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New Mob Abilities/mob Diversity

Discussion in 'General Suggestions' started by Xeabia, Mar 25, 2021.

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Which section(s) would you approve of for the most part to be implemented in Wynn?

  1. Vanilla-ish Attacks

    6 vote(s)
    60.0%
  2. Wynn-esque Abilities

    7 vote(s)
    70.0%
  3. Improved Spells

    6 vote(s)
    60.0%
  4. Enemy AI/Design

    8 vote(s)
    80.0%
  5. Environmental Challenges

    7 vote(s)
    70.0%
  6. Custom Debuffs

    6 vote(s)
    60.0%
  7. Eh, I agree with half good, half bad for the sections I want to pick

    3 vote(s)
    30.0%
  8. Most of them are bad

    0 vote(s)
    0.0%
  9. Good ideas, just not in Wynn :/

    0 vote(s)
    0.0%
  10. Notice me Novalescent Senpai uwu

    2 vote(s)
    20.0%
Multiple votes are allowed.
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  1. Xeabia

    Xeabia A creative mind who's clumsy as heck HERO

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    So, with all of the cool new attacks/abilities/spells that mobs had in 1.20, I thought, why not just come up with a list of a bunch of ideas/mechanics I thought of that could be applied to future Wynn mobs? Now, I haven't explored all of 1.20 content, so I'm not sure if some of the stuff I put here is already in the game already, but it's just fun to put ideas out there. I don't believe my ideas will actually get recognized, however, it would be cool to see ideas like this get implemented for future custom MC enemies. Also, I want to see what other people have to say for my ideas, or maybe even suggest your own below. (Also, sorry if this is so unorganized, I haven't made a thread in a while, E)

    Also, a lot of these abilities are inspired/adaptions from other franchises that I felt like would be cool to see be applied to Wynn. They aren't all original, but if an ability does have a given "Inspiration", then it's an original thought from my creative mind. :3 If the reference is obvious, like a modified Wynn spell, then I don't need to give the Inspiration, cause y'all already know.

    New Mobs Moves/Mechanics
    These are abilities that should be possible with augmenting mobs with vanilla assets and changing some textures.

    Power Punch:
    The enemy makes a melee attack with an exploding effect and Knockback 10 to yeet you instantly across the arena. Simple as that. :3

    Ghast Burst:
    The enemies make a 5-way, “plus” shaped spread shot of Fireballs from a distance, that all explode.

    Inspiration: Minecraft Story Mode, Giant Ghast Fight(Probably the only good takeaway from that game, lol)

    Ghast Stream:
    The enemy rapidly fires a bunch of Fireballs that explode. This trail of Fireballs can be modified to being anywhere from 4-15 Fireballs.

    Inspiration: Minecraft Story Mode, Giant Ghast Fight

    Golem Lift:
    The enemy’s basic attack acts like a Golem’s melee attack or a short version of Uppercut that sends the player flying in the air. Great to convey an enemy picking up a player, and yeeting them into the sky. Can have an alternate, where if you are in melee range, you can have the enemy lock up and it in place and not be able to move for 1-2 seconds to make the menacing aura that they slowly lift you, then they chuck ya either horizontally, or vertically.

    Homing Shot/Magic Missile:
    The enemy shoots a projectile like the Shulker that homes into the nearest player to them. It also arches to adjust the shot but disappears after X amount of seconds. (Time to disappear can affect difficulty as it can persist with other enemy attacks) (Multiple could be launched at once to make it more difficult)

    Ground Seeker:
    The enemy spawns in a Silverfish mob with Speed 1 that tracks the player but doesn’t deal damage. After 5 seconds, the Silverfish will emit smoke and explode. (The Silverfish will also have very high HP)

    Bat Cloak:
    Bats mobs will surround either the player or the enemy that will soak up hits like a shield and tank up melee hits per bat entity around the player or enemy.

    Elemental Golem Summon:
    An enemy charges up an attack and creates a golem to help fight against you. It can be themed to the element of the caster but is generally a tanky, slow mob with heavy knockback.

