Discussion in 'Wynncraft' started by Major_Lue, Sep 27, 2019.
It has been 1 month without any updates :eyes:
incoming fire/thunder/air support :eyes:
or even....more fableds...or even RAINBOW MYTHIC BOOTS?
More Fableds please God.
Uranium Aegis' health should end in 235.
https://forums.wynncraft.com/threads/ornate-set-bonus.263567/ old bonuses need fixing
Man it’s been radio silent over here
The world trembles in fear as I prepare my next two item essays.
I heard EA changes are approaching completion.
This is gonna hit me hard
Are they buffing it or nerfing it?
buff obscure items and nerf any meta items to the ground as per usual ;)
for real tho idk but I hope there will be a little more support and maybe some new items...
still waiting for rainbow mythic boots
Rainbow mythic boots would literally send all Rainbow mythics weps dmg to the roof, because rainbow sanc exist.
Okay i'm tired of warrior as a class being thrown under the bus and it's items being virtually ignored. I get few people play the class now days but I feel that leads alot of things being overlooked. I know that warrior could use alot of changes to getting more spell utility and overall buffs but I also think alot of the problems lie within the fundamental designs of alot of the weapons not fitting well with the class. I know I’ve said this before and I know it sounds weird and most people who don’t play warrior think this is stupid but here is basically what I am saying.
Problem 1: the bridge between mythics and legendaries is way to big compared to other classes. This seems like a weird thing for me to bring up but in all honesty it is a serious problem. On archer most legendary bows hit about 9-15k bombs and most mythics hit 12-20k+ (haha divzer and gma). For assassin most non mythic daggers spin 6.5-8k with a couple able to be pushed to 9k, mythics then hit similarly around 7.5-11k and then cata...we won't talk about cata. Shaman hits generally 8.5-12k auras with mythics not hitting that much harder (fairly sure mythics top around 16ish with shaman). Mage has legendaries that hit as hard as mythics and can near 18 or 19k meteors and mythics that hit a little harder...and then fatal. As for melee it is quite similar, diminar and proxima are the only really good melee options for warrior and neither can get really great dps compared to mythics. Of course these must be a bridge between mythics and legendaries but on warrior this bridge is just far too wide. When we look at something like torrental tide and spring we can see about a 3-4k difference in bombs. When we then take a look at tidebinder and idol we will see about a 6-8k difference in uppers. I know tide is tanky and idol is damage so here's another example. We can take a look at gales force and strati and then hero and zephra. With gale and strati the difference is walkspeed for hp and about 2-3k more on bombs. For hero to zephra the difference is a major id, no -ls, no -mana regen, more walkspeed, 4-5k more upper damage, and an insane amount of skill points. I really think the only non warrior example of such insane differences are cata top ripsaw, divzer to cluster, and gma to alka needless to say having issues like this on basically every mythic for a class is an issue. I could go on but I think in the end my point is just that the bridge between spears of legendary and mythic tier is too large to really work well. And no FOR THE LOVE OF GOD DO NO NERF MYTHICS BECAUSE OF THIS RANT that would only make the problem worse than it already is.
Problem 2: Warrior weapons do not feel as though they are designed with the class’s tanky nature in mind. Mythic weapons work well because the damage they deal is high enough to justify building glass as you can kill bosses/players fast enough without dying instantly. However this really doesn’t work with legendaries. In my testing the forsaken, braker, and quinque are the highest damage non mythic spears, the former two i’ve used builds with. These items are all quite glassy and when I used them ingame I found myself having to be far more careful than I felt I really should because I had to have such low hp and defenses in order to get sustainable damage from these weapons. On top of that having mana steal builds on warrior is really difficult because warrior struggles to get close...but that’s not an item team problem so I won’t rant on that now I just point it out as currently mana steal spell builds tend to get more damage than mana regen builds. On the other side of the coin we have weapons like ignition and tidebinder that are designed to be tanky, the problem with this is simple though, they have an extremely hard time providing enough damage unless you build glass, in which case you should just use a freaking glassy weapon. I’m not saying that tank weapons should deal as much damage as glassy weapons, I am simply saying that tank weapons need either even more amplified ids or a bit more damage to make them rewarding to use in tank builds. Weapons should be utilizing things like hpr, life steal, elemental defense %, and whatnot but in my opinion the only one that does this well is tidebinder and as much as it pains me to say tide is still not that great. In my mind the solution to this would to take a look at alot of the endgame legendary spears and better define if they are meant to be tanky or glassy. I know in the past I’ve suggested giving bedruthan earth def, giving tide its 4/4 back, giving harwrol some %defs for e/f/a, and increased ls on ignition, things to just make these items actually tanky in practice rather than just pitiful excuses of tanky items.
