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Dungeons Dungeon Reward Costs

Discussion in 'General Suggestions' started by strikeflame5356, Mar 30, 2021.

?

Good idea?

  1. Yes

    4 vote(s)
    28.6%
  2. No

    3 vote(s)
    21.4%
  3. Yes with changes

    7 vote(s)
    50.0%
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  1. strikeflame5356

    strikeflame5356 what do I write here VIP

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    Most dungeons in Wynncraft sell items for something like this:

    4 boss drops for rare armors/weapons
    5-6 for legendary armors/weapons
    1-2 for accessories

    But the eldritch outlook sells items for 3 tokens at most, which makes sense, since it's a harder dungeon, but there are dungeons that are arguably nearly as hard that sell items for the same cost. So here's my idea to make things more consistant, and also make it so that you don't have to run Ice Barrows 6 times just to get that 5 mana steal chestplate.

    I think Dungeon Merchant's item costs should be based on the difficulty that you see as hovering text when you enter the dungeon. The table for dungeon item costs I showed above should stay the same for dungeons rated as easy or medium, but dungeons rated hard and very hard should have slightly cheaper costs, for example:

    3 for rare armors/weapons
    4-5 for legendary armors/weapons
    1 for accessories

    Dungeons rated extreme should have the same item costs as EO

    2 for rares
    3 for legendaries
    1 for accessories (I know Ambivalence is more expensive, but that's because it's ambivalence.)

    Now, this only works if the difficulty ratings for dungeons make sense, and in my opinion, right now, they don't. So here's how I would change them:

    DS: Hard
    IP: Very Hard
    LS: Very Hard
    UC: Medium

    SST: Hard
    IB: Very Hard or Extreme, I can't really decide.
    UR: Very Hard
    GG: Very Hard
    CDS: Hard
    CIP: Very Hard/Extreme as well, I can't decide here either
    CLS: Hard
    CUC: Easy
    CSST: Medium
    FF: I haven't done it because The Envoy was bugged
    CUR: Very Hard
    EO: Extreme
     
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  2. Melkor

    Melkor The dark enemy of the world

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    I'd honestly even make them a little lower for lower level dungeons. It takes such an absurd amount of time to get some of these that it's not even remotely worth it. I was looking at getting something from the Ice Barrows on a class I'm leveling up, but realized that it was like an hour-and-a-half commitment for something I'd outlevel in a few hours of playtime. At that point it's so much faster to just level up and use slightly less powerful gear along the way, it's not remotely worth it.
     
  3. Potatomancer

    Potatomancer Budget Wither

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    For IB, I would say very hard because the rooms before the boss are decent and the boss is the most annoying thing in Wynn.
    For CIP, I would say hard because it isn’t very hard compared to other dungeons.
    For FF, it isn’t that hard but takes forever to complete so having extreme reward costs would make sense. I don’t want to waste 1 hour of my time for a single armor piece.
    For CIB, which you missed, I would say extreme because the biting gusts have sd and do so much damage in groups, and almost every mob in the dungeon spawns gusts on death so your in constant danger of getting one shot by 10000 gusts at once. I haven’t reached the boss because currently CIB is bugged but I’m guessing its pretty hard.
     
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  4. strikeflame5356

    strikeflame5356 what do I write here VIP

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    I've found that while regular Theorick's boss fight does quite a bit of damage (comparable to normal Witherhead at lvl 7,) but he has abysmally low health. I managed to kill him in less the a few minutes using a lvl 30 weapon on mage.

    I don't know how to rate CIB since I haven't done it very many times and the times I did do it were on a TFA build with ~700 life steal where I was practically unkillable. (that's not why it wasn't there, I just forgot.)
     
  5. AmbassadorDazz

    AmbassadorDazz Discord Killjoy Staff Member Moderator

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    The ratings should be as follows even with "at-level" considerations:
    • Decrepit Sewers: Easy (It's an introductory dungeon, it's supposed to be easy.)
    • Infested Pit: Easy (I don't honestly find it any harder than DS.)
    • Lost Sanctuary: Hard (The reason is that in its current state, LS is an abomination.)
    • Underworld Crypt: Medium (Survival section might make it quite difficult to endure. At least the boss battle is reasonable.)
    • Sand-Swept Tomb: Medium-Hard (1.18 has really done wonders on this dungeon.)
    • Ice Barrows: Hard (I don't know what CT has on their minds for a possible rework of this dungeon to make it party friendly.)
    • Undergrowth Ruins: Medium
    • Galleon's Graveyard: Very Hard (Three guesses why.)