    Laser Beam:
    The enemy flashes beams indicated by fire trail particles that flashes 3 times that lock onto the player before firing a beam that resembles the End Crystal’s beam in the direction of the last locked on beam. This attack will pierce walls.

    Dragon’s Breath:
    The enemy shoots an Ender Dragon’s Fire Charge that leaves a lingering gas that still damages the player.

    Proximity Beam:
    The enemy flashes blue particles, and after 8 seconds, if the player is within X block radius sphere of the enemy, it will emit a Guardian Laser in front of it, so long as they’re within X block radius. It will still shoot from the front of the enemy X blocks long if the player isn’t within its X block radius. This attack will be negated if the target/player is behind a wall.

    Sand Tomb:
    A massive pile of sand blocks appears above the player and they will get stuck if they don’t get away in time, taking suffocation damage, but the sand blocks disappear after 25 seconds after touching the floor.

    These attacks probs involve more complex and custom coding and fit pretty well in Wynn's MMORPG nature. There are also some other mechanics I wanted to put here, but I didn't want to make a separate subsection with them since I felt they worked nicely with this section.

    Chain Lightning:
    A reticle appears as a line on the floor, and lightning strikes that area. If someone is hit by that lightning, it will also damage other nearby players within 8 blocks distance of each other. Can have an alternative where minions with low HP spawn in, and the Chain Lighting transmute it to them also and kill them to extend the Lighting towards you.

    Judgement:
    A glyph that’s 6x6 big appears below the player, and then a beam of light erupts and makes a pillar of quartz to deal massive damage.

    Inspiration: Epic Battle Fantasy 1/2/3/4/5, Expert Holy Magic

    Trinado:
    The enemy makes 3-way spirals of white particles around them. The Tornados will circle around the enemy slowly, then they will all move away from the enemy in a line slowly until they hit a wall. They will linger against a wall for 10 seconds. If a player is caught in a tornado, they won’t take damage, but be given Levitation for 7 seconds, then fall down, possibly giving Fall Damage, and giving the enemy the chance for ranged attacks.

    Inspiration: Paper Mario: Origami King, Water Vellmental Fight

    Boomerang Sickle:
    The enemy launches a circular disk-like projectile in front of them and once it travels 10 blocks, it will loop back to the enemy. (It will phase through walls)

    Buzzsaw Ripper:
    Makes a 5 way spread shot of buzzsaws that have a bit of starting lag, but travels quickly until it hits a wall. The spread shot’s shape is one in front of the enemy, and there are 2 saws that are 40 degrees clockwise and counterclockwise from the saw in front of the enemy, and 2 more that are 40 degrees from those saws.

    Inspiration: A Hat in Time, Conductor/DJ Grooves Fight

    Swords Dance:
    Swords will surround the player and they will have to react to the blades by jumping or going in the direction the blades aren't. The blades will have start-up time from appearing and closing in/moving. Variants are: 3 layers of 8-way circles of swords above each other that stay still so the player just doesn’t have to move to not get hit when it spawns in. 1 layer of 8-way swords that close into the center so the player has to jump. Lastly, 3 layers of 4-way swords above each other in either the cardinal directions or diagonal directions, making the player have to run through the gaps.

    Corrupt Bile:
    The enemy leaves a puddle of black goo on the ground, and stepping on it will deal constant small damage and make it hard to move out of like cactus blocks from hitstun.

    Destruction Wave:
    Explosions happen all around the enemy in timed intervals, where at first, it would be a ring of explosions 3x3 around the enemy, then another 7x7 ring, then a 12x12 ring. The enemy will be standing still. Alternatively, can have versions where the enemy still moves and the other rings spawn in there the enemy activated the spell, or be in 7x7 and 12x12 rings around where the enemy currently is when the timed interval activates those explosions.

