#Potions are annoying to use.

1 messages · Page 1 of 1 (latest)

rigid void
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Can you please remove the interaction that when you switch off your weapon any buffs or stuff you get from abilities disappear? I am playing summoner but every time I need to use a potion all my totems disappear which is ridiculous. Bossing is so annoying because of this.

steel lily
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no, potions are incredibly strong support items. removing this limitation would make them broken.
Also abilities have to disappear if you swap off your weapon (no matter what else you're swapping to) because you could just hold something else and get its ids (walk speed weapon, hpr weapon, etc)

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tldr; no

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added reacts

rigid void
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Can you elaborate a bit more on a scenario where it would be broken?

faint silo
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they are very op like very very potions and consumables in general are very strong part of the game

rigid void
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I just feel like me being able to summon my totems and if I need to switch to a potion and then go back to do damage, that would just be a QoL change yk. I would be surprised if it changed any meta or anything.

faint silo
vague blade
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I'm having the same kind of scenario as archer, the only defensive spell is the shield, and whenever i get hit by projectiles, mele mobs, etc. and want to drink a potion to heal, the shield goes down and i would die regardless of if i would've tried to heal/keep the shield because i swapped to the potion (and shield went down)

rigid void
dense pelican
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I mean...

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stat buff potions are too strong to be able to be used mid fight without punishment regardless, heal potions i could see, especially when playing things like shaman its very annoying to have your 4 totems despawn for an emergency heal. its already emergency man, i dont have the capacity to summon 4 more totems :c

rigid void
mint igloo
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Probs an issue with balance when swapping weapons
(for example use -cost weapon to cast it then swap to op damage item to get a powerful spell which costs less than it should have)

rigid void
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Maybe they could add a designated weapon slot where only the weapon in that slot will give you the stat buffs, honestly idk.

pastel cedar
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💀

rigid void
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What's the problem?

faint silo
rigid void
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How?

faint silo
# rigid void How?

an weapon slot that gives only the weapons stats? is this what you saying?

rigid void
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yeah, so you can only have 1 weapon giving buffs

faint silo
rigid void
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How, if you can only get 1 weapon at a time

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weapon slot like any armor slot

faint silo
rigid void
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yeah, like the accessories and stuff, you put the weapon you wanna use and that's the only buffs you could get.

mint igloo
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Then that invalidates using more than 1 weapon

faint silo
mint igloo
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also would be a general hassle

rigid void
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But that's what they said would be op

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like they said the mana cost thing or smth

faint silo
mint igloo
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No

pastel cedar
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what they said was op was using another weapon's stats on your main weapon

mint igloo
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Only switching weapons while keeping the same spawned stuff

pastel cedar
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for example if i was to use a weapon with really high mr at the same time as my normal weapon

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the difference with how it currently works is if i offhand the high mr weapon, i cant attack using the stats of my main weapon

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so the only point of it is for mr

cerulean socket
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it would be cool to have a designated main weapon that gets remembered when you swap off, things like powders and spells could stick around, would also open up options regarding using slots as input without losing track of what is used for calculations

surreal lintel
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wynncraft can already detect your "main weapon". it's displayed when you hover over the sword icon in the compass menu

rigid void
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haha I mean I just wanted a way to heal without losing all my totems, it was just an idea.

pastel cedar
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use regeneration with your totems then

surreal lintel
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me too, man

pastel cedar
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?

surreal lintel
cerulean socket
surreal lintel
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no, but one can already get started with making such system

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since you can already designate a weapon as your main one

rigid void
vague blade
pastel cedar
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you have aura?

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use it

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itll kill the mobs that are spawning

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you can also avoid the bosses attacks by using haul

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depending on what tree you are using, assuming puppets with regeneration, you stay near your totems while the puppets take care of everything

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otherwise if you are using masks, stick on the one that makes you take less damage (fanatic)

rigid void
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Yeah you are describing the gameplay but that doesnt change that if you get git and need to heal you lose the totems

pastel cedar
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I...dont really know what to tell you then?

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if your gear doesnt work for what you are trying to do maybe upgrade it

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if your tree isnt working for you then modify it

rigid void
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I feel like you are just dodging the problem

pastel cedar
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i feel like you are either undergeared or are having a severe skill issue

mint igloo
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I mean it's a inconvenience I can agree but it's just a balance thing

pastel cedar
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losing totems to heal isnt really an issue. its a tradeoff to get most of your health back with a single right click

vague blade
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other rpg's encourage the use of health potions being on a keybind (and generally not interrupting your combat) so that you can maximize the gameplay, and QoL

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why cant that be done here?

rigid void
vague blade
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the game should be enjoyable by all types of players whether bad or good

pastel cedar
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ok except your concept absolutely kills the idea of having offhanded weapons

rigid void
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Like a said it would be a QoL change there must be a way to change someting without affecting the overall gemaplay or diffuclty

pastel cedar
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they play the game -> they get better at the game

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especially with the removal of soul points

vague blade
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fair enough

rigid void
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Just becasue someone can get better at a game doesnt mean that a feature couldnt be imporved for the begginer players

mint igloo
# vague blade why cant that be done here?

