#Balance changes and how they're perceived

1 messages · Page 1 of 1 (latest)

trim osprey
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Yes, this is about blizzard blaster, but this is also about all sorts of previous changes from item rebalancing to atree changes.

A trend i've noticed with how the wynn team handles balancing changes is sometimes, we receive a (justified) nerf, with planned changes, but the community then has to wait an unknown amount of time before the changes are implemented.

To put this in the context of blizzard blaster, since it is what most people reading this will be familiar with: Yes, blizzard blaster's movement should not be the crutch that warrior and other classes rely on, and yes having equivalent capabilities in the atree kit itself would be great. But nerfing blizzard blaster far before we can expect to get any changes to the atree makes no sense. Why are players, whose emergent gameplay is clear indication of a problem in the movement kit of these classes, having their self-sourced "fix" taken away from them without any alternative?

A change like this is clearly a pre-emptive change. Salted quoted not wanting "gadget creep", and others mentioned that classes should not need to rely on movement gadgets. but this so called gadget creep has not yet happened, and the changes to allow these classes to not need to rely on movement gadgets have not yet been implemented, so why was it so critical to change blizzard blaster now?
If something like this can be changed at the drop of a hat (as it clearly has been), it could just as easily been delayed to be paired with the accompanying changes that justify it, which 1. makes more sense from a player's perspective and 2. makes the ct's changes seem less arbitrary, since the change and reason can both be seen in the same patch notes, without needing a feedback post and ct response to be made that only some players will see

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TLDR. CT clearly have their reasons for nerfs to things the community use, but often the nerfs come long before the changes that justify or replace them. If these changes were delayed to be synced, players would more easily understand the reasoning, would not feel unfairly nerfed during the (sometimes long) transition periods, and ct would not have to deal with community management for what otherwise would have been a perfectly reasonable change

still turtle
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They should add jump boost weaponsmithing ing now

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Fixes everything

true pilot
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this is true

still turtle
lone dew
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I'm gonna pick out a particular line from this- "Salted quoted not wanting "gadget creep"... ...but this so called gadget creep has not yet happened, ..."

I just wanna point out...that statement speaks to preventative measures. Creep is something that to prevent, you have to monitor closely and stop before it starts. Saying things like "Creep isn't here yet, so why are they doing this?" is kinda like asking "Well, the house isn't on fire yet, so why are you taking away the matchbox and cleaning up the gasoline?" That's obvs a very extreme metaphor, and I don't mean it to be indicative of the scale of the problem, but it was the first thing to come to mind.

still turtle
twin copper
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well written and concise take in cf? holy moly

to contribute, this is a very good analysis of the situation and represents what ive been feeling myself honestly.

still turtle
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I agree that if CT sees signs of creep then they can take action tho

twin copper
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also side note, i think that creep is already here. so many warrior players use the item for so many different things, and it was clearly not the fix ct have in mind for warrior's mobility

still turtle
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But why bblaster, bblaster is far more balanced than well, sigil, or totem 💀

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Only helps warrior mostly

twin copper
still turtle
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While the others are just global stat buffs

lyric wharf
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It helped archer somewhat as well

twin copper
still turtle
twin copper
trim osprey
still turtle
trim osprey
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i also dont really understand why gadget creep is an issue when gadgets share cooldowns anyway. if we are worried about carrying hotbars full of gadgets, surely it is the gadgets' cooldowns that should be changed?

trim osprey
lyric wharf
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I have noticed this philosophy with things other than the blaster, where things are nerfed in preperation for content that is being added at an unknown date. Trance is my favorite example of this. I dont know how I feel about it tbh, I dont want to get attached to a playstyle thats I know is going to be removed soon. Idk

twin copper
lone dew
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I understand that gives us like, cover or an excuse, but...waiting until the problem gets worse to fix it isn't a particularly elegant solution.

still turtle
twin copper
trim osprey
# lone dew That...wouldn't actually fix the problem though? If the problem is there's a too...

if the issue is that the singular gadget is too strong, that is fine, but that is not what i saw being claimed. "gadget creep" implies future gadgets get stronger than previous ones and the new ones are the problem, or that the new gadgets cumulatively combo with old ones into something stronger than intended. being a bandaid to warrior movement implies an issue with warrior movement is acknowledged and planned, in which case, why rip the bandaid off early when you havent reached the doctor's office?