    Inspiration: Guardian Tales, Final Boss Phase 2

    Tetraprism Blast:
    Within the cardinal directions of the enemy, they will emit 4 lines of flaming trail particles, that will then shoot rainbow-colored particles and the beams will rotate clockwise or counterclockwise. (Can also have a variant, where there’s another set of beams layered on top of the other beams that move in other directions, having to involve jumping and moving.)

    Inspiration: Phoenotopia Awakening, Phalanx Fight

    Rotating Sweeper:
    A line of fire particles will spawn behind the mob at the ground and it will rotate clockwise or counterclockwise from the bottom of the mob, forcing the player to have to hop according to how fast the fire particles go. Basically, Fiery Hopscotch :)

    Soul Steal:
    The enemy will Charge towards you, and Charge away from you. When it hits, you will get a text notification that you feel your Soul Draining, and that you will lose Max. HP every 10 seconds. The enemy then turns into Emerald Imp AI and tries to run away from you until you hit them with your Melee Attack; in which you get a notification that you got your soul back and you regain all of your Max. HP however you still take the same health as your HP was when drained. (Should be used with smaller-sized mobs. Could be used for Minions kinda like Wrenches).

    Vitality Sapper:
    The enemy will emit cyan particles, and after 3 seconds, will Charge towards a player. Upon being hit, all of their mana will be drained to 0, and the player will have Slowness II for 6 seconds.

    Inspiration: Dragon Quest of the Star, General Magic

    Energy Barrage:
    Multiple Meteors fall from the sky but fall at a much slower pace. However, when they hit the floor, their blast radius is bigger than a normal Meteor.

    Inspiration: Epic Battle Fantasy 5, Expert Bomb Magic

    Shockwave:
    6 Lime Green Glass blocks appear. After 10 seconds, they all cast Push that deals damage if within X blocks.

    Inspiration: Epic Battle Fantasy 3/4/5, Expert Wind Magic

    Pulsar:
    Creates a Black Concrete Powder block that has infinite HP, and casts Pull occasionally and has high melee damage. After some time, it will explode with Self-Destruct.

    Inspiration: Epic Battle Fantasy 3/4/5, Expert Dark Magic

    Prelude and Doomsday:
    The enemy will have red particles surrounding it, and it will receive temporary buffs like Speed 2 and +30% Damage for all other Abilities for 1 minute. However, this is an indicator that the enemy will use an ultimate attack. The Boss will then have a second boss bar, indicating its attack, and players need to damage the boss to cancel its ultimate attack. The second health bar represents how much damage must be done to cancel the attack, but players don’t know when the attack will happen. After 1 minute, the boss will uses an unavoidable blast covering the entire arena for massive damage and apply nasty debuffs like Weakness 2, Slowness 1, and Wither.

    Inspiration: Epic Battle Fantasy 3/4/5, Cosmic Monolith Fight

    Napalm Cinders:
    The enemy launches a bunch of flames(looks like Fire in Minecraft that lob in the air, the actual non-solid block and not particles) that lands on the ground. They will attack in the shape of a cone. The fires will linger for 10seconds.

    Lightning Trap:
    The enemy summons a dark cloud floating above anywhere on the battlefield. After 2 seconds from spawning, any enemy or player that’s under a thundercloud will be struck by Minecraft lightning(aka get smited). Kinda like a remote landmine version of Maxie’s Thundercloud but lingers a lot longer.

    Explosive Armor:
    When attacking an enemy, for every 10% of their HP they lose, they will have 4 TNT appear around them and explode. (It won’t damage the enemy, however)

    Shield HP:
    Quite simply, an enemy will have an extra health bar in blue. The shield will have very little HP, from 10-20HP, but all attacks dealt to the mob will be negated to 1HP(Spells can still multihit). When their shield is down, they can be dealt normal damage, but their health bar slowly turns blue and when it’s full, they recover their shield. (When their shield is up, they cannot regenerate normal nor shield HP.)

    Inspiration: Modified version of Novalescent's Bob's Reincarnation: Reckoning, Warrior mechanic, but more digestible for normal mobs.

