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Please Make The Amount Of Xp Needed For 110+ Profs Higher.

Discussion in 'Wynncraft' started by I_Liek_Turtlez, Jan 28, 2021.

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Should the xp requirements be made higher?

  1. Yes

    18 vote(s)
    10.9%
  2. No

    147 vote(s)
    89.1%
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  1. Pifg

    Pifg aaaaaaaaaaaa CHAMPION

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    wait thats a thing? you can do that?
     
  2. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    guild territory gxp is
    oof
     
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  3. Wizconsin

    Wizconsin Official Cheese Man VIP+

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    But doesnt that just mean the leaderboards will now allow more competition?
     
  4. Ichikaaa

    Ichikaaa woop woop CHAMPION

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    I will say. I will agree with this. Guild territories giving a prof xp bonus is just stupid. It is unnecessary, and adds literally nothing to the game, I feel. It is a cool and unique concept, sure. But it is just kinda stupid. I wish there was a better reason to war than to fight over some resource nodes.

    Edit: This quote from Dwicey regarding grind spots sums it up nicely for profs too-
    "We shouldn't balance the game around guilds. Guilds should be balanced around the game, if guild progression is slow / slower than it should be, make a suggestion for that, not for grind spots. Completely different things are considered when making decisions about those two things"
     
    Last edited: Jan 28, 2021
  5. Wizconsin

    Wizconsin Official Cheese Man VIP+

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    IK this is a discussion but are yall forgetting that salted won't change things that he and the CT worked hard on for months because some proffers are butthurt, just sayin.
     
  6. ImTheSnail

    ImTheSnail bad CHAMPION

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    I don't think the xp requirements should be made higher, rather that the insane boosts from guilds and gather xp bonuses should be toned down because of how these boosts aren't that accessible to the average player (not to mention that the guild xp boost only applies to certain dernic gatherings)
     
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  7. Crokee

    Crokee Nudist poking eyes CHAMPION

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    Do note that this is for endgame profs, where levels at this point don't matter in terms of changing your gameplay.

    ----------------------

    After further thought, I think that the addition of Gathering XP is way too much on these certain factors:
    • Guild territories (+180% = x2.8 multiplier): Why is there such a huge multiplier from guilds? We have tested this extensively and not only is this broken as hell, it's also quite easy to maintain and is MULTIPLICATIVE. I believe OP made this thread in reaction to this:[​IMG]
      (hi @AmbassadorMax)

      For reference, this is with a full Gathering XP set with 180% guild territory boost and no Hunted mode. There is also slight XP decay as well (reduced XP due to being overleveled). Without the territory boost, this number should have been around 18k, which is more in line with DXP weekend + Discord link + Hunted mode without XP decay.

      Even making this additive would make this number around 37k, which is still double of pre 1.20 limits. It really needs to be tuned down.

    • Gathering XP sets: These are pretty much fine as it is. Although the number feels really high, the amount of time needed just to get these sets is also high due to these ingredients only dropped by rare mobs. It would be nice to have some of the lower Gathering XP ingredients be droppable by normal mobs to give easy access to Gathering XP by the average player.
    • Gathering XP Tomes: These are also MULTIPLICATIVE. Maximum of 24% is fine, until you consider that these multiply on top of what you have instead of additive.
    The main issue is the guild territory. It may seem hard to maintain, but trust me, it is not if you optimize your guild territories well. For reference, my guild currently owns SE for the sake of using this XP boost for all profers, and after many hours of my time optimizing just TWO wood territories, I am able to boost 2 territories with 150% and another territory with 180% without much loss to defense at all, PERMANENTALLY. Now imagine this to a much larger guild.

    That said, increasing the XP requirement won't fix the main problem of "leveling up too fast".
     
    Last edited: Jan 28, 2021
  8. Bixlo

    Bixlo I maybe am funny sometimes HERO

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    This is so true it hurts. 1.19 profs were horrible and caused alot of ppl to hate them ofr how hard they were. 1.20 made it less of a cyanide apple. I can understand how this would make max lvl not as grand of an achievement, however it is still an extreme achievement. to get ALL profs to lvl 100+ is more than astounding and always will be. Now, its just easier to get there without 70+ hours of prof grinding alone.
     
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  9. AmbassadorMax

    AmbassadorMax Professional Wynncraft Speedrunner CHAMPION

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    That picture is without hunted.
     
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  10. Crokee

    Crokee Nudist poking eyes CHAMPION

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    What the hell......... fixed.
     
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  11. _Johku

    _Johku hi HERO

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    I dont think that spending 5h everyday clicking fish is an achievement. Also its good that you dont have to do that now to get to 130
     
  12. Valdu

    Valdu hello HERO

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    and now you realized you were just wasting your time ok
     
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  13. ZockerCam

    ZockerCam Travelling sorcerer. Master of Wind Magic. VIP+

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    I've never felt such happiness when voting "no".
     
