#Future of Challenging Content Part 2.
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hive's is more subtle but you can look out and learn them
none of them are oneshots- never were, despite what some people might insist with their million dps, so you should be able to basically figure out every single one
I can't read the 1000 messages, sorry if it was already suggested
I'm thinking all those idea about boss rooms, those are ideas to distract players from the boss to add challenge to the room, and might be great when combined :
- Having mobs like Deathknell Wretch in eldritch outlook is really a interesting feature because it makes you have to switch focus and always be prepared for the moment it will come. I think adding more of those would be entertaining. Little problem I can see with this mechanic is that both bulb catchers and deathknell wretch are immune to cc, it would be probably better if those had resistance or partial immunity like greg so that builds that dps builds aren't the only thing that can deal with it.
- Other idea : pushing aoe damage a little bit more for the newer updates, this would switch out the current meta builds a little bit. But I don't think lag machines like nol boss would be great, what about kinda infinite respawning mobs kinda like stone construct in first tcc room ? if those respawn on the edges of the room, aoe damage would be great to get rid of those easily while parties with 0 aoe would have to organize and choose people who get rid of those.
- a little bit less of a boss room idea : We got a lot of ways parties have to dispatch in raids but still no dispatching in 2 equal parts. This would avoid ruined raids because someone was getting hard carried but still force people to have some survivability
god thank you
is it not possible to allow thread OP pin stuff? or is that just a discord restriction
Discord restriction
I think
cring

I would pin this
IF I COULD...
Also TCC two platform hold room kind of requires you to split 2 and 2, and the shifting canyon one with the runaway fleris mobs requires you to split into 3 groups or you just can't proceed
yea I forgot about tcc two plateform
👍
I won't say that the 3 plateform can be frustrating anymore because you made the big rock mobs use charge instead of arrow storm (ty, it's honestly a funny room now)
but cutting party in half still looks like the best option in my opinion
i dont know if anyone mentioned this but i dont like orphions crystallization its a cool mechanic but it does make glass cannons absolutely 💀 as you just get eaten by mobs
that's the point of glass cannons?
high risk high reward?
restricting your movement isnt really my cup of tea as to stay alive as one you kinda have to. move.
nol is good at punishing going full dmg while tna does not
please let me use op buffs i beg of you!!!!
speaking of nol, bosses like orphion who zoom around for literally no reason are kinda dumb
having to use stuff like the door trick to get the boss to stay still makes fast clears underwhelming and braindead
more telegraphed attacks in bosses would be a really cool addition as well instead of just white circles. memorizing spell combos is a bit 🥴 for me but thats just my opinion
another thing that i think can probably be taken from wynncon is boss bars being an indicator of incoming attacks except this idea is probably actually possible
I absolutely love crystallization (although it might be too hard for pfinder level parties)
how does crystallisation even proc?
important to take into consideration that wynncon boss bars only worked for individual boss spells and wouldn’t be a viable telegraph replacement for the majority of enemies
if every mob spell was a boss bar your entire screen would easily get flooded in many scenarios
it just happens at HP thresholds and targets anyone completely randomly
damn
yeah but I don't think really individual non-boss enemies need an indicator like that
Difficult mechanic boss fights can't exist in wynncraft because there is no playstyle diversity lol
If players can only do one thing it doesn't matter what you do for the boss, fights stay homogeneous
In 2.0 damage increased by like 8x and EHP decreased by like 4x
Serious defensive/supportive builds are too difficult to justify compared to 500k dps so team play is fallen/bolt spam (this makes every boss fight feel the exact same with no need for role-based strategy like every other MMO)
And even in solo play you feel like you're missing out on too much by playing outside the meta
Shaman/mage/assassin as a whole are considered too 'weak' and they are by warrior/archer standards, but they run into the same issue of mandatory min-maxxing for the same DPS playstyle
If you want difficult boss fights you need to start by addressing what the player can/can't do
- Drastically lower DPS baseline and give higher numbers only to specialized players (still capping out at ~200k, which is insane by old standards)
- Give real options for defensive/support play, don't just gut every taunt/heal mechanic because greg isn't properly designed
- For solo content, add more difficult but better telegraphed attack pattern so not everything is infinitely kite/get 1 shot immediately
- For team content, tie mechanics to certain player roles (e.g. ONLY dps builds can get the party past X stage, only a tank player can keep the party alive in X stage, etc.)
Either way the massive stat changes are the elephant in the room. I don't think most people realize how big the changes were. The gap between offensive/defensive builds increased by literal orders of magnitude.
straight facts ^
Amazing
This is why I prefer solo boss fights
i mean greg is literaly mechanicaly easier solo than in a group cuz of how inconsistent agro is
You aren't forced into a certain playstyle/class by your team if you don't have a team
same thing with nol, which is way easier when you solo just cuz crystal isn't a thing
Well, the door strat exists...
