Discussion in 'General Suggestions' started by Novalescent, Jun 8, 2020.
Obligatory OMG SALTED LIKE MY POST
Third impression: assassin is a bit op
So no more one shots? 4 people like getting one shotted?
Why not already in game -1000 out of .5 worse gam
Back to your regularly scheduled program:
Thank you so much everyone! :D
Can't let this die just yet...
Your thread says the core changes are only meant to apply to PvP and not PvE... does this mean that like for PvE for example there’s no cap on poison but there is a cap for things while in combat?
If this is what you were trying to convey, then the idea of separate rule systems between combat seems like it could be very convoluted and be misleading for players. If this is not what you intended to convey then maybe consider rewording or elaborating on that part of the thread.
Also I personally am unsure about how I feel about completely blocking crafter consumables in combat. One idea I’ve always liked for healing consumables is that when you eat then they heal you over a longer time, like 20 seconds for a potion. If you took damage in this period it would stop healing you even though the item is consumed. This requires you to take cover more into account for healing. As for non healing based consumables perhaps add the stat bonus to the player. As they take damage the stat bonus would slowly decrease its total duration. So if you have a 20 minute consumable but tank a ton of damage it’s duration would go down until it ran out. Alternatively rather than decreasing the duration you could just decrease the consumable effectiveness.
Otherwise I think I like these ideas.
Ya so basically the PvP Changes would apply when you enter into combat with another player out in the open world.
In testing, I'd say that the changes aren't major enough to cause an extreme ruckus when you get tagged in the open world, so I believe it should be fine for the most part. I'll fix that tid bit in the thread though.
Decreasing consumable effectiveness for all potions could also work, ya. I didn't really go into detail for that one.
Time for one last bump.
So yeah, I like these changes for pvp, I can't see them working in wynn as in like the main game dungeons, wars etc. but if you're like teleported to a battleground and have these changes implemented there that would be best EXCEPT shaman, I honestly think shaman should actually be changed to how it is in this thread because I was kinda hyped when they said they were introducing a new high skill class, but it ended up being pretty much an afk class that's the easiest class to play yet.
These changes are just meant for PvP, so when you get tagged by Hunted Mode or enter a Battleground, these changes would apply. These do not affect PvE in any way nor are they intended to.
Yeah I know, I was just setting up my point for why shaman should actually just be changed to this lmao
Bumping the holy quintet
I have to agree with Saya on this.
All this changes are nice and pretty but they overall wouldn't fit the game imo.
Wynncraft is an MMO and the way it's designed just doesn't work with highly balanced pvp. I find the changes in this thread very nice and I'll look forward to seeing these once a year with the Wynncon but I don't think it fits the overall theme of Wynncraft to focus to much on having pvp.
Of course there need to be changes made to the overall system of pvp that Wynncraft currently has but as Saya already mentioned it's going into the wrong direction to actually fit into the current game.
Pvp would simply become to much of a main feature of the game to actually work with properly from the perspective of a current hardcore leaderboard grinder.