Problem 3: So many weapons feel just boring. I mean shaman reliks really got me to see this, I know these are new and alot of time went into each weapon and that makes sense but for real it feels like so few weapons actually pop out as unique and the few that do are generally bad (like ace of spades, praesidium, and brace of the ninth) with a class that should effectively be able to utilize being both a tank and a glass cannon why not have more weapons pertaining to that instead of just boring dual elemental rares that really offer nothing and are rarely (haha pun intended) viable.
Problem 4: Warrior lacks spell utility and needs a buff but this is out of item team control and regardless a buff to spells would really not change my mind on anything i’m currently writing in all honesty.
Problem 5: Weaponsmithing also kinda sucks. This goes for assassin as well but honestly the endgame pool outside of water, air, and hp items just feels really bland for crafteds. On top of that, warrior only has one good non elephelk trunk dura booster and it gives -walk speed which can be a pain for a class that lacks mobility when approaching and then -3 to -4% can really get amplified by unicorn horns. That gets me to my next point of unicorn horns, like for real why is this the only good ingredient effectiveness item? Why can’t we get another? In the end weaponsmithing just needs buffs to alot of the defenses and damages on ingredients as well as more unique feeling high tier ingredients because weaponsmithing to me just feels bland and not super rewarding for warrior right now(yes I know it has more than woodworking already). Also to kinda add to Problem 1 alot of the crafted weapon damage feels a bit low as honestly compared to bows, wands, and even weaponsmithing daggers the base damage on crafted spears just feels a little too low in my opinion.
thank you for coming to my ted talk
Isnt this supposed to be a Mythic to Legendary comparison?
Oh wait Alka cometflinger not Alkatraz.
@JaydonTheWarrior made a thread about warrior a while back
Most of what he's talking about is the weapon design. He even brings it up briefly in 4.
Although I do agree with the overall issue, warrior weapons in general just don't deal enough damage.
Its an issue I've brought up before in private, mostly, I would talk about how annoying it is that warrior has 4 points in its base damage, and yet has the 2nd lowest, or the lowest (depending on element) damage of any class in the game.
Virgin tide binder: 14k upper
CHAD IDOL: 20k upper
Yeah I didn't bring up much else in 4 because it's item team not ct on this thread but really I don't think spell utility would fix the current damage problems facing non mythic weapons.
I don't think you're making fair comparisons on #1. Tidebinder is a highly defensive spear with very low base damage (even if it doesn't actually have useful defensive attributes). Zephra is trash-tier, this is known. If you look at the only good spell spears (Hive Spear and Braker) you can see much more comparable numbers. Warrior just has generally not well-balanced weapons in the nonmythic group.
With #2, I think this ties in with #4 - the biggest problem is that warrior's spells have next to no damage mitigation utility, the way all other classes do. Archer has Arrow Shield and ranged attacks, Assassin has Spin's blindness and Vanish, Mage has Ice Snake and Heal, Shaman has Aura trap and Totem healing (or extra range, depending on which one you choose to take advantage of). Warrior has... Warscream to push mobs away? But then you can't attack... For spell warrior to be at all functional, it needs at a minimum 1. a way to freeze mobs (Bash, pls...), and 2. a way to blind mobs (imo, should be Warscream or Charge) Every other class has some way to use their spells strategically against both melee and ranged mobs.
Also, Inspire is stupid. It just means you can't use Charge because you'll lose Warscream defense boost, and because of how glassy warrior functionally is (see above) this is a big deal.
tl;dr Warrior has no damage mitigation and mediocre damage. It's like shaman-level damage (i.e. relatively low) without mob control or healing.