Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

Ultimate gain speed

Discussion in 'General Suggestions' started by Bixlo, Jul 6, 2026.

?

Fair request?

  1. Yes

    2 vote(s)
    100.0%
  2. No

    0 vote(s)
    0.0%
  1. Bixlo

    Bixlo I maybe am funny sometimes

    Messages:
    1,057
    Likes Received:
    1,049
    Trophy Points:
    128
    Guild:
    Minecraft:
    As of recent I've seen that some ults are gained way quicker than others. while this makes sense, it does seem disappointing for the classes where the ult is gained slower. My two best examples are Fallen and Rift walker.

    Fallen ult states" Activate abilities or take damage to charge your ultimate meter to 100%"

    Rift Walker ult states" activate your abilities to charge your ultimate meter to 100%"

    What trips me up is fallen relies on abilities or taking damage, not dealing damage/main attack and losing health. Fallen by design is a melee based subclass with the idea of "Lose health hit harder" This is really fun to me and I greatly enjoy it(even tho I suck at it lol). However I play without Mindless slaughter. This is because I already die quite often on fallen due to the design of the subclass. I try to give myself more leeway by not running this single node. In doing so I've basically cut myself at the knees. Because the ult is dependent on using abilities(not something as common for the melee based subclass), and taking damage(Also something I try to avoid so i can live).
    This overall makes getting ult on fallen alot harder and less fun, as now I must either use more spells and lose mana for the small amount of abilities I do rely on, or actively reduce my chances of survival by taking the mindless slaughter node so I can charge my ult.

    And yet, on Rift walker, just using the class spells and playing as intended rewards you greatly with 1. an awesome ult, and 2. an ult that is quite frequent. This makes rifts ult feel less "impactful" and "earned" because its so frequent. FYI, I'm not complaining about rifts ult since I love using it as it is now.

    Lets talk Ult utility;
    Rift ult is very powerful and versatile. But I'd argue not life saving. Normally Rift ult is used for big burst dps or for area shut down. This isn't life saving for the class. Rift in general, has a ton of displacement/healing utility, meaning casting ult so you can fly around isn't your main concern. Fallen is different. Casting ult on fallen gives you an edge in most fights, as it can either be detonated for emergency health without losing your built up damage, or for dealing powerful AOE/target damage. This ult IS life saving, but not nearly as common as Rift's ult. Without ult on fallen, you rely mostly on losing all your damage to survive a lethal hit. While fair, it would be more enjoyable to have an ult to bail you out of the situation. Allowing you to continue your high corruption damage and have temporary health to push through a tough battle.


    I think changing the ult charge dependency for fallen to "deal damage or take damage to charge you ultimate meter" would give fallen more opportunity to use its ult, and rely less on specific node/build usage(I.E spell fallen)

    TLDR; change fallen ult charge from ability use to dealing dmg.

    I'm not a build pro or a subclass designer pro, I just play the game for fun :saltedhappy:
     
    Elytry and Elysium_ like this.
  2. Elytry

    Elytry Not Passive Only Aggressive

    Messages:
    1,696
    Likes Received:
    2,959
    Trophy Points:
    162
    Guild:
    Minecraft:
    Something I think they need is adaptive scaling. Abilities already give amounts based on cd (take Riftbound, 20s and my bar always goes up a few pixels) but they don't based on subclass density. Rift has a lot of abilities that are being used constantly, which is why it charges so much faster. Fallen, id imagine, has fewer triggering/activated abilities (which seem to be what increase bar) especially if one is using a melee-based build without mindless slaughter. They tried to offset this, obviously, by adding that "take damage" bit but fallen has to be really careful about that.

    So another way to solve this is to make fallen abilities just worth more, but that might make spell fallen too powerful. I don't know, I don't play fallen.
     
    Last edited: Jul 7, 2026
    Bixlo and Melkor like this.