“”door strat”” >entire “strategy” is sitting in a corner and hoping you can facetank the boss
door strat only exists because orphion moves too fast and just goes wherever he feels like going. sitting in a corner means the boss sits in the corner with u which makes dealing damage infinitely easier
which tbh ties back to this idea that dps is the only viable build currently and so any strategy that lets players more consistently deal damage against a boss is a good strategy
At least orphion isnt as stupidly fast as antikathera supercomputer...
this dude is having teleporting epileptic seizure each time you get in the room, this isn't speed it's just that we wanna end this for his sake xD
that’s not a unique strategy to nol that’s just facetanking my guy
well first off face tanking bosses isnt the first thing you think of doing against a boss in wynncraft, and secondly the fact that people even gave it the name shows that its unique enough
ontop of that i never made any argument that door strat was unique, i was just talking about why people use it in nol
face tanking bosses was literaly my strategy from early 1.20 to the first month of 2.0 soo yeah i disagree
^^^
especialy with old mage, had to face tank stuff in LI/corrupted dungeons or else i miss meteors cuz mobs move too much
nobody here even used the word unique until poobis brought it up
glass cannon builds are a thing my guy
just coz you dont use them and also play a class with loads of self heal doesnt mean everyone else does
emphasis on "miss meteors cuz mobs move too much"
anyway lets not derail the conversation
but now that arcanist exists and has funy psychokinesis im not using face tank builds anymore
door strat's uniqueness has no relevance to this thread, and i have no idea where poobis got the idea that i was even talking about door strat being unique
because someone else brought it up and I hate when people call it a “strategy” when it literally isn’t, I don’t care if people gave it a name lmao
@karmic gazelle 
(pin it please)
👍
thank you
It really was. Mage even used to have 1 pulse heal in before
🤮
so based
(i wasn't there but still based)
i was there but i dont remember anything (still based)
Pretty sure this is false, I dont think it was even possible to solo Death.
I think before that
before ToA was added ?
Still I dont remember anyone beating Bob with Mage
I think assassin was still VIP only and was busted AF
assasin vip only 
It stopped being vip only after vip town was removed
I might be wrong with it being VIP only when Bob was "hardest" it was long time ago
I remember it not being vip during toa
Anyways I might just be remembering some anecdotal story from some level 37 mage in Detlas back in 2014 or something
Ye Bob still had some time with VIP only assassin (VIP town got removed in 1.12)
two pickup trucks, one cinder block
Is there any fights in wynncraft you like and what reason do you enjoy them?
one ANTIQUE METAL.
The eye
Predictable and easy to dodge very fast attacks
Waterfowl dance is a really fair and dodgeable attack, therefore it should be added in TNA
i love the titanium rat fight for the same reasons as ive talked about before, nice clean telegraphed attacks that are fun to dodge and learn the cues to
plus, rat.
The Eye, feels like raid bosses in other games where you can learn the fight and get good at it but its still challenging
You can get through all of wynn just fine with any class lol
I'm not talking about archer on this cuz they have unfair advantages against greg and I and I don't think it's super releavent to take those into account :
I honestly really like greg as a mage / shaman player : you have a bunch of different strategies available ; it's clean and not so laggy (except for greater one x100 arrow storm but ehh, it's ok) ; the boss phases are quite easy to learn and understand ; the phases difficulty is great as it really gets harder and harder without turning into a completely different fight ; tanking teamwork can work but requires organization and good bulids (not as easy as door strat with nol) ; managing the boss's movement and behaviour is really a thing and requires skill and is really rewarding ; the music and boss's animation are epic ; it's really hard to play ...
only problem is that super high damage parties can destroy him easily but no boss is exempted from this
You obv haven’t seen the mage players that solo greg by sitting in a corner and spamming two spells until he dies
Pretty easily too might I add, I have never seen a corner camping mage fail a Greg solo, I have seen every other class fail a Greg solo
The eye without hpr and a stationary fair boss it’s a predictable and fun boss that challenges your skill level or used to at least.
PZ is also really fun but you have to calm your nerves and not panic while being on low health.
Greg to an extent since most of his attacks are telegraphed and once you learn his combos and spells he’s pretty fun to take down.
Personally i’d love telegraphed attacks as they are quite based and require you to learn the boss. No matter what build you’re using.
i’d love to see some bullet hell bosses though
Canary part 2
also more boss rush content 
LI 2: Electric Boogaloo
i like how the eye uses its environment. the center allows you to be able to hit the eye but it also allows it to attack you. if you are off to the side, it gives you a break for a little bit and allows you to clear mobs but you cant hit the boss. it makes the eye fight have a really nice rhythm as you are switching from center for attacking and move off to the side to dodge., and makes it a genuine fun fight. the well telegraphed attacks allows you to actually be able to notice and dodge most attacks
nameless is alright. i like the void hole mechanic a lot. it is p fun to have to dodge the massive amounts of void holes later in the fight, making you also have to plan your movement a bit. some of the other attacks are interesting but also are barely noticed in the fight, or do too little damage to matter (notably The Void Bleeds, The Void Claims) and i think it would be interesting if they were buffed to make them more dangerous
titanium rat is good, it has simple and well marked dangerous attacks, just making it an overall enjoyable boss.
