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What would I do if I was in charge of lootruns?

Discussion in 'Wynncraft' started by _Rippi, Jan 30, 2025.

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What do you think about these changes to lootruns that will never happen?

  1. I like them a lot!

    2 vote(s)
    40.0%
  2. I see potential, but there are issues.

    2 vote(s)
    40.0%
  3. There are many wrong ideas but they could be fixed.

    0 vote(s)
    0.0%
  4. shit idea

    1 vote(s)
    20.0%
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  1. _Rippi

    _Rippi The Devourer

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    I am not in charge of lootruns, but if I were, here is what i would do to make them fun again. This isnt a suggestion by any means since I doubt any ct and dev wants to do this.
    Its more like, what i would do to make them fun, since thats the main problem with lootruns (they are boring af)
    Yap incoming (10k characters)

    How I would change lootruns.
    1. Lootruns are changed to 50 challenges that can't be increased beyond that. Due to this, White and Red beacons, along with Cleansing Ritual are changed. This is due to every long run strategy needing specific beacons etc, so we reverse the roles to make short runs possible, but worth more with specific beacons etc, while long runs will be the default, while also making long runs half as long (wasting 3 hours not as good as wasting 1.5)
    Losing a challenge will still reduce the
    White beacons give out a new type of boon called "Blessing".
    These White beacons give out a choice between 3 blessings, which are major IDs that are compatible with your ability tree. Major ids such as +lightweight, +sorcery, +greed, etc will always be able to appear. Major IDs that rely on a node(s) on the ability tree will only appear if you have node(s), such as +Alter ego, +Insoluble, +Vitriol.
    You can't get a major ID that you already have on your armor (major IDs on your weapon can repeat, which would be detrimental, but inevitable, you don't want to encourage multiple offhands to manipulate major id pools).
    Red Beacons will reduce the amount of challenges needed to reach the last challenge by 2, while still giving you red debt.
    Cleansing Ritual will also reduce the amount of challenges needed to reach the last challenge by 1, at the cost of a curse.

    2. The Last Challenge will only have a new type of beacon, colored black, over at different special places. These beacons lead to minibosses and end the run regardless of killing the miniboss or dying to it (you will get rewarded for killing the miniboss with extra pulls and a sacrifice). This will make lootruns end in a less anticlimactic way.
    These minibosses will scale with challenge count and curses. Figuring out the stats might be hard.
    There may be some missions that can prematurely spawn black beacons.

    3. Every 10 challenges you do will spawn a "Player Spirit", which is a mob that will chase you for the rest of the run. They are based on one of the 15 archetypes and can apply player effects to you, while having attacks similar to popular playstyles. Only 1 of each type can spawn. They don't scale with curses. The player spirits can apply buffs to other player spirits. They will all have golden/chainmail armor and a weapon depending on what they are. Spirits are to provide enemy variety to the lootruns, as most enemies are simple with not much to do except scale with curses to kill low ehp lootrunners.
    Killing a Player Spirit will keep it dead for 1 minute. After that it will respawn, sending a message of warning, and start chasing you again. The Player Spirit will vanish and reapear closer to you if get far away from it, in case it gets stuck. From all the archetypes, there are:

