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Game Mechanics “Special” Raid specific gambits

Discussion in 'General Suggestions' started by CashorCard, Nov 30, 2024.

?

Should this be added?

  1. Yes

  2. Yes, but tweaks needed

  3. No!

Results are only viewable after voting.
  1. CashorCard

    CashorCard Apotheosis

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    I’ve been a big advocate of improving the aspect grind, and this proposed idea will add an extra layer of difficulty to raids.

    -Raid Specific Gambits!-

    These aren’t like normal gambits, they appear weekly rather than daily and are specific to each raid thematically. This gives players an option to do 4 gambits! Which boosts chances of pulling a desired aspect as well as giving an extra challenge to raids, but what would these be?
    (Note these are my examples/proposed ideas, please leave feedback on the balancing of them)

    Nest of the grootslangs

    - Thin Air
    Take triple damage while not touching the ground

    -Nimble Bones
    Take 400% extra knock-back, knock back can send you in the air

    -Earth sickness
    While on the ground, spells cost 20% More, additionally suffer -5 attack speed while on the ground

    Nexus of light

    - Bound Sight
    Get blindness for 1 second every time you get hit

    - Light Hidden
    Take 50% more damage from enemies behind you

    - Noble Pacifist
    Cannot damage mobs that have not damaged you


    Canyon colossus

    - Titanic Honor
    Deal 40% Less damage to enemies with less current health then your max health

    -Fragile Foundation
    Ever 5th attack on you drops Defense and Agility to zero for 1 second

    -Mystical Armor
    While you are below 60 mana, take double damage


    Nameless anomaly


    -Ceasing Fury
    Max, and starting Mana becomes 2222, for the rest of the raid, you cannot gain Mana by any means

    -Fading Light
    max HP gets multiplied by 4, cannot heal by any means during the raid.

    -Warped Dimension
    All walk speed bonus is converted into jump height (10% WS —-> 1 jump height)


    To clarify, these are some examples of what they would look like, unique to each raid, rotating weekly. I don’t think if they implemented this idea these gambits would make it in, however this idea would add an extra layer of challenge, along with boosting raid rewards.
     
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  2. culpitisn'taword

    culpitisn'taword Skilled Adventurer

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    I like the basic idea but not the actual gambits.

    I don't do heavy Raid play, but I see it like this:
    • Thin Air seems like it really wouldn't come up often, except for certain mob attacks, which would become brutal and unavoidable sources of damage.
    • Nimble Bones seems more annoying than anything else.
    • Earth Sickness completely upends certain build designs and would permit radically different -tstack builds since they don't need to put in nearly so much effort getting the tiers to drop.
    • Bound Sight seems mildly annoying and not particularly impactful.
    • Light Hidden could be really annoying, or it could be, like, mid. I don't know how it would actually turn out. I think the implementation would be difficult.
    • Noble Pacifist would completely wreck a large number of builds and be completely irrelevant to another large number.
    • Titanic Honor would almost never come into play, I'd imagine. EHP tanks would be disproportionately unaffected. It's also not particularly interesting. Tanks already aren't expected to have high damage output. This further nerfs it.
    • Fragile Foundation is a very situational hazard.
    • Mystical Armor would be irrelevant to many builds.
    • Ceasing Fury is bad.
    • Fading Light is also pretty bad.
    • Warped Dimension is mildly annoying. It's not at all a real challenge, except if you need to parkour, at which point it is moderately annoying.
    The difficulty of these Gambits varies wildly. The current system seems pretty bad so Raid-specific weekly gambits could be interesting, but I don't think these specific ones are good. Most of them are irrelevant, build-wrecking, only situationally dangerous, or a combination of those.
     
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  3. Elytry

    Elytry Modern Art (Hats Sold Separately) VIP

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    good idea, gambits are wacky
     
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  4. CashorCard

    CashorCard Apotheosis

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    well I will agree that many do seem somewhat finicky, however I would like to explain some designs

    “grootslangs”
    They are all ground based, providing different afflictions based on position, and the knockback one, is meant to be for fall damage, very deadly for the boss

    “NoL”
    They are kinda light based, in the sense of sight and morality. Taking away sight, is a mild annoyance, but is meant to make a bad situation way worse. The sight one is meant to punish cowards, I was thinking it would work like backstab. The final one was meant to be very cruel, as it would make destroying crystlines VERY difficult which is what I had in mind

    “TCC”
    They are meant to be all defense based, all dealing with health, and defense. First one was to make dealing with smaller enemies very annoying and easily causing overwhelm. Fragile foundation is very meaningful! Many of TCCs attack hit a lot of times a second, so it acts kinda like a reverse foreseen swordsman very deadly! Last one I’ll admit I don’t like, my original idea would be that taking damage drains mana, but I dismissed it.

    “TNA”
    The first 2 deal with the idea of fading, you start with a massive boost, but that overtime disappears into nothing. The warped dimension change is honestly an insanely cruel idea, Walk speed is INSANELY important for TNA, so losing all bonus walk speed is a tremendous detriment.


    I will admit these gambits don’t affect everyone equally, but to be fair, gambits already don’t affect everyone equally. Myopic’s gambit isn’t too bad for acrobat, but brutal for shadestepper