    Size Change:
    The enemy can become giant-sized temporarily, then shrink back down.

    This is a list of various spells the player of different classes can use, but applied to mobs, along with improved versions and a twist on some VIP skin version of spells that mobs could use.

    Bash:
    Just like the spell for Warrior (It’s surprising there aren't bosses that use this, and if they do, it’s pretty rare)

    Warping Holy Blast:
    The enemy will emit magenta particles and 8 magenta clay blocks will appear randomly on the floor, with 2 following the player and one below the enemy. Then the enemy makes a Bash/Holy Blast sfx and the chunks of earth used for the Holy Blast spell launch up from the magenta clay blocks, and act as portals to all deal the same damage. The portals chasing after you stop moving when the enemy does the Holy Blast sfx.

    Meteor Slam:
    The enemy does a normal Charge, then charges vertically upwards into air, and then Charges downwards vertically into the ground, and makes a slam that works like Bash that pushes the players away with heavy Knockback. Damage will be dealt at around the range of a Bash, however, Knockback will be dealt from 2x the radius of a normal Bash. (Can have an alternative version where it leaves fire on the ground for 10 seconds, with the enemy being immune to burning)

    Holy Flame Leap:
    The enemy does a more vertical version of Charge in an arch, and from where they jump and land, they leave lava that persists for X seconds. (The enemy should also be immune to burning)

    Thunder Waves:
    The enemy emits an 8-way War Scream like Warrior that has multihit in the cardinal and diagonal directions of the enemy.

    Inspiration: D&D, Sound Damage Spell

    Spider Crush:
    The enemy jumps high into the air and leaves 3x3 cobwebs where they were. They then teleport midair and float while making a single ranged attack and make another 3x3 cobweb on the ground level below them. They then teleport again in the air, and slam down with Archer’s Surprise Strike. The cobwebs linger for 10 seconds.

    Black Hole Shot:
    Fires a fully upgraded version of Arrow Bomb that bounces 3 times. When it bursts, the projectile emits the Pull Spell(or a weaker/less effective version of the spell) to knee jerk the player into where the blast was. (The blast doesn’t linger, so if the player is Pulled to where the blast is, they won’t be damaged by the explosion of the spell).

    Arrow Uproot:
    The enemy will emit white particles, and arrows will appear from below the player and be shot upwards from the ground, forcing the player to move to dodge the arrows that get shot up. Kinda like running while leaving fire. (Also the arrows go up high, and land back down, still causing damage when they land.)

    Delayed Arrow Rain:
    The enemy makes an attack like the fully upgraded Arrow Shield/Rain, however, to make the attack fairer to dodge, when the arrows are 4 blocks above where the enemy cast, the arrows pause in place(by either temporary barrier blocks or make them go really slow) and then fall as if normally after being frozen for 4 seconds. Basically, it looks like Arrow Rain, however, the arrows are stuck in time 4 blocks above the ground for a few seconds below landing towards the ground after 4 seconds.

    Arrow Maelstrom:
    The enemy goes to the center of the arena, and fires 5 Arrow Rains, however instead of them landing in the same spot, they will land in rings, where the first will coat the center of the arena, the second will coat the middle-ish ring of the arena, the third one will coat the edges, and then the fourth and fifth will go back inwards. There will be no safe spots to just stand and dodge all of them without moving. So it involves having to time and move from the outer parts of the arena and go back towards the middle areas and back out.

    Inspiration: Guardian Tales, Ancient Demon

    Triple Ice Snake:
    The enemy casts Ice Snake in front of them, and two more are cast, with one being 45 degrees clockwise and another one counterclockwise from the first Ice Snake cast from the front of the enemy.

    Ice Serpent:
    The enemy makes an Ice Snake, however after going half the distance of where Ice Snake would end, it goes up, then down in an arch(going more vertically than horizontally) and arch over and over until it goes 4 times the distance of the normal Ice Snake to look like it starts bouncing off the ground. When it starts arching, it will track to where the player is and is fast.

