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Raid Modifiers

Discussion in 'General Suggestions' started by Xeabia, Apr 6, 2021.

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Do you think this is a good idea?

  1. Yep Yep :D

    5 vote(s)
    50.0%
  2. Eh, half of the modifications are neat, half are unbalanced

    3 vote(s)
    30.0%
  3. Most of this is very unbalanced :/

    3 vote(s)
    30.0%
  4. Yes to the ideas, no to the rewards

    2 vote(s)
    20.0%
  5. 100-Point Orphion, when?

    4 vote(s)
    40.0%
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  1. Xeabia

    Xeabia A creative mind who's clumsy as heck HERO

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    Welcome bacc to another edition of, “Ideas I don’t actually expect to be implemented into the game, but I just think it’ll be really cool to see in Wynn, uwu.” in General Suggestions. Today is about harder Raids, owo.

    After playing another MMORPG Minecraft server, Monumenta, there is a fun little thing called Delves where you can pick your own poison for better rewards for a Dungeon. So, I thought out just coming up with a bunch of ideas for Wynncraft to also have modifiers in its Dungeons to spice up gameplay… except that wouldn’t really make much sense, since we already got Hard Mode of Dungeons, with those being Corrupted Dungeons. So, I applied them to Raids instead. After reaching Lv. 100, and everyone in your party has completed the Raid at least once, when you click on an NPC to start a raid, you will be taken to a screen/inventory page that shows a bunch of modifiers you can click on, and how much of each modifier you want. However, you can leave them blank and just do the normal Raid. If you select any modifier, they will give Points, and each Point increases the Loot Quality, Emeralds, and special rewards. They also increase the chances of Mythic Tomes and special items. Each category can wildly change gameplay and how a team needs to be mindful that just about everything can, and will kill you. Also, the Raid’s enemies' stats will be automatically adjusted to be about Lv. 100. All dungeon's Max. Party Level Limit will be changed to 500 (cause 3 player NotG doesn't really work with some of these modifers)

    [​IMG]

    ^ This is an example from Monumenta
    Blitz: (Up to 5 Points)
    For each point invested into this category, melee normal mobs(not minibosses or bosses) have a 6% chance to replace all of their Abilities, to Constant Charge, and spams (Normal)Charge over and over again quickly with little end-lag. Flying/floating enemies will Charge towards at an angle downwards toward the player, then Charge back upwards.

    Prepped: (Up to 5 Points)
    For each point invested into this category, melee normal mobs and minibosses have a 3% chance of spawning in with a permanent Arrow Shield.

    Starfell: (Up to 5 Points)
    For each point invested into this category, there is a 5% chance that when an enemy dies, a Meteor will be cast at where it died.

    Mysterious: (Up to 5 Points)
    For each point invested into this category, normal mobs and minibosses have a 4% chance of spawning in as an invisible mob without a name tag or health bar but are represented by a floating black smoke.

    Brotherhood: (Up to 5 Points)
    For each point invested into this category, every normal mob that has another of the same mob within 10 blocks gets a 25% attack buff. This effect does not stack with more than one of the same mob.

    Forceful: (Up to 5 points)
    For each point invested into this category, normal mobs and minibosses have a 6% chance of spawning in with flashing green particles, and when they do damage to you, all of their attacks will have Power 3 or Knockback 3.

    Nimble: (Up to 5 Points)
    For each point invested into this category, normal mobs and minibosses have a 6% chance of spawning in with flashing yellow particles, and their attacks and abilities speed will be twice as fast and their Ability cooldowns will be halved.

    Wise: (Up to 5 Points)
    For each point invested into this category, normal mobs and minibosses have a 6% chance of spawning in with flashing cyan particles, and they will have a random new Mob Ability found in Wynn and will cast randomly every 10 seconds in addition to their normal AI and preset Abilities.

    Perseverance: (Up to 5 Points)
    For each point invested into this category, normal mobs and minibosses have a 6% chance of spawning in with flashing red particles, and when they reach 0 HP, they will persist for 15 seconds, then die.

    Swift: (Up to 5 Points)
    For each point invested into this category, normal mobs and minibosses have a 6% chance of spawning in with flashing white particles, and they will have 1 attack be negated every 1 second.

    Execute: (Up to 5 Points)
    For each point invested into this category, minibosses have a 20% chance of spawning in with Glowing. When they do an attack against you, it will hit twice, with the same damage, hitstun, and all. This will even work for Abilities.

    Reincarnate: (Up to 5 Points)
    For each point invested into this category, normal mobs(not minibosses or bosses) have a 20% of making a copy of themselves when they die. Also, their copy does not drop any items. A copy cannot spawn another copy.

    Vulnerability: (Up to 5 Points)
    For each point invested into this category, everyone in your party takes 10% more damage. (Additional)

    Intolerable: (Up to 5 Points)
    Lowers the Max. Player Level Limit down by 20 levels. (Activating this will remove the Minimum Players needed to enter a Raid, but the Raid will still be scaled to the Minimum Players needed if your party goes under the Minimum Players needed.

    Cunning: (Up to 3 Points)
    For each point invested into this category, normal mobs and minibosses have a 20% chance of always targeting the player with the least Maximum HP after spawning in.

