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General Things I would like to see reworked or added

Discussion in 'Feedback' started by Aya, Oct 11, 2022.

?

Which ones are you in favour of?

  1. Mob spell telegraphing rework

    23 vote(s)
    100.0%
  2. Pull and push counter

    16 vote(s)
    69.6%
  3. Projectile rework

    17 vote(s)
    73.9%
  4. ToL rework

    12 vote(s)
    52.2%
  5. Boss Altar quest

    10 vote(s)
    43.5%
Multiple votes are allowed.
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  1. Aya

    Aya Very Serious Gensokyo Journalist

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    Minecraft:
    I've been playing this game since 2013 and I've loved it ever since. I've seen nearly everything get added to the game. Quests, skill points, spells, the modern item system, the modern powder system, the archetypes, shaman... It's been a blast to see this server grow so much.

    However, there are a few things that haven't been touched since they got implemented and I think the devs should probably have the resources to check them at this point. I mean, they have been able to make armor stand models for enemies and the amazing new spells. Even cutscenes. I'm pretty sure they have the tools to deal with the things I want to talk about.

    Okay so mob spells have become almost indistinguishable from how they used to be back in 2014 when they implemented them. From what was at the time about 8 spells or so, we now have a ridiculously large variety of these, with mobs usually having more than one. The Eye alone has loads of spells and some unique to them. Spells have evolved a lot since 2014.

    Yet, for whatever reason, noone has thought that perhaps it is a bit troublesome that most of them are telegraphed the same exact way. This has been a decreasing issue lately with the latest bosses and all, but mobs that still use the typical spells in the typical fashion tend to always telegraph their spells the same way: with a bunch of firework particle rings and the nether portal sound. How do you know whether they are about to charge at you or whether they are about to use flamethrower? You don't, you have to guess the first time and then hope their pattern isn't irregular and you can predict it through order.

    I have seen suggestions regarding this at some point and I think they are still trying to adress a really important issue with the gameplay currently. Not only does this issue make mobs feel more homogeneous than you would want them to, it can make them a bit frustrating at times. Variate the particle effects and the sound, it would help a lot to make mobs not only feel more unique and flashy, it would make them much less frustrating gameplay-wise.
    I will just say I hate these two spells with a passion. Not because of what they do, but because of what you can do against them. Which is literally nothing. I'm pretty sure there is no way to cancel the effects of these two spells, which is really annoying. If there is a way to deal with them please let me know. If not, please do something, I don't care if it is just shifting to stick to the ground and cancel them, just anything.
    Okay so your usual enemy projectile is the enemy throwing an arrow entity with an item entity riding it to give it a skin of sorts. This would be cool if it wasn't literally the only generic ranged projectile enemies have. Seriously, I can't think of a single enemy in the game that uses a ranged attack as its basic attack that doesn't work like this. Always the same projectile.

    This is understandable, for 2013. Back in the days, Minecraft was far more limited so I can understand that for a long time, this was all they could work with. But we are in 2022.

    ·First of all, it is boring that all the projectiles in the game work the same.
    ·Second, there are projectiles in the game that don't rely on this, such as the shamans projectiles or lots of spells like the water wave one.
    ·Third, it makes all ranged enemies the same. Keep your distance and run around them. Unless they are the shotgun kind. Then just cry.

    So, as I said earlier, shaman has a very different type of projectile, and so do some mobs through spells like the water wave. So how about giving enemies things like those? Give enemies projectiles like the shaman's. If the arrow needs to stay for real, just get rid of its gravity and modify its momentum so that it moves at different speeds (if it can be done in vanilla, there is no way in hell it can't be done with the tools of the dev team). It could lead to really interesting type of fights against ranged enemies. Hell, it could even allow a bullet hell type of boss fight. I genuinely would like to see what more complex projectiles could allow, seriously. Out of all the things I bring up in this thread, this one is the one I want to see addressed the most.
    Remember when this was a good grinding spot? me too. Now it is literally impossible to grind there. There are ranged enemies, yes the kind I just talked about in the previous section, in a super small room, and they attack you from different directions most of the time too, which is unbelievably difficult to dodge. Add to this madmen who do like 5 charges every 2 seconds, healers... And there isn't one or two of each kind, there is usually multiple and they don't hit specially lightly.

