#Potions are annoying to use.
1 messages · Page 1 of 1 (latest)
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)
tldr; no
added reacts
Can you elaborate a bit more on a scenario where it would be broken?
you could just heal a bunch and attack at the same time
they are very op like very very potions and consumables in general are very strong part of the game
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.
what potions you need as shaman tho
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)
I mean any but I don't think the type of potion is relevant, I'm just talking about the interaction.
I mean...
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
Yeah that's true, but there has to be a way to fix it or something haha
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)
Maybe they could add a designated weapon slot where only the weapon in that slot will give you the stat buffs, honestly idk.
💀
What's the problem?
sir that is overpowered
How?
an weapon slot that gives only the weapons stats? is this what you saying?
yeah, so you can only have 1 weapon giving buffs
that is overpowered imagine the amount of stats you could get
so you would have an acessory weapon like? idk what you trying to say
yeah, like the accessories and stuff, you put the weapon you wanna use and that's the only buffs you could get.
Then that invalidates using more than 1 weapon
yeah how that would work with offhand weapons
also would be a general hassle
if you limit 1 weapon per player that would be bad
No
what they said was op was using another weapon's stats on your main weapon
Only switching weapons while keeping the same spawned stuff
for example if i was to use a weapon with really high mr at the same time as my normal weapon
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
so the only point of it is for mr
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
wynncraft can already detect your "main weapon". it's displayed when you hover over the sword icon in the compass menu
haha I mean I just wanted a way to heal without losing all my totems, it was just an idea.
use regeneration with your totems then
me too, man
?
and honestly, this is the first time I've ever seen someone make this argument
thats nice, can i swap without losing powders now?
no, but one can already get started with making such system
since you can already designate a weapon as your main one
Sometimes when fighting bosses is not enough.
for bosses that do 4k+ damage, totems arent at all able to regen, let alone sustain. and at the same time other mobs are spawning in and also projectiles doing damage, etc
you have aura?
use it
itll kill the mobs that are spawning
you can also avoid the bosses attacks by using haul
depending on what tree you are using, assuming puppets with regeneration, you stay near your totems while the puppets take care of everything
otherwise if you are using masks, stick on the one that makes you take less damage (fanatic)
Yeah you are describing the gameplay but that doesnt change that if you get git and need to heal you lose the totems
I...dont really know what to tell you then?
if your gear doesnt work for what you are trying to do maybe upgrade it
if your tree isnt working for you then modify it
I feel like you are just dodging the problem
i feel like you are either undergeared or are having a severe skill issue
I mean it's a inconvenience I can agree but it's just a balance thing
losing totems to heal isnt really an issue. its a tradeoff to get most of your health back with a single right click
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
why cant that be done here?
Im not talking about someone being bad at the game or not being high enough level or bad gear. Im just saying that there is something that could be improved gameplaywise.
the game should be enjoyable by all types of players whether bad or good
ok except your concept absolutely kills the idea of having offhanded weapons
Like a said it would be a QoL change there must be a way to change someting without affecting the overall gemaplay or diffuclty
its kinda crazy but people dont stay bad at the game
they play the game -> they get better at the game
especially with the removal of soul points
fair enough
Just becasue someone can get better at a game doesnt mean that a feature couldnt be imporved for the begginer players
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)
i cant wait to main hand procrastination and get +85 skill points overall 😺
What?
what is the difference between main hand and off hand?
main hand is main weapon
didnt know that wynn had off hand?
offhand is something you switch to for a specific purpose
its just a term
not actual offhand
but offhanded weapons are often used for health regen, movement speed, lower movement spell costs, lb/lq, etc
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
if you go into an area thats too high for your level then you are supposed to die
But then what is the difference by using one weapon for lower mana cost and the other for dmg?
lower mana cost for 2nd spell specifically
since that is the movement spell
you get around using that weapon
and use your main weapon for actually doing damage
a good example of this is silent ballet
which reduces all spell costs to 1 at the cost of doing 0 damage from spells
you totem + haul cycle with it for the most part
and use that to get around
I think there has to be a different way to be able to use potion without changing anything of teh weapons or gameplay
changing the way you use potions will affect both the weapons and gameplay though
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?
and ofc not the stat potions, but just for healing
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
other than that, there arent other ways to do keybinds for stuff in vanilla minecraft
thats true
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
that would be good
wouldnt change too much, something along the lines of removing the spells after detecting if your hand is holding a dif weapon
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
That way the abusing factor is completely eradicated
.