still turtle
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It takes like 1 hour to add a new item

twin copper
lyric wharf
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I think a major id would take longer

still turtle
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Jh ing anyone?

twin copper
still turtle
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+2jh, +15 agil min, -80dura

lyric wharf
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like yea items themselves are just as easy as youd think but the major id is like many times harder

still turtle
lone dew
twin copper
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okay so basically, bb is the first on the chopping block

trim osprey
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regardless, i think my criticism still holds for other past changes

gray horizon
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The most major reason everyone is upset is becasue the update took away what was really the only option to make a lot of endgame builds and playstyles viable, and it has effective erased all ability for those things to be playable in things like COTL or SE lootruns, on top of general exploration and gameplay. Fallen now has another reason not to play as well

still turtle
twin copper
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i fear this thread will devolve

lyric wharf
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ok thats being hyperbolic I understand it as good qol but not essential to a playstyle, no?

still turtle
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Just memorise wind launcher locations

gray horizon
still turtle
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If never needed a nerf

gray horizon
lyric wharf
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shocked bb was on the chopping block and not runes tho sob

gray horizon
still turtle
twin copper
still turtle
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It just was a nice qol item to move warrior into the same mobility as the others

twin copper
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i think its because a single ct has been putting effort into blizzard brawl, the same one who created the item, and changes to the minigame brought blizzard blaster into focus

lyric wharf
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plus I'd be floored if the eventual replacement didn't have a huge agi min lmao

still turtle
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It doesn't let warrior infinite fly or anything, mage is still way better at that

gray horizon
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Honestly i'm considering just getting a build and maining idol even though it's bad dps. literally only for vert mobility

trim osprey
gray horizon
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yall if we target ct for failure this threads gonna get nuked like all the others

still turtle
trim osprey
gray horizon
lone dew
still turtle
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There are so many changes CT can do

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Without wasting valuable dev time

lyric wharf
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I think it would be a hard sell honestly

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like what would fix the problem but not cause any others?

trim osprey
gray horizon
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alr ima dip but to cap off argument and give some evidence to yall, I have 507+ hrs on warrior, and I can say that Blizzard Blaster was the best item I had, and has no real usable alternative in the non-bmonk tree, which makes other archetypes not fun to play.

lone dew
still turtle
lyric wharf
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do you want to make a crafted spear that out jumps oly? I feel like thats just short sighted design

still turtle
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There would be some massive agil min to do with the ing

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So it would make it balanced

trim osprey
still turtle
lone dew
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Like, yeah. I wasn't fully explaining every aspect of the definition. So it goes- I'm human. Trains of thoughts go places. I did address that point even before you brought that up. If I were to metaphor this, it feels a bit like saying that because I've said 1+1+1=3, I've invalidated the fact that I said 1+1=2.

lyric wharf
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flip that and now you have a massive agi discount on your ws spear with only jump height as a negative

still turtle
lyric wharf
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Ok

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and if they agi min is too low as per your suggestion you end up with a spear that out jumps oly

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I just feel like its a hard problem that doesnt have a simple band aid fix

still turtle
lyric wharf
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oly builds also build agi

still turtle
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It could be like+25 agil min

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CT is good at balancing, that's not the point you should focus on

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Fighting on stats is not what you should do

lyric wharf
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Implying its really simple isnt something you should do

trim osprey
# lone dew Like, yeah. I wasn't fully explaining every aspect of the definition. So it goes...

ok, to lay it out better heres a more wide angle view of the various statements.

  1. BB was nerfed to prevent gadget creep (your first statement)
  2. BB was nerfed because it itself is already gadget creep (your amended statement)
  3. BB was nerfed because classes should not need movement trinkets as bandaids (statement from other thread)

point 3 implies an intended change to improve movement for the problem classes. If point 3 is true, then, IMO, BB has been nerfed prematurely as the atree changes have not yet been made.
If point 3 is not true, then i agree that BB being nerfed now is fine, but i think it should have been more clearly explained in patch notes that BB itself was seen as a problem

lyric wharf
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ok im out now 1.3 seconds this is gonna devlove cya