Because of weapon balance mainly(they're balanced around you being only able to use one at a time and most thats attached to it only staying when the weapon is equipped)

pastel cedar
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i cant wait to main hand procrastination and get +85 skill points overall 😺

rigid void
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What?

vague blade
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what is the difference between main hand and off hand?

pastel cedar
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main hand is main weapon

vague blade
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didnt know that wynn had off hand?

pastel cedar
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offhand is something you switch to for a specific purpose

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its just a term

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not actual offhand

vague blade
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okay

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makes more sense thanks

pastel cedar
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but offhanded weapons are often used for health regen, movement speed, lower movement spell costs, lb/lq, etc

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something to consider as well is that wynn cant level lock areas for players that shouldnt be there, except for quests, being the silent expanse and the void

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if you go into an area thats too high for your level then you are supposed to die

rigid void
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But then what is the difference by using one weapon for lower mana cost and the other for dmg?

pastel cedar
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lower mana cost for 2nd spell specifically

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since that is the movement spell

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you get around using that weapon

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and use your main weapon for actually doing damage

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a good example of this is silent ballet

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which reduces all spell costs to 1 at the cost of doing 0 damage from spells

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you totem + haul cycle with it for the most part

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and use that to get around

rigid void
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I think there has to be a different way to be able to use potion without changing anything of teh weapons or gameplay

pastel cedar
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changing the way you use potions will affect both the weapons and gameplay though

vague blade
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is it possible to do potions on a keybind? correct me if anything, but the main concern is people using 2 different bows for 2 different affects at the same time, if we put the potions on a keybind, and keep the switch-weapon-cancel, would that be viable?

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and ofc not the stat potions, but just for healing

pastel cedar
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at most using the offhand slot for something (finally) but thats dev time and i dont see that happening any time soon with all the backlog of 2.1 stuff that needs to get done

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other than that, there arent other ways to do keybinds for stuff in vanilla minecraft

vague blade
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thats true

rigid void
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yeah true vanilla

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Id be nice to freee up a space by moving pots somewhere else haha

surreal lintel
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there's still the idea of only removing totems/jbloom/clones, etc when swapping to another weapon, instead of when swapping off of your current one

vague blade
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that would be good

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wouldnt change too much, something along the lines of removing the spells after detecting if your hand is holding a dif weapon

viscid meteor
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I haven’t read the full thread but in case it hasn’t been suggested already, why not reset effects like totems and other stuff only when you switch to another weapon, not another slot

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That way the abusing factor is completely eradicated

surreal lintel
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I can't lie though, potions can be really strong. I can imagine how broken it would be if someone can just constantly chug potions without losing tempo

wide plaza
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im not sure about mana cost reductions for this stuff, but I think itll be mostly irrelevant with such a change

ripe olive
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problem is how you detect if a weapon is the same one as the last one you held or used to activate the spells

wide plaza
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give the spells a variable with their caster item's ID

south quail
# steel lily no, potions are incredibly strong support items. removing this limitation would ...

honestly the "abilities have to dissapear if you swap off your weapon" argument just isnt a good argument.
how to swap off weapons without breaking balance:

  • when swapping items, check if the weapon you're holding changed. If it changed, despawn the old spells like it does now, since your stats have changed.
  • if the last weapon you held has not changed (ie you swapped from a weapon to a non weapon), remember the old weapon and keep the spells and weapon stats around. despawn them if you later swap to a different weapon than what you started with
  • if your current item is nothing (empty hand), despawn the spells and get rid of weapon stats
humble granite
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Y'all use potions?

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Invest in lifesteal/hpr

pastel cedar
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For real

thin delta
# rigid void How?

That's literally a mage ability for any class, but no mana cost and more hp

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That's also why I picked mage after playing shaman

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So that's like THE most important thing for mage class imo.
No need to swap for heals is a BIG advantage.

south quail
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i dont think not needing to swap to potions is what makes mage heal strong

thin delta
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For me it was the deciding factor for what class to pick after first playthrough

thin delta
# south quail i dont think not needing to swap to potions is what makes mage heal strong

I mean, it being quick and easily available is exactly what makes it strong. There's nothing else to it.
U can heal other people near, but that's kinda useless solo.
If you're talking lightbender - it's not heal that's strong, it's literally everything else that's activated/sustained by heal. But even when playing Riftwalker- heal is a very useful tool.

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That's also why Arcanist sux

south quail
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heal spell is as quick and available as potions are

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if anything it is less available because 3 clicks instead of 1, and the need for mana

thin delta
south quail
thin delta
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Hm? Wdym?

