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Game Mechanics Boss Altar Loot System RE-VAMP Request

Discussion in 'General Suggestions' started by Momo_819, Aug 26, 2022.

?

Would you like to see a RE-Vamp for Boss Altar Loot Systems?

  1. Yes

  2. No (Explain Please)

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  1. Momo_819

    Momo_819 Capn. Lemur

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    Hi,

    As stated in the Thread name above, I'd like to ask if the Boss Atlars Loot System can be changed.

    I work a full-time job irl which doesnt leave me a lot of time to play, but I still occassionally do join with my friends on the server. I've gotten my Mage Character up to level 104. As the person who mainly plays mage in my group, I'm the "dedicated" healer of the group, which is fine with me. It lets our groups run higher tiered dungeons, altars, and raids. All of which we have fun at killing bosses, completeing challenges and getting loot.

    However, The main issue here is that Boss Altars have an extremly biased Loot System, where only those who deal the most amount of damage get ANY loot at all. If you deal too little damage or not enough, then you're pretty much screwed and youre out of luck. For instance the Boss Altar that we last ran was Bottomless Pit and with this Boss Altar, it's nearly impossible to clear if you dont have a mage on hand to heal you constantly. That's where I come in. I literrally am the reason that my party survives and can beat the boss; but the system favors those who mainly deal dps and cuts out support classes entirely.

    This isn't at all viable in a MMORPG in my opinion based on this MMORPG and others I've played, else why have support classes at all. If boss altars were like other loot systems, where no matter anyone who joins and survives you can get your rewards, or even make a system for support classes. similar to the damage system. Where the people who heal/support the group can also get rewards, because at this point there is no viable reason to play Boss Altars at all for healers/support except to provide for other people. We do a lot of work for nothing at all, and this essentially closes an entire subsystem of the server to us, unless we go and build another complete class, which in turn would have us spend hours upon hours learning new class systems, finding complete armor builds and weapon types. If something could at least be done in the future, to at least mitigate the "loss" the support classes get, because yes we do have to pay to get into altars, as that is part of the system, which is fine with me. You have to pay rare mats to get rare loot. Makes sense.

    Thanks for reading this,
    Momo_819 [Mage/Healer]


    P.S. Armor Set is the CHAD Morph/Nothing/KoH. <- Best Set I know. (No need to be jealous)
     
    Last edited: Aug 29, 2022
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  2. ThePurpleEmerald

    ThePurpleEmerald Famous Adventurer

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    Correct me if I'm wrong, but won't people be able to abuse this by just doing nothing in the fight and getting an endgame ally to just one-shot the boss for you?

    Besides, if I remember correctly the requirement for getting loot from an altar boss is about 15% of their health, assuming it hasn't changed in the past year. Not even support classes in Wynncraft deal that low of a damage, it doesn't seem like a high threshold to meet.
     
  3. Wildcman

    Wildcman Well-Known Adventurer HERO

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    I see what you're saying but he also offers an alternative to this by allowing the said support class to be on a different basis where the game would calculate the heals done. I understand that would be hard to implement as well but there is nothing against putting some form of mechanic to allow for everyone to get an item by doing what their class specializes in. It would be the same as having a healer in a raid/dungeon still recieve the rewards because they were doing their job keeping everyone alive.

    Also this seems quite outdated to keep implemented in a game where people are going to now have the possibility to kill bosses in seconds leaving said support players with even less of a chance to get items from endgame bosses.


    I do understand a lot of what you're saying but also I think we have to remember that the game is evolving and classes are becoming a lot more specialized now with the coming update. This goes a lot farther than just boss altars as this same problem also occur during Legendary Island. There are plenty of builds and playstyles to allow for it to be soloed but some players aren't at that level making it a group event and thus can make it hard to balance damages to make it so everyone can get the token to move on to the next room.
     
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  4. Momo_819

    Momo_819 Capn. Lemur

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    Hey thanks for taking the time to reply. I get what you’re saying by people abusing the system, by not doing anything. I for one am for having a sub system to reward support classes who actually do their job/support the team. I understand people abuse the normal dungeon system by being carried by others who one shot the dungeon boss, but even then they have to survive the whole dungeon before they make it through. And that’s something to say for dungeons, but for boss altars it really is unfair when an entire team spends money/grinds for boss items and all the items go to only a few players since they are necessary for the team to actually kill the boss and they end up dealing the most damage to help end the boss fight, otherwise some support classes could take a while to kill the boss, especially mid to late game, where (for support mages) you’re forced to both heal and damage while dodging attacks and minions. Realistically speaking it would take a few hours at least to be able to kill said bosses.