trim osprey
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i find issue with the correction at point 2 only coming so late and in salted using what we players have only now found out is such a vague term, but that is a separate issue that i wont go into since its not the focus of this thread

trim osprey
proud atlas
trim osprey
proud atlas
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i mean yeah fair enough my bad. theres just been such an uproar which i really dont understand from the community

devout pecan
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it is a mobility issue witht he classes but blizzard blaster served as a fix in the meantime

jade barn
lone dew
devout pecan
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its that archer and warriors vertical/small movement is too weak

jade barn
devout pecan
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mage doesnt use blizzard blaster because it doesnt need it to have good movement, but warrior and archer almost rely on this

jade barn
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That being said, doesn't Archer work just fine on height?

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Escape spell goes pretty damn high

devout pecan
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yea i specified vertical/small

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vertical for warrior and small adjustments for archer

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but yea i feel like the main concern with removing it before a buff to something else is not that the thing needed removed and so the buff can come later, its that we need the buff so the crutch should be removed simultaniously with the buff

jade barn
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Maybe there's an argument to be had that these classes are supposed to struggle with this kind of thing, and it's unfair to everyone who didn't participate in the events to have a tool that completely invalidates a shortcoming while they have to continue to deal with it

devout pecan
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removing a crutch from a person without a leg and going "oh well we will get you a prosthetic leg sometime in the future" doesnt really work, and i know that its an extreme analogy but i feel it sums up what alot of us feel

devout pecan
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and archer u get flung really far from escape and leaps cd means u cant really adjust well

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i mean u can fix both of these issues relatively simply, archer could have 2 chargeable double jumps so there is more useable adjusteable movement, and warrior could have the uppercut vertical boost be useable mid air

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ima make a suggestion thread actually on that

pulsar radish
# devout pecan removing a crutch from a person without a leg and going "oh well we will get you...

This is how a lot of newer and returning players feel. They are just seeing stuff slashed in real time promising a better future, but that’s it. We don’t know how long it’ll be before we see improvements and it just feels bad. People liked using this item and no one was going around complaining that blizzard blaster was too prevalent. If they wanna rework the utility into all of the classes or a non event mechanic, fine. But let’s do that before we remove the option that’s currently available.

Personally I feel like the last 6 months of changelogs have just been reducing the amount of stuff we have to play and experiment with. Item nerf, atree locks, item removal. It makes it hard to want to experiment and try new things if anything you touch gets reworked, nerfed, or removed the next patch

still turtle
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Why cant we add something like suspended soliloquy mID to warrior and mage?

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Just basic levitation

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Why the hell does mage, the class with perfect vertical movement, get this mID?

little tulip
jade barn
wanton vector
still turtle
wanton vector
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on release levitation was treated like vanish

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that got patched quite fast

still turtle
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Greatest coding error of all time

wanton vector
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then mobs targeted where you started levitating instead of where you were

still turtle
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Ah ic, that makes a bit more sense ig

bleak wing
still turtle
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Void holes don't count tho, i can't use them without memorising

bleak wing
still turtle
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The nicest one in cotl is the one just right outside burning delve

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Always put waypoint there when i lr

bleak wing
still turtle
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But i want to lr without my brain!

cursive yew
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did any CT say that blizzard blaster removal was because of a future planned AT change? i keep seeing this as an argument as like "why did you do it now instead of when you have the fix ready" i really dont understand

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every class doesnt inherently need the exact same mobility capabilities as eachother, just like they dont all need the same range or AoE

glad lily
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Why even make trinkets in the first place if they were never meant to be used?

rough bloom
mint marsh
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it wasnt explicitly said but that very much implies it

cursive yew
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ah, yeah maybe that wasnt worded the best. idk what future AT stuff is but blaster def wasnt changed because its gonna get "made up for" with a future change

near pine
cursive yew
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trinkets are typically just little silly things that are just there for some flavor or funny moments with friends, like the bag of tricks or the vial thing that makes a bunch of particles and noise, or the frying pan. having a trinket that is a legitimate comp use isnt intentional and isnt good for balance (+ all the other gadget meta stuff thats been discussed)

near pine
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And as salted said we don't want to create any kind of meta where you need a certain set of gadgets that fill your hotbar and players feel the need to have them to be effective

glad lily
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Idk i don’t like the idea of them being one-time gimmicks. Wouldn’t it be better then to make consumable/cosmetic items rather than those?

