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Game Mechanics My Arcane Transfer Suggestion

Discussion in 'General Suggestions' started by BabaFisi, Aug 21, 2024.

?

What do you think of my suggestion

  1. Good

    10 vote(s)
    83.3%
  2. Fine, but I have a better idea

    0 vote(s)
    0.0%
  3. Bad

    2 vote(s)
    16.7%
Multiple votes are allowed.
  1. BabaFisi

    BabaFisi The Rifted Jack-of-All-Trades CHAMPION

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    To me, Arcanist hasn't been very approachable, mostly because of Arcane Transfer completely nullifying the heal spell, and making the spell unusable unless you have mana in the Mana Bank, meaning that you basically have 3 spells instead of 4

    I feel like it would be a bit more interesting if it worked like this:

    Arcane Transfer gives you the Mana Bank, but reduces the Heal Spell's effects by 40%, and Larger Mana Bank I, II, and III each give an extra 20% reduction to the Heal Spell's effects, totaling to 100%, which would make Arcane Transfer work how it does now. (Giving no healing whatsoever and making the spell unusable unless you have mana in your Mana Bank)

    This would make the Arcanist tree throughout a playthrough feel like a sort of mini character journey. You're slowly trading your healing powers for more Mana, eventually, loosing them entirely.

    It would also allow for hybrid playstyles with Lightbender, which I think would be interesting.
     
    Last edited: Aug 21, 2024
  2. ChristianScott

    ChristianScott Travelled Adventurer

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    I agree with you.
     
    That_Chudley likes this.
  3. Tzelofachad

    Tzelofachad Owner of the Rift, manager of the Uz hotel HERO

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    +1. this way low level characters wont be crippled without healing, and only high levels who are already strong will lack it!
     
    Th0mas1 and That_Chudley like this.
  4. Elytry

    Elytry The Previous Usernames Tab VIP

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    did someone say arcbender
    me likey
     
  5. BabaFisi

    BabaFisi The Rifted Jack-of-All-Trades CHAMPION

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    I see a few people are voting this as a bad suggestion, despite the comments saying otherwise. Could anyone tell me why they think this wouldn't be a good idea?
    The healing would be so low as to have Healing Potions still in question. 40% reduction at the least isn't a bad trade, and at least healing is there, instead of being entirely gone, and it does go completely away when you take all 3 mana bank upgrades, so what's the issue?

    And the prospect of having Arcbender as a viable playstyle is something that could be great for players to experiment and have fun with, and would maybe make people ween off of Winded's overuse. I don't see any reason this would be a "bad" change?
     
    Last edited: Aug 24, 2024
    Elytry likes this.
  6. The Demon Queen

    The Demon Queen Queen of Darkness, Queen of Evil CHAMPION

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    I think arcanist not having heal is honestly the least of its worries. it's a trade-off, what arcanist needs is more reasons for this trade-off, not heal spell back.
     
  7. Elytry

    Elytry The Previous Usernames Tab VIP

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    QUOTE="BabaFisi, post: 3671263, member: 140100"]I see people are voting this as a bad suggestion, despite the comments saying otherwise. Could anyone tell me why they think this wouldn't be a good idea?
    The healing would be so low as to have Healing Potions still in question. 40% reduction at the least isn't a bad trade, and at least healing is there, instead of being entirely gone, and it does go completely away when you take all 3 mana bank upgrades, so what's the issue?

    And the prospect of having Arcbender as a viable playstyle is something that could be great for players to experiment and have fun with, and would maybe make people ween off of Winded's overuse. I don't see any reason this would be a "bad" change?[/QUOTE]
    Not everyone comments. (And you are winning the battle 5 to 2.)

    But I agree with all these points (and voted yes)
    What I dislike about mage's tree is that Riftwalker has basically no in-built synergy with either (tstorm doesn't count) apart from breathless. However, Arcanist and Lightbender have a unique synergy/anti-synergy relationship. In my opinion, it's better to actually allow synergy (while taking both main abilities) and buffing early-game arcane transfers feels nice. Like when you initially unlock Arcane Transfer you get 30 (60?) max mana which isn't a lot and meteor + ice snake still cost lots in the early times before you can get Larger Mana Bank II and III. It doesn't really feel worth it to sacrifice all your healing for a small mana pay-off, especially when that transfer of mana isn't going to favorable early game.

    I heard people saying swap Riftwalker and Lightbender positions a WHILE back, and honestly I disagree. Riftwalker and Arcanist don't have a lot of synergy when it comes to the goal they are trying to achieve, while Lightbender feels like a utility tool that helps both of them. Abilities wanted by Lightbender tend to be wanted by one of the other two. Also 2.1 added new Arcbender pathways, so Arcbender should totally work (and when I say that I mean you can actually trigger some of your abilities. and not have dead orbs constantly)