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Info Im Team Applications + Item Rebalance Changelog

Discussion in 'Wynncraft' started by Selvut283, Apr 10, 2017.

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  1. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM CHAMPION

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    Creator Karma:
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    Minecraft:
    By popular request and the consensus of the item team, this thread will catalogue upcoming item changes. There is not an ETA as to when they will be added. Large-scale revamps, minor changes, and skill points changes will be put into different categories. Changes will be logged from here on out, but changes since before the thread was changed won't be, since that's a lot of changes to track.

    If you would like to join the item team, we are opening up applications. All the details are there, so please submit your applications HERE and hopefully we'll be able to get some more IMs soon. Just click on the Item Maker box at the bottom of the list.

    Important: Do not share the answers to the questions in this application on any platform, publicly or privately. If we find out you have done so, it is grounds for a permanent ban.

    Notice: The upcoming few pushes, we're re-examining raw stat curves in general. We've finished raw spell, so raw melee is next in our sights.
    Paradox:

    3075 -> 3400 Health
    -80 -> -120 Water Defense
    -80 -> -120 Thunder Defense

    -21% -> 0% Health Regen
    15% -> 10% Spell Damage (3-13%)
    -8% -> -15% Melee Damage (10-19%)
    5 -> 6 Strength (2-8)
    5 -> 6 Defense (2-8)
    20% -> 0% Thorns
    -10% -> -30% Fire Defense (21-39%)
    -10% -> -30% Earth Defense (21-39%)

    Reasoning: Paradox was a bit overpowered for a long time, giving everything you need for a build in one item. This change lowers its overall power while shifting the item into a more defensive gimmick, as well as shifting it into more of a support position with the increased health and increased skill points.

    Sreggad:

    STICK A NEEDLE IN MY EYE, AND YOUR EYE GETS POKED OUT TOO.

    2 slots

    Super Slow Attack Speed

    220 Life Steal (66-286)
    167% Reflection (50-217%)
    167% Thorns (50-217%)
    -50 Defense (35-65)
    20 Agility (6-26)
    2500 Health Bonus (750-3250)
    110 Raw Health Regen (33-143)
    -50% All Elemental Defenses (35-65%)

    Reasoning: Sreggad was originally intended to be a weapon that used thorns and reflection as its main source of damage, but it wasn’t doing a good job at it. We decided to revamp it into something that focuses more on this by maximizing damage reflected; the negative defenses (damage reflected is based on how much damage you take) and slightly increasing survivability with the increased health, health regen and life steal, this can also be used with chain lightning.

    Greaves of the Veneer:

    BREAKING NEW GROUNDS (OR MAYBE THE OPPOSITE OF THAT).

    1 Slot

    3750 Health
    150 Fire / Earth Defense
    50 Water / Air Defense

    Requires 30 Strength and 70 Defense

    14 Defense (4-18)
    -6 Speed (4-8)
    1115 Health Bonus (335-1450)
    140 Raw Health Regen (42-182)
    -15% Water Damage (10-19%)
    -20% Air Damage (14-26%)
    -25% Thunder Damage (17-32%)
    40% Water Defense (12-52%)
    40% Air Defense (12-52%)
    35% Thunder Defense (11-46%)

    Reasoning: We had a lot of discussions about Earth/Fire and the directions that it should be taken. You can expect more changes to Earth/Fire soon, hopefully for the better, but for now Greaves of the Veneer is devoting itself wholly to the defensive side of things. It now fulfills a function somewhat similar to Gemini, providing great element defenses in the aspects that Earth/Fire normally doesn't achieve, but unlike Gemini, its requirements are more lenient and the health bonus is perfect for taking in lots of damage. In exchange however, it has absolutely no inclinations towards damage; we even removed the Strength points to emphasize this.
    Cataclysm:
    115 -> 130 Dexterity Requirement
    17 -> 15 Dexterity (5-20)
    19% -> -7% Speed (5-9%)
    12% -> 6% Thunder Damage (2-8%)
    Reasoning: We have had an uncountable amount of discussions when it comes to fixing and nerfing Cata for a long time. It’s designed to be the “glass cannon” weapon, however, its previous req made it possible to slap it onto tanky defensive builds and enjoy the big damage a bit too safely. Therefore instead of taking away the damage that everyone is enjoying and making it not worth it to use at all, we further increased its req to avoid this, along with some minor stat adjustment. Switching the speed from max +25 (which is already a lot on any weapon) to a small thematic negative hit home the theme of glass cannon by reducing its power passively.