while not every boss has to have a unique quirky attack, if the more simple spells were telegraphed better (ex: a cone of particles indicating arrow storm, or a line of particles before charge) it would make the fights feel more clean and fun in my opinion. this would help make boss altars more interesting since most of the older ones use basic spells without much telegraphing 😭.
one of the main reasons why i like titanium rat and eye so much is that i feel like i can really notice and dodge their attacks. alongside this, they have a neat rhythm (dodging eye laser, or rat stomp) making the boss feel fast pace but also controlled.
for tna, the telegraphs for the attacks are good (when sound works) the boss is fast and mostly just a circlestrafe, resulting in you automatically dodging most attacks anyway, and I dont really feel like it has much of a rhythm to dodging its attacks.
but yeah, the bosses with more depth than running in a circle or dodging attacks with little telegraphs are obviously much better, and my problem with tna is that it falls into the running in a circle category. im sure every single boss doesn't need a defined rhythm attack set for it to be fun, just telegraphing their attacks would make them more enjoyable by a lot. maybe i played too much hollow knight idk 😼
Eye is cool for reasons above, I liked that it really was a step up from other content difficulty wise. The only negative thing I'd say about the eye is the transition phases are kinda meh (they are just invul phases in disguise if you think about it)
The falling eyes aren't difficult even without the safe spot, and the slow lasers in the same pattern everytime is not a challenge
I've never died to final phase and idk about others, but I feel it could be made more dangerous
(Doesn't it just kinda run and tp?)
Final phase could be more dangerous if the wretches were around the entire arena so if you didn't stay near the center they'd burstranged at you
is canary actually hard if you do it at level 💀
It's a bullet hell
idk i might be just trolling through it
But no. You can't die fighting the Canary
going to say that telegraphed attacks that are visible in game are cool, namely the eye/greg/titanium rat as said before by others. Im too lazy to actually search up the telegraphs outside of game and too dumb to learn telegraphs that are just spell spam in game ;-;
only if you specifically hinder yourself
anyways while i am a fan of clearly telegraphed boss attacks i also love some of the classics and i think that over reliance on the newer style of bosses as a whole will make the game lose some of its charm
prison of souls? banger. rymek luke (while charge worked)? banger. revenant of skien(specifically with an earth weapon)? banger.
tbh I'm not really satisfied with revenant of skien anymore but
its fun if you use the weapon he's most resistant to and otherwise it is much less fun
when i did it at level i was like: hell nah, im never touching that quest again
oh and how i died
A few notes on probably minor endgame boss mechanics:
LI
I love big rat <3 everything you need to know is telegraphed, it still messes acrobat up a lot, but that's honestly fine.
Dr. Legendary's third phase is honestly kinda lame compared to the first two. Notably because the high damage projectiles make it really hard to engage with anything except ranged. And playing ranged is kinda boring if your build is not meant for it.
Death Metal is honestly the true impasse boss of LI if one exists and it's not exactly the great kind of impasse. He just filters out anything glassy (except the usually mythic tier glassy builds that just take him out in 0.25s) by the way he is designed.
Small arena, rapid fire/burst fire boss, spawns hordes of high health enemies that are also either ranged or fast.
I see why he has a small arena but compared to Cybel and Idol he kind of abuses it in an unfun way. You can immobilize cybel cores and regain arena control. Idol is just one enemy that you can cc. Death Metal fills up the entire arena with mobs that take noticeable time to kill, have non-negligible damage and can somewhat stun-lock your movement with ranged shenanigans.
I dislike mostly that he's either exactly one of two things:
a) You have the tankiness to ignore his minions and just kill him before it becomes a problem
b) You cannot cope with the minions (lack of tankiness, aoe damage, high mobility which some classes just inherently need to get from a build, i.e. shaman or in this context escape archer) and just cannot do anything.
I am also really unsure how you would change anything about it short of a redesign. He just requires a very different sort of arrangement of abilities compared to the rest of LI and it's kind of annoying to build around it?
Yeah death metal is the embodiment of the problem with ranged projectile spam
disagree
but i do agree that the boss itself has some issues
honestly though some mobility + decent arena awareness is generally fine for death metal
might be a lil rough but its doable af
that's kinda the thing about it
if your build is over the threshold he's pretty much a living joke
if it's not it's just incredibly unfun
whereas with the other li bosses it's more of a gradient from spellspam > needs decent dodging > needs ranged cheese > suffering and agony
i mean in this instance you just cant ranged cheese
i think the rest of the gradient is still there
TNA
There are only very minor things about greg I dislike.
The Watched: The original version of watched was a non threat. The current version is literally just a mana/ws check.
Something that could be done to make it more interesting:
When you receive the title, greg takes your position and adds your current velocity times abut 0.5s to it and then fires at that predicted location after 0.5s (Stats subject to balancing).