    Burning Meteor:
    Like Meteor, but will actually leave burning flames(and hopefully not be used for an enemy like Orange Wybel 3.0: This Time It’s Personal).

    Frozen Star Storm:
    Multiple, slow-moving Dead Stars(Dark Mage Meteors) fall from the sky, and when they land, they will launch an Ice Snake towards the player.

    Crystal Reptile:
    The enemy will use Dark Mage’s Crystal Reptile, except the blocks aren't bound by gravity, so they can go in any direction and float midair. Whatever blocks that don’t hit you will linger for 8 seconds, then they will disappear. (Could have an alternate version where the blocks spawned are physical blocks you can climb on, and after all of the blocks are made, the don't deal damage to you anymore and last for X seconds. However, that’s probs too hard to work around as a player and a programmer >.>)

    Splitter Snap:
    The enemy fires 3 sphere-shaped projectiles in an arch, all with different lengths and heights towards the player. When their projectiles hit the floor, they make two Crystal Reptiles come from the projectile in random directions.

    Blink/Omae Wa Mou Shindeiru:
    The enemy will use Blind and Vanish. When you can see again, the enemy will teleport directly behind you and make a Witch laugh to indicate it, and then try to use a melee attack on you. When this spell is activated, everyone(players and the enemy) has Extreme Slowness and ends once the enemy teleports behind the nearest player.

    Shadow Clone:
    When an enemy hits 75%, 50%, and 25% of their HP, they will spawn in an identical clone of themselves that has infinite HP but doesn’t deal damage. (Kinda like Shadow Adamel and Blade of Shade, I’d wish they use this mechanic more than just two boss fights).

    Terminal Cutter:
    The enemy will emit orange particles and do the Whirlwind spell and then fire a 4-way Basic Arrow Storm (Grade 1) from the enemy’s directional directions.

    Stunning Hit:
    The enemy emits yellow particles, and when the enemy makes a melee hit(or does a ranged attack), the player is stuck in place(by barriers, infinite slowness, or some other method) for X amount of seconds.

    Inspiration:
    The enemy emits blue particles about as big as Aura, and any enemy within that field has increased attack and defense. Great to design supporting enemies instead of just using healbots.

    Soar:
    An enemy places a totem(aka Emblem) looking mob, and when it exists, the enemy that spawned it will be able to fly, have Speed 3, and have other buffs, until the Emblem is destroyed.

    More Design Elements
    This is going outside the realm of new attacks and more into mechanics than can really diversify Wynn mobs, boss fights, and even quests.

    Enderman AI:
    With the weirdness of Silent Expanse, why not have neutral mobs that only attack you when looking at you. It could also be a mechanic for a “Don’t look back” kind of quest segment, like having to not look back for a segment, or else a massive hoard of Endermen come at you with superspeed. (Alternatively, you could have it so that when you look at the boss or their line of sight, they will do a powerful attack to retaliate)

    Phantom AI:
    Flying enemies are difficult to deal with, but Phantom AI can make some enemies really dynamic and makes what would be plain mobs like Harpies feel all the more fun and interesting to deal with, with you having to adjust to when they will descend.

    Mimic AI:
    Enemies that mimic what you do, like move in the opposite direction from you, attack when you do, maybe even have mid-bosses that act like the class you are playing. Plus, a good opportunity for a puzzle that’ll only last for one quest. :D

    Creeper AI:
    Kinda like Zombie AI, but they explode, deal heavy knockback, and produce shrapnel after exploding for additional damage. This explosion can also damage enemies and deal huge damage to Shielded enemies.

    Ghast AI:
    Mobs that fly in the air and shoot projectiles that can be hit back towards their target. (So that it takes more skill of having to hit back they’re projectile rather than just whacking the mob). Their fireballs can even have different AoE effects for different elements. (If you say range is a problem, then look at the Golden Avia mob. That’s a mob that cannot be hit by most melee means and is in the game.)

