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Increased Mana Regeneration Rate While Out Of Combat

Discussion in 'General Suggestions' started by Mistrise Mystic, Jul 22, 2019.

?

Is this a good idea?

  1. Yes

    2 vote(s)
    20.0%
  2. Yes, and other quality of life features should be added while out of combat.

    4 vote(s)
    40.0%
  3. Yes, but...

    1 vote(s)
    10.0%
  4. No, but...

    1 vote(s)
    10.0%
  5. No

    4 vote(s)
    40.0%
  6. Mana regen shouldn't be changed. The revamp won't fix the issues of melee builds being weak/boring

    3 vote(s)
    30.0%
Multiple votes are allowed.
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  1. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    Seriously. Not everyone has the time, patience, money or inventory for a fast horse or a fuckton of scrolls, and with the giant item revamp removing or nerfing mana regen on basically everything, movement spells are going to take a huge hit, making it much more obnoxious for the non-horse plebians (like me) to traverse the land.

    The way this could work is that everyone could get a passive +5/4 mana regen (or more) bonus until they hit an enemy. once they hit an opponent, the buff would be removed, and would only proc again if the player spends more than 20 seconds without hitting an opponent, which would prevent it from being abused in combat (since by then your mana would be fully regenerated anyways).

    How would it be shown? After 20 seconds out of combat, a message would pop up saying something like "you find time to take a breath. [+5/4 mana regen until entering combat]", along with the twinkle sound effect that you get from leveling up in vanilla minecraft. Once you do attack an enemy, a message would pop up saying something along the lines of "you have entered the fray", with an anvil clang sound effect.

    Could it be abused? possibly. I've made it a passive stat bonus rather than an increase to regeneration speed itself so that it doesn't break vanish, and it will still proc on hitting enemies with charge or teleport, to prevent using those spells to damage enemies while abusing the bonus regen. It'd probably affect the underworld crypt dungeon, and maybe the orange wybel's invulnerability phases, but mana steal would still be more effective in both due to the amount of mobs in them.

    What would this affect? melee builds would be able to traverse the map more easily, as would walk speed builds, and builds in the Void, Rogue, Valiance and especially Chaos archetypes would all be more usable outside of combat. It's basically just a quality of life buff, since having to chug mana potions to get from thanos to the hive is just seriously unfun and expensive. Otherwise, not much. It's sort of impossible to kill a boss without hitting stuff.

    How hard would this be to implement? Honestly, probably much harder now that JP's gone, but y'know.
     
  2. yellowscreen

    yellowscreen Certified Lurker

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    This should also apply for health regen. due to it being so slow without dedicated gear/consumables
     
  3. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    While I think that would be interesting, my personal take is that these factors (mobility, mana, and hpr) should be part of your considerations when designing an endgame build. Sure, you can have an insane tank/heavy damage character but it'll come with downsides, maybe -ws, insufficient mana for speed movement outside combat, etc.

    (also adding these is a passive relative debuff to high MR (>10/4) builds and high hpr builds but that really isn't an issue)


    TL;DR: I think good health recovery and mobility are aspects of a successful endgame build, and don't need to be "fixed" for builds that inherently lack these abilities, as you've usually sacrificed hpr/walk speed/mana regen in exchange for some other boosts in combat, etc.
     
    brokenmotor and Bart (MC) like this.
  4. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    and here's where we get to theoretical build making versus actual build making. theoretically, a build like this would be pretty decent; every melee attack would be pretty much guaranteed to fully refill your mana, and each spell packs a punch in itself. however, no one would want to use this build because A. you'd have literally no mana the entire time you aren't fighting and B. a pretty large chunk of Wynncraft isn't fighting. it's parkour, puzzle solving, and walking, which isn't what the item system is designed around. Because the item team designs items solely around combat (look at statue, or lunar spine), you're being punished twice; first, in actual combat, which is what the IDs account for and are based on, but also out of it, which the IDs don't account for.

    In addition, the current system doesn't just punish high damage, tanky characters with a slower movement speed. literally everyone that isn't a spell spamming build is punished for not being a spell spamming build. like, if you've built something with 200% walk speed, that's still going to be slower than a spell spamming mage or warrior because they can just spam charge and teleport. if you have two assassins in a race, one with 100% walk speed and no mana regen and one with 50% walk speed and 10/4 mana regen, the 10/4 mana regen will win because they can use vanish thrice as often, and sprint instantly from getting out of vanish if they de-vanish at the right time, while the 100% speed assassin would be stuck waiting for 6 seconds to sprint and 20 seconds to vanish. Need to do parkour? just teleport over it. need to cross a giant abyss? charge over it. Want to literally fly? go full mana regen. The problem is that mana regen is just better than everything else, and everything else is crippled against it, even when you aren't in combat. at least with this change, the giant chasm in between mana regen and all other stats would be narrowed a bit, while keeping mana regen the same in combat.
     
    Last edited: Jul 22, 2019
    brokenmotor likes this.
  5. StormKing3

    StormKing3 Famous Adventurer

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    It really shouldn't apply to health regen, there's armour for that. You can't compensate with another for extra health regen for free, that would be unfair
     
  6. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    I mean my best combat builds don't actually stack mana regen cause (at least for mage) 10/4 is just plain overkill, combat practical is like 5/4+ms+big damage

    I do 10/4 for an exploring build, and positive ws (combat build has -ws but hits like a tank and doesn't die, etc etc)

    So in a sense putting 10/4 into a mage is building for travel vs combat
     
  7. Turbostratus

    Turbostratus Newbie Adventurer Media CHAMPION

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    Two Extra Things:
    1:
    Also make it toggle 20 seconds after logging in, so player's can't /class to instantly get the extra regen.
    2: Have it auto-disable for duels, and re-enabled 20 seconds after the duel ends.

    My Opinion:
    As long as it's 20 seconds wait time and the 2 things I mentioned are added, I see no issue with this suggestion since with the passive 5/4mr alone it'll take 20 seconds to get a full bar of mana, making it not abuseable in combat. Now we just gotta make sure it's not abuseable outside of combat (I can't think of any but if any1 else can then that would be great).

    It would be particularly beneficial for new players, (psst like the rouge sword in hypixel skyblock) after just unlocking movement spells at lvl11 such as escape, charge, teleport & vanish as those spells are their best and only way of transport.
     
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