mint marsh
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Personally I just think that the focus is in the wrong place - blizzard blaster was one of the only useful offhands warrior had (the only others i can think of would be rots/cata for healing even tho it got nerfed, or an lb/lq spear in lootruns) whereas mage has such a copious amount of offhands that thats what feels overwhelming

glad lily
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Bc as it stands like 90% of trinkets are just collecting dust in my misc bucket.

mint marsh
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I also really like the idea of trinkets being something thats actually useful rather than just some silly cosmetics

cursive yew
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🤷‍♂️ i guess just a difference in design philosophy

mint marsh
cursive yew
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well frankly i think the outcry is because people liked having more mobility than usual / it was strong, not exclusively because it was a way to express skill that people appreciated. as for skill expression, i think it'd be better for there to be more widely available avenues to flex skill, rather than a bunch of random trinkets

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the best thing for the endgame getting stale is for us to release fruma

earnest cradle
cursive yew
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pretty sure its always been a thing, just has maybe been slipped a few times

glad lily
rough bloom
near pine
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When did you ever need to be level 100 for whirlwind strike

near pine
pulsar radish
# near pine I think lex responded this this already saying that typically these things have ...

I'm sorry but they do not have long cooldowns for how they are used. All of these trinkets can be used in every raid boss or war

Runes last 3 minutes with 60% uptime and give vanilla speed effects only obtainable on archer now.

Well is 15mr for everyone nearby which is more that some meta intelligence items

Sigil is free rage activation, and allows builds to stay back and take damage unnaturally, and then achieve max dps.

All 3 of these have significantly more utility in use in combat compared to a 6 block recoil weapon, which makes you lose powder special charge, and any uptime-based abilities (orbs, gangles, etc.)

You guys are severly overestimating how "overtuned" blizzard blaster was. I am still asking for proof of where this item was so unhealthy, that it had to not be nerfed, but removed from the game entirely. There is no "meta builds" that require blizzard blaster, most people just found it fun as an offhand to jump around with. If it is truly removed only for trinket's becoming too used, then these other trinkets need to go too.

near pine
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I think enough people have explained reasoning and logic now, I don't think it's too useful to get into a back and forth of repeating stuff to each other. We said what we believe and why

tight tangle
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i've commented on sigil and well in another thread

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sigil is problematic due to its design (the intended "downside" is what it's being used for)
well could use some numbers tweaks for sure

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i can't imagine the runes are that incredibly strong, though. they only give you speed 1, which is entirely made obsolete if you have an archer on your team (which i would think is fairly likely...?)

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there are some larger overall trinket system changes i've been meaning to get to that would make the use of the runes more of a tradeoff as well

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combining utility & mobility into one category and locking you into one trinket for longer than just its regular cooldown

drifting cedar
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I don't normally like to dog pile in a thread, but I gotta respond to some of the "blizzard blaster is broken" slander. Blizzard Blaster is far from broken and I don't think haters understand how people actually use it. I've tried every single one of the following examples, and I can go into explicit detail if people really want to grill me on it.

For warrior, it removes mantles, it removes corrupted mode, and it turns off just about all battle monk passives (though monk doesn't use it much anyways); as such, you can't use it as often as you think. For assassin, acrobat doesn't use it, all of trickster's clones disappear when you use it (and trickster has shadow clone too), and shadestepper basically dies whenever blaster is used (because it removes vanish, smoke bomb buildup, and knives). In wars, it's useless for dodging aura because it'll remove all your damagers and you'd have to build up again, and in raids, the ground-based hits are easy to just jump over, to where no one actually uses blaster. In lootruns, its only use is scaling mountains, though using blaster is significantly slower than trying to find jump pads or void holes, or just going around the mountain. The only "meta" potential use-case left is transportation, and even then, it can only be used twice in the air before "jamming" (I think it's a bug, but basically blizzard blaster freezes entirely if you use it twice in the air, and you have to relog to get it to work again).

If the worry is abuse of a low-tier trinket, make it more expensive rather than useless. As-is, the most frequent use-case of blaster is for hopping on top of the identifier's crystal in Detlas. It's not