This would make the watching hit you if you didn't alter your movement no matter how fast you are and also allow slower builds to juke it, by moving and then turning around.
I feel like flying skulls were made as an addition purely to spite acrobat and battle monk. Like the amount of extra movement they get when you are airborne is immensely funny. At least they are telegraphed but I wish they were more threatening to everyone and a little less so to acrobat/battle monk. The fight just turns into this charade where you deal damage, hear greg gregging out and run away hoping the skulls don't catch up.
Also the dash forward. I am pretty sure it has a sound cue. but it's uh kind of irrelevant when greg can just keep turning and still dash over you for high damage. I feel like he should lock the dash direction in when he gives the sound cue so you can dodge to the side, but not sure how doable this is.
Other than that greg is honestly fine.
death metal would 100% be more fun reworked but honestly it isnt that awful
also skulls were literally added exactly for that purpose i think
the reason the arena is small is because Death's arena is small
corpus accipientis being a boss which no longer exists outside of LI
aw hell nah...
that's literally it
death arena rework please pleeeeease im begging you toa sucks so much ass
deathinitely i really like LI overall, i just think death metal is significant outliar in the whole thing
same reason as why matrojan idol arena is small- it matches the size of the matryoshka idol arena
fair enough
if death metal was a stand alone boss, i would probably dislike him as much as panic zealot, but i wouldn't say change him necessarily because you can just change build to accomodate
while swapping builds for one boss in the middle of LI is a very funny idea
tbh I kinda expected people to have sort of a love-hate relationship with panic zealot- I fully understand the gimmick will be offputting to some, which is why it's a boss altar
which is to say, totally optional and you really have to go out of your way to fight it
i love the idea and atmosphere of panic zealot
i really don't like how it either needs super glass, super tank or insane dodging
so i am very glad that all of panic zealot's drops are still majorly pretty bad
for greg just yeah, the watching and the void hole dash are something i'd say could get a change. (skulls are not unfair, i just dislike them.)
u can run pz on a normal build
especially now tbh lmao
that was from a comment i made before 2.0
the fight is a gimmick though anyways
that's also something i despise from 2.0 overall
fair!
2.0 just went "welp, giving everyone more damage, time to take a dump on agi and defense"
i think it would honestly be great if we just like halved player damage
yep, basically. to both things
pz is a gimmick, and player damage needs to drop hard
I wish zealot lost like wave and instead of doing 2 damage it like actually one shot you so any form of healing didn’t hard counter the one mechanic designed to make the boss somewhat difficult
tbh that'd ruin the atmosphere
the point is to make people panic by health vibing at 5
though yeah i love quintuple wave spell spam, my beloved
ok then they can panic from not getting touched once, same thing
what spell would we replace it with
that would give roughly the same kind of actual pressure
dunno, think it definitely would need some new spell or mechanic to compensate but I really don’t have an idea currently, it was more of a ballpark suggestion really
still dislike that two classes just existing just hard counter the boss in its entirety
i would say every class hard counters it now lol
that's kinda the problem- everyone loves to say "oh give it a spell that does THIS" but making spells is a real problem because that requires a lot of coding work
well, that’s a different issue I think lol
from like, devs.
sure is lol
i still dislike how every boss consideration needs to be made with the four main classes in mind and then once seperately for shaman's awful movement
shaman haul is good in combat wtf
(literally cannot get over wave spell)
charge
I mean sure, you’re not wrong, coming up with something original is genuinely difficult and I’m not trying to say it would be easy, it really just was an idea I randomly had
and we need to make it generally applicable to mobs rather than just This One Boss Uses It unless we want to script gimmick it up, which has proven to be disastrous in many areas
doesn't panic zealot already have like 2 (maybe 3) scripted gimmicks on top of basic spells
the gimmicks are
-the HP drain
-zealot snares
-zealot clones
the traps and the zealot that runs through the arena yea
that's all the script stuff that it's got. hp drain is just, this isn't the actual code, but
if: playerAlive
then: whack(99), wait 5sec
please tell me the actual function is called whack
unfortunate, disastrous, showstarting, depessing
would argue that all other class’ movement is way too good and they only got better in 2.0 and that haul should be the baseline but what do I know I’m a CRINGE shaman player
shaman is literally the only reason i got myself a white horse
I guess if you really want to call this a gimmick, the snares and clones get faster as the zealot's health decreases at certain points, which I think I've mentioned before but I'm not sure
first time I’m hearing
yeah it becomes noticeable on builds that don't glass zealot to death in 5s
yeah, the way it works is every 20% health zealot loses his script stuff gets faster, and clones activate at half health
so it's
80% health: snares speed up
60% health: snares speed up further
50% health: clones begin
40% health: snares speed up yet again, clones speed up
20% health: snares speed up ludicrously, clones speed up further
selvut how realizeable would it be to make panic zealot apply whack(99) on boss spawn and apply a status effect that prevents health gain like corrupted does
good idea possibly
nuke it or dodge 
i only like this idea because while it would make panic zealot harder, it would make it agony for everyone equally
make pz a five stage boss with 2 invulnerable phases with self destruct 🧌
ongod
can we have Mechanic Zealot after Dr. Legendary in LI that deals 100% true damage every 10s 😳
okay so it looks like according to my talks with lex and notes
snares start off appearing every 30 seconds- the snares themselves linger for 15 seconds and have a small period of 2 seconds when they spawn that they can't trigger, so that you don't get one spawning on top of you and cheaply activate
at 80% health they appear every 27 seconds
at 60% health they appear every 25 seconds
at 40% health they appear every 22 seconds
at 20% health they appear every 20 seconds
but it looks like I misremembered about the clones, they only speed up once instead of twice. at 50% health one immediately appears then they show up every 15 seconds after that, and at 20% health it's every 10 seconds
overheal mechanics holy shit
fine.... 200% true damage is oaky as well...
