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World [50+ Supporters, 96.1%] Improved Boss/combat Mechanics [ Includes Video Demonstration ]

Discussion in 'General Suggestions' started by Novalescent, Sep 22, 2019.

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Do you like these suggestions?

  1. Yes! (+1)

    64 vote(s)
    92.8%
  2. Yes, but I have some questions/feedback (+1)

    3 vote(s)
    4.3%
  3. It's alright. (+0)

    2 vote(s)
    2.9%
  4. Nope. (0)

    0 vote(s)
    0.0%
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  1. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    Stun locking makes the game, really, really boring. Its half the I even play warrior, I can't cheese the hell out of things.
     
  2. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    I can understand removing Archer's blindness effects, but I can't see removing Spin blind, or to a lesser extent Ice Snake freeze, being anything less than devastating to their viability.
     
  3. Cosomos

    Cosomos Well-Known Adventurer

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    Not Quite, It depends weather or not the armor stands have the Marker tag True (Marker:1).
    Glowing stops working on marker armor stands, but it does work on the any gear they have.

    Considering that the point of maker armor stands is to disable all interactions and hitboxes.
    I would say the armor stand mobs are probably not markers in game as you can hit them...
    However it maybe possible to have only the "visible mob" parts of it be glowing & markers.
     
  4. Sockmower

    Sockmower Be excellent to each other CMD

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    This is awesome! Great job.
     
  5. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    I wouldn't be surprised if this wouldn't work on armor stand mobs and I completely understand why. Hopefully there is some other way to make them more visible.

    Or just make them taller lol. That's a possibility.

    So the only reason I'd say Blindness and stunlock CC should stay in the game right now is because most mobs and most bosses were designed around it and made it a very standard mechanic to use. Most bosses don't have many skills, mechanics, or tactics that require a lot of strategy or movement around an area (Besides Cybel, which is a pretty excellent fight provided he doesn't glitch into a wall and the tokens are stuck in the wall. [This happened twice in a row to me :(])

    In the video, the Corrupter of Worlds had a lot of changes to it that made the removal of the stunlocks and blindness CC alright for the most. This included a large arena, ability cooldown timers and chargeups that allowed for breathing room and preparation, and the ability to keep them at Bay via other methods (ex. Spin Attack does a slight knockback and applies a slow instead of Blindness).
    These changes not only made the fight more challenging, but also more fun, as you weren't stunlocking the boss all fight and mowing him down in one spot. You have to constantly dodge, weave, and run around due to bosses unique abilities and his sheer movement speed, giving the entire arena much more use than locking him in a corner to be burned.
    I've done stunlock combos before and while they are powerful, they're not nearly as fun as having challenge up your alley.

    Unfortunately, not every class can tank, specifically Archers. The reason for this is because "Class Innate Defense."

    I won't go in depth on how it works, but basically classes have a solid amount of base damage reduction from all attacks.

    Warriors: 20%
    Assassins: 0%
    Mages: -20%
    Archers: -40%

    Warriors War Scream gives an additional +20% Innate, but for archers that still isn't enough, as you are still taking increased damage and have no method of self sustain like mages do, which is why they can tank. Assassins can also theoretically tank, but they're more of the "off-tank" since they can only have a Max of 20% Innate with War Scream.

    So back to the taunt thing. While having the idea of "Everyone can do everything" is cool, it isn't good overall for a game, because then there is less uniqueness among classes. There's no difference between bringing a Tank Assassin than a Tank Warrior, besides the fact that one can stunlock and the other can buff. That's just my two cents though.

    If you want to see everyone have the ability to draw aggro, as I said, Flow of Fate had an excellent idea for a Taunt system. Having something like that may be helpful.

    Sorry it took so long to respond. And I'd rather not have an argument in a thread for the sake of everyone :D
     
  6. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    Now that defense is fixed, archers can get a 72% damage reduction, put agility and health regen on that, and an archer can tank.
    Trust me, archers can tank, I've done it. You can easily get your health regen high enough to have health sustainability.

    https://wynndata.tk/s/26durl

    I think your working off of old defense calculations, or at the very least don't understand the new ones.
    Archers at max defense have a 72% damage reduction, which is more than enough to viably tank.
     
  7. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    Where did you hear about these new calculations? I don't remember them being changed.
     
  8. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    http://prntscr.com/paclc1 (P.s. SilverMirror was head of item team at the time he posted that.)