    Spring:
    3 -> 4 Mana Regen (1-5)
    Reasoning: While increasing 1 point of mana regen on a 120 intel req weapon doesn't actually do much, we want people to recognise Spring as a spell-spam weapon with low damage per bomb yet high dps potential, instead of comparing damage per bomb and say it is weaker than it actually is.

    Infused Hive Wand:
    190-225 -> 175-220 Neutral Damage
    Reasoning: After going through countless feedbacks, we have decided that Hive Weapons shouldn’t have as much of an advantage as it has when compared to the other non-mythic weapons in the game.

    Infused Hive Spear:
    255-295 -> 240-290 Neutral Damage
    Reasoning: After going through countless feedbacks, we have decided that Hive Weapons shouldn’t have as much of an advantage as it has when compared to the other non-mythic weapons in the game.

    Infused Hive Dagger:
    330-360 -> 300-360 Neutral Damage
    Reasoning: After going through countless feedbacks, we have decided that Hive Weapons shouldn’t have as much of an advantage as it has when compared to the other non-mythic weapons in the game.

    Infused Hive Bow:
    390-440 -> 360-430 Neutral Damage
    Reasoning: After going through countless feedbacks, we have decided that Hive Weapons shouldn’t have as much of an advantage as it has when compared to the other non-mythic weapons in the game, though since you had to read through the other three identical changes to get here it's probably redundant to say at this point.

    Morph Set Bonus:

    8/8 Items Worn:
    100% -> 0% XP Bonus
    0% -> 80% Loot Bonus
    Reasoning: So to complete a 8/8 morph set you would need to be level 100 and level 100 doesn’t do much with 100% xp bonus...

    Polar Star:
    0 -> 100 Raw Spell Damage
    Reasoning: Polar Star was a bit underwhelming so we gave it a bit of a boost that goes along with the numbering gimmick.

    Wipe:
    11-17 -> 12-19 Neutral Damage
    21-29 -> 24-34 Air Damage
    1 -> 2 Mana Steal
    10 -> 15 Agility
    10% -> 22% Air Damage
    Reasoning: Wipe was a Warp parody that incentives using mana steal, but it wasn’t doing a good job in conveying that.

    Plasma Shear:
    37-52 -> 47-62 Fire Damage
    30-42 -> 24-70 Thunder Damage
    125 -> 133 Raw Spell Damage (40-173)
    Reasoning: Though defensive in nature, its damage was still...underwhelming.

    Rapier:
    80-115 -> 65-95 Neutral Damage
    45-65 -> 85-105 Fire Damage
    Reasoning: Just putting the damages to an appropriate amount for its level and tier.

    Celebration:
    110-130 -> 125-145 Neutral Damage
    Reasoning: Time to celebrate; its damage is actually on par now!

    Proxima:
    125-145 -> 125-150 All Elemental Damage
    154 -> 200 Life Steal (60-260)
    Reasoning: Since the negative health regen with positive life steal gimmick is generally hard to use, we increased the damage and life steal to increase its viability.

    Balloon's Bane:
    1 -> 2 slots
    50-90 -> 100-150 Neutral Damage
    120-200 -> 200-375 Fire Damage
    -6% -> -15% Spell Damage (10-19%)
    Reasoning: Knock knock, open up the door, it's real/
    Wit the non-stop, pop pop and buffing items that were previously mediocre

    Wooly Long Johns
    0% -> -12% Spell Damage
    -10% -> -12% Melee Damage
    Reasoning: No requirement water/air defense without high drawbacks made it a very strong patch item, so instead of nerfing the defenses which everyone wouldn’t like we just lowered its power by adding additional negative damages to it.

