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Rebalancing Tcc

Discussion in 'Feedback' started by Bixlo, Feb 22, 2021.

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  1. Bixlo

    Bixlo I maybe am funny sometimes

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    Hello again once more. Before people start jumping on the "TCC hate" let me explain
    I have done this raid over 30 times (total of failed and completed)
    And its still unbalanced.
    Right now the major issue is damage and bugs. I will adress both

    Overall difficulty:
    I understand this is supposed to be a hard challenge, however right now if you are not 1. a mythic user(even then) 2. a tank mage 3. invincible, this raid is impossible to complete.

    I went 7 times with a party of a healing mage, and two high healing shamans. We failed 7 times. The mage was almost always 3-4 shot, and the shamans just get ganked. I normally get my hp widdled down as assassin and cant heal well enough to live, (mostly bc life steal is very unreliable are bad)

    How to fix:
    Reduce overall dmg. Right now there is simply too many mobs and too much dmg, this causes the 3-4 people doing the raid to just collapse. Removing 1/4 the mobs, or reducing their damage by 20% would be great. This will hopefully remove some of the issues alot of players have.

    Rework some of the challenge rooms
    Good rooms:
    Wings (however too many mobs)
    Lava (the colossus minions should not have CCI however)
    Resource room

    Bad rooms:
    Golem room (too many mobs spawn with too much dmg/hp, this makes archers/assasins/warrior/shamans die instantly)
    Platform room(this was changed by ConquestadorBob, however its still a bit strong in some areas, mostly just dmg (this would be fixed by overall dmg reduction))

    Better rooms (ideas):
    Parkour room(just parkour, no mobs, no fighting, just parkour with challenges)
    Puzzle room (like a golem chase or something, just a non fighting puzzle room)

    TTC BOSS:
    ok theres alot so buckle up.
    The boss istelf if fine
    There are however too many mobs that spawn in stage 2( since it has CCI immunity it cannot be stopped so it just spits out tons of mobs)
    There mobs spam pull way to much causing people to be ripped off of the spawn even before they load in
    Redplatforms - In later stages of stage 2, redplats happen every other second, this launches you up into the air and removed 50% hp, this is too intense. This makes it physically impossible to even hit the boss.
    the inability to hit the eyes/ mouth with meteor / multihit due to them being suspended in the air.
    people who get chosen by the core and are archers cannot use arrow storm since the entity blocks it
    people who die with chosen cannot transfer it meaning that if both ppl die the party cant win


    How to fix: Reduce the mobs that spawn in stage 2/remove them entriely
    reduce the times that redplats happen
    remove the chosen thing is just a bad idea
    add blocks/ increase the high of the plates to the eyes so melee classes can hit them

    BUGS:
    people can get stuck under the spawns for the rooms.
    People can get stuck in the buff rooms
    Buffs dont always work(stonewalker in my case)
    Buffs are not entirely helpful(or at all)


    I will add to this thread if I notice any more issues with TCC, overall TCC needs a rebalance/a nerf in some areas. certain CT have been working on this and its greatly appreciated.

    Edit: changed overall dmg reduction to a better number
     
    Last edited: Feb 23, 2021
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  2. TMoney1909

    TMoney1909 Well-Known Adventurer CHAMPION

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    At it's current state the difficulty of TCC is fine. Maybe the rewards can be reworked. And yes it can he buggy it's a relatively new feature. The CT has a lot on their plate right now they will fox the bugs but their are other raids and features that have bugs too give them time.

    The challenge is designed to make you find a good team including the correct classes and builds. You do not need a mythic. You need a build that can handle your role in the team. Yes usually a mage is required, but a mage is a vital class for any group doing anything in wynncraft. I have done it loads of times without a mythic without finding it too difficult. Different rooms have different challenge that some classes find more difficult but if the team is set out efficiently it's an easy challenge. Here usually what I like to run with.

    Archer dps (me) Mage healspam, mage dmg, and some sort of tank.
    Or
    2 dps, Mage healspam and a tank

    This is not the only selection of characters that work. You usually need some sort of dos and some sort of heal.
     
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  3. 4Shady2Me

    4Shady2Me Well-Known Adventurer

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    The mobs hit at a reasonable damage(3-4k per hit) is fair except for the stone constructs which hit for 9k even with a defense potion, I would also like to know the builds that your mages used for this raid because it sounds like they just slapped on morph and hoped for the best.
    In my opinion, I think the colossus boss is fine and that most issues you point out are due to ignorance.
    I am a archer spring user but I can swap it out for a ensa's resolve and still get similar coverage and damage. The mobs that spawn out of the mouth come out at a reasonable rate and can be managed if an archer can spell cycle correctly, arrow storm and bomb arrow can be used to knock them back then eventually kill them. Just tell your group to focus the mouth then that can be settled quite quickly. The only mobs capable of pulling you are the examiners that can be killed via smokebomb or mage basic attacks, they that weak but many players choose to ignore them which result in them getting yeeted. This is why I used to take intrepid until they removed lightweight from it.
    The red platforms explode after 3-5 seconds, which is a reasonable time to jump to another platform or escape/teleport up to avoid the incoming explosion but again, most players I see tend to ignore the plates and tank the damage instead.
    I agree with your entity block on chosen archers and unreachable hitbox for mouth and eyes for other classes.
    If they go through with your plan to remove half of the mobs or reduce 40% of their damage then the raid would not even be a challenge with a team that have the cooperation of a gang of kids. A max 20% and 1/4th of mobs removed would be a better change.
     
