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Game Mechanics 20 More Major IDs, creating more playstyles, variety and flavor to Wynncraft's Builds!

Discussion in 'General Suggestions' started by CwTCW_, Jul 23, 2024.

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  1. CwTCW_

    CwTCW_ Hire me at CT :) HERO

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    Hello. A few months ago, I created a post detailing ideas for new Major IDs for the game, and I still believe that they can make a build feel unique and special in its own way. In this post, I am sharing 20 further Ideas for Major IDs that I would love to see and play with, as the current meta has gotten very stale, and many builds play pretty much the same. Here are my new suggestions:


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    Icicle impale:


    Ice Snake deals 35% more damage at the last two blocks of its range, its range is reduced by 3 blocks.


    >Reason: Kiting with Mage is a common playstyle, and this would reward mechanical skill with greater damage output.


    Explosive Remains:


    Enemies killed by you or this effect explode for 35% of their maximum health in a 5 block radius.


    >Reason: This is another source of damage that isn’t dependent on scaling with your gear, giving tanky builds a good option to deal with large crowds of enemies, and produce satisfying chain reactions.


    Astral Recall:


    Reduce Ophanim travel speed by 50%. Orbs pierce, and cast rapidly one after the other. Casting heal instantly recalls all active orbs, dealing 200% of their damage on the way.


    >Reason: I am not sure how balanced this is, but having slow moving orbs you can recall would make fighting as lightweaver, which is normally rather bland, more interesting, as you have to manage your positioning and recall timings as well. this would definitely have its own weapon as the effect is massively game changing on its own.


    Strength in Numbers:


    Deal 15% more damage and receive 5% less damage for every player within 50 blocks that also has this Identification


    >Reason: I think it might be a fun addition, not really meta and definitely not solo viable, but nice in some niche guild war or raid builds.


    Finishing Blow:


    Hitting 50 consecutive melee attacks deals a powerful blow with 1500% melee attack damage


    >Reason: a good option for melee builds, rewarding high precision with a good increase in damage.


    Mana Veins:


    Hitting 3 consecutive spells adds +25 mana to your Mana Bank.


    Reason: This helps Arcanist deal more damage when hitting only one enemy, increasing their power in raids.


    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.


    >Reason: This is another ID catered towards hybrid builds, increasing your power when utilizing both spells and melee attacks.


    Bounty Hunter:


    Every 10 seconds, mark an enemy. your next melee attack consumes the mark, and deals +200% damage against the marked enemy. if this attack is lethal, instantly mark another nearby enemy.


    >Reason: I imagine this on a Twains’ Arc based weapon, where your goal is to kill all enemies in a fixed order for a lot of bonus damage. Would be very niche, but it would also make a very unique and fun playstyle.


    Ricochet Arrows:


    Your arrows bounce to another enemy up to 2 times, dealing 50% less damage after each bounce.


    >Reason: This would be on a bow that works well with heavy melee or tierstack, so you still have some form of Area damage while playing melee archer. Of course this weapon would deal less damage than normal melee weapons, so its use is rather to farm XP or to lootrun.


    Mana Syphon:


    Your manasteal generates twice as much mana, but over a period of 10 seconds.


    >Reason: I am not sure how this would play out, but this would be more consistent than regular manasteal, though taking some time to ramp up as you need to stack the effect for good sustain. would naturally come with negative mana steal or regen.


    Storm of Shivs:


    Crepuscular ray fires daggers at a 25% increased rate of fire, dealing 20% more damage and with half the spread, but no longer homes in on enemies.


    >Reason: this would both be fun, and a great Synergy with the previous “Unending Ray” ID. The combination of the two could allow for a build mainly centered around Crepuscular ray, which has not been in the game before.


    Tempest Runner:


    Your movement speed cap is raised from 400% to 600%.


    >Reason: This is something that has never been done in wynncraft, and allowing the player to break the speed cap, maybe on a pair of mythic boots with 1-500% movement speed would be really unique and nice for travel.


    Gathering Momentum:


    Casting Uppercut while charging just above the ground increases your travel speed by 10%, up to 50%. Uppercut sends you 3 blocks higher while charging.


    >Reason: A really fun way to reward Mastery of the “screamsurf” playstyle, which has few practical applications as of right now



    Hidden Technique:


    Hitting an enemy with Multihit sends you flying backwards, and increases the damage of your next cast of Bamboozle by 300%.


    >Reason: Bamboozle is not just a bad ability, but lacks its place in the combat rotation of assassin. It is however very fun to use, and this Major ID could let you set yourself up for repeated casts of Bamboozle, creating a new, 1-2 punch combo playstyle for Trickster.