    Carrot:
    1-190 -> 1-280 Neutral Damage
    1-120 -> 1-190 Earth Damage
    Reasoning: Eat your greens, kids, and one day you'll get magically buff thanks to a benevolent council of game balancers who looked at this item and realized it had really bad damage for no apparent reason.

    One For All:
    -4 -> -3 Dexterity / Intelligence / Agility / Defense (2-4)
    10% -> 0% Fire / Water / Air / Thunder Defense
    -15% -> 0% Earth Damage
    0 -> 150 Raw Spell Damage (45-195)
    0 -> -150 Raw Melee Damage (105-195)
    Reasoning: One For All and All For One didn’t had much going on for them besides being counterparts of one and other, so we tidied up some of their pointless ids and added more usages for them that aligned with the original design’s gimmick.

    All for One:
    30 -> 0 Dexterity / Intelligence / Agility / Defense Requirements
    -10% -> 0% Fire / Water / Air / Thunder Damage
    15% -> 0% Earth Defense
    0 -> -150 Raw Spell Damage (105-195)
    0 -> 150 Raw Melee Damage (45-195)
    Reasoning: See above.

    Vampire Stick:
    22-28 -> 32-38 Neutral Damage
    Reasoning: We don't vant this veapon to suck, so ve put its damage to vhere it should be.

    Red Candle:
    35 -> 25 Life Steal (8-33)
    20 -> 15 Raw Health Regen (5-20)
    Reasoning: We're re-examining different curves and things for items, and Life Steal is in our crosshairs at the moment...and Red Candle was doing a bit too good a job at giving you health bonuses.

    Life Extractor:
    12-16 -> 32-46 Fire Damage
    20 -> 30 Life Steal (9-39)
    Reasoning: We also extracted some extra damage for it, since it was really low for some reason.

    Bonder:
    300 -> 245 Raw Health Regen (74-319)
    Reasoning: Just a simple health regen fix.

    Determination:
    150 -> 120 Raw Health Regen (36-156)
    Reasoning: You are filled with slightly less DETERMINATION than before. Health regen fix.

    Darkiron Aegis:
    175 -> 160 Raw Health Regen (48-208)
    Reasoning: Just a simple health regen fix.

    Zawah Jed
    135 -> 115 Raw Health Regen (35-150)
    Reasoning: Just a simple health regen fix.

    Ingrainment:
    85 -> 55 Raw Health Regen (17-72)
    Reasoning: Just a simple health regen fix.

    Jackal Crest:
    5 -> 4 Raw Health Regen (1-5)
    Reasoning: Just a simple health regen fix.

    Fuunyet:
    10 -> 30 Strength / Dexterity / Defense Requirements
    450 -> 165 Life Steal
    600 -> 1150 Poison
    Reasoning: With a life steal higher than a max Apocalypse, Funnyet was very strong as a secondary weapon to grab health in an emergency. We fixed that by boosting its requirement and tempering the life steal value. The life steal is still stronger than other weapons of similar level and tier, and now functions stronger offensively thanks to a compensating poison buff.

    Hallowynn Mask:
    5 -> 15 Raw Spell Damage (5-20)
    5 -> 12 Raw Melee Damage (4-16)
    Reasoning: Cool, this item that hardly anyone has anymore from a four-year-old holiday quest got a minor damage buff!

    Giant's Bracer:
    -50 -> -70 Raw Spell Damage (91-49)
    40 -> 70 Raw Melee Damge (21-91)
    Reasoning: Just putting the damages to an appropriate amount for its level and tier.

    Faustian Contract:
    -1000 -> 0 Health
    0% -> -15% Soul Point Regen (10-19%)
    Reasoning: It was too difficult to use already, so we removed one of its actual drawbacks and gave it a thematic one.

