol
    +Bastion: Regular enemies have a 15% chance to be Guardians, which will increase their Resistance by +40%, and allow their attacks that hit other enemies to heal them.
    +Saviour's Sacrifice Major ID

    +8 Forgery Chest Pulls

    Scaling per Dungeon
    +10% Enemy Health
    +10% Enemy Damage
    +10% Enemy Walk Speed

    After completing all Dungeons
    +Transcendence Major ID
    +960 Raw Health Regen

    Nii is designed to be the easiest one, followed by Uth and Tol. The Nii and Uth Runes are unlocked as soon as the player unlocks Forgery Runs, at Lvl 80, but Tol is unlocked at 100.

    To spice up the experience, every 4th Dungeon after completing all Dungeons will be a Cursed Dungeon, which will also apply either a Nii or Uth Rune (whichever isn't selected, can be either if Tol is selected). No enemy can have both Rune modifiers (e.g: cannot be a Guardian and Elite).

    3. Rewards
    For every Dungeon the player completes, they gain +1 Forgery Chest Pull. This can be changed by Augments. If the player completes all Dungeons, they gain +4 Forgery Chest Pulls, and an additional one if they did not die once. For every Cursed Dungeon the player completes, they gain +4 Forgery Chest Pulls.

    Rewards would be like the current Forgery, but slightly different. For a start, the Forgery Chest would look more like the Lootrun Chest, and its UI would be similar. The Forgery Chest would include Emeralds, Forgery Scrolls, Blood Melanges, Runes, and Corrupted Dungeon Keys, Tokens and Fragments. It would also include Unidentified items, similar to the Lootrun Chest. There would be a rotation of all Mythics, selecting 3 every day. I think Mastery Tomes could also be obtained from the Forgery Chest after completing all Dungeons.

    The exclusive Forgery Rewards would still be accessible, and new weapons would be added to this list. The Mythic Pity chance added in 2.0 would also still be a thing.

    I don't know how I feel about Mythics in the Forgery. There would be a void of reasons to run the Forgery outside of a Mythic chance, but at the same time, I don't know what else their ultimate reward could be.

    XP scaling for the Rewards Chest is like usual, with each Dungeon after all Dungeons are completed granting an additional 200,000 XP.

    4. Multiplayer
    For multiplayer Forgery Runs, player must be in a party. Each member of the party has 1 vote on which Rune to use (leader has 2 votes, and the final say if two Runes have the same amount of votes). Then, once all player have readied up, the run goes on as normal, with the voted Rune, with all players needing to be in the Dungeon doorway in order to enter. Keys are taken from the party leader's Bank/Key Vault only.

    So, that's it for my idea on how to improve the Forgery. It's not perfect, by any means, but I think its a start.

    Thank you for your time. If you like the idea, hate it, or have any other thoughts, I'd like to hear them.
    //Rythew
     
    Stonefriend likes this.
  2. FlyingNon

    FlyingNon Acrobat enthusiast

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    I didn't read it but looks cool
     
    Rythew likes this.
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