    Summoner/Hoard Design:
    Have a boss summon enemies in waves, and have the summoner change the environment like making holes, blasts from the sky, shoot lasers, and can only be damaged when the minions have been taken out. Also, the longer the boss lives, the tougher enemies it spawns rather than it being segmented to how much HP the boss has. Alternatively, it can just be a raid like Minecraft Illagers and the minions share the same health pool.

    Maneater Design:
    A small mob will be on the ground and will not move, and acts as a damageable trap that limits mobility. It can only attack by melee or contact damage. Alternatively, you can also have it consume minions of a boss to add flair to a fight and it will give the boss buffs or restore health.

    Sacrifice Design:
    Minions that don’t attack and buff the boss when they are absorbed by the boss, attacked by the boss, or killed by the player. Basically, Wrenches from The Eye, but less punishing and have different conditions.

    Blaze Runner Design:
    A mob that chases after the player and leaves flames the last on the ground for 6 seconds that can make evasion very hectic.

    Twin Design:
    Can we please have more bosses that are two bosses with even amounts of HP and work in union like Tasim and Aledar? Maybe even Triplets or more? Please and thank you. :)

    Remnant Design:
    Maybe have a boss that when you get to its next phase, a part of its body becomes another boss, like a two-phase boss, where the next phase has the head come off and become another enemy and you have to fight that, along with the body.

    Giant Multi-Weakpoint Design:
    Have a boss that has multiple weak points and is giant. Think like a giant 8 headed dragon Orochi, and you have to hit the heads with each head having different attacks and different HP pools. Kinda like Antikythera Supercomputer, but it’s all in one room, no minions, and all parts attack at once. Then again, imagine if all of TCC can attack you >.>

    Inspiration: Okami, Orochi Fight

    How about we have not only the enemy be more interesting, but the stage your around with also be dynamic?

    Haul Totems:
    In a boss arena, there will be 4 totems in the corners of the arena, and the boss can use Haul like Shaman to act like Charge and tackle the player, depending on how close they are to a totem. The totem will emit particles to telegraph the attack.

    Rising Lava/Acid:
    Like with the Worm Tunnels, or the Thanos Dragon segments, maybe have the boss occasionally warp to high ground or fly and lava rises up or down, causing the player to have to go to higher ground every so often.

    Spleef:
    The floor of your standing one can be damaged and you can fall into lava. There will be ladders to climb out, and the boss has a more vertical version of Charge/Leap to get out and not deal damage to not damage the floor.

    Arrow Rain + Cover:
    Instead of casting Delayed Arrow Rain, the enemy uses Arrow Rain quickly like the player, however, the arena has some floating blocks suspended by pillars(or clouds, etc.) that can block the shots from the falling arrows.

    Shifting Elevation:
    One half of the arena can be on ground level, while the other half is 3 blocks higher than the other one, forcing the player to think about how to use their movement spells effectively. You can also reuse the slime launch pads from CUC. Alternatively, you can also have a boss affect the ground by moving some of the blocks up as if there were pistons to mess with movement. This could also be used with Haul Totems to move the enemy more mobility to a fight with you having to be aware of where the totems are.

    Fireworks:
    Maybe have a glass see-through floor where the boss and you will fight on top of the glass, but there’s an enemy below the glass, and they will occasionally emit random particles and them after 3 seconds, shoot a Minecraft firework that explodes into different colors and the blast of the firework deals damage to the player beyond the glass, making the player focus on both the boss and what’s below them.

    To add more chaos, here are some ideas that can greatly impact how the player plays around a boss. These effects lingering throughout the entire fight.

    Inspiration: Epic Battle Fantasy 5, Dark Players (The concept alone was enough to inspire me to adapt all of them into a Wynn form. The first 4 being from the game and modified to be digestable into Wynn, and the other 5 being my own Custom Debuff ideas, but the concept was largely inspired by EBF5. Seriously, it's a great game y'all. :3 )

    Petrification:
    For every 1 minute and 30 seconds in the fight, the player is inflicted with one level of Slowness that cannot be cured or overwritten by Speed.

