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[mobs] Change Spell Particles Depending On The Spell Casted.

Discussion in 'General Suggestions' started by creature, May 27, 2020.

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Like this change?

  1. Yes

    89.5%
  2. No

    10.5%
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  1. creature

    creature Uncorrupt, so possibly serving Dern

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    As of right now, before a mob 'casts' a spell, as a warning, we can see a white circle of particles around a mob. I propose we add colors tot that white circle depending on the spell the mob uses. Allowing people to properly react to the spell that's being cast without needing to know every spell every mob has.

    The circle could be changed to a mix of two or even more colors. If this is added, I think we should have specific colors mean something. Red particles only being used for damaging spells and light-grey particles only being used for movement imparing spells for example.


    ----
    For visibility reasons and to differentiate spells from other particle effects, I think we should keep a little white in that circle no matter which spell is being cast.
     
  2. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    This just makes the game easier
     
  3. Melkor

    Melkor The dark enemy of the world

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    Yes please. I'd love to be able to respond to bosses' tells, rather than just run whenever I see white particles.
     
    MegidoGamerGod likes this.
  4. highbread

    highbread highbread

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    not necessarily??? think of it from a logical standpoint.
    more predictability allows for a higher average difficulty of mob spell combos without being unfair, and could possibly even help bridge the gap between glassier builds like etw and not so glassy builds like semi-tanks, not to mention full tanks which are beginning to see much more viability with bosses lacking large amounts of hpr
     
    cirogg, Caulan, oinuk and 2 others like this.
  5. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    Yeah, that would work, but if an enemy, let's say Aledar has all of those spells he has, and when you see that he is about to use Multihit, you run away, but in all other cases you know it's safe to stay and keep hitting him, causing players to be more powerful.

    But I do get your point, and it probably wouldn't be gamebreaking or anything. Instead, like you said it would make more builds viable. My fear is just that damage builds would become so powerful that those other builds would again be non-viable compared to them.
     
  6. highbread

    highbread highbread

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    i'm glad you get my point, but i also would like to take another moment to clarify
    it's a very bad example to choose an existing boss design as an example, as the whole point of what i said was that the overall difficulty of things could be changed in order to compensate.
    aledar's second phase was designed to be a "kill him before he kills you phase", but with the design of the fight, it's a bit hard to actually do that. he's got multihit and arrow storm for damaging spells, both of which do a massive amount of damage, but that's it. the main point is, it's not really possible due to the fact that there's currently no real way to actually telegraph these attacks. what this would allow (in the context of aledar's fight), is making difficult enough combos to the point that they actually achieve the goal without being unfair or cheesy.

    aside from aledar, who's got a fairly simple moveset all things considered, let's take a look at the spell combos of another well known boss: qira. namely, her second phase.

    explosion -> heavy teleport -> heavy explosion -> heavy teleport -> heavy explosion

    spiderweb -> heavy charge -> explosion -> explosion -> heavy teleport -> heavy multihit

    charge -> charge -> heavy vanish -> heavy teleport -> heavy multihit -> heavy multihit -> heavy multihit

    spiderweb -> heavy teleport -> heavy vanish -> heavy teleport -> heavy teleport -> heavy teleport -> heavy teleport

    heavy charge -> heavy explosion -> heavy charge -> heavy explosion -> heavy charge -> heavy explosion -> heavy charge -> heavy teleport -> heavy explosion -> heavy charge -> heavy teleport -> heavy explosion -> heavy charge -> heavy teleport -> heavy teleport -> heavy teleport -> heavy explosion -> heavy explosion -> spiderweb

    these kinds of things are already on the verge of where some kind of telegraph would be necessary, and out of any boss in the game, i'd rate qira possibly the most glass cannon unfriendly if it weren't for some of the LI bosses having near unavoidable damage for any class except assassin (because of vanish).
     
    cirogg, TS_potato, oinuk and 3 others like this.
  7. Yraw

    Yraw Water Fountain

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    Imo just have different spell particles just for the different combos
     
  8. Saya

    Saya you win at uwynn HERO

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    I like this for the reason that highbread said, it allows for future boss spells to become more complex and difficult and have more depth!
     
    cirogg and Emogla3 like this.
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