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Game Mechanics "Heirloom" Items for Alt Leveling

Discussion in 'General Suggestions' started by Undwell, Sep 5, 2023.

?

Would you want "Heirlooms"?

  1. Yes

    1 vote(s)
    14.3%
  2. No

    5 vote(s)
    71.4%
  3. Unsure/Indifferent

    1 vote(s)
    14.3%
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  1. Undwell

    Undwell Skilled Adventurer HERO

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    Minecraft:
    Today, I bring a suggestion: "Heirlooms".

    This suggestion is something from playing MMOs over the years, and WoW (World of Warcraft) has this exact item type in the game for leveling alternate characters smoothly/efficiently.

    *If the name "heirloom" is something to be avoided it can always be workshopped.

    TL;DR
    Add items for each armor & accessory slot/weapon type to allow for E.Z. & efficient leveling of fresh classes.
    Obtained through late/endgame content with an already near max character.
    Items could scale with class level, or have high enough static stats + Set Bonus.


    Explanation

    Heirlooms would be a type of item acquired in the late-to-end game, potentially via:
    • Late/End game content (raids, Forgery dungeons, loot runs, etc.)
    • A new Merchant (farmable currency, somewhere- maybe loot runs, or just Emeralds)
    • Secrets found in the world (maybe?)
    Here's a few things heirlooms would help a player achieve:
    • Faster, smoother alternate class leveling! ('Nuff said.)
      • An XP Bonus, far juicier than any set existing in the game today
      • Little-to-no gear swapping
      • Scaling stats for smooth sailing through leveling a new class, or static stats that make you almost never want to switch!
    And here's the concept for the items:
    • Scaling stats to ensure smooth leveling experiences without having to switch out gear often, or not at all, or scaling Set Bonus (per piece equipped) + strong(-ish) base stats on each piece.
      • Ideally heirloom items would have a set bonus for wearing multiple pieces which could include (and is not limited to):
        • +% XP Bonus (25-100%?)
        • +% Walk Speed (10-25%?)
        • +% Loot Bonus (10-50%?)
          • Slightly out of place since these items are more for smooth XP progression
        • +Health
        • +Elemental Defense (flat, very handy for staying alive)
        • +Main Hand Damage (flat/%?)
        • +Spell Damage (flat/%?)
        • +Health Regen (flat/%?)
        • +Mana Regen x/5s
        • +Skill points (Strength/Dexterity/Intelligence/Defense/Agility)
      • Set Bonus could be restricted to only increasing the XP/Loot Bonus, and instead having dynamic/static stats for the others.
    • Heirlooms have no level requirement- or only require a low level to equip, so fresh classes can equip them early to obtain the juicy bonuses.
    Scaling Concept

    A neat idea would be if the scaling of the items used the 0-100% roll quality (such as displayed in Wynntils UI when hovering items) to determine how the item's stats scaled.

    i.e. at Level 1 heirlooms are at 0% roll quality, and per each level gain x% (where x is the increased percent to the nearest tenth). At the same time: the goal is not to make these things overpowered, and to also make them eventually replaceable for endgame.

    Yes, the current level cap of 106 is greater than 100(%). It could either stop at a certain level, or calculate based on current level:

    x / y = z
    x = Current Combat Level
    y = Current Max Combat Level
    z = Roll Quality Percentage​

    Since scaling of item stats doesn't appear to be in the game as of now it would likely be easier to only scale the Set Bonus, and to have each piece allow a player to gain different stats depending on what pieces they have equipped.