    Cracked:
    All forms of healing and health regeneration will have no effect.

    Repulsion:
    You will constantly emit the Push Spell every interval from random 1-10 seconds, pushing both enemies and allies in an arch slightly upwards.

    Anti:
    All positive modifiers and effects you have, including those caused by consumables, will become negative except for HP increased by gear, Element Resistances, Major IDs, and SP. All negative modifiers and effects are still negative, however. (The enemy will be very weak or lower level to compensate)

    Slog:
    Walkspeed is decreased by 50% and attack speed is lowered by 3 tiers.

    Fractured Armor:
    You now have no Elemental Defense and have weakness by -50 Elemental Defense to all elements.

    Weak Spleen:
    All consumables now have no effect.

    Pallid:
    You have Perfect Resistance to all attacks and will be negated to 1 damage, but you only have 10 HP, and all HP and HP healing/regen modifiers are negated.

    Unsustainable Rage:
    For every 4 seconds not spent attacking an enemy, you lose 5% of your HP.

    That's it, this took me so long, but I had a lot of fun putting my creativity to use, even if some of them are kinda samey or not well thought out. Eh, whatever, uwu

    Why do I feel like Novaescent could make most of these attacks/effects possible? If so, I am sorry for any future Wynncon bosses pain that happens down the lane. :c

    Edit: A bunch of typos was changed, more clarifications on certain spells, and changed/added details to Ghast Stream, Golem Lift, Proximity Beam, Trinado, Destruction Wave, Energy Barrage Meteor Slam, Terminal Cutter, Shifting Elevation, and Petrification. Also, credits were given for the main inspirations of these abilities, as most of these abilities felt more like adaptations from these games. It's good to spread awareness of their ideas and these hidden gems(for the most part) a try :3
     
    Last edited: Mar 31, 2021
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  2. strikeflame5356

    strikeflame5356 what do I write here VIP

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    Good ideas


    Also Totem and Aura for Slykaar when?


    at least the corrupted version


    Edit: It appears Novalescent Senpai has noticed
     
    Last edited: Mar 28, 2021
  3. TigerYaisou

    TigerYaisou Famous Adventurer VIP+

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    Minecraft:
    wow these are mostly pretty good. theres a few that i disagree with because of possible implementation issues or because of them being unbalanced(petrification means that if you stay in a boss room for 7 mins you will be unable to move at all), but these are overall pretty good!

    theres quite a few boss altars that do this, and they are quite difficult at level


    oh god this would be so hard, if this includes pots than you would have to focus really hard on avoiding damage, good boss altar idea


    archers: im about to do whats called a pro gamer move
     
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  4. alexphilgab

    alexphilgab The Godsent CHAMPION

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    I like all the Idea of everything in general but some of them arent very balanced or interesting. But I really hope these kind of things get added to Wynn so the games goes a bit harder.
     
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  5. Xeabia

    Xeabia A creative mind who's clumsy as heck HERO

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    Oop, sorry for not seeing this earlier. I kinda got the feeling that some of the ideas were uninteresting or not that dynamic. But by any chance, could you expand on some points that are unbalanced, to get a better sort of idea of what's unbalanced or "unfair" attacks? I want to be mindful of the difference between hard to avoid attacks and unfair attacks.
     
  6. alexphilgab

    alexphilgab The Godsent CHAMPION

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    Maybe something like trinado or destruction wave for melee. But overall they are all good the major issue is just that a lot of them look similar. Also it would be important to cretae something that calls out what spell will be cast by the mob because some of them do big damage and need to be dodge but how to doge it if you dont know when it will be cast.
     