    Apathetic: (Up to 3 Points)
    For each point invested into this category, all buffs effects from spells, consumables, and raid buffs are lowered by 20%(multiplicative, not additional). Major IDs work as normal, however.

    Prismatic Barrier: (Up to 1, but is worth 2 Points)
    All enemies that have any Elemental Resistance in any element now become Rainbow Resistance. Weakness are unchanged.

    Hardcore: (Up to 1, but is worth 3 Points)
    Your party members are not revived in between rooms and are dead for the entire raid. You can still spectate, and get rewards if anyone completes the Raid.

    Rush: (Up to 1, but is worth 4 Points)
    Everyone has Speed 3 by default, and Buff Rooms now give buffs 2x as much compared to its normal Raid. (Major IDs are the same, however). Also, collecting resource rooms requires half the resources needed. Rooms that involve waiting for X seconds on a platform now are at half the time. However, enemies’ attack power, movement speed, and attack speed are all increased by 3x. Additionally, all rooms(except the boss) have a time limit of how long they can be in, before everyone starts taking Suffocation Damage, depending on the Raid. (NotG: 4 minutes. NoL: 8 minutes. TCC: 10 minutes.)

    Dauntless: (Up to 1, but is worth 5 Points)
    “Suffer”
    You will no longer have buff rooms, you will immediately skip over them into the next room.

    Deathwish: (Up to 1, but is worth 25 Points)
    “Perfection”
    Depending on what your class is, you will have a set number of hits you can take, otherwise known as “Lives”. (Warrior: 3, Assassin: 2, Mage: 2, Archer: 1, Shaman: 1). When you get hit (even if you “dodge” via Agility), a notification will appear with how many Lives you have left. If your number of hits reaches zero, you are booted out of the raid, unable to rejoin the instance the rest of your party is in, and unable to get the rewards. Your total Lives do not regenerate after rooms. If you die due to enemy damage instead of running out of Lives, you are still kicked out of the raid. Attacks that involve multiple hits only register as losing 1 Life. Having to be frozen in place, like from Crystallization, or holding down a platform temporary disables the Lives System, until you are freed, or completed the task. Good Luck… (Also, selecting this will result in a guaranteed additional Mythic Tome to your Reward Room, to any that survive in the end.)

    In total, this makes for 115 points. You cannot start a Raid with modifiers until it at least has 5 points. (So, you cannot just pick 4 Points, or Rush, and expect to get boosted loot from that alone.) At higher Points, Loot can change greatly, and the possible rewards in XP, Emeralds, and Percentage of loot possible are displayed.

    By 5 Points, XP, Fabled Tomes, Fabled Gear, Emerald Rewards, Amount of T3 Materials in a stack, High Tier Corkian Amplifiers, all increase, or their chances increase.
    By 8 Points, LE starts to appear alongside EB.
    By 10 Points, T3 Ingredients appear, and the chances of getting a Mythic Tome start to increase.
    By 12 Points, T3 Materials stop appearing.
    By 18 Points, Legendary Tomes stop appearing.
    By 22 Points, a tiny percentage of Mythic Gear/Weapon Chances appears(0.1% at this level) and any additional Point added beyond 22 increases Mythic chances by 0.1%.
    By 25 Points, EB, and Fabled Gear stops appearing. There’s also a chance of a special Raid exclusive T3 Ingredient being found that is very powerful and themed around the Raid its found in(Initially at 10%). Any additional Point added beyond 18 increases its chances by 0.5%.
    By 50 Points, you are given an exclusive Fabled Weapon that’s Level 105, depending on which class you have, and the Raid you are doing. It will have no skill point requirements but is still lower than Mythic levels of power/utility.
    By 75 Points, you are also given a special Lore item like a trophy with extra information about the Raid for its flavor text. (It will be tradeable :3333 )
    By 100 Points, you are additionally given a guaranteed Mythic Gear/Weapon in the reward room. (As if anyone would be mad enough to actually do this, or if they’re straight-up hacking, lol) You will also get a super special item like the LI’s Legendary Medallion that shows how you achieve basically the impossible.

    Edit: Change a bunch of stuff, clarified on certain points, and Orphion's minions would have these buffs.
     
    Last edited: Apr 6, 2021
  2. Jbip

    Jbip yea QA GM

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    I see it as the Heat System in Hades
    that could work and is a cool concept, however would be quite difficult to implement :(
    also some of the ideas here are overkill, but I do think the base idea is quite good
     
  3. alexphilgab

    alexphilgab The Godsent CHAMPION

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    YES YES YES Please Thats one of the best idea I've heard these last few months, giving Wynncraft more "Hardcore" content is for me clearly importent because at the moment when we get to the max level and that we finished all the content there's not so much things to do, also it could be added to corrupted dungeons if the devs add my system of "full run" (a system where you talk to an npc and where you are sent to a challenging marathon of all the C dungeons that you need to complete in a limited amount of time and where leaving or dying make you loose but switching server or restarting your game doesnt but the timer still goes down so you gotta re-connect fast [it prevent loosing because of bugs or crashs without allowing people to afk]) when talking to this npc you could also have some modifiers that last for all the mode or maybe are just dungeon themed (could be super cool and RP [something like modifiers that you can have in CSST but not in CIB since its the opposite theme]) and after this you get a better forgery chest.
     
    Xeabia and That_Chudley like this.
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