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Discussion About Balancing Pvp

Discussion in 'Wynncraft' started by Geno, Jun 10, 2017.

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  1. InvertedReaper

    InvertedReaper The Nigerian Soothsayer HERO

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    I'm gonna be honest here. Wynn is at its core a PvE-orienrated game. Balancing for PvE and PvP are two completely different beasts, and I really don't think there should even be PvP in Wynn. It's always been an afterthought and was kinda just shoehorned into the game because people wanted it.

    That being said, RNG is an integral part of just about any game. Having a factor that the player has no control over kinda makes things balanced in a way. It helps even out the playing field since RNG can go in anyone's favor. But this is what I meant when I said balancing for PvE and PvP are completely different. In PvE, you're usually fighting multiple enemies at once and they're all focused on you, so even with an 80% dodge chance, quite a few hits can still get through. But in a PvP scenario, it's quite ridiculous. even if it only takes a couple of hits to take someone with that high dodge chance out.

    As for Poison, having Defense lower the amount of damage it does would just make PvP centralized around tank Warriors and Mages since it just does a flat amount of damage and not a percentage and high DoT is probably the most reliable way of taking out a tank. Instead of decreasing the damage, I would decrease the time the poison persists. Maybe by around half.

    Mage is honestly one of the reasons why I don't think PvP can really work in Wynn. High mobility, high damage (even when building tanky), CC, and a ridiculous heal. The only way to really beat one is to catch one off guard and burst them or catch them without Mana. Even if the Heal is nerfed, nothing can stop being able to fully Regen their Mana every 4 seconds.

    Lastly, weapons being too powerful is a product of Wynn being centered around PvP. Even the players with the best tank gear don't even come close to the HP and overall stats of some of the bosses in this game.

    My point is that you can't really balance for PvE and then balance for PvP after the fact. You have to balance the PvP first and then the PvE.
     
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  2. Twin Lotus

    Twin Lotus Straw Hat

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    If PvP were to have some cool plays to it, it will definitely be canceled out by something like agility. But yeah, agility can really hurt if you are using a weapon that is not a Mythic-tier. Fights in the Nether happen very quickly. If you don't deal "that" much damage in that much time, you lose!

    So to counter agility, you use poison! Crud. Poison's unavoidable true damage within 3 seconds can melt anything, as most of these builds are able to cover up the typical player's max health, and can still have some excess poison left.

    And when you think poison is enough to kill another, they are actually a mage! Using heal. Their unique ability to maximize health in fights with only few mana points help them survive in overwhelming situations. And in the Nether, this can really take a crap on smaller builds when paired up with good defense, health, and mana. And to have those other spells at bay, especially Ice Snake, they can be a big pain to other classes.

    But damn, the bigger builds with unparalleled damage, nothing matters to them; all the other people in the Nether must surrender their health and excessive defenses!

    I really doubt that both PvE and PvP will be equally balanced, ever. If Mythic-tier weapon damage is reduced to satisfy longer PvP fights, it might kill its "mythical" potential in killing stronger enemies in PvE. Or if agility is nerfed, it can make the typical air user in PvE die even quicker. These examples are not the best, but you sort of get the idea that PvE and PvP will probably never be balanced unless PvP is drastically changed.



    just bring back old nether lol
     
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  3. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    most of them aren't balanced for pve ether, take alka for example, it's simple ignores 90% of the def of basically any mob, doing an easy 6-7k per melee hit. this is due to how elem def is calculated, it's not to balance it for pve, it's more so a glitch.
    these are mostly the weps we speak of. more than likely if someone spoke of it being broken in this thread then it's not just pvp, and most them are just abusable or need some kind of debuff in ids. also "close to the HP and overall stats of some of the bosses in this game" this is a lie, at least with "states" maybe not hp, but yea its possible for someone to have more elem def the qira, in fact, i do.
     
  4. Cosomos

    Cosomos Well-Known Adventurer

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    I made a list of bugs/features that might be fixed/balanced in the next update,
    although it does not solely focus on pvp/pve balance it does mention and gives possible solutions to many of the imbalances that plague pvp/pve
     
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  5. Geno

    Geno I enjoy chicken. VIP+

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    Yeah the game is centered around PvE, but the game is ridiculously easy. 99% of mobs can be killed by mix and matching any decent high level gear, the exception being Legendary Island I guess. Even then, the bosses for PvE are such a joke it isn't even fun. In essence, most bosses are high health zombies or skeletons that hit hard and maybe teleport around, exciting...

    I'm trying to help polish existing content that really doesn't need a lot of coding (compared to creating good bosses), but moreso theorizing and discussion to make it better.
    I agree that if the damage was nerfed it would lose its touch, but it's lame being one shot. Kinda torn about it now lol
     
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  6. Pokextreme

    Pokextreme Avos Air Archer HERO

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    Perhaps just Lower all damage in pvp. Like you deal 25% damage
     
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