this take might be dated but everything feels like a nerf and it's harder to get a sense of power with off-meta stuff as every item that i use gets reworked to not fit it anymore or nerfed
i totally understand if that sense of power isn't the focus of the overall game design and that they want to focus more on providing a challenge with boss battles by creating builds and teaming up but the way that difficulty is handled in this game is dumb
bosses basically boil down to "dps this fucker until he's dead" and also praying to god that you don't get one shot by a spell
there's no inherent strategy outside of build crafting, no special mechanics to work around with bosses (and if there are they're extremely unfair to deal with), and i think LI is the prime example of this flaw
i would like this game to take a page out of destiny 2 raids for the endgame content but even then i don't exactly agree with some of the game design decisions in that game either
also i probably sound like i'm an armchair developer but this is just my onion on how fun endgame content is after returning from a 2-3 year long hiatus
re: LI
biggest complaint comes from boss design, every boss mechanic seems to revolve around "kill this boss" and/or "kill these minions that assist the boss" and holding A/D and left clicking for 5 minutes and praying that you don't get shafted by weird hitboxes/attacks really isn't engaging
cybel is the best example of this because the arena is obnoxiously small, there are traps everywhere which, when combined with the small arena, is incredibly unfun and doesn't make sense to have because you need to focus on both DPSing a boss with WAY too much health + a weird af hitbox and not stepping on the traps
yahyabot is the most unique boss design in LI and i didn't like the encounter very much either because the fight just hit you with a bunch of really obnoxious sub-encounters all at once that were time-gated and then the ending is just... hit him once lol
if i were to change the encounter i would alternate between getting teleported to the sub-worlds and dpsing yahya and then how well you do in the sub-worlds (like killing certain enemies or capturing areas) would give you a dps bonus so cheesing isn't as encouraged (like how it currently is), and it encourages you to properly engage with the encounter
addenum: having a checkpoint mechanic would help so much if mechanics like this were to be implemented due to the nature of them not being as straightforward
it sucks dying to a boss in one shot and then you go ALL the way to the beginning and respawn in some fuckass town but i understand if that can't be done for LI because of how it's designed in the first place (risk vs reward)
addenum 2: special endgame areas that limit your party size and encourage teamwork/callouts would be really good for the overall development of wynncraft as a whole
i'm pretty sure teamwork is supposed to be a fundamental idea of wynncraft but it feels like the only reason to bring a teammate to do a quest/boss is because you don't have enough dps or utility
i agree with a lot of the PvE points you made, but the item metagame has gone through a lot of power creep recently -- each item definitely has a lot more power than it did before. items like breezehands were changing constantly but eventually settled on big buff overall than what it used to be, fabled items are extremely strong, a lot of unique items are much better than before, etc
Most of your complaints stem from content that was created pre-wynncraft CT realizing that they weren't limited by minecraft as much as they thought. I agree with checkpoint mechanics (!!) yes please.
Metagame though doesn't shift because of making items unusable (item team has actually done less build-breaking changes recently). I'd actually argue that there's too much power in items. Nighthawk is one example of a recent item being extremely overloaded. The nerf did nothing to actually hurt it when being used on archer.
The boss / mob design is pretty much what people have been saying for a while and what GMs are (hopefully) trying to improve on, but there is a limit to what mobs can do in terms of AI and spells that don't require a developer to step in and create new things.
(example is the eye, which is a very unique boss and i would love to see more bosses like that but from what i heard that took a very long time to actually put together, which isn't really possible for any other non-final bosses). Basically, we need a full-on combat revamp if most of the current problems were to be fixed, and with the way Wynn updates tend to be, I don't see that happening anytime soon, sadly.
As for the items part, I skimmed through the previous big change (the weapon revamps from 1.19.0), among the legendary and rare weapons, about a fourth were nerfs- and in the latest big change (1.19.4 ain bulk of armor revamp), only 5 of the nearly 150 changes were nerfs, all of which were incredibly deserved or minor. Yeah, that take is very dated.
appreciate y'alls responses tbh ......
anyways yeah i did notice more buffing than nerfing on the very latest item balance thread but still those huge skill point increases are a huge gut punch for me
i'm probably just incredibly biased off sentiment from 2-3 years ago lmao
i don't mind the minor bosses getting a huge revamp like i mentioned but just the major ones, dungeons and endgame quests/areas come to mind
Yes, the Eye is the most unique boss in Wynn by a longshot, if you feel like all bosses are the same you're definitely gonna have fun with it. You don't need to get a whole party together for it, but some sp pots might be useful if you have a bad/outdated build.
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