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General My updated 2.0.1 feedback

Discussion in 'Feedback' started by Da Homeboi, Nov 6, 2022.

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Which part of 2.0.1 do you think is the coolest?

  1. New Charon

    0 vote(s)
    0.0%
  2. New Corrupted Charon

    0 vote(s)
    0.0%
  3. The Breaking Point

    7 vote(s)
    58.3%
  4. Corrupted Galleon's Graveyard

    3 vote(s)
    25.0%
  5. Something else

    2 vote(s)
    16.7%
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  1. Da Homeboi

    Da Homeboi maybe tell me if somethings wrong with the wiki

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    I made a thread in the Hero Beta subforum, and with 2.0.1 getting released, it will inevitably be locked for a while. So... here's my feedback on the main stuff in 2.0.1 except now it's released.

    I still think it's on-par with the original. It's a neat tutorial to script spells in a way. Also really cool model.

    Old fight was neat, and should probably be reused in a quest rework (preferably somewhere in the nemract region as that has some cool quests that could tie into Charon lore, and some are pretty dated (ie Lost Tower, Pit of the Dead).

    Gravedigger's timing is now less generous and feels a bit right, Souls of Sojourn now teleports Charon to a random spot in the arena and is now fired quicker, but again, still feels a bit too easy, though this is a level 27 boss so I'll let it slide and elaborate for the corrupted fight. Seething Sweep is now Lacerate but much further, or he goes in a circle.

    I still like that he has spells that are meant to not make you constantly aggro on him, which I like as you don't just rll rlr to your heart's content.
    Remember how the old Corrupted Charon boss fight was basically Garoth's but with a larger arena? Let's just say... we did it gamers.

    Yes, the new fight is very similar to the old one, but it has two new script spells. One summons minions (meh), and the other can almost kill you. The latter attack is called Soulstealing Curse and is pretty similar to how you shouldn't constantly aggro him. Also remember how I said I'll elaborate on that Souls of Sojourn thing? Yeah, I think maybe a minion could spawn where a skull lands so it's more threatening, but that's just me.

    The main takeaway is that this fight is now at least a B-tier, and got Canyon Guides-ed (i tried), from being abysmally awful to at the very least being likable.
    Feedback is basically the same my previous. Also finding all the NPCs scattered around the map (guys find desint please) is a pretty neat touch. So time to ctrl c ctrl v.

    "Honestly, this quest is top-tier, and, to the dismay of oculism who will probably hate democracy after this, is the best quest that was released for the 2.0.x updates.

    The plot revolves around the Colossus, and it does truly feel like everything you've done from Levels 80-95 culminated in this. Several characters make their return (Maxie, Korzim, Ozoth (don't say it don't think it)). While it does feel a bit all-over-the-place, that's not really a bad thing. However, you do spend most of the time in the Molten Heights, although I can forgive it as the quest itself has pretty neat mechanics.

    You end up meeting Maxie's husband, and then go to Corkus to get a fuel source, which makes you kill enemies and then a miniboss, then you go to kandon-beda, then rodoroc, and you see a dogun being unfreezed, then go to an ice vault and get to be a trapper for a minute, and then dialogue guessing game (but it doesnt put you back at the start and is pretty cool for lore), go to Ozoth and then get the fire from her stomach (DON'T SAY IT DON'T THINK IT DON'T SAY IT DON'T THINK IT DON'T SAY IT DON'T THINK IT) and then release the Doguns, and then you witness a cutscene of the doguns calming the Colossus.

    Now, I will say that you should absolutely experience the quest for yourself. It does feel like the ending of the Colossus arc, and a satisfying one at that.

    "But wait, the colossus is locked behind this quest, and you need to do 7 to unlock this! This game sucks now!"

    Actually, no not so much. While you do have to do the quest, you only have to do it once, and you get an item so you don't have to do 8 quests on separate playthoughs.

    Really the only suggestions I have are the following:
    - Some sections feel a bit too vanilla for my liking, so maybe tossing in some puzzle would do.
    - After you've defeated the Colossus for the first time, maybe you can go talk to everyone involved and they're like "hey you stopped congratz!" or something like that.

    Also you can talk to the Seaskipper after this (because he was meant to give you the invitation to maxie's wedding) and he'll give you the invite, which I think is a cool post-quest thing.

    My personal rating for TBP: 9/10"
    Is it finished? kinda. Pretty buggy but at least the general gameplay flow is pretty much final.

    The rooms are pretty similar to the non-corrupted GG, so I'll breeze over them. I'll also not really mention bugs as I haven't experienced them myself yet.

    When fighting the bombermen, at first in the beta I did not know you had to use the cannon instead of picking up and tossing tnt unlike the old version. I think it should be clearer when they both spawn text appears in the middle of the screen saying smthn like "SLAY! Kill the Bombermen with your Cannon".

    TNT run now has lava geysers, which are alright ig.

    Corrupted Megalodon's nametag is not "The Corrupted Megalodon". Literally unplayable.

    The boat cannon section is still pretty neat, although I don't see any armored guys anymore, which is kinda weird.

    The running section from Le Bigger Fishe is still pretty much the same, though I did notice it swims much faster. Also the hitboxes for the holes are a bit janky, as you have to be at the very most 2 inches away from one to actually blow through it.

    The next mob grinding section is alright. Also Le Bigger Fishe's nametag is not "The Corrupted Piranha". Literally unplayable.

    The tnt tossing part has been readded. That is all.

    The cannon parkour is also pretty cool too after I realized you had to use at least 2 shots to get to a platform. My only suggestion is that there should be a rebound system if you land in the lava so you don't burn and end up right back at the start.

    The Corrupted Mutineers's fight is basically the original fight but with higher HP and damage.

    Corrupted Redbeard is the shining jewel, and I'd say the fight has been nailed perfectly (if you can get past the cutscene bug). It is actually very different from the original. First, the arena is on Redbeard's ship instead of a random room inside it, and the cannon mechanic from the original fight has been removed, and instead replaced with 3 script spells. Two are alright, and one is pretty cool. Ground Charge is neat, mortar is the lite version of the cool spell, Seven Seas Armada. The one thing from the beta I'm actually surprised didn't make it over was the big text that showed the status of the spell. This is essentially the "ultimate spell" of Redbeard, where he goes in the center of the arena and goes absolutely nuts with tnt. However, again, one nitpick I have would be that the way it charges is that it goes up by 1% per second and per hit, which is a pretty similar issue to the Revenge AI (ai that attacks back for every hit dealt to it), and this screws over the "burst damage" archetypes, such as Boltslinger, Arcanist, Acrobat, Battle Monk, and Summoner (the main ones I can think of for each class). My suggestion for this would instead be implementing a damage threshold for everytime the spell charges, so instead of it going up by 1% per hit, it could go up by 1% for every 5k damage dealt to it or something.

    Also the dialogue was finished. It's cool.

    {insert ending here}
     
    starx280 and Uniimog like this.
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