    Wick:
    50-120 -> 50-125 Neutral Damage
    50-110 -> 30-75 Thunder Damage
    5-45 -> 5-65 Air Damage
    Reasoning: Wick was too strong due to repeatedly buffing it up from being defensive to offensive. We fixed this issue and also rebalanced the base damages to incentivize its intended design, which is Thunder/Air.

    Woljawh:
    25 -> 20 Lifesteal (6-26)
    25 -> 20 Raw Health Regen (6-26)
    Reasoning: Putting the life steal and health regen to an appropriate amount for its level and tier.

    The Euphoric Fedora:
    -18 -> 0 Health Bonus
    Reasoning: M'lady, as you can see my fancy fedora has received an upgrade. The one I had before simply wasn't quite good enough as it was.

    Petrichor:
    0% -> 12% Spell Damage (4%-16%)
    12% -> 0% Melee Damage
    Reasoning: Just a simple shift to align it better with e/w/a's playstyle.

    Breaker Bar:
    265-310 -> 310-380 Neutral Damage
    -20% -> -15% Spell Damage (10%-19%)
    -35% -> -25% Fire Damage (17%-32%)
    -35% -> -25% Water Damage (17%-32%)
    -35% -> -25% Thunder Damage (17%-32%)
    Reasoning: Small quality-of-life buff to the item.

    Fluorine:
    -2 -> -1 Health (1-1)
    Reasoning: The electronegativity of Fluorine ions are -1.

    Drain:
    30 -> 0 Raw Health Regen
    Reasoning: Health Regen is like the opposite of “Drain”. It has too much life steal and needs a nerf, so we think the community would rather we keep the life steal instead of reducing it.

    Power Cell
    8 -> 10 Dexterity (3-13)
    Reasoning: Power Cell wasn’t all that worthwhile to use so we buffed it.

    The Levee:
    -40% -> 0% Earth Defense
    -20% -> -10% Spell damage (7-13%)
    -20% -> -15% Melee Damage (10-19%)
    -19% -> -15 Walk Speed (10-19%)
    Reasoning: While The Levee gave a good amount of defensive power, it was generally too unpleasant to use so we re-evaluated and rebalanced it accordingly.

    Executioner Helmet:
    10% -> 27% Melee Damage (8-35%)
    300 -> 180 Lifesteal (54-234)
    100 -> 160 Raw Spell Damage (48-208)
    Reasoning: Once again with the Life Steal curve in mind, we found Executioner's Helmet to have far too much...but since it has next to no health, other things needed to come up in compensation, so we bumped up its offensive power instead.

    Atlas:
    1 -> 2 Mana Steal (1-3)
    -6 -> -8 Attackspeed
    Reasoning: While Atlas sees good uses in certain powder special builds, the intended design for it is to be a hybrid support that increases your spell capability but kills your melee dps. Increasing the mana steal allows that to happen, putting the attack speed to -8 means it can turn a super fast weapon into super slow with any rolls.

    Aphotic
    30% -> 50% Spell Damage (15-65%)
    30% -> 0% Water Damage
    Reasoning: With this change we push Aphotic as the spell helmet that is viable across all elements (well, except for Thunder). To balance this we slightly lowered the overall net damage value, but since spell damage does more than water damage anyway the effects balance themselves out.

    Conrupt:
    -1 -> 0 Mana Regen
    Reasoning: It conrupts you a bit less now.

    Daybreak:
    25-55 -> 20-50 Neutral Damage
    15-65 -> 10-60 Thunder Damage
    35-45 -> 30-40 Fire Damage
    Reasoning: Putting the damages to an appropriate amount for its level and tier.

    Thunderbird
    20-60 -> 0-0 Neutral Damage
    40-120 -> 100-160 Air Damage
    60-180 -> 120-220 Thunder Damage
    -1000 -> 0 Health Bonus
    -90% -> 0% Earth Damage
    Reasoning: Thunderbird was too unpleasant to use on top of not having enough damage to justify its design.