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  14. RoboNite

    RoboNite Travelled Adventurer

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    yes pls yes
     
  15. NeonRider

    NeonRider Famous Adventurer CHAMPION

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    back when professions came out, nobody thought achieving level 130 on one profession was even possible and now it's a complete joke classic wynncraft
     
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  16. Wizconsin

    Wizconsin Official Cheese Man VIP+

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    It's not a complete joke, as I pointed out earlier, Turtlez said he used ALL of the possible buffs available to him. He,

    -Convinced his guild to put the resources in to be able to gain a prof XP bonus (Unlikely for the average player and impossible for someone not in a guild)
    -Used hunted mode (Not possible if you haven't completed hunters calling or are doing a HIC playthrough
    -Used a whole gxp set (Very expensive, unless you want to craft it yourself which would mean you have already spent dozens of hours in profs)
    -Used gathering speed consumables (Again very expensive)
    -Spent IRL money on prof speed and XP bombs (Which unless you want to spend hard-earned money you just have to hope you can get on a server with prof bombs.)

    Again very unlikely and the stars would have to align for a normal player to get all of these bonuses, which means it is basically only achievable by people who have already spent many hours on profs.

    Also, I don't like how a couple of players' achievements being easier to achieve is worth more than 100s of players being able to access endgame crafted armor at all.

    I do also agree that the guild xp bonuses are busted and need to be nerfed to maybe 50%.
     
  17. StormKing3

    StormKing3 Famous Adventurer

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    No
     
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  18. AmbassadorMax

    AmbassadorMax Professional Wynncraft Speedrunner CHAMPION

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    One of the issues about it being more accessible is that Salted intended professions to be a giant grind that very few players did. These people who dedicated tons of hours would be the people who crafted items for players not wanting to do the grind.

    And another fact that we forgot to take into consideration this entire forum post is OP only wants the xp requirement to be raised for profession levels 110 and above. The sake of grinding professions after 110 provides no extra usefulness and the only sake of doing so is for the levels.

    OP is wanting the grind to be more difficult to not devalue all the efforts that players in 1.19 spent grinding professions.

    As for the idea that “all the stars need to align” is not an issue for profession players. We all tell each other when any prof bombs are thrown because of the bomb bell from Champion tank. There is a guild that any Dernic level profer can join to reap the insane 2.8x multiplier. And as for the gear set? It takes very minimal effort to grind the gear yourself as it just consists of waiting for the rare mobs to spawn and then making the gear. If you were to grind most of the ingredients and materials yourself it’ll cost you less than a stx of le.

    All of this allows us to get up to 7x the xp as in 1.19. You could decrease the multipliers but that will make lower level professions less accessible. All that needs to happen is for professions lvl 110 and up is the xp requirement being raised.
     
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  19. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    The only people who take issue with the fact that professions are easier now are the ones who leveled up exclusively on bombs and don't know just how bad the grind actually is. In 1.19 it took me something like 5 hours to go from 100 to 110 on a DXP weekend with TXP from a bomb and double speed, which wasn't too bad, but the issue is that on any other day without bombs that time would be closer to 30 hours which is way too much. Clicking mindlessly for 30 hours isn't an achievement, it's a waste of time. Some grind is good, but that was way too much and I'm glad to see that changes are finally being made to balance things out. I hope they keep adding ways to more quickly level professions in future updates.
     
  20. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    Since when lol, he's the one adding these buffs like guild prof xp bonus and tomes so I'd say he wants them more accessible than they are right now anyways. I'm pretty sure he's actually said that he wants players to do profs, but intended more for them to only do a couple of them not all.

    Also, wtf is increasing the xp from 110+ onwards going to do? You already have those levels with the lower amount of current xp, so you'd either derank or have less xp than possible to get to those levels which I kind of doubt would happen, but that wouldn't be good if it did. If anything, have them scale xp decay up a lot past 110, have a gather xp hardcap or something.
    Personally, if anything like this would happen, I'd argue that only 120+ (or was it 118?) should be made harder because that's the last level where you actually get anything (fastest gathering time of dernic stuff).
    Also FYI I would not consider hunted to be relevant at all in any calculations, because nobody sane would gather in hunted with an extremely expensive crafted xp set.

    Yeah, I'm against the idea of making later levels harder, pretty much for reasons @Ichikaaa has said, BUT I actually do agree that the guild bonus is too high, if it's actually multiplicative. an additive 100-150 or so would probably be fine in my opinion, or a multiplicative 50-80ish.
    Tome wise I'm not really sure, mostly because they're hard to get and are bound to a single class. Once again it's multiplicative, which I don't get why at all...
    Edit:
    it is completely irrelevant to include crafting here, because everything new increased gather xp not craft xp, craft xp hasn't changed at all correct me if I'm wrong, and has no place in that complaint. You could always pay for craftings.
     
    Last edited: Jan 29, 2021
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