100% true damage after I use a single armor tome 🤯
You can avoid The Watched with one movement spell if you're far enough away
so?
You don't need high walkspeed or mana regen to avoid it at all
Though, admittedly a lot of The Nameless' attacks can just be avoided with high walkspeed
sure i can reword it to "mana,ws or distance check" but point still stands that it's kinda not interesting
which unfortunately makes a lot of the fight a check to see if you're playing archer
the entirety of tna is either WS check or how good can you fly check
dark room:
defend the void hole:
defend the void hole is also a mobility check as far as im concerned, the only difficulty there is waiting out all the waves of mobs after you speedrun the 4 voidholes in 1 minute
I mean you could just have 2-3 people defend while 1-2 person does all the tasks
since there's like a hard 2 min time frame until despairing crawler
i have not once had the circumstance that doing the four tasks even alone took longer than 2 minutes
honestly the despairing crawler should spawn as soon as the 4th voidhole is deposited
isnt that the only way to make any attack not an ehp check, ur build shouldnt be handicapped to the point where u cant pass anything
idk if im insane but i swear
a) the safe spot was removed at some point but now its definitely back because i've chilled there recently
b) the eye laser in-between phase used to be random, no?
wtf notafish fanboy actual out-of-character message???
first time ive seen that 🥺
Not removed
Not random and even If it was the part where it just goes slowly one at a time is completely boring and slow as hell
One idea is make it so they don't come back (idk if they do I see the slides facing away from the eye sometimes) and make it faster overall as it's just slow
youre absolutely 100% sure
like in all the time the eye's been out
those things were never true?
they tried to remove the safe spot by putting invisible blocks under the arch but they didnt realize that just standing in the general vicinity of that area is still safe anyways
good thing honestly, the eyes have really shitty hitboxes and even if you arent standing underneath them you can still take damage
definitely wont complain about there being a safe spot
the eye laser phase could be more difficult it just exists to waste time currently
agreed
https://youtu.be/U1aKmDz5t6A
Im this entire video I spent more time waiting than actually fighting the Eye
(Yes this build no longer works but Eye still gets melted and you spend more time waiting than actually fighting it)
Yeah I do understand the eye beams are trying to not allow any one spot to be possible to go full afk, but imho there is better ways to do it
Just speed them up
Or make them truly random instead of a set path that lets you afk for half of it
super ultra deluxe boss rush except none of it feels fair
gonna make me fight all 8 corrupt dungeon bosses at once with doubled spell speed
Death Wish wynncraft class gamemode
I think content that inspires cooperation but doesn't punish solo's is the best, the challenge doesn't come from memorizing a bosses spell pattern its communicating with your fellow man. I think the Nest of the Grootslangs stage where you build the tower in the center by completing either a boss fight memorization game or mini puzzle is a great way to create a cooperative environment. With a few tweaks other encounters can have similar cohesion requirements with adding more need to communicate.
I do agree on some fun coming from teamplay (which is also why i feel like there should be more variety in viable classes) but there is just as much fun to be had from memorizing boss spell patterns and telegraphed attack cues since its what the entierty of the souls genre is built off of
Not to mention the added challenge that comes into play when your team needs to react accordingly to said attacks
And on the topic of viable classes, we desperately need more variety in viable classes
Early 2.0 there used to be the paladin tank with 3 dps strategy for greg which was really nice to see because it was just 4 dps in every single other raid before
And then paladin got nerfed making it unable to tank without sacrificing a necklace slot
I dont understand why they punished teamplay
It might have been a bit of a cheese but they could have just rebalanced it instead of making the tank unable to tank
And now in most raids its just 4 dps classes barfing out spells until the boss dies
Basically what im trying to say is that we need more support and tank classes/archetypes that are viable for proper teamwork in raids instead of the raid room just forcing people to work as a team
^^
maybe adding some splitted damage mechanics to the boss would help teamplay, cuz having a pretty tanky team with healer is great against that kind of mechanics
(what I mean by splitted damage mechanics is like : the boss starts an attack on one people, if other people are under the range of the attack, the damages are splitted and the one who was supposed to die ends up surviving)
i feel like that encourages everyone to be a tank though
it depends on the class, but yea more teamplay mechanics in the archetypes would be good, we don't have so much teamplay mechanics or a lot of them are just passive buffs that doesn't have any skill progression (devitalize from riftwalker, windy feets from archer, war scream/ragnarokkr from warrior...)
it doesn't allow 4-glass cannon parties yea
Split damage isn’t very fair in some cases, however most mmos for parties have damage bonus or defense bonus for healers
However needing a healer is skill issue
what if it's just a %hp of the boss and it just makes you need to use (example) 10 pots on the whole boss for this specific mechanic cuz you have no healer ?