    The ToL training room went from your trusty yet slightly boring (because the trainers back then were extremely dull, I don't even recall if they had spells) grinding spot for levels 68-75 where you could also get some pretty nice gear (shoutout to the legends who remember when the items these guys drop used to be the endgame gear pre-gavel)

    I think getting it reworked in a way that makes it possible to grind again would be cool. Assuming the projectile update I asked for above gets done, it could allow for some really cool things. I do see ways in which this room could be interesting, but right now it is usually a one-sided bloodfest, either by the players which decide to grind together and can actually manage in there because of it, or by the enemies which sweep the floor with nearly anyone who doesn't have a genuinely insane build for the level.

    On top of that, the room is next to the entrance to it, which means I can just bait mobs into the entrance and use a wall-piercing attack to kill them. Which is probably not how it should be. So maybe it should be moved somewhere else too to avoid cheesing it like this.
    Okay so, you literally have no way to know that boss altars are a thing in the game aside from stumbling upon one randomly until level 57 when The Passage forces you to do one. I genuinely forget they are a thing most of the time because they simply don't get mentioned anywhere ever, and they are usually super hidden. I think it is cool that they are hidden but the fact that you don't get introduced to them until the later half of the game is really weird. People will simply never look at the ones at Durum, or the mesa, or Twain's mansion unless they accidentally find them.

    I think there is a level gap in the early levels with no quests. Level 13? 15? Maybe a quest around those levels about boss altars would be a good idea. It would introduce new players to boss altars.

    Durum Isles is an area I literally never visit despite it having a boss altar. A quest there where you basically get told to deal with a bunch of lunatics that have taken over the barn or rebellious cows or whatever was the lore behind that boss altar which I have barely done would be great.
     
    Last edited: Oct 14, 2022
  2. shacers

    shacers no longer replying VIP+

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    literally all of these are good please add poll lol

    better telegraphing is defintely needed

    push and pull spells are FKING ANOOYING AS HEEEELL

    agree with projectiles, but theres one more, TOO MUCH KB PLEASE LOWER OR MAKE IT POSSIBLE TO LOWER IT.

    improve the passage, its not just uninformative but boring
     
  3. Aya

    Aya Very Serious Gensokyo Journalist

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    Funny enough, I was about to add a negative point about projectiles specifically regarding that, but then I realized it also happened with melee enemies when they swarm me so I decided to not put it in.
     
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  4. shacers

    shacers no longer replying VIP+

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    lol, but actually you cant move with warrior charge
     
  5. Aya

    Aya Very Serious Gensokyo Journalist

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    Yeah it is a genuine pain unless you unlock that one upgrade that makes you inmune to knockback.
     
  6. Lex!

    Lex! :] CT Manager Ability Designer QA GM

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    the passage *is* the boss altar intro quest. it's midgame to allow people to discover low level boss altars on repeat playthroughs
     
  7. Aya

    Aya Very Serious Gensokyo Journalist

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    Ah I see, clever replayability tactics.
     
  8. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    new ToL spot is honestly fine imo

    as Lex said, The Passage is the intended midgame introduction to boss altars, and it honestly does it pretty well. I think it should be kept as simple as it is.

    all other points are great, I'd like a way to counter push/pull (cast movement spell during a certain time window maybe?)
     
    Aya likes this.
  9. Earthbrine

    Earthbrine The Dirt of the Realm

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    Shaman :skull:
     
  10. Melkor

    Melkor The dark enemy of the world

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    Push and pulls pells are situationally okay in my opinion, but they need to be in a situation where they aren't flinging you off of something (EO bridge) and they aren't being someday to keep you away from an enemy or stuck on one side of a room. I agree about the boss altars: at the very least an early quest should take you to somewhere with an obvious boss altar (Durum Isles or the like), even if you don't have to do it. Wynncraft has a lot of really good things that it just doesn't show to new players early on, which is something I think is a major issue.
     
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