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World Suggestion For Mana Pool

Discussion in 'General Suggestions' started by yopi_land, Aug 7, 2017.

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  1. yopi_land

    yopi_land Well-Known Adventurer HERO

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    Not sure if this has been suggested before (I browsed 30 pages of community ideas before making this), but it would be a great feature if base mana can be increased from leveling up. No idea if it's possible though (I'm no guru > . <).

    As an example, if a player hits level 11 on a class, their base mana would increase by 1. This would occur every ten level ups, giving a player a maximum mana pool of 30 at level 100, instead of the current mana pool of 20.

    Note: from the feedback already given, an increase every 20 levels seems more balanced.

    lv 11 - 21/21 base mana
    lv 21 - 22/22 base mana
    lv 31 - 23/23 base mana
    lv 41 - 24/24 base mana
    lv 51 - 25/25 base mana
    lv 61 - 26/26 base mana
    lv 71 - 27/27 base mana
    lv 81 - 28/28 base mana
    lv 91 - 29/29 base mana
    lv 101 - 30/30 base mana

    OR

    lv 21 - 21/21 base mana
    lv 41 - 22/22 base mana
    lv 61 - 23/23 base mana
    lv 81 - 24/24 base mana
    lv 101 -25/25 base mana
    (I think more people would agree with this)

    The change would also provide an additional incentive for players to reach level 101. I believe it would have no particularly adverse affects on Wynncraft as a whole (none that I know of), as the change only increases base mana up to a maximum of 10 and does not affect mana regeneration whatsoever, and only changes how many times a single spell can be spammed (an additional 1, perhaps). I reckon it'll add a neat extra feature to Wynncraft.

    Stretching this idea further, Base Mana itself can become a stat modifier on items (accessories only, perhaps?) where base mana can be increased as a stat.



    ty for listening to my speech X3
     
    Last edited: Aug 7, 2017
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  2. Cruuk

    Cruuk yopyop HERO

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    The whole game is balanced around having 20 mana, adding more mana would make the game piss-easy, and make mana regen-centered builds incredibly OP.
    That just makes it even more easier and OP.
     
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  3. ThomAnn100

    ThomAnn100 I have reached peak intelligence VIP+

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    Maybe it should be every 15 or 20 levels
     
  4. llllllllllllll

    llllllllllllll Famous Adventurer

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    I think 1 per 10 levels is too op. I might go 15 or 20.
     
  5. yopi_land

    yopi_land Well-Known Adventurer HERO

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    It's a general idea, thanks for feedback.
    You can already spam skills easily with a mana regen build. Not seeing your point. Say you had a 20/20mr build already. On top of this, you add an accessory which adds 5 base mana (an outrageous example, I get it). You'll still end up with the very same damage output using a skill rotation. . .
    Only players using little to no mana regen get much benefit out of this, as they can cast a couple more spells before having to wait until it replenishes.
     
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  6. Cruuk

    Cruuk yopyop HERO

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    Having too much mana regen is actually considered bad, as anything past 14 mana regen or so just becomes unnecessary.

    The reason it would make the game easy is: Notice how you can only cast so many spells before having to stop casting because of the increasing mana costs, that's the balance we're going at here. Increasing the mana capacity would straight up allow for more spell spam ---> making the whole game easier, and makes any sort of melee build pointless as spell spamming would become the supreme meta.

    I've also noticed that in the OP you've mentioned nothing about also changing mana costs for the spells to balance around the increased mana capacity, and even if they were balanced, why even have an increased mana capacity in the first place?

    This makes no sense, anyone using a mana regen build would benefit from this, from the +5 mana regen to the ones with +19 mana regen, it just makes the game easy.
     
  7. sdkgjnio

    sdkgjnio hod-SOH-nee-uhs

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    The main problem with this is that mana is shown using the retextured hunger bar. It's actually impossible to add more bars of hunger the same way you can add health. So, if you do use this, you'd have to have the excess mana invisible on the bar everyone uses to see it, and only have it in the numerical part, which is a lot harder to read in combat. Even if we added more mana at higher levels, the execution of it would be very awkward. Another possibilty is to have Mana Capacity as an identification. That way, each item could be balanced around it individually, with drawbacks (such as possibly -mana regen, or -spell damage) to prevent them being OP.

    Also. This would make Mage even more overpowered than it is already. This. Is bad.
     
