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Make a Corkian Augment to Rebalance Mythics so they work for Fruma Update.

Discussion in 'General Suggestions' started by Corde1ia_, Mar 19, 2025.

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  1. Corde1ia_

    Corde1ia_ Well-Known Adventurer

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    Summary: New corkian augment can transform old mythics into a boosted version in order to balance them for the new Fruma level cap.

    Hi, something that has occurred to me and has been rather worrying is how well the mythics will balance with the new, higher level cap that is being implemented with Fruma. Since mythics often take tons of time to grind and save up for, it would naturally be really bad for the players if all their hard work was suddenly worthless at the highest level. So my proposed solution: A new Corkian Augment (maybe like Corkian Multiplier or Refiner idk).

    It could be a mythic lootrun drop similar to Simulators and Insulators or maybe just a really rare raid drop (but methods of obtaining aren't the focus), that when applied at either a blacksmith or some other unique NPC, it would upgrade the mythic item to it's 'final form' that properly fits the power level of 115-120 (I think thats right but correct me if wrong). I know that with the way the item system is it can be quite difficult to change item identifications, nor would i want good rolls on items to suddenly become worthless, so the upgraded versions should get a combination of (some not all):
    • A raw damage number increase (higher dps that fits level)
    • Skill point increases (including increasing requirements)
    • Major IDs (Old or new. Maybe even make an interesting one that is a debuff to balance broken stats?)
    • Powder Slots (Maybe like 1 or 2 for most items?)
    • Static Identifications (So the upgrading isn't very volatile considering how rare the augments probably will be. It would suck if your good overall item that you spend one of your limited name pending augments on to suddenly be rubbish.)
    While I am no expert on how the item system is coded, from what I have noticed with patches I think all those modifications could be added without altering the pre-existing roll or breaking the data on the weapon.

    The base mythics as they currently are at their level of 90-100s should stay as they are, to not break any older builds, but the new versions should have higher combat level requirements and probably need higher skill point requirements. This would also be a great chance to breathe new life into fairly lacklustre mythics like Gaia, Galleon, or Sunstar to make them more viable (or even just ok).

    Ok anyway, thank you for reading through that tediously long suggestion, I hope you think it's good. :3
     
    Elysium_ likes this.
  2. Deusphage

    Deusphage gruesome grue Modeler CHAMPION Builder

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    Creator Karma:
    Guild:
    Minecraft:
    This is attempting to solve a problem that very well could not exist
    ________________________________
    There is the real possibility that the higher level cap doesn't bring stronger equipment, but stuff on par with level 100, just with a higher requirement. It's how current higher level gear works, stuff above 100 is still effectively level 100, so it is not out of the question that new items won't bring a power boost, just a lot more options for build variety.
     
    NubPotato likes this.