    Not only that, but I'm the person who MADE the new calculations, they were gotten from my suggestion thread.
    http://prntscr.com/paclxo

    So if you don't believe me on how they work, well, thats kinda dumb.
     
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  9. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    Hmm, I see. I guess there is an inaccuracy on my part, sorry. I don't know if this was disclosed or not in a formal patch note post, which is why I may not have seen it.

    In any case however, I still stand by the idea of class uniqueness and don't like the idea of "everyone can do everything." This is just my stance though and I know some think otherwise, which is fine.

    Taking these new findings into account, then yes theoretically every class can be a tank. However, I would still vote for Warriors to have an aggro advantage over others.

    Like Flow's idea states, you could also have powder specials such as Fire's Courage generate threat, which would make sense as Fire/Defense seems like the "tank" stat point.
     
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  10. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    I like the idea of it being tied to courage.

    Something I think you're misunderstanding is that class uniqueness still remains.
    Archer can't tank as well as a warrior, and mage still plays as the best support.
    The point of the defense change was to make tanking on every class somewhat viable, you can build into defense on archer and not be shit.
    You CAN build into a thunder earth warrior and do a ton of damage, you might not do as much as a full thunder earth assassin, but you still do a shit ton compared to every other warrior.
    The game already gives you enough diversity with builds and armor to allow you to play basically every play style on every class.
    Every class, however, has a different way of playing each playstyle, and to some extent different effectiveness.
    ________________________________
    Heres what you could do.
    Have each class have a base agro stat, like this.
    20% warrior
    0% mage
    -20% assassin
    -40% archer.

    Then make stat points also affect how well one can agro.
    Defense and agility increasing it, intelligence not affecting it, and dexterity and strength decreasing it.

    then you could have courage act as a taunt spell, as well as war scream, just so warrior has one built-in.

    Now you have a little bit of class uniqueness, no matter what you do some warriors will be able to get agro easier then archers, but archers can still viably get more agro then someone running a glass build.
     
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  11. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    I like your idea for the threat system. It's pretty understandable and makes sense.
    The "Taunt" suggestion was essentially a rough draft and a basic idea of a taunt. I don't think I've stated this, and if I didn't I'm sorry, I didn't decide to think upon an in-depth taunt system, as I wanted others to input their ideas and feedback.

    Regarding class uniqueness I don't just mean in terms of build or DPS amounts. What I mean is each class having a unique or unique traits that differentiate them from other classes.
    Like you pointed out for Mage, they have a wonderful spell called Heal, which is super useful in group play. It's the main reason why you'd bring a mage regardless of their build.
    In my idea, Warriors should be the tank of the quartet, so they should have more powerful tools to aggro or taunt enemies.
    Assassins are the single-target eliminators, so having a unique trait such as "Increased damage on single targets/melees" or something like that would be cool
    Archers are ofc the ranged powerful DPS. If you saw in the video we had an Archer who stood in the back shooting 13K Bomb Arrows from a distance (You know him actually, StarDraco123). This is mainly because any closer and he would've had a higher chance of death.

    I'm just giving some ideas and these are essentially rough drafts I did on the spot.
     
  12. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    When I think of class uniqueness, I normally think about how they play, not what they can play as.
    If I'm playing an archer tank, its more about dive-bombing and dodging as many spells as possible. whereas with a warrior tank, I play unusually aggressive and face to face.
    Water warriors fly around the room in order to not get hit, whereas water assassins use there spells in an almost combo heavy fashion, spin attack into a smoke bomb, into a multi-hit.
    Support archers can use powder spells to buff allies or debuff the boss, as well as control what mobs can get to the other players, a mage support can do light damage, heal, and control other mobs with ice snake.
     
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  13. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    Makes sense, ya.
     
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  14. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Yeah, most classes have a good way to play just about any style.
     
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  15. Minitinipower

    Minitinipower just a guy

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    1. Maybe it becomes too easy to save yourself? Don't know but it sounds ok
    2. Yes
    3. Haven't though about it, but yes
    4. Sounds like a good idea
    5. Warriors war scream that taunts nearby enemies, genius
    6. YES
    7. WHY NOT!

    :D
    +100
     
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  16. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    It's bumping time
     
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  17. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    It's bumping time
     
  18. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    Another day, another bump
     
  19. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    Time to bump
     
  20. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    Cool, another bump
     
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