But why
having a soak mechanic is fine, dmg split between all ppl in a radius + forces positioning
uhh I'm not sure if what I said was clear : I mean that if it occurrs only, let's say every 25% of the boss then a party that has 0 healer can just drink pots to do the raid and only gets punished in their sustainability if they have no healer in the team
But why
because it gives a reason for healer to exist without having to use a facetank in the team ,xD
Healers aren’t needed because wynn health pools don’t justify it
Tanks have their own hpr, dps either have sustain or are glass canons
Healers heal more than people need, let’s say 5k heals on someone with 10k hp who themselves is restoring most of their hp
If the game was balanced around larger numbers maybe
in the cases I die, it’s usually burst damage which a healer wouldn’t have done much for
Healers don’t bring damage (obviously), so they just overall hurt the party
I’m all for healers becoming standard, I think it’s good tanks have a use finally, but punishing all the other players for no reason isn’t the way to do it
having to use pots isn't really a hard punish, it just makes your work harder without being unfair
Pots aren’t fun, not everyone uses them, it just forces a mechanic for the sake of one
I’m all for brutal bosses, but forces consumables isn’t difficulty it’s just annoying
I mean, if you have 0 sustain, that's your problem on needing pots to heal damages
How about making debuffs to players a thing and then healers would return to cleanse 🤯
The only place where healers are actually effective is guild wars
problem is healer also needs tank to be effective cuz they don't solve the problem nagisa was talking about
#1070046664930381835 message
Yeah, thats why its only effective in wars
healers not existing could be patched by making healers into a support archetype by bundling buffs together with the heal
or you could patch wynn's low health pools by letting healer archetypes overheal to some upper limit
Vengeful spirit, sunflare
yeah like that but more maybe
coz like rn buffs dont feel all that exclusive to healers
its just a thing that they have and other archetypes also have
Warrior be like: ragnaroc + radiance
naah, fortitude, purification, blood sorrow
then in theory support archetypes should already be fine
their numbers probably just need rebalancing
windy feet, invigorating wave, chant of the fanatic, devitalize, + all the slow downs / immoblize / blind mechanics
yea it's pretty much just a damage balancing
cuz a hard tank has in general 8 to 10 times the hp a glass-cannon has, it's super hard to balance
indeed, rn my idea is honestly bad cuz if you make a splitted-damage mechanic that a party with 2 glass cannon can survive, you either make it based on %hp for all parties member (works but avoids the problem) or you leave opened the door for braindead face-tanking (then you have to make facetanking impossible on the other phases of the boss but ehhhh...)
Tbh the solution to team play is hard to understand without knowing the developer vision
Like specialized roles/holy trinity are actually pretty much dead in modern MMOs (tanks are macho DPS, healers are egirl/femboy DPS, dps is extreme DPS), the genre itself is also dying
Most of the 'socialization' in games has shifted outside of the game (i.e. to discord), and within the game most players just want instant gratification not progression (which is why mobas/battle royales are so popular)
I think there's a very good chanced Salted and the other head devs have a non-MMO vision for wynncraft (single player RPG w/ group content), although they'll probably keep branding it as an MMO (actually a lot like FFXIV)
The massive damage buffs in 2.0 aren't an accident, they aren't that stupid, it's most likely a transition to a new model of 'VOMIT MASSIVE DAMAGE #s WOW' with an impatient audience in mind
Which is disappointing to me since I'd like wynn to have satisfying long-term gameplay, but maybe it could help the server compete for monetization?
Also just a thought: 'braindead face-tanking' only comes from bad tanking system implementation
Tanks are only braindead when you make their kit passive resistance + regen + taunt button, if you force them to use timing/counters it can easily be a very skill-based role (like in Tera)
Either way mechanics are only a small part of tanking, in most cases tanks are the 'raid leader' by default and it's more about game knowledge/watching your party than '500 APM INCREDIBLE SKILL'
yea I'm talking about shaman acolyte absolution and monster lightbender, both those don't have any timing thinking into their kit and are just "facetanking until I take too much damage, then I get out and come back when I'm full hp"
cant even tasnk with strobelight bc of bad agrro mechanics tho :( altho i havent gotten on wi my guard in. a whiule
but ye when it still workrd it was way too op/borin cuz u could just face tank until scary purple circles come out
no real skill even with taunt bc aggro mechanics force u to cast it like every other secod
well, if you jump when casting warscream its a bit more reliable for some dumb reason
💀
the super high damage increase was a side-effect and in almost every patch since release we've been trying to mitigate it
☝️ 2.0 super buffed every player
like, the thought of just, straight-up halving all the % values got brought up in IM chat at one point. we all sort of collectively agreed that it can't happen just because that's absolutely insane but, like...