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  7. Xeabia

    Xeabia A creative mind who's clumsy as heck HERO

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    Yea, looking back, I could tell a lot of the attacks just involved running out of the way at the right time for an attack tracking you. It's better to have these spells than most of the Melee Mobs that just walk up to you and occasionally casts Vanish, with movement around their attacking instead of just creating distance having to play a factor. But it would just feel like you just have to use a movement spell that last 3 seconds before the attack for most of these Abilities, and it drags out some fights of out or range, running into range of melee, the back out and it feels tedious, I get that. Also, I now see how some of the flashy attacks around the boss makes it hard for melee, especially if you don't know what's going to come up. (Kinda like when mobs in Wynn use ranged Shotgun in the face of a melee user, or Wave. Wynn is quite unkind to Melee Classes, after like 5ish years of Warrior being "bad" and is considered the worst class.). Idk how and indicator would work for most of these attack tbh, other than the example of the mob emitting particles or sfx. to signal their attack, but then again, not everyone has particles or plays with sound :/ (Then again, I feel like this unpredictability is kinda part of Wynn's design, in that you always have to be ready for what moves your enemy can do, since Wave is a move most Melee users hate, but you have sort of guess when the move happens and have the time and space to react when it happens). I know some MC servers have bosses have a second HP bar that fills up to signal their attack, but that would be kinda wonky if a Shielded Boss charges up Terminal Cutter, while two side Minions charge up Holy Flame Leap, and you have like like 5-6 HP bars on your screen. However, I still feel like Wynn needs more diversity to fight stuff, since most mobs kinda feel like walking backwards and hitting them a bunch of times with melee or your 3rd Spell makes most of them boring or a nescience.

    Also, to go a bit offtopic, even if a lot of these attacks kinda similar or not that impressive, I agree on ya on wanted to see these sort of things get implemented to increase difficulty. Note how I used the word "enemy" instead of "boss" for most of these abilities, due to me wanting to see overworld enemies with more complex patterns and seeing how the player has to react in a more hectic and chaotic world to transverse with the expectations of the player being raised not by how high their numbers are, but how you can adapt to what enemies can dish out to you since any overworld enemy in a new area can SMITE you with lighting or fire a line of 5 Fireballs at you. Better yet, the mobs would be weak enough to where they're attacks aren't devastating, but they demand more from the player as to how to fight and not facetank things, rather than just use 2nd/3rd Spell and call it a day. Now, that being said, most of these flashy attacks are meant for bosses since your average overworld mob in a new area shouldn't be able to spam Judgement as if it was the Embodiment of Light itself, but I feel like no area in Wynncraft really conveys "This area wants you DEAD", other than it narratively conveying it so, hence why mobs need to have more chaos or demand more from the player in skills for future content as the stakes increase and higher leveled areas come out. The new Ability in 1.19, Wave, already added a lot to combat(even if it is an example of an unconveyed attack and sad melee user noises) options to mobs, and really spiced up combat. There was also 1.20 with the Abilites/Design Elements like the chaos that is Orphion and Panic Zealot, and seeing Lari(even if it wasn't a true boss fight) use True Damage, and made me as a player in the moment think about how to actually dodge rather than run and 3rd Spell since it was a fight where no matter how good your stats are, the battle is scaled is very interesting. So, ye. Make Wynncraft new province overworld mobs become Orange Wybel >:3
     
  8. alexphilgab

    alexphilgab The Godsent CHAMPION

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    Yes I agree a lot with giving more spells to world mobs and what could be even better and that I would love to see in wynncraft is "themed spells" for the different mobs, lets take "the wave" as an exemple I feel its not very RP to use "the wave" on various mobs without theming it a bit I know that 3 bosses can cast it but for me only one of theme is well themed (being the "oceanic judge") but for "the eye" or "the corrupted witherhead" I feel like its less RP and that the spell could be changed with different particles to match the theme of the boss.
     
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  9. Bixlo

    Bixlo I maybe am funny sometimes

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    Oh damn these look sicc. Also Ngl an update where player spells get revamped/cooler effects would be super awesome. +1
     
  10. Xeabia

    Xeabia A creative mind who's clumsy as heck HERO

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    Had to edit some typos, add more details to some abilities and give proper credit where it's due. :3
     
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