    Corrupted Dungeons, due to the scaling mechanic, will assume you are doing them at Level 105 instead of "at-level".
    • (Corrupted) Decrepit Sewers: Hard (Same difficulty as the original.)
    • Infested Pit: Hard (Not really that difficult even with scaling. I can consistently solo it with an EWF Spring/TTide build. There may be madmen who does it with ETW.)
    • Lost Sanctuary: Extreme (See Lost Sanctuary. Unless mob spawning mechanics were fixed, Garoth will be a trainwreck of a boss fight.)
    • Underworld Crypt: Extreme (Scaling is a harsh mistress with the Survival sections and Charon himself.)
    • Sand-Swept Tomb: Very Hard (It's not that difficult...)
    • Ice Barrows: Extreme (Forced elemental advantages are a terrible game design. Change my mind.)
    • Undergrowth Ruins: Very Hard (I don't find CUR to be that hard compared to the abominations that are LS, UC and IB in their current state.)

    Fallen Factory and Eldritch Outlook are their own entities:
    • Fallen Factory: Very Hard (I'm not sure why was this given an Extreme rating when it's less difficult than the likes of CUC and CLS. On the contrary, it is a very well executed dungeon that makes plenty of pre-existing dungeons look dull in comparison, with EO, SST/CSST and UR/CUR being the only exceptions due to how well they are designed. It still gets a "Very Hard", however.)
    • Eldritch Outlook: Extreme (This actually suffers from being harder with more people running the dungeon. Not to mention the fact that the server tends to get quite unstable with a lot of people in the dungeon. Just ask Crokee.)

    That said, I feel like the pricing for many of the items are fine as they are, with the exception of early levels where you will outgrow them too quickly to make use of them.
     
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  6. strikeflame5356

    strikeflame5356 what do I write here VIP

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    I don't think it's meant to be easy, fighting Witherhead at lvl 7 in my opinion is one of the most challenging and fun boss experiences in the game, and I hope they don't change that. Just because it's low-lvl doesn't mean it has to be a tutorial. I managed to do it first try on warrior at lvl ~6 or 7, but it also got my health down to about 5% which is where it stayed the whole fight, despite me constantly spamming pots. I had only joined wynncraft about 1 or 2 weeks ago and this was already confirmation for me that wynncraft was capable of creating some incredible boss fights, and I really hope the don't take that excitement away from other new players by nerfing DS.

    I put IB at Very Hard/Extreme because of how hard the 32 token room is, (I wasn't able to get through it once on an over-level Hash Claw build on assasin, nor could I on Warrior, I only ever got through it consistantly on Mage and Shaman because of their healing spells) not to mention shade of theorick being a giant middle finger to non-earth shaman builds which pretty much have to kill him with totem smash/haul damage, and like I said earlier, actual Theorick is basically Witherhead with a bit less health (for it's lvl).

    As for items being fine as they are, yes on the easier dungeons, but on much harder ones like Ice Barrows (I don't mean it's mechanically bad, I've only ever done it in singleplayer, I just mean it's intentionally challenging, and apart from the run section where there's a million slowness mobs I've found it to be pretty fun) which is in my opinion nearly as hard as EO, no one should have to do a dungeon that consistantly kills them on the 3rd room 6 times to get the legendary rewards, especially not low lvl players. Same thing goes for a lot of other dungeons.

    I'd actually put this on Hard/Very Hard even if you ignore the hideous whirlpool parkour and the cannon section. The final boss is actually pretty fun in my opinion, and does quite a lot of damage and will kill you pretty quickly if you aren't very careful.
     
    Last edited: Mar 31, 2021
  7. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    I'm not totally sure I agree with your difficulty ratings since I think FF is insanely easy, even at level, same with CUR, CLS and I honestly don't see why everyone says CIB is hard either, though I play morph so that's probably why...

    Either way, I think every regular dungeon (your first list) should really have their prices cut in half or more, especially with the earlier dungeons. The best example I can think of is the spider set, where once you've run the dungeon enough times to get it you're probably basically ready to use adventurer gear instead which almost entirely outclasses it (I still prefer spider but that's not really important). Having the prices as high as they are for low level dungeons just makes it easier for high level players to bring up a bunch of other classes really easily and forces low level players to grind through tedious and sometimes barely functional dungeons.

    That said, I don't think the items being overly expensive is the real issue with dungeons, I think the issue is that 90% of the time the items you can buy are completely useless to the player which leaves you with nothing to spend your tokens on. Dropping the prices is a good short term fix but isn't a long term solution to anything. I made a suggestion about this a while ago, but I think the only real way to fix dungeon rewards is to add more broadly useable consumable stuff and remove fragments as a whole. Until that happens (and until dungeons get fixed so the bosses stop glitching into walls) I don't think dungeon shops have a chance at being good.
     
  8. StormDragon4

    StormDragon4 Horribly Inactive

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    the intended level is 9 for decrepit sewers. At such a low level gaining an additional two levels is very powerful.
     
  9. strikeflame5356

    strikeflame5356 what do I write here VIP

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    Yes, most players will probably attempt pretty soon if not immediately after finishing the quest though, but you are right and I did kind of forget that. In that case medium/easy.
     
  10. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    HAHA
    Seriously, go in at level as a class other then Assassin.
     
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