the fact we were considering it at all should show that we really don't want damage to be this high
claiming it with such certainty to be Developer Intent is just completely incorrect.
tl;dr this is mega wrong
(real)
Can we Have one Like the Infested Pit boss but The Totem Is required Instead of Optional Defeat
this is an interesting idea, but i don't think we can apply antiheal to players via script
iirc we sped them up more at Some Point
i think it's important to take into account what type of game wynncraft is and has been for years
i dont think a lot of people take into consideration that wynn is realistically mainly a single player game with multiplayer elements sprinkled in, and so trying to balance classes/archetypes about the "traditional" mmorpg holy trinity style just doesnt really work well. you can go through the game just fine by yourself and the only time where you're actually forced to play with others is in raids, and so all classes typically are also balanced to work well enough and deal enough damage by themselves. do i think harder multiplayer content and raids could still incorporate these facets more/better? sure, but i still think it's something important to note
i think criticizing wynn calling itself an mmorpg when it really isnt is pretty fair, but i really doubt that it would stop doing so because it's mostly just for marketing anyways
...im not really sure what wynn having a strong outside of game community has to do with any of this though? lol?
I think antiheal is a cool concept for something but imho shouldn't be on PZ
reduced healing or something would be fine though
maybe. I couldn't find the speed in the scripts cause iirc you use hybrid systems
thats moreso what i was thinking yea. still not possible lol
i do not like the notion that pz's main gimmick is countered entirely by 2 classes just existing
the entire game is countered entirely by 2 classes just existing
with 2.0 you could probably argue that it's 5
4* 💀
league had a pretty similar update (durability update) where everyone is made tankier. "You can expect to see longer fights throughout the game, more effort required to burst down your foes, and bigger windows of opportunity for skill expression." it defo needed a lot of adjustments after (especially with healing) but it was overall healthier for the game.
league and wynncraft are different in many aspects, but it could be worth looking into. wynn might need a more radical change like halving player damage (which i personally think is a pretty good idea).
Me when the durability update just buffed every max HP dmg item and champ + it barely made a difference
the difference it made is definitely not "barely"
Dunno I can hardly see it, of you build properly you can still nuke anyone
Anyway let's not go into that rabbit hole that is league here
true 💀
imo the only thing that is hard about it is balancing earlygame so you power scale
but its impossible to look at abilities like heart shatter and . the thirty others. and think YEAH this is balanced and should be in the game like wtf lmao
hell yea surely this is not a part of the reason why archer is busted earlygame
as well as the other damage mults and all the walkspeed you could ever need
etw having busted ws shouldn't be allowed ngl
etw having that much utility goes against the idea of etw itself
It’s pretty strong
Leveling being bad isn’t because of archer, it feels anytime ppl level fast it gets nerfed 😢
Leveling is fun and good on classes that aren't archer
Actually warrior isn't fun my friend leveled that and assassin also wasn't fun ggwp !!
speedleveling in general isnt fun, the main fun in the game comes from doing quests
rly deppends on the player honestly
for me quests were fun when i was new but now i hate them
well same, but i did just start a hic class and its actually not that bad
step 1 equip bryophyte roots
hic awesome
i think the largest issue on hic is that you have to constantly do profs to maintain scrap
hic very awesome
@pseudo crater nice Vash pfp
thanks, I'm in love with him
LMAO
hi hi first time i saw this thread heres some input from me a tryhard and challenging content enjoyer
i’d love to see more optional content thats soloable content (like boss altars/li type challenges)
honestly current solo bosses are really good examples of fair and fun challenging fights, just pls avoid some annoying pitfalls in wynn boss design, namely unpredictable oneshots and also mob debuff spell altogether because SCREW virus doctor slowness
yeah challenging content like that is my favourite
i love leveling and then defeating a hard boss altar
sadly there is only 1/2 challenging boss altars at high levels
Fun fact: since Virus Doctor can use heal on himself, if you run Riftwalker or Rift/bender, whenever he heals it'll clear the Winded you've put on him 
whooooooopedy doo that is so fun and virus doctor is truly one of the most enjoyable and interesting bossfights wynncraft has to offer
they really gotta buff wybels hp lol his damage is formidable but it doesnt matter when he melts in 1-2 spell cycles
mob heal spell clearing negative effects is such an interesting interaction to have just popped up this update. like i dont think it did that before
its annoying though
that actually forced me to get a carry for li when i was first doing it sice riftbender (with only half a build) doesnt do enough damage without winded
I won't be monitoring other channels because I'm a goofball who focuses too hard on the minority of negative feedback, but I'll periodically check this thread if there's any additional feedback to the subject
Maybe for endgame players, that have multiple accounts it could be fun to impose class rules for raids ie one of each class etc, or have a section of raid where the team decides who to split into teams to tackle different types of content-like putting the glass cannon into the group for puzzles and then letting the tankiest team members last in a survive stage, or mixing it up and forcing the exact opposite to test if your build is balanced
One thing I also think is fun from another game, I play tft where you can make it so few of your games are similar because so many different buffs are available, so maybe content that ends up way more repeatable as the combination of a few more choices compounds and means fights can be different?
