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Game Mechanics Major (& Minor) Curses

Discussion in 'General Suggestions' started by NilsGameIdiot, Nov 20, 2024 at 11:23 PM.

?

What'dya think?

  1. Cool

    0 vote(s)
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  2. Cool, but needs core design changes.

    0 vote(s)
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  3. Cool, but your example curses are dogwater.

    0 vote(s)
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  4. Not cool.

    0 vote(s)
    0.0%
  1. NilsGameIdiot

    NilsGameIdiot Thermonuclear Bomb

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    The Problem (?)
    Curses! The silly things in Lootruns that can make Wynncraft gameplay not resemble Wynncraft gameplay. You probably know how they work, but for the record, Curses are acquired from Purple and Dark Grey beacons (which also grant end reward pulls), putting a sort of price on the total end rewards of the Lootrun. The price in question being buffs to all mobs' Health, Damage (These two are alright,) Damage Resistance, Walk Speed, and Attack Speed. All of these stat buffs have no cap (except for Damage Resistance, at 84%,) which can lead to funny things like this.
    [​IMG]
    This results in long-run gameplay more or less being a numbers game, where instead of playing skillfully carrying you through the Lootrun, you want to out-heal/DPS the enemies by collecting a ton of boons as the Walk Speed/Attack Speed curses will make it damn near impossible to not get hit. Boons are their own little situation I will cover later (never(later.))

    TL;DR, Curses turn Lootruns from a combat game into a numbers game (which IMO is a bad thing, which is why I propose...)

    The Solution
    (???): Major Curses

    To open this, the way curses are inflicted should remain the same. No changes there. The effects of regular curses however...
    +[x]% Damage, + [x]% Health
    No cap, no other "minor" curses. Every curse gives the enemies 10% more damage and health or something. Now, all this really does is make enemies take a little longer to dispatch and hit a little harder. Notably, it would make Lootruns extremely boring, considering the Lootrun would pretty much never change combat wise. How would this be resolved?
    Every [x] amount of curses suffered, gain a Major Curse.
    Every [x] amount of major curses suffered, gain an EX Major Curse.
    "OK OP, you just spit a bunch of colorful words at me, what do they mean?"
    Major (& EX Major) Curses are here to uniquely shake up gameplay in a manner that does NOT resemble capless curses of right now.


    Application
    Simple Enough, every x curses (lets say 10 for consistency's sake) you gain, get an Major Curse. Specifically, when you get your 10th curse, you also get a Major Curse, meaning you technically get 11 curses. As for EX Major Curses, lets say ever 5 Major curses you get, you get an EX Major Curse. That would mean when you hit 50 curses, you get a regular curse, a Major curse AND a EX Major Curse. These extra curses are independent of Vibrant and Aqua beacons, so if you get three curses from a Vibrant Purple, and that hits the threshold of 50, you get three regular curses, but only one Major and EX Major Curse.

    Major Curses
    Now for the fun part, here are some Major Curses I cooked up.
    (Writing this about the same time as curse of recalculation, I know that curses are only supposed to buff mobs but they're literally called curses, so I take some effect liberties. I tried not to make these fuck with specific playstyles though.)

    Curse of Haste I, II, III, IV, V
    For every level suffered, Mobs gain 10% Walk Speed & 20% Attack Speed.
    Grants the speed up currently available to enemies back to enemies, but without the ridiculous lack of a cap.

    Megalophobia I, II, III
    For every level suffered, Mobs that can increase in size will increase in size by 25%.
    I noticed that various mob models showed up at different sizes in 2.1, so I thought that would be a neat curse. Would give more range to enemies that have low reach IG.

    Curse of Lethargy I, II, III
    Your movement spell has a 1, 1.5, 2 Second cooldown and your Sprint Bar drains 33%, 66%, 100% faster.
    "I can't believe it's not weakened!"

    Imposter Syndrome I, II, III
    Every challenge, there is a 5%, 20%, 50% chance that one of your pieces of gear will have its stats swapped with another piece of gear of similar level or rarity.
    Skill Point Bonuses, Skill requirements, and Powders remain through switches. Everything else (Base Damage/HP, Attack Speed, IDs, etc) change to assume the stats of the new item.

    Fading Champion I, II, III
    Every time you complete a challenge, lose 1%, 2%, 3% of your Max Health. Every time you fail a challenge, lose 2%, 4%, 6% of your Max Health.
    "I remember when lootrunning had us using 'win tills' and following paths!"
    Sure grandpa lets get you to bed
    Works like eroded speedster btw.

    Curse of LA rent (title pending) I
    Emeralds no longer appear in chests.
    There would be outrage if I made this one any different.

    Curse of Recalculation I, II, III, IV, V
    For every level suffered, gain a 15% chance to suffer short blindness, have have your view shifted randomly, and be teleported a short distance whenever you are hit.
    I thought this would be a funny gambit but this aint about gambits is it?

    Curse of Vampirism I, II, III
    For every level suffered, Mobs gain 5% of their Max Health back whenever they hit you.
    Has a (very) short cooldown.

    Curse of Desperate Foes I, II, III
    For every level suffered, Mobs gain 0.5% damage per 1% Max Health Missing, while also gaining 0.5% Walk Speed & Attack Speed per 1% Max Health Missing, independent of level.
    That distinction of Walk Speed and Attack Speed is mildly important.

    Ambush I
    Time between waves in Defend, Destroy, and Slay objectives is drastically decreased, even if you're still fighting a wave.
    Basically they overwhelm you, I guess?

    Swarm I, II, III, IV, V
    For every level suffered, Mob spawn rates increase by 20%.

    "Some" Lmao. These are examples and there could be more ingame.

    EX Major Curses

    Do I still have your attention after that minor amount of Major Curses? Yeah? Great, here's where stuff gets horrifying.

    Fool III, II, I
    Something is Prowling. Stay on Guard.

    (SE exclusive) Applied at level 3, decreases by 1 every time a challenge is completed. When it hits 0, a slightly nerfed Fool Eater attacks. If the Fool Eater is defeated, the curse is removed. If the player is defeated, the Curse returns to level 3.

    Marked for Termination I, II
    Missiles will fall from above at random intervals, giving you 2, 1 second(s) to dodge before they land, dealing massive true damage.
    Airstrike!

    Can't Stop Panicking I
    Taking damage inflicts 1, 3 seconds of blindness, shrieking, and visions of a Zealot.
    Panic Zealot Jumpscare.

    Curse of Petrification I, II
    Your Total Damage and Walk Speed are decreased by 100%, 200%. For every 1% Max Health missing, gain 1.2%, 2.4% Total Damage and Walk Speed.
    You can take advantage of this one if you're good.

    Hay Fever I, II
    Lose 1% Health every second. Slay Challenge Targets deal 40%, 50% more damage, and all spawn rates increase 30%, 60%.

    Other Stuff & End Note
    Stuff that removes curses works similarly to how curses are applied; Removing 10 normal curses will remove one Major Curse, etc. Inner Peace is DEAD!!!
    I WILL get to player buffs, boss beacons, and other Lootrun rework suggestions later!!!
    I had more curse ideas but this post is long enough LOL.
    Uhhhhh Thanks for reading forumers
    If I
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    there was like one sentence at the end that got cut off lol, basically, if i missed anything, yell at me.
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    image is busted too! Joy! it had a picture of 837.5% attack speed curse