    Parry:


    Sneaking and casting War Scream negates incoming damage for the next 0.5 seconds, with a cooldown of 5 seconds. If you negate damage equal to at least 20% of your maximum health, set Parry’s cooldown to 1 second and increase the damage of your next spell by 200%.


    >Reason: This would be on a spear which deals damage fitting to the damage boost this gives, but also rewards a highly skilled and risky playstyle which forces the player to risk losing a large amount of health to deal high burst damage in retaliation.


    Elemental Chaos:


    Dealing damage grants a skill point to a random skill for 5 seconds.


    >Reason: An unpredictable ability that rewards damage of multiple types, and can potentially create rare high moments of massive damage output. This might be very unbalanced on rapidly hitting archetypes, but can be easily adjusted by the duration of the skill point buff.


    Self Detonation:


    Touching a mob triggers your exploding ID as if you had killed a monster, once per target.


    >Reason: This might be very silly ingame, but lets the player run headfirst into crowds of mobs, using a weapon like collapse, to deal damage to everything at once. This also allows you to hit the same mob you attack with exploding once, and might pair very well with the Fission Major ID.


    Invigorated Shout:


    Store healing done by others to you, and add it to the base damage of your next War Scream.


    >Reason: This gives an incentive for players to work together in the typical healer - tank composition, and rewards the tanking player with bonus damage. this would only work if you had missing health, not healing while at full health. The balance might need to be by giving a multiplier to the damage bonus.


    Earthen Channel:


    Sneaking and casting Uproot instead stores the spell. Once letting go of the sneak key, cast uproot with +100% damage for each stored spell, up to +1000%.


    >Reason: Shaman famously has very low burst single target damage with most builds, this could be on a weapon that helps shaman players have an impact on raid bosses, essentially giving the player the ability to deal damage before the damage phase even begins.


    Refined Hook:


    After dealing no damage to enemies for 5 seconds, increase the range and pull speed of grappling hook by 50%, and remove the mana cost increase of repeated casts.


    >Reason: a possible major ID for archer builds for lootrunning, that gives the class very fun mobility out of combat. As a grappling hook enthusiast, I would love to see this in the game.


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    Any feedback is greatly appreciated, however it should be noted that some IDs seem very strong, yet could be balanced out by the other stats on the piece of equipment they are on, as is the case for Transcendence or Sorcery. If any of these Ideas make it into the game, it would mean a lot to me, and help reinvigorate the joy of creating unique endgame builds.

    This is my previous post, where i went over even more Ideas for Major IDs:

    https://forums.wynncraft.com/thread...-small-to-build-defining.316071/#post-3655467
     
  2. BlueTheSniper

    BlueTheSniper i makea da builds CHAMPION

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    I love this idea! Couple of nitpicks 1) the name, maybe do something like +FROZEN FANGS whereby the head of the Ice Snake deals the extra damage 2) the idea itself is good but balancing a major ID around the niche of a single Raid bossfight is not how to go about doing it.


    I'm not sure I even understand what this is? Just an explosion....? The % Exploding ID itself could use a rework and there are already a couple of basic explosion major IDs in +EXPOSIVE IMPACT and +FISSION.

    I'm not sure about this either? Ophanim is "slowed by 50%" but then proceeded by "Cast rapidly"? The description could use some work. Also, +PERFECT RECALL is already a major ID for Arcanist.

    Nope. Unintuitive and frankly overpowered? I would like a similar idea for a +HEART OF THE PACK rework relating to Health Regen for Ignis/Vulcan, however.

    A new major ID for Tierstack would be cool and there are certainly classes that could use a Melee buff, however, there is already a imilarly themed +FLURRY OF BLOWS major ID coming to 2.1 for Assassin's Double Slice.

    Absolutely not. Too OP and not necessary.

    I don't hate this one.

    I understand where you're coming from but I imagine this is too niche to be used properly in a lot of scenarios with hoards of mobs and you're essentially just describing Shadestepper anyway. Credit where credit is due, I too would like a new ability or major ID to spice up heavy melee sharphooter.

    I wouldn't hate this one as a major ID for Triple Shots. It'd buff non-sharpshooter melee and support mana/life steal Boltslinger. However to balance and distinguish from Acrobat's Shuriken Ricochets ability I would suggest this ability be random (like Grape Bomb) and not homing :)

    I don't hate this idea. I too don't know how I would balance it. Gives me Manastorm vibes for Steal

    Yep, I like this idea. We got a Blood Sorrow major ID of thi caliber, why can't we get one for Crepuscular Ray? I also like how you've balanced it by removing the spread and homing.