I think replayability is a big thing for endgame
Could it manifest as raid buffs on steroids? Idk
Maybe anti teamwork portions where you have to work against people? (but maybe don't make this too comat focused because then it will just become who sweated for the op build and one taps everyone)
Or maybe rotating weathers , where certain archetypes are buffed on a certain day
If you want to see how imposing a "1 of each class" rule goes, check how people enjoyed it in Overwatch 1
(they did not and it created a horrible queue)
wynncraft players on their way to run goats in tna since there is no class queue
just kidding wynn goats is just 3x crafted divzer and 1x hero
any overwatch player that complains about role queue is genuinely brain dead. the game was so unimaginably worse before it
(this message is directed towards videogamedunkey)
i love him but holy fucking balls his takes on overwatch are some of the worst ive ever seen
damn... 💔 If only they were inaccurate...
anyways, with the diversity of class builds, it might be hard to even do a system like that
Sure, you could have it be like "you must have a warrior in your party" but there's so much variety to every class and archetype
Unless you're playing Morph
i figure its more like let each class have an archetype that fills each role, then make it such that each role does something uniquely useful in a raid
one way that could be done would be by making some enemies uniquely weak to some roles
e.g
enemy experienced doubled debuff effects - incentivises a support archetype
enemy deals % current health dmg - incentivises a healer support or a tank
wynn is very unusual for NOT using stat debuffs (If there is like one case where it does cool, I mean in general)
enemy deals % current health dmg - incentivises a healer support or a tank
You do realize this is a tank buster mechanic and discourages tanks right. Even if it was, tanks ((Due to how tanks work on wynn)) are mostly sustain rather than mitigation (excluding SP, but that is a requirement to get the sustain anyway)
see wynncraft tanks being sustain is exactly why i said it incentivises tanks
and for debuffs i was referring to stuff applied by abilities e.g winded or ice snake's slow
even if we don't talk about archetypes, different weapon & stats makes builds so different that it'd be impossible to know what's the gameplay of a player
weapons and stats yes but ability nodes can be controlled very easily
as variable as a player's ability tree can be, if a node is useful players will take it
but potions are a thing in wynncraft, and that makes any 10k glass cannon able to recover from those kind of damage pretty easily while a tanky build that doesn't sustain would just end up crying and dying in the corner. That just punishes people for having high base hp without a great healing sustainability
in other words if you give a node a use then players will take it too
then just use it to incentivise glass rather than tank
this kind of mechanic is killing monster arcanist for example
and use smth else to incentivise tank
aren't glass cannon meta enough ?
i'm not talking anyth about meta or non meta
this is about incentivising build diversity in multiplayer scenarios
^
^i was addressing this^
its hard to incentivise a particular class, and its hard to make each class fall into a role without making single player all weird
fair point, but the game is already oriented in glass-cannon strategies so just doing nothing new is enough xD
so my suggestion was make the archetypes play into roles rather than making the classes into roles
but then wynn has the issue of most things not needing more than just dps
which is why i brought up role-specific enemy weaknesses
People fr find quests fun for leveling additional classes ?
thats not what im saying, i also speedleveled my other 5 classes, but currently im playing HIC and that makes the game a lot of fun, not speedrunning throug everything
I could understand why leveling 1 class through quests is fun but the 2nd and so on is literally the same experience
depends on the person really, "fun" is subjective
I agree with you though, did run through 99% of the quests on a first class, then the rest were just exclusively dungeons to level
(i dislike mob grinding)
I have done every wynn quest 6+ times
what about Eye of The Storm and Frost Bitten and Hollow Sirene and Lord Of The Clock 🤓 
damn you guys havent completed "test" yet
all of those at least 4
don’t think i got to them in my shaman and 2nd warrior before they were removed
It's just frost bite
it just got reworked yea
i meant just as in it wasnt deleted
I CANNOT believe they reworked prison story (just now)
fr
I joined in 1.20 anyway I know it got reworked a while ago
What’s next??? Eye of the storm??
Hollow Serene
I swear, one of these days ima login and something cool will be removed! Like relic shrines could be gone... TMRW!!
I'm honestly surprised they reworked The Realm of Light
Once someone in my guild was really annoyed because they couldn't find the relic shrines and when I asked they were watching a tutorial from like 2016
This was like 5 months ago
All my homies loved high tier powder shrines
that shit was like 10le per