  8. Freigt

    Freigt 10 years a newbie VIP+

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    (*TRIGGERED*)
     
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  9. yopi_land

    yopi_land Well-Known Adventurer HERO

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    Thanks for your feedback. I don't believe a mere 5 extra capacity would be 'OP' (I never mentioned any 'OP'. . .). You're not exactly explaining anything clearly. It wouldn't be any more 'spell spammy' than mana regen builds already are. Skill rotations reset the mana cost for spells.
    This would make Wynncraft feel that little bit more immersed as an mmorpg, I mean, wouldn't it feel great if you got a little extra when you leveled up?

    I understand this may be hard to implement, but we're looking at the idea here. It's up to the developer to announce whether its possible or not (not you ; ^ ;). You can always look at the mana count above the stamina bar.

    How would it make mage stronger? I don't understand. No explanation given here whatsoever. - 3-

    Adding items which increased it was only stretching this idea. It wasn't necessarily a good thing, it was only a suggestion.
     
  10. Cruuk

    Cruuk yopyop HERO

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    I typed that post based on the 30 mana capacity, even with 25, being able to cast at least 1 more spell is still game breaking.

    Imagine you had a game where you had 50 mana, now imagine you had an incredibly powerful attack that costed 30 mana, it's balanced because you could only use it once before needing to restore mana if they want to. Now imagine if the total was increased to 60 mana, now that incredibly powerful attack can be used twice in a row, making the whole game easy.

    Increasing any sort of "energy" meter will make stuff easier.

    Also, what do you mean by "Skill rotations reset the mana cost for spells"? Even if different spells are used, the cost goes up in my experience, If my Charge spell uses 6 mana, then my Uppercut spell is going to use 7 mana if I use it right afterwards.
     
  11. yopi_land

    yopi_land Well-Known Adventurer HERO

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    Let's look at this realistically. Base mana won't be increased above 25 if all the original mechanics will be retained. Sure, after you use that uppercut, if you use charge immediately after, it'll cost 6 mana again, therefore resetting mana cost. I've played on this server for over 3 years, and that's my experience.

    How does referring to this imaginary game you speak of support your view? I mean, you're not even referring to Wynncraft anymore. Seriously.

    It's a stupid fallacy, and it's not constructive feedback. Thank you.
     
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  12. Cruuk

    Cruuk yopyop HERO

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    Because I'm trying to give an example, increasing the magic meter in Zelda would make the game easier, increasing any meter in any game would make the game easier. I don't understand the passive-aggressive tone in your post, it seems unnecessary to me, so because I used a hypothetical example, my criticism is null and void? That makes no sense to me.

    I've played on this server for 4 years, and I know that the mana cost only goes down after you wait for a little bit, when I use Uppercut on bosses, I sometimes use War Scream on accident instead, if the previous Uppercut costed 7 mana, then the accidental War Scream would cost 8 mana.

    Help me here @captainganon

    How does suggesting an increase in mana capacity without acknowledging the game's balance around having 20 mana prove your point?
     
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  13. captainganon

    captainganon God of k | Derpalope VIP+

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    I've played on this server for longer than either of you (which is somehow relevant even though it really shouldn't be) and right here I can definitely say that Cruuk's right.

    Here's the baby-talk version: You have 20 mana. Spell uses x/20 mana. Now imagine you have 25 mana. Spell still uses x mana, but now it's x/25. x/20 > x/25. x/25 is more efficient. More efficiency means more spell spam. More spell spam means more damage. More damage means mobs go bye-bye faster. Mobs are bad guys and make the game hard. This means the game is easier.

    ok maybe that was a bit too much, but you get the point (i hope). That or I'm missing something, because I haven't actually read much past these two posts.

    As for the P/A bolded text: you're literally arguing against the existence of analogies here, a well-known, highly-used, very old literary device, as well as the use of examples, probably the most useful thing in the world when it comes to explanation. Good luck with that.

    really though you're calling an analogy a fallacy
    why
    do you know what an analogy is
     
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  14. Denny Lin

    Denny Lin Skilled Adventurer

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    They can also add armor that allows for this to happen
     
  15. Cruuk

    Cruuk yopyop HERO

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    Only by 2 days. ;)
     
  16. e!

    e! ⁣e HERO

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    I don't think it's even possible to give player more than 20 points of saturation (mana) in minecraft.
     
  17. yopi_land

    yopi_land Well-Known Adventurer HERO

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    I feel like I'm getting the start of a flame war, so let's stop here. All I wanted was for the very basics of this idea to be looked at.
    The end.



    I'm not responding anymore. . .
     
  18. captainganon

    captainganon God of k | Derpalope VIP+

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    well that's a sad way to end any suggestion

    just because something's bad now doesn't mean it always has to be
    unless it's housing
     
  19. CathyLouise

    CathyLouise Newbie Adventurer

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    yeah I agree!
     
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