    Adamantite
    1950 -> 1350 Health Bonus (405-1755)
    Reasoning: Adamantite’s health was overextending its usage way too far. The -element defenses aren't nearly as crippling as everyone likes to say; this still more than makes up for it.

    Heart of Fire:
    45 -> 35 Raw Health Regen (11-46)
    Reasoning: Just a simple health regen fix.

    Purgatory:
    2 -> 3 slots
    13% -> 18% Spell Damage (5-23%)
    13% -> 18% Fire Damage (5-23%)
    13% -> 18% Thunder Damage (5-23%)
    Reasoning: A small power buff as Purgatory has too high of a requirement.

    Praesidium:
    25 -> 50 Reflection (15-65%)
    25 -> 50 Thorns (15-65%)
    25% -> 333% All Elemental Defenses (100-433%)
    Reasoning: Praesidium is a weapon focused wholly in on its defenses; it’s practically useless for anything else, and it didn’t quite do its job well enough. So we gave it a huge boost to compensate for that. Still inferior to spears like Guardian due to its lack of damage output, but you’ll be an absolute wall holding it.

    Ridge:
    5 -> 12 All Elemental Damages (4-16%)
    5 -> 12 All Elemental Defenses (4-16%)
    Reasoning: It has very low health for its level and tier so we gave it more power in its IDs.

    Infilak:
    2 -> 3 slots
    60-90 -> 60-110 Neutral Damage
    55-70 -> 60-90 Fire Damage
    Reasoning: Infilak was a neat concept, but only exploding was definitely not enough to keep this weapon competitive. We didn’t want to change the way the weapon felt so a simple damage buff felt like the best way to retain its identity while allowing it to be stronger. Make more big boom-boom!

    Zenith (Unique Wand)
    33 -> 60 Exploding (18-78%)
    Reasoning: Small quality-of-life change. Zenith was meant to focus more on exploding to begin with so, the more explosion the better! Make slightly less big boom-boom than above but still significant boom-boom!

    Namazu:
    2 -> 3 slots
    300-400 -> 250-350 Neutral Damage
    200-300 -> 300-400 Water dAmage
    Super Slow -> Very Slow Attack Speed
    5 -> 8 Strength (2-10)
    12 -> -7% Walk Speed (5-9%)
    -20 -> -10 Thunder Defense (7-13%)
    Reasoning: Namazu didn't really do a whole lot before, so we tempered its downsides and adjusted it a bit. Now, it has some strong spells on its side while its melees suffer, instead of just having generally underperforming abilities all-round.

    Hardline
    0 -> 6% Fire Damage (2-8%)
    6 -> 0% Thunder Damage
    Reasoning: This was probably a typo, honestly; it’s earth/fire. Why did it have Thunder damage?

    Rumble:
    15-55 -> 5-35 Neutral Damage
    Reasoning: Putting the damages to an appropriate amount for its level and tier.

    Orient
    180-220 -> 230-270 Neutral Damage
    Reasoning: Putting the damages to an appropriate amount for its level and tier.

    Dancing Blade
    50-65 -> 75-90 Air Damage
    50 -> 75 Agility Requirement
    8 -> 15 Agility (5-20)
    17% -> 15% Reflection (5-20%)
    -8% -> -15% Earth / Fire Defense (10-19%)
    -6% -> -15% Water Defense (10-19%)
    -4% -> -15% Thunder Defense (10-19%)
    Reasoning: The dancing queen, young and sweet, only seventeen percent reflection down to fifteen in exchange for better utility in the form of greater Agility and better damage.

    Eil
    250 -> 500 Health Bonus
    Reasoning: Eil doesn’t have much going for it except its defenses, and it didn’t do much with those anyways.

    Red Ko Rhu:
    -30 -> -60 Fire Defense
    0 -> 40 Earth Defense
    -2 -> 0 Agility
    15% -> 20% Thorns (6-26)
    3% -> 10% Exploding (3-13)
    -5% -> -8% Walk Speed (6-10)
    -10% -> 0% Air Defense
    Reasoning: Red Ko Rhu was weird and unfocused, we remade it to be Earth/Air in nature and increased its defensive capability.