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  4. Bixlo

    Bixlo I maybe am funny sometimes

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    yes agreed, however this was the dmg we were getting from all mobs.
    Lmao our archer was in morph (love player ignorance)
    #wynncrafteasymode, but legit TCC without a mythic user is 10x harder
    ah yes 40-50 mobs in a min is reasonable. I should of recorded my epic fight when i soloed TCC i had like 50 of those things and i was in the air every second from explosions/pull spelss. god teir fight
    im not talking abt the time they explode, im talking abt the frequency, they happen every other second.
    yeah this is much better ima change my post to this. +1
    ________________________________
    Doubt for the mythic part. Since every time ive done a raid with a no-mythic party we never get past stage 2, however its ez with a mythic user (hero normally or spring/guardian)
    We had three healers. A 7500k healing mage (per pulse) and two shamans (one was a toxo and still got yeeted) the rooms simply did too much dmg like i said
    yeah my mage can honestly solo TCC. (my mage has 24k hp without buffs and can deal 21k metors, +its got hella def and agil with like 120k ehp?)
     
  5. Bixlo

    Bixlo I maybe am funny sometimes

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    BTW reminder that you cant complete the raid of both of the "chosen" die. Tbh the puzzle at the end should just be removed. its dumb and irrelevant
     
  6. Bixlo

    Bixlo I maybe am funny sometimes

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    Update: Canyon soars still do too much dmg. My assassin at 22k hp and 81 def got instantly killed when i entered the room. I didnt even move. I had giant 1. please reduce the rate at which they fire projectiles and or reduce their damage. thankyou
     
  7. Toaster

    Toaster He/Him CHAMPION

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    the problem is u went with 2 shamans, which is cringe
    i usually run with:
    heal mage (me)
    dps warrior
    dps warrior or second mage
    wildcard, often an assassin either tanky or squishy

    we can do it easily.
     
  8. Bixlo

    Bixlo I maybe am funny sometimes

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    Yeah but a raid shoud'nt be determined by class. That means shamans just get tossed aside for raids.
     
  9. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    The whole point of classes is for them to serve different roles. Saying party composition shouldn't be important is basically the same as saying individual builds shouldn't be important. Shaman can be a really good support for raids, especially for warrior and assassins, but you need the right shaman build being played by the right player. You can't go into a raid with 2 glass cannon shamans and expect to win just like how most people wouldn't fight the eye with a glassy build and expect to win.
    ________________________________
    Running two warriors and no archers is kinda cringe too since archer is probably the best class for CC. Still think the best comp is 2 DPS archers, one healing tower mage and either support shaman or DPS assassin.
     
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  10. Toaster

    Toaster He/Him CHAMPION

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    well shaman is a shit class so fix shaman before fixing tcc
    ________________________________
    they definitely need to fix shaman totem tho and bash buff because of how they interact with warscream
     
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  11. Bixlo

    Bixlo I maybe am funny sometimes

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    both were tanks hsamans? also in that particular instance the mage died directly after me. It wasnt a build/player issue. It was imply too much dmg
    Agreed. Shaman got nerfed too hard and became an almost unusable class
     
  12. Samsam101

    Samsam101 Star Walker GM

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    IMO the raid is pretty well balanced rn, only issue is the golem room

    your mage sucked
     
  13. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    If your mage is dying then your mage is bad. Heal is literally the single most broken spell in the game, especially for TCC. That absolutely sounds like a build issue, it also still sounds like a composition issue since there's no reason to run two tank shamans, you only ever want one for support, two is overkill.
    Totally fair, main reason why I like having them is because I generally want the mage at the starting platform for healing but it's nice to have a totem up close so you can boost DPS or get a little healing without needing to go back. I guess I like how flexible they are but yeah, shaman really got shafted in 1.20.
     
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  14. MlecznyHuxel99

    MlecznyHuxel99 Fruman walls guy

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    Can someone please make tp after golem room faster or remove blindness so it isnt possible to lose raid after the challenge is complete?
    Im fine with tanking mobs while being tpd but no when I can even see anything lol
     
  15. OmegaCKL

    OmegaCKL definitely totally super very active player CHAMPION

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    Gonna have to agree with most of the counter arguements to ypur points on this thread, but I do agree with the golem rooms being unnecessarily hard to stay alive in, it basically went from protecting the golems to protecting yourself now that so few zombies spawn that attack the golems and the other mobs attack you in great numbers, and are quite strong. The platform rooms can be a little messy as splitting up means you still very much require a fair amount of bulk yourself, but I don't find this too much of a problem.

    The boss as I see it is almost entirely fine, it just requires you to be careful. An archer using Nighthawk can simply poke the colossus from a distance at every stage, but will havle trouble with the mobs, balancing it out a little. All the other classes need to go up close to the colossus, but still isn't too problematic.