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Wait, lemme check stats in wynnbuilder

south quail
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of course your mage doesnt heal more than a pot if you're putting everything into lootbonus

thin delta
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Nvm, I lied it does actually heal more than a pot

pastel cedar
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🤨

south quail
thin delta
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Point still stands, giving heal to other classes would make it op

pastel cedar
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Going full down lightbender tree?

thin delta
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And I fear a lb with mana/hp pots in second hand

south quail
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who tf says that

thin delta
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Out of hp? - heal, out of mana? - drink a pot

south quail
thin delta
thin delta
south quail
south quail
thin delta
# south quail i bet you cant name more than 3

No need to swap weapons means u can't lose the powder kill streak, or totems.
Archetypes that remove a lot of your healing ability will no longer have that weakness.
Tank mages are now immortal thanks to heal+pot spam

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Also that will make players heal faster than expected which will make fighting easier

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And things will need to be buffed accordingly

south quail
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the problem being that players will be stronger since they don't need to voluntarily break their combat flow to heal

south quail
thin delta
rigid void
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What about the weapon thing but with a pot cd? Like 3 seconds or smth?

rigid void
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You says about pot spam

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So they add a small cd

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Said

thin delta
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That would help a little bit with mage immortality. But nothing else tbh

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You're meant to lose stats when swapping slots. That's by design.

rigid void
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Would there be a way to keep abilities but lose powdders?

south quail
# thin delta Wdym? They are 3 different things that would come out of no need to swap items t...

• not losing powder streak or totems - player is stronger because pots don't kill combat flow (powders, spells etc)
• archetypes with no healing not being as squishy - player is stronger because pots don't kill combat flow (powders, spells etc)
• tank mage immortal due to heal pot spam - arguably already a thing, but if you are talking about a tank mage who is for some reason reluctant to spam pots even though they have no spell to upkeep, its because the player is stronger since pots don't kill combat flow (powders, spells etc)

thin delta
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Even if it wasn't meant like that at the start - the game's built on that

south quail
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what is feasible or not should not be up for debate because that is dependent on the ct to figure out how they want to implement and balance the mechanics

thin delta
# south quail • not losing powder streak or totems - player is stronger because pots don't kil...
  • yeah, that's the problem. YOU HAVE TO LOSE SOMETHING to heal
  • That's good, but tanks are gonna be a lot more bulky
  • I mean a tank mage can heal even with no mana now. Example:
    You're in a tough bossfight and slowly lose hp overtime even with healing.
    Healing becomes unusable due to mana cost (or u just run out of mana)
    Usually you either die, or retreat for a while to regen health.
    But now you can just swap between healing with pots and spell healing without any drawbacks.
south quail
thin delta
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No?

south quail
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literally just use a pot??

thin delta
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You'd lose the buffs your weapon gives. For lightbender - all of your orbs, for others - sigils and damage stacks.

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And that's the ducktape that keeps the game balance together.

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And you're asking to remove that.

south quail
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the idea that potions cancelling spells is the duct tape that keeps the game balanced is a crazy take

rigid void
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And if its true that mean there is another fd up problem

thin delta
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Okay, go think of a way to kill a lightbender with infinite heal and 50k ehp

elfin stratus
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true dmg

thin delta
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Okay, but how often will you use that?

elfin stratus
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that's up to ct

thin delta
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They can't use it too much so that there's a reason to use def and agility tanks and not just get 20k raw hp

rigid void
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Maybe that just mean they have to get creative no?

thin delta
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So can't really do that

south quail
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also consider the fact that a lightbender who build for 50k ehp probably doesnt have many stats in other places

thin delta
south quail
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idk man, seems like a lightbender issue to me

thin delta
rigid void
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“Players are right about the problems, but wrong about the solutions” Maybe we let them figure out what the best way to tackle something like this. Or maybe this is never touched and this is a meaningless fight

thin delta
south quail
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your whole idea that lightbenders dont already have healing from pots is really odd

thin delta
south quail
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it takes 1 whole cast for a lightbender to get back in combat. swapping off their weapon to pot isnt going to do anything to change that

south quail
thin delta
south quail
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thats a build issue

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also, literally just offhand lunar spine.

thin delta
thin delta
south quail
thin delta
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But if you can't comprehend sacrificing damage for healing - that's a you issue.

glacial flare
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U just skill issue smh

rigid void
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Okay

tough jackal
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fr. same thing with mantle of the bovemists and bakals grasp

humble granite
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skibidi unc appearence

latent bronze
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Admittedly this is less of an problem in endgame, but if you're trying to level and just defeat dungeons/quest minibosses on summoner and not just powerlevel, it's actually a legitimate issue I faced (I was using at-level gear too, the stats simply weren't enough for me to lose regenning 600 hp/second)

latent bronze
humble granite
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Yall out here facetanking or smth

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Dodge with your movement spell

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If you guys want dodge practice, i've got a hero build with 170 ehp you can try

wide plaza
humble granite
pastel cedar
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^

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i main shaman lmfao

wide plaza
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me too... but its kind of hard to dodge when you need to look in a good direction, click 6 times, and then your main damage source is in the wrong place

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warriors, mages, and assassins can just RRR and theyre fine

pastel cedar
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???

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you dont need to throw a new totem to get away

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what ive found works best for shaman is playing around the totem itself, not playing the totem around yourself

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especially when it comes to puppets

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you stay within totem distance for potential vengeful spirit if you have that, stay in aura radius for acolyte healing, stay in totem distance for regeneration

wide plaza
pastel cedar
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Maybe the issue is you suck at playing shaman 🤔

wide plaza
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That's not how it works
😊

pastel cedar
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It definitely is