    Also mid to late boss altars have a higher life pool and defense which reduces our damage even further than the norm. Some even have healing capability. And some even have entire stages where they’re invulnerable until you complete certain scenarios so you’re constantly taking damage without being able to deal any until you’re able to finish the scenario. (Not complaining about that. Just having normal boss fights gets monotonous and it’s nice to have variety.)

    It just seems weird to penalize support classes when at that stage of the game they’re playing their role perfectly fine and they end up with no rewards. Not even emeralds. That’s all given to the main damage dealers.

    On the dealing 15% damage to the boss, if you’re in a party it’s hard to deal 15% damage while also trying to keep everyone alive at the same time, plus warriors/assassins and archers can’t really manage their damage amounts on using their class spells, unless if they use low tier weapons… which makes the use of having higher tiered weapons obsolete.

    And if we cut out supports receiving any rewards whatsoever… why would anyone play support at all? It wouldn’t be fun to just sit back and work for nothing.
     
  5. Rythew

    Rythew Prolific Wybel Toucher

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    When the 2.0 update comes out, I suggest trying the Light Bender archetype, as it's basically healer does damage.
     
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  6. Momo_819

    Momo_819 Capn. Lemur

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    I 100% will be trying that out XD thanks for the recommendation!
     
  7. Wildcman

    Wildcman Well-Known Adventurer HERO

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    When you're looking at a usual mage support player, especially in endgame content, you will see them using KoH. In most cases you can fill out a raid party or dungeon party with plenty of dps to handle everything and just have the mage as the dedicated healer. And with KoH you naturally just won't do any damage. Yea you could dual wield but what is the point of making an entire build to be a support player and keeping your raid alive if you're trying to throw damage out as well. I could be blinded by my view of other mmorpgs where the role of support is to play support and not have to worry about doing damage, but also I think there should be a system for these types of things in place.
     
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  8. BrokenRealities

    BrokenRealities Undefined Variable

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    I see a lot of focus on helping out supporters/healers, but what about tanks? Defeating an enemy before they deal 50,000 damage, healing 50,000 damage and casually ignoring 50,000 damage are all ways to neutralize 50,000 incoming damage. If an ehp build paladin or trickster takes aggro, keeping the player who dealt 99% of the damage in the fight alive, that's potentially even more helpful than a healer who might not be able to heal the extremely glassy ally fast enough to counter the fact that they have 2 max hp. The problem here is that it's hard to justify rewarding a player for taking damage, because generally taking damage isn't a super good indicator of skill.
     
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  9. Momo_819

    Momo_819 Capn. Lemur

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    [Accidentally deleted my original reply trying to edit it, so I'm rewriting it]
    Hey! Thanks for your input!

    I honestly forgot about tanks. NGL - I'm a bit biased for healers, as that's what I main. But I do agree with your inputs about tanks. Honestly I always thought tanks were up there helping deal damage, since you guys took most of the aggro and blocked most attacks. My bad. I agree that there should be something at the least to help mitigate this for all subclasses, as imo it looks to me that only high dps dealers who make their entire set revolved around the idea of a Glass Cannon can hog all the loot, while the rest of us are left scraps if we're lucky. Keyword: if.

    And before people start saying that we can just get the materials/weapons/armor/loot from the party, it's impossible, as ALL loot recieved in Boss Altars are UNTRADE-ABLE so we can't even get a consolation reward from friends/party members for builds/items we need/want. Everything goes to the high damage dealers since they're able to kill off the boss and deal the most damage before the boss dies.

    Now im not blaming them. They're doing their part, which is killing the damn boss. It's just annoying that the rest of us get shafted for playing out our roles.
     
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  10. Wildcman

    Wildcman Well-Known Adventurer HERO

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    I actually had something earlier typed up for this but disregarded to send it because my reply at that time wasn't about dealing with tanks. But I completely agree with this and yea had completely disregarded talking about the work that tanks do in these endgame adventures. There needs to be a big overhaul in general about endgame rewards from doing boss altars/legendary island. It does not seem right for (idk who to say here) the content team? to have added in these items for this type of playstyle of having a dedicated support player/tank and then completely disregard them with some endgame content.

    This also sounds kinda... meh... in my opinion atleast. I can see where you come from by saying it would be hard to justify them getting a reward for just taking a damage, but also from my previous comment... why add in these items in the first place if the players using them are going to get nothing? Some players love to play these types of roles in these games and cutting them out from rewards because of their preference seems like a rather dodgy move to have made when developing these things.
     
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