    However, I do find the whole chosen player part bad as it is now, for a variety of reasons.
    - the barrier block that goes above the chosen players can completely block an archer's attacks, which is just unfair
    - the chosen players both dying means you cannot complete the raid due to the puzzle at the end
    - the puzzle is extremely simple and adds nothing to the challenge besides keeping the chosen players alive
     
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  16. Bixlo

    Bixlo I maybe am funny sometimes

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    yeah mage was probably bad lol. Golem room reeds to be removed imo. Its rlly boring and pointless/very bugged
    ________________________________
    didnt you just say that glassy shamans are bad then? idek what your saying lol. All im getitng is shaman dosnt belong in TCC
     
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  17. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    I said two different things:

    1. Don't bring in glassy shamans, they're going to die too fast
    2. Don't bring two shamans, there's no point, you're just losing out on having another of a more useful class like archer or mage

    You said neither of them were glassy, so I added that you still shouldn't have brought two. Idk why you're trying to complicate what I said when I was very clear. Shaman has it's place as a close up support, but you only ever need one of them at most since you can only get the totem buff once. If you're bringing a shaman, they also need to know how to play shaman properly because most people play brain dead shaman which isn't going to get you very far with this boss.
     
  18. Bixlo

    Bixlo I maybe am funny sometimes

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    Ok heres the issue. The two shamans needed tomes. Thats why they are shaman. If needed ill just run my immortal mage and then TCC becomes a j0ke (it has all but guild tomes filled)
    My issue is that TCC is unbalanced for some classes more than others
    heres a list for you
    TCC is easy:
    Mage
    archer (given your using a nighhawk or olily or ignis etc)

    TCC is the challenge its supposed to be
    Warrior - takes good amounts of dmg for good dmg overall (hero etc)

    TCC is quite close to impossible
    Shaman (shaman overall needs to be buffed bc it gets 1 tapped for mediocre spells and dmg
    Assassin (your up close all the time so you get yeeted from dmg. Would be fine if there was less arrow based enemies and lifesteal wasn't gambling)
     
  19. RoSeNur

    RoSeNur Warrior cultist CHAMPION

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    My apoc/praes warrior just chilling in TCC
    But to put myself to a challenge I have done 5 TCC runs on my morph shaman WITH 3 OTHER SHAMANS.
    Other 3 shamans were: toxo, morph, some water shaman. I used no pots.

    People keep to think TCC is impossible without some awesome ehp builds or constant mage heal but our runs ve made me think otherwise. Ofc, 5 completions doesnt mean we attempted 5 times, we had 8 attempts, 1 of which was a glitch where iron bars collection room wouldnt have opened tunnels.

    So, how did we survive? We tried to pick tank buffs whenever it was possible (tho in 1 run I survived colossus with no giant buffs in morph). Also, you should always move and spam your spells. A few totems will help you heal faster.

    Rooms:
    Lava - just don`t hug those 2 mobs to stay alive, on the platform you can easily hide in your totem to avoid projectiles.
    Iron bars - nothing here rly to talk above, it s the easiest TCC room with no dangerous mobs
    Wings - 3 other shamans must stick together and they will fairly quickly destroy mobs and golems
    3 platforms - you can still hide behild your totem from stalactites and spam totem with auras, wasnt rly difficult here as in all prev mentioned rooms
    Golems - that was a challenge requiring great teamwork, killing zombies is easy but we also had to get rid of mobs or they would ve shred us in the last seconds. So we tried to lure em in 1 or a few places and kill with aura spam and poison to have the least of em spawned in the same time
    2 platforms - we just split and 2 shamans can easily handle it

    THE BOSS:
    Projectile attacks wont rly affect shamans since they just can build a totem wall and chill. Tho, you would really want to have over 20k hp with giant buff or potion cuz some attacks, provided that you have around 15k hp can one shot you what happened a few times with us. Other than those high damage attacks from fire rain/bombs nothing can rly make it difficult for u on shaman. Mob animations die quickly, red platforms do 50% hp damage, yes, but you get healed quickly with 4 totems around. On 3rd stage ears lava block attacks that can be pain for some are easily dodged since they r projectiles - against totems. Mouth is just throw ur totems there and aura spam.


    THE PUZZLE in the colossus chest:
    yes, you can fail it even on a shaman, can`t rly help here with anything

    to sum up, as it was mentioned here earlier, you just need a team that knows what to do, with no knowledge u can throw it no matter what gear u have. a bit of practice (after our 1st to fails) we just learnt everything we needed to perform well on shamans
     
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  20. Dwicey

    Dwicey mmmyes CHAMPION

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    I'm surprised people are saying Golem Room is hard. It's extremely trivial once you have gone through it a few times, except maybe if you're a Shaman (haha see a recurring theme there?). Mage has Ice Snake, so you could even solo it with relatively ease (source: me), and Warrior has Warscream which functions similarly and yet again makes it super super easy. Assassin has vanish, so you can avoid being hit and boing around, and Archer has great range. Once you get to a certain point flawlessly, you can just go to a safe spot and wait the room out.
     
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