    Sans:
    200-250 -> 210-250 Neutral Damage
    0% -> 20% Melee Damage (6-26)
    Reasoning: The design was a bit lazy before, so we bumped its power up. Not by a skele-ton, but just enough so you won't have as much of a bad time trying to use it.

    Throatcut
    77-177 -> 77-377 Fire Damage
    77-177 -> 77-377 Air Damage
    15 -> 40 Agility Requirement
    35 -> 40 Defense Requirement
    25% -> 27% Melee Damage (8-35)
    50 -> 100 Lifesteal (30-130)
    0 -> 10 Agility (3-13)
    Reasoning: Putting the damages to an appropriate amount for its level and tier as well as increases its overall viability with a requirement change and ID buff so it is more aligned with other items of that elemental combo.

    Sekaisin:
    15% -> 60% Thunder Damage
    Reasoning: Sekaisin is... interesting. Given how strong thunder powders can be on super fast weapons, we weren’t comfortable in giving it more slots and instead thought balancing around 1 slot would be an interesting approach. To put it simply, this is just a damage buff, and hopefully Sekaisin can actually see a tiny bit of use with it.

    Perun’s Crown:
    50 -> 40 Dexterity Requirement
    Reasoning: The requirement is too high for its level so we lowered it slightly.

    Wybel Fluff Bow:
    410-490 -> 380-440 Neutral Damage
    Reasoning: For whatever reason it had higher relative damage than the other Wybel weapons. Who'd have expected it from the fluff of all things?

    Crossbow:
    155-165 -> 200-210 Neutral Damage
    Reasoning: Putting the damages to an appropriate amount for its level and tier.

    Nebulous
    8% -> 9% Spell Damage (3-12)
    50 -> 65 Raw Spell Damage (20-85)
    Reasoning: Nebulous was a bit underwhelming after several nerfs, so we gave it a splash of special stardust to up its damage.

    Ex Nihilo:
    Air Defense: 100 -> 60
    Earth Defense: 0 -> 80
    70 -> 50 Strength / Agility Requirements
    Reasoning: High req with the negative defense skill point and fire defense made it very unpleasant to use well.

    Name Changes:
    Follow The Wind -> Follow the Wind
    Back-up Plan -> Back-Up Plan
    Enhanced DuskShield -> Enhanced Duskshield
    DuskShield -> Duskshield
    All for One -> All For One
    Quartz-laced Leggings -> Quartz-Laced Leggings
    White-hot Leggings -> White-Hot Leggings
    NightMail -> Nightmail
    NightVest -> Nightvest
    DuskHelm -> Duskhelm

    IM Team -> Grammar-sticklers
    Stellar: 45 All Skill Points Requirement
    Prev: 30 All Skill Points Requirement

    Cataclysm: 130 Dexterity Requirement
    Prev: 115 Dexterity Requirement

    Dancing Blade: 75 Agility Requirement
    Prev: 50 Agility Requirement

    Throatcut: 40 Agility / 40 Defense Requirements
    Prev: 15 Agility / 35 Defense Requirements

    Revamps 1: Here
    Revamps 2: Here
    Revamps 3: Here
    Changes 1: Here
    Changes 2: Here
    Changes 3: Here
    Skill Points 1: Here
    Skill Points 2: Here
    Skill Points 3: Here
     
  2. Sir Devastation

    Sir Devastation Famous Adventurer HERO

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    weeb CHAMPION

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    Kaelan~ RIP VIP

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    orange0404 corkus is actually here HERO

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    dead zeffe Guest

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    Antra Malding since 2014 HERO

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  18. Antra

    Antra Malding since 2014 HERO

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    just sniping them off
     
  19. Endertricity

    Endertricity Assorted Mini Quiche VIP

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  20. AurumKitsune

    AurumKitsune Queen of Phoenixes VIP

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