Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

Game Design Chaos explosion and ophanim don’t work together. Here’s how I would fix it.

Discussion in 'Feedback' started by MooseWhisker, Aug 12, 2023.

?

Thoughts on the proposed changes?

  1. I think either of the proposed changes would be good

    3 vote(s)
    60.0%
  2. I like proposed change 1, but not proposed change 2

    1 vote(s)
    20.0%
  3. I like proposed change 2, but not proposed change 1

    1 vote(s)
    20.0%
  4. I agree that arcbender needs a change, but I don’t like either of the proposed changes

    0 vote(s)
    0.0%
  5. I think arcbender should remain unviable

    0 vote(s)
    0.0%
Thread Status:
Not open for further replies.
  1. MooseWhisker

    MooseWhisker Recovering breathing addict VIP+

    Messages:
    527
    Likes Received:
    309
    Trophy Points:
    70
    Minecraft:
    I recently tried out an arcanist-light bender hybrid build now that it’s been made possible in 2.0.3, and it was really bad. The reason it was so bad is because chaos explosion recasts ophanim before the orbs can go very far. In fact, the first orb only gets about 5 blocks, the second gets 3, and the third only travels 1 block before ophanim is recast, and that’s with the entropy major id that’s supposed to make the orbs go faster. That’s the only reason it was so bad, because in order to reach its full damage potential, you have to be practically inside of the enemy.

    I have two proposed changes for how to fix this.

    My first proposed change would be to vary the time between chaos explosion spells based on what the spells are. Currently, I think that meteor, ice snake, and teleport all have the right amount of time between casts, and should remain unchanged (though maybe slow down the teleport if the player has blink). I would slow down the time between casts of ophanim just enough so that the third orb reaches a decent distance before ophanim is recast.

    My second proposed change would be for ophanim orbs that are cast by chaos explosion to be able to have a minimum lifetime of around 1 second and allow multiple sets ophanim orbs to be alive if they came from chaos explosion. The extra orbs would still disappear after one second if there is a newer set of orbs than them.
     
    ChrisWildfire and point_line like this.
  2. point_line

    point_line Well-Known Adventurer

    Messages:
    881
    Likes Received:
    519
    Trophy Points:
    95
    while we're at it can we make teleport not castable with chaos explosion
     
Thread Status:
Not open for further replies.