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World Reworking The Mana System

Discussion in 'General Suggestions' started by Bogdan172, Feb 9, 2021.

?

Do you agree with my idea?

  1. Yes

    84.6%
  2. No

    15.4%
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  1. Bogdan172

    Bogdan172 Profession Tryhard VIP+

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    Disclaimer: This is my first (serious) post of the forums, so the formatting/look of the post may not be too neat.

    Now with the 1.20 update has settled a bit, let's discuss changes. I feel that after an update as overwhelming as this one, we might want to take a step back and look for some improvement, and I feel like the mana system needs some love.


    About the current mana system.


    The current mana system is pretty outdated: the max mana is 20 (equivalent to vanilla hunger level which is also 20) and with such a limited mana pool other stuff like mana costs, intelligence and mana ID's (mana regen/steal and cost reductions) are also going to be limited and rigid.

    Right now, there are specific intelligence levels that actually affect your mana costs. The same could be argued for % spell cost reduction ID's. The problem I'm pointing out is that it's really unintuitive for new players and can sometimes be a hastle to manage while creating spell-based builds.



    How to change the mana system?

    Let's begin by identifying the issue at hand: mana pool. Everything revolves around it. So let's start by increasing it by 50 times.

    This is going to bring us to 1000 total mana. But of course, this is going to break the game, so let's increase everything else by x50. This is going to get us to x50 mana costs and mana ID's.

    Now this is going to have big changes to the game that we will have to adjust accordingly:
    • Intelligence is going to be less rigid. The standard 68/129/147 are gone :crab:. Well, not gone, they just aren't mandatory anymore. This opens some paths if you are building with intelligence: do you put more points into intelligence for lower mana costs or do you put fewer points into intelligence and invest more into other SP's?
    • Balancing mana regen/steal and spell cost ID's is easier. Not much to say here. These ID's will also be increased by x50, but this means that balancing them later is going to be easier.
    • Concentration (Armor water special) change. Due to how mana has changed, Concentration may need to adapt a little. The adjustment is very easy: "Gives up to 5% additional ✽ Water damage per Mana point used 50 Mana points used."
    • % Spell cost ID's may be too good. To counter that I would say we have to reduce the amount of % spell costs in the game. But maybe someone can find a better solution than me.
    • Spell costs increasing. I feel this is the only serious problem that has to be tackled. Saying that the cost just increases by 50 is fine, but then we have spell cost ID's. How do we factor those in?
    Of course, the mana pool doesn't have to increase by x50. It can be any number the Wynncraft team finds right: x5, x10, x500, etc. as long as they can manage balancing.

    Since this is the first time I am sharing any of my ideas, let me know what you think of it. Have I missed any point? Do you like? What is it that made you like? And if you dislike it, what changes would you make to my idea?

    JaydonTheWarrior made a similar suggestion to mine not too long ago. Check it out here! (He also has a nifty graph which I don't)

    Thanks for reading! Have a good day.
     
    Last edited: Feb 10, 2021
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  2. Kresan

    Kresan Well-Known Adventurer CHAMPION

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    sounds cool. changing mana in the game changes a LOT of things tho, would take dedication to balance everything, in addition to the current features that need to be balanced/developed. Idk how easy the mana mechanic is designed so it can be changed by the devs.
     
  3. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Why not multiply it only by 5? 1000 seems to be too much for me

    I think the problem is rather in the lack of ingame tutorial for it, the game doesn't really teach you anything about IDs and stats (this flaw applies to other features as well)

    Btw this was aleeady suggested by @JaydonTheWarrior
     
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  4. Bogdan172

    Bogdan172 Profession Tryhard VIP+

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    That's one issue that could arise. If changing the mana system means we break Wynncraft in other places and we can't fix what broke then we might have to reconsider a mana rework.


    1000 mana shoudn't be a set in stone number. I chose 1000 since it allows a lot of freedom with int levels and easier balance when it comes to ID's, this is a the expense of having % spell cost ID's be a bit too powerful (I haven't ran any calculations on this point so this is speculative)

    Having an ingame tutorial would be nice, but still doesn't change the fact that int levels are very clunky.

    Also, I will add a link to Jaydon's thread. Thanks for the info
     
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  5. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff warrior. HERO

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