    Item Example(s)

    • Weapon (Any)
      • Normal Attack Speed (Set Bonus could add +x tier Attack Speed)
      • Average DPS: ~25-500 (with scaling, or static somewhere in there + Set Bonus additions)
      • Neutral Damage, or All Elemental to equate to the above
      • +10% Fire/Water/Air/Thunder/Earth Damage
      • [0/0] Powder Slots
        • Likely varies depending on class/weapon type
    • Helmet
      • +15 Fire/Water/Air/Thunder/Earth Defense
      • +2 Skill (Strength/Dexterity/Intelligence/Defense/Agility)
      • +350 Health
      • +10/5s Mana Regen
    • Chest
      • + 25 Fire/Water/Air/Thunder/Earth Defense
      • +2 Skill (Strength/Dexterity/Intelligence/Defense/Agility)
      • +600 Health
      • +50 Health Regen
      • +10% Main Attack Damage
      • +50 Main Attack Damage
    • Pants
      • +20 Fire/Water/Air/Thunder/Earth Defense
      • +2 Skill (Strength/Dexterity/Intelligence/Defense/Agility)
      • +400 Health
      • +10% Walk Speed
      • +10% Spell Damage
      • +50 Spell Damage
    • Boots
      • +10 Fire/Water/Air/Thunder/Earth Defense
      • +2 Skill (Strength/Dexterity/Intelligence/Defense/Agility)
      • +150 Health
      • +20% Walk Speed
    • Rings
      • Ring 1 (Main Attack Damage)
        • +100 Health
        • +25 Main Attack Damage
        • +5% Main Attack Damage
      • Ring 2 (Spell Damage)
        • +100 Health
        • +25 Spell Damage
        • +5% Spell Damage
    • Bracelet
      • +5 Fire/Water/Air/Thunder/Earth Defense
      • +200 Health
      • +25% Health Regen
      • +25 Health Regen
    • Necklace
      • +50 Health
      • +5/5s Mana Regen
      • -5 2nd Spell Cost
    These are only examples, and are definitely subject for change.



    Overall I loved playing Wynncraft with one class to experience the game through its activities & quests, but I felt like the alternate class/character leveling experience is missing something as a QoL that doesn't require a ton of gear swapping/farming for anything a new class is likely missing.

    "Heirlooms" could potentially be a nice push to level one of each of the classes, and to have something extra to grind for in the endgame.

    I'd love to hear some thoughts on it, and see if it's even plausible too!
     
    ineedhelp and Elysium_ like this.
  2. closier

    closier not cmosier

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    Guild:
    Minecraft:
    too overpowered
    also why lol
    you'd be too strong at endgame with heirlooms
     
  3. Undwell

    Undwell Skilled Adventurer HERO

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    Minecraft:
    The above were just examples of what it could look like. It would be left up to the developers to decide how each piece & the set bonus actually performs.
     
  4. Deusphage

    Deusphage but a beast Modeler Builder

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    Creator Karma:
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    Minecraft:
    what da hell
     
    closier and cmosier like this.
  5. Earthbrine

    Earthbrine The Dirt of the Realm

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    Guild:
    Minecraft:
    add a poll
     
  6. Da Homeboi

    Da Homeboi maybe tell me if somethings wrong with the wiki

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    I will say this - amazing effort. I will also say this - I don't think we need these in the game for reasons described above.

    also insert what earthbrine said here
     
    luckeyLuuk likes this.
  7. DrGREEN

    DrGREEN Remove daily reset tokens

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    Minecraft:
    Maybe for Easter egg level only? I think other servers that have xp scaling similar to this has something to do with unlocking a prestige system, which would not be ideal for wynncraft because prestige mechanic just means that a server has a bad endgame but wants to keep retention.
     
  8. Undwell

    Undwell Skilled Adventurer HERO

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    Minecraft:
    Poll added.

    Thank you. It took me a good while to type it up and to make sure it was clear what the goal was of the item concept.
    Things I've received as feedback via Discord as well include:
    1. Would "ruin low level experience"
    2. Would "crash item prices"
    3. Is "unnecessary because of 3-4 other sets"
    These would merely be something extra to chase for in the late/endgame grind, and would benefit leveling other classes on a person's account.
    I've even thought about, "what if Heirlooms were Untradeable?", and others didn't care about that either- they care more about the economy of other sets in the game.

    While I can see why people don't see "why it's necessary" I also don't see why it wouldn't be nice.
     
    luckeyLuuk likes this.
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