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Greg and airborne players

Discussion in 'Feedback' started by Zaaz433, Jan 24, 2026 at 4:39 PM.

  1. Zaaz433

    Zaaz433 Travelled Adventurer

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    Hi! I’ve already fought Greg several times as an Acrobat, and I have to say this is one of the best boss fights in Wynncraft. The encounter feels dynamic, intense, and very well designed overall.

    That said, I have the impression that some of Greg’s abilities could benefit from slight adjustments. At the moment, aside from a small number of attacks, Greg feels almost completely ineffective against airborne players. This creates a fairly strong asymmetry between different playstyles during the fight.

    Of course, perfect symmetry is neither possible nor desirable. However, Greg appears significantly easier for airborne builds, mainly because most of his abilities simply cannot reach players who remain in the air. On several occasions, after the rest of my party had died, I ended up fighting Greg alone. In those situations, he effectively had only three meaningful ways to threaten me: the skulls, the bombs, and the blue line attacks.

    From my observations, when other airborne players were present during the fight, they also had little trouble dealing with the majority of Greg’s ability set. Because of this, I believe that some small adjustments to his skill palette could help better balance the encounter across different archetypes.

    This feels especially relevant given that the fight with Greg seems, to encourage good coordination and spatial awareness, as many of his abilities actively reshape the arena. However, this design intention doesn’t fully apply to airborne players, for whom these environmental changes often pose little to no threat.

    Below, I’ll focus only on the abilities that, in my opinion, could benefit from such adjustments.

    Earthshatter
    For airborne players, this ability poses virtually no threat, as Greg only deals damage upon landing. He can pass right next to an airborne player mid-jump without any danger, meaning this mechanic can largely be ignored. I think it would make sense for Greg to also deal damage in a defined area during the jump itself, not only upon landing. This would turn the ability into a meaningful challenge for airborne players.

    The Void Howls
    Similar to Earthshatter, this ability currently presents little to no challenge for airborne players. I think this mechanic could be reworked into beam-style attacks, similar to those used by Orphion or the Canyon Colossus. For players fighting on the ground, this likely wouldn’t change much, while giving Greg an additional tool to effectively pressure airborne builds.

    These relatively small changes could help create a more even experience between different archetypes, while also making the fight more dynamic for airborne players. With such adjustments, airborne players would need to pay closer attention to their positioning, for example when dodging skulls, to avoid simultaneously flying into beam attacks.
     
    Last edited: Jan 24, 2026 at 6:14 PM