    Absolutely not. Terrible idea - and to nitpick 1) Tempest is both an ability name, spear name, AND used in the major ID +RECKLESS ABANDON 2) Freerunner exists... hello??

    I'm sure there's a reason there is a 400% walk speed cap as well. I've heard horses with ludicrous amounts of walk speed can phase through blocks so I imagine there is a similar issue for players moving too fast.


    The idea is okay. We definitely need cooler Uppercut abilities/major IDs but I imagine the height boost of this would be more of a detriment? Similar to how Righting Reflex of Pirouette can launch the player higher than they want forcing them to wait to fall back into attack range. I find coming up with unique ideas for Uppercut is hard...

    I'm not sure Bamboozle will ever thrive as long as retaining your Clone(s) deals more damage BUT this idea is cool and got me thinking. Maybe the last hit of Multihit explodes providing the backward momentum to jump back in with Bamboozle? Perhaps that idea could be better used for Fatality or something but Bamboozle definitely needs some love!

    This could clash with Fallen's shift War Scream to exit Corrupted mechanic? Perhaps this idea is better suited to Counter/Riposte or just a general "Defensive Stance" ability would be nice for Paladin in general. Not a bad idea, though. Keep in mind Parry is also an Acrobat ability.

    Nope. I don't need to tell you why.

    Silly idea but I don't think it's very good? Although I like the idea of charging through a group of mobs with a trail of explosions. Perhaps, as you suggested, you can already do that with Collapse with Bash/War Scream though...

    Sounds like Sacred Surge vibes to me. Not the worst idea though.

    I don't like this idea - it seems pointless to me. Just spam uproot? Why store anything? I don't think the problem you highlighted should be solved with a major ID. BUT! Selvut has created a thread in the Discord #wynncraft channel about ability reworks he'd like feedback on and one of them was for Flaming Tongue and a Bleeding effect and various other reworks to Acolyte's kit.

    I personally think Grappling Hook could use some work too but I don't agree that this is it. If we were to get a major ID rather than an ability, I'd prefer it be for combat utility like a Javelin/Spear type projectile thing.

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    Good stuff! Apologies if I come across as overly criticial. I just want to give the best feedback I possibly can.

    I really really like the Ice Snake major ID (we're calling it FROZEN FANGS tho fr) so I will contact Xavier/Item Makers about that to make sure they see it. I also like the Crepuscular Ray major ID and the bouncy Boltslinger ricochets arrows.
     
  3. CwTCW_

    CwTCW_ Hire me at CT :) HERO

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    Thanks for the feedback! I think you have made some good points here. for clarification: the ophanim Major ID would work as follows: when you attack, you send out all your meteors, quickly one after another, but they actually travel very slowly, and don't return for multiple seconds after sending them out. then, when you cast your heal, all of them are ripped back to you simultaneously and deal high damage on their way, therefore you need to throw them out and time the recall so all of them hit the desired target(s). this would be a very interactive way to fight as mage, but not very fitting for an ability node as it changes the function of other existing nodes and is not made to be picked "brainlessly" on every build for Lightbender. Strength in Numbers could be nerfed a bit, but its not supposed to be an an armor piece everyone can just slap into their build, but a weapon. that way the whole party has to use said weapon creating a drawback of its own. might not sound hugely fun at first, but in the game Destiny 2 a similar gun exists that also buffs other wielders of said gun, and having an entire raid team run only this weapon can be very fun and different from the usual meta. Gathering Momentum could loose the extra height, but i think having such a major ID is a fun addition to the already broad selection of movement IDs. Parry (or whatever it can be called) is supposed to be for less tanky builds, as paladin hardly takes 20% hp in a single hit anyway. that way you actually have to risk getting hit by a boss as for example battle monk. i dont know how to fix the issue with this war scream though, as there are just very little buttons to choose from.
     
  4. Stonefriend

    Stonefriend Famous Adventurer

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    The ice snake one is really cool
     
    Last edited: Aug 7, 2024
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  5. _Rippi

    _Rippi The Devourer

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    Couple of things i saw here, what is travel speed supposed to mean? does it make aerodynamics push you in a gentler angle, or makes aerodynamics push faster? also i would prefer to have more leniency on uppercut, so instead of getting more in the air, it would be better to extend the amount of blocks off the ground you need to get the uplift with uppercut. basically as long as you started well, uppersurf becomes easier and easier to do
     
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