Makes sense
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
weapon swapping can be easily solved by making abilities only stay/exist when you switch back to the weapon that casted them
im not sure about mana cost reductions for this stuff, but I think itll be mostly irrelevant with such a change
problem is how you detect if a weapon is the same one as the last one you held or used to activate the spells
give the spells a variable with their caster item's ID
Wild suggestion
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
For real
That's literally a mage ability for any class, but no mana cost and more hp
That's also why I picked mage after playing shaman
So that's like THE most important thing for mage class imo.
No need to swap for heals is a BIG advantage.
i dont think not needing to swap to potions is what makes mage heal strong
For me it was the deciding factor for what class to pick after first playthrough
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.
That's also why Arcanist sux
mage heals more than a potion, heals others and cleanses debuffs
heal spell is as quick and available as potions are
if anything it is less available because 3 clicks instead of 1, and the need for mana
Literally no? Lategame pots heal 4.8k and my 105lvl heal only does like 4k with max lb?
why are you building lb for a heal build
of course your mage doesnt heal more than a pot if you're putting everything into lootbonus
Nvm, I lied it does actually heal more than a pot
wtf is a max lightbender build
Point still stands, giving heal to other classes would make it op
Going full down lightbender tree?
And I fear a lb with mana/hp pots in second hand
who tf says that
Like, that would just be impossible to kill.
Out of hp? - heal, out of mana? - drink a pot
yeah, but potions not killing other class' spells isn't going to suddenly invalidate heal spells
It kinda will make people pick mage less imo
Also A LOT of balance issues will arise
people shouldn't be picking mage just because using potions kills spells.
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
Also that will make players heal faster than expected which will make fighting easier
And things will need to be buffed accordingly
that is actually 3 examples of 1 problem
the problem being that players will be stronger since they don't need to voluntarily break their combat flow to heal
letting you use potions without killing your spells isn't going to suddenly make potions heal more
Wdym? They are 3 different things that would come out of no need to swap items to use pots.
They come from 1 place, but are quite different
What about the weapon thing but with a pot cd? Like 3 seconds or smth?
Wdym?
That would help a little bit with mage immortality. But nothing else tbh
You're meant to lose stats when swapping slots. That's by design.
Would there be a way to keep abilities but lose powdders?
• 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)
Even if it wasn't meant like that at the start - the game's built on that
literally just code it that way?
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
- 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.
a tank mage has always been able to heal with no mana
No?
literally just use a pot??
You'd lose the buffs your weapon gives. For lightbender - all of your orbs, for others - sigils and damage stacks.
And that's the ducktape that keeps the game balance together.
And you're asking to remove that.
the idea that potions cancelling spells is the duct tape that keeps the game balanced is a crazy take
And if its true that mean there is another fd up problem
Okay, go think of a way to kill a lightbender with infinite heal and 50k ehp
true dmg
Okay, but how often will you use that?
that's up to ct
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
Maybe that just mean they have to get creative no?
So can't really do that
did you know this is already in the game?
also consider the fact that a lightbender who build for 50k ehp probably doesnt have many stats in other places
Yes, but it's used sparingly. And lightbenders are still surviving with 20k raw hp
idk man, seems like a lightbender issue to me
It's literally my build and it has 50sp in everything. And also 90k dps
“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
Lb is pretty powerful, but can still die.
With infinite healing from pots - they can't
your whole idea that lightbenders dont already have healing from pots is really odd
There's no problem. You sacrifice your buffs to get healed.
Have you played lightbender?
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
yes, and i employed a secret trick known as having potions in my hotbar
And that cast is a good half of your mana bar. Which you don't have if you resort to potions. Regening it takes a lot of time.
True, but I can't be bothered to use 2 weapons
Literally every good lightbender build has a mr/mu issue
doesnt make the lunar spine argument any less valid
Yes, that one is valid
But if you can't comprehend sacrificing damage for healing - that's a you issue.
Its not a problem
U just skill issue smh
Okay
fr. same thing with mantle of the bovemists and bakals grasp
skibidi unc appearence
Getting better gear only solves the problem by dodging it
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)
You just end up losing most of that health anyway due to the fact that shaman gets less from hp pots since they have like 50% defense. If hp pots healed 9k for shaman yeah I can kinda get your point, it's still annoying but you can shrug it off. But it doesn't
Yall out here facetanking or smth
Dodge with your movement spell
If you guys want dodge practice, i've got a hero build with 170 ehp you can try
shamans and archers would like a very calm word with you
i played shaman for a good while and i have a endgame archer and you bet your ass you can dodge
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
warriors, mages, and assassins can just RRR and theyre fine
???
you dont need to throw a new totem to get away
what ive found works best for shaman is playing around the totem itself, not playing the totem around yourself
especially when it comes to puppets
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
Yeah, you just gotta haul to the totem so you sit right next to the enemy you're fighting instead
Maybe the issue is you suck at playing shaman 🤔
That's not how it works
😊
It definitely is