    A Fallen spirit that will damage itselfs with the spells it does, which include uppercut or multiple bashes in a line. After it reaches 5% hp it will do a warscream followed by a bloodlust attack after 1 second. It will then try to escape (by running away) and regen 5% of its hp every second. ET damage. ET weakness. (weapon is a earth t3 spear(hammer))
    A Battle Monk Spirit that will uppercut surf towards you, while applying discombobulated stacks on you every hit. ETWFA damage. (weapon is a air t3 spear (scythe))
    A Paladin Spirit that will charge towards you and cast warscream, which will force your camera towards it (doesn't lock it in place, can be disorienting). It will main attack while youre in range and bash when there is any other spirit nearby (this attack has a cd), which will increase mob damage mob attack speed and mob walk speed by a slight amount. ETFA defense. (weapon is a fire t3 spear )
    A Boltslinger Spirit, which will have permanent guardian angels that attack you if youre nearby for more than 1 second, while also giving the spirit mob walk speed. It will cast escape to get close to you, while also casting arrow storm if you get caught below it. (weapon is a t3 air bow)
    A Trapper Spirit, which will stalk at a distance and throw bouncy arrow bombs with grape bombs upgrade, which will spawn traps that have links between them. There are a maximum of 10 traps. Any damage taken will slow you for 40%. EF damage. TW weakness. (weapon is a t3 fire bow)
    A Sharpshooter Spirit that tries to snipe you with twain's arc. W defense. (weapon is a t3 earth bow (crossbow))
    A Riftwalker Spirit that will move quickly and cast ice snakes towards you, applying winded per hit, while also main attacking. Once you have 15 winded, it will start casting meteors aimed at you. Will cast teleport towards you if you get too close, blinding you. A damage. ETW weakness. (weapon is a t3 air wand)
    A Lightbender Spirit which constantly heals itself and other spirits, and attacks you with ophanim balls. Each unique Spirit it heals will spawn a lightweaver ball. WFA weakness (no weapon, it will simply "punch the air" to attack)
    An Arcanist Spirit which will cast meteors with psychokinesis towards you constantly. If the meteor damages you it will cast another one instantly, otherwise the attack speed decreases. E damage. TA weakness. (weapon is a t3 fire wand)
    A Shadestepper spirit, which will be invisible and immune until it gets behind you. It will play a backstab sound, making him vulnerable and then backstabbing you 1 second later, dealing true %damage, throwing a smoke bomb towards you and escaping. It will try to do this again later (15-40 seconds later). ET damage. ETWF weakness. (weapon is an air dagger)
    A Trickster Spirit, which will be a tanky ish spirit with debuffs it can throw. It will try to hit you with smokebomb if you're far away, and casts spin attack if youre close. Smoke bomb will apply slowness and force you to look at the trickster (same as Paladin Spirit), while spin attack will give you blindness and will teleport the tricskter behind you while doing a bamboozle. Doesn't do a lot of damage. ETWFA defense. (weapon is an earth dagger t3)
    An Acrobat Spirit that will fly above the player, and chase it while being in the air. It will deal constant damage to the player below it. If the player goes in a cave/similar, where the acrobat can't fly above it, the acrobat is forced to walk and will instead attack with shurikens and tries to keep a distance. A defense. WF weakness. (weapon is a t3 water dagger)
    A Summoner Spirit which will throw totems around it that summon effigies. Totems don't tick for damage, but if you get in range of one it will cast aura which will extend beyond the totem range (aka the range where the effigies can attack you and push you towards the totem). Whenever a totem is far away from the spirit it will cast a totem upwards again until all of them are near again. The summoner can cast uproot that will pull you towards the summoner, while also applying bullwhip. EWA weakness. (weapon is rainbow relik t3
    A Ritualist Spirit that will change masks every 5 seconds. It will have a totem that will constantly follow the spirit. this totem doesn't tick for damage. If it has lunatic mask, it will cast aura once youre in range. If aura hits other spirits, those spirits will cast aura themselves. If it has fanatic mask, it will cast separate totems (without removing the following one) towards you, which will activate totem shatter. If it has heretic mask, it will cast frog dance towards you, trying to land on top of you to damage you. (weapon is t3 air relic)
    An Acolyte Spirit that will be hidden until you approach a totem that spawns near you and will teleport once youre not looking at it. If you do approach, in which it will appear inside the totem and constantly cast flaming tongue uproot towards you, giving you bleeding. (weapon is t3 fire relic)


    4. New missions to account for the new features. All missions will have a downside of any sort, so they don't become as central to the gameplay loop (not finding grey beacons is frustrating, so making them not as worth will soften the issue):
    Bounty Target: Spawns an extra Player Spirit, and Player Spirits respawn twice as fast. +1 permanent beacon choice.
    Eden's Blessing: Each time you die inside a challenge, lose 180 seconds and consume a random blessing and gain 1 random boon. A random consumed Blessings will be given to you when you start your next lootrun.
    Impending Doom: Black Beacons will replace a random beacon choice for the rest of the lootrun.
    Bless: Whenever you would gain a blessing you will also gain a random boon. Beacon rerolls are disabled for the rest of the run.
    Poison Picker: Whenever you would gain a curse, you will be given 3 choices. Purple beacons can't be vibrant anymore.
    Sysyphus: After you complete a Black beacon, the run will not end and you'll start the lootrun again, only keeping your pulls, rerolls and sacrifices. (will remove all missions and add them back to the pull).

    These missions will now be changed to have a negative of any kind (this is mostly just an idea of how the negative will go, not very curated tbh):
    Cleansing Greed: ... If you don't have any curses to remove you will instead remove a random boon. (You can still just ignore flying chests)
    High Roller: ... but lose 1 End Reward Sacrifice
    Materialism: ... Vibrant beacons can't spawn naturally anymore.
    Hoarder: ... but lose 60 seconds.
    Treasure Hunting: ... red beacons takes away 1 less challenge until last challenge.
    Orphion's Grace: ... You can no longer get static boons.
    Gourmand: ... and whenever you get a curse, lose 30 seconds.
    Cleansing Ritual: After completing a challenge, reduce the amount of challenges needed to reach the last challenge by 1, at the cost of a curse. Having no curses will instead use a boon.
    Equilibrium: ... Blue beacons are replaced by purple beacons for the rest of the run.
    Inner Peace: ... gain 1 curse upon activating the mission.
    Backup Beat: ...When 60s drops on the timer, lose 1 End Reward Pull.
    Stasis: ... Boons can't be upgraded while youre not losing time with stasis.
    Redemption: ... Any other missions you have after completing a Black Beacon will remove 1 End Reward reroll. If this is your only mission gain +1 End Reward Pull
    Complete Chaos: ... The other 20% chance will remove 1 beacon choice from the next choice
     
    Flufe and Rye900000 like this.
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