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A 2 cents on TNA from an old player

Discussion in 'General Suggestions' started by Bixlo, Jun 23, 2023.

?

Do you agree with the points?

  1. Yes for first point

    16 vote(s)
    94.1%
  2. no for first point

    1 vote(s)
    5.9%
  3. yes for second point

    10 vote(s)
    58.8%
  4. no for second point

    5 vote(s)
    29.4%
Multiple votes are allowed.
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  1. Bixlo

    Bixlo Got drip like pablo HERO

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    Just wanted to give a quick review of TNA and some things that might benefit from change, also to see if others agree. This Raid has been out for a while so its had its time for most changes to occur, making the current state the most likely to be its final state.

    Overall I love this raid. The Lore and gameplay is engaging and fun. A boss that ramps up the lower it gets in HP is thrilling and scary. The areas/rooms are well designed and are a marvel to look at. Most mobs are decently balanced and fun to fight. I have very little issues with this raid


    The Two major issues I do see that could benefit from tweaking are:

    1. In the souls altar room I feel that the area to deposit souls is too small. Currently is it just the end portal block. This makes depositing extremely difficult if u cannot go invisible or guarantee u wont be moved. If the spot was increased to the 3x3 grid u stand on it would keep the effect while allowing players to move around and not get launched off my mobs.

    2. The power ups between rooms are very well designed and are very helpful, however I greatly dislike how the last room isn't a powerup at all. 90% of my runs I avoid the last power up due to it always being a nerf. For a buff room this makes no sense and only causes the room to lose purpose. Why have a buff room if the buff isn't really a buff? The room becomes just a space between the last encounter and the boss start room. Especially for a raid where most players need as much help as they can get to fight greg (TNA), this room just counteracts itself. Simply removing the negative effects would do greatly here. Making the room no longer irrelevant. nerfing the buffs slightly to make it balanced is also a good move. IMO de-buffing a player before a tough boss isn't a good idea and just creates a negative opinion of the raid because of it.

    Overall TNA lists at 2 on my favorite raids. Defiantly one of the most polished and well planned raids. good job CT :D
     
  2. Deusphage

    Deusphage gruesome grue Modeler CHAMPION Builder

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    The last buff room isn't meant to be a buff, its a tradeoff. This was by design
     
    Bixlo likes this.
  3. Bixlo

    Bixlo Got drip like pablo HERO

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    I see, however my question then changes to why a tradeoff? Is it for lore reasons or to make the fight a bit harder since its not really a buff? Its a cool mechanic just a bit strange since all other raids dont have this.
     
    Melkor likes this.
  4. ThePurpleEmerald

    ThePurpleEmerald Famous Adventurer

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    If I remember correctly when TNA was first added a lot of people really liked that that one room was a tradeoff rather than a straight buff

    The latter just seems more boring to be honest, and a tradeoff makes the player be careful of their choice and actually select one that works well with their build
     
    Pugnico and Bixlo like this.
  5. DrGREEN

    DrGREEN wynncraft.wiki.gg is where its AT CHAMPION

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    YES FIRST POINT I HATE THOSE MOBS KNOCKING ME OFF! But maybe the way to fix the room isn’t to make the platform bigger, but the nerf the mobs health, (all of them in the room) so you need to pay attention to them, but it’s not to hard to get rid of them, and I don’t have to spend 30 seconds trying to kill 4 crabs. Kinda like the gazers in the eo boss.
     
  6. Sar

    Sar The Fire Archer CHAMPION

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    since only one person out of the 3 need to stand on it and the next person would need to wait for the portals to close so that their deposit is helpfull at all.
    the other 2 can take there time killing the minions so they can't bother you on the altar
     
  7. MrX2007

    MrX2007 Well-Known Adventurer VIP+

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    That only works with a coordinated party though, you forget that a lot of people in party finder are either really slow because they don’t 100% know what to do in a room or they just die because of skill or because their build is bad. The only way to get around this is playing an aoe archetype like trickster with an etw build to get rid of the mobs before they reach you
     
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  8. Sar

    Sar The Fire Archer CHAMPION

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    fair enough,

    - assassin: stun lock or vanish
    - archer: arrow shield or knockback
    - warrior: knockback immune
    - mage: ice snake maybe?
    - shaman: effigy's knocking or aura pulling mobs into the totems
    - in general: killing power/damage


    Some archtypes are just not up for it but if people are running the raid frequently, they would want for themselfs to make it easier I hope.
     
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  9. shacers

    shacers no longer replying VIP+

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    YES FIRST SUGGESTION.

    for the second one... well i dont ever take the "tradeoff" because its always detrimental critically. maybe if the effect was weaker it would be nice. or if there was like a fourth buff that was really weak
     
    nomythrilskin? and Melkor like this.
  10. nomythrilskin?

    nomythrilskin? jungle fetishes broke my kneecaps

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    I mean, if you look at all of the t3 powerups for the raid, they're actually not that bad
    The problem is mostly that they don't do very much anyway and usually aren't worth taking

    Hollowed
    +4000 Health Bonus
    +650 Health Regen Raw
    -40% Damage Bonus
    Decent if you want to tank the boss so the rest of the team can hit it more

    Sojourner
    +40 Intelligence
    +40 Strength
    -300 Health Regen
    Not really bad, not really good. If you have less than 300 hpr and don't have other sources of healing though you really don't want to take this

    Fading
    +Saviour's Sacrifice Major ID
    -1200 Health Bonus
    +40 Agility
    Again, pretty useless. Unless you have low agility, it's just a small boost to ehp and ssac.

    Insidious
    +Sorcery Major ID
    -40% Walk Speed
    +80% Spell Damage
    Losing 40% ws is pretty detrimental for the boss, since you might get hit by the eyes and the explosions which can deal a lot of damage.

    Hopeless
    +80% Walk Speed
    -20/5s Mana Regen
    +250% Main Attack Damage
    good for tierstack, i guess. Not much else
     
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  11. point_line

    point_line Well-Known Adventurer

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    It’s actually really good cause usually it nets more ehp and ssac is great if you can constantly have it active
    Also hollowed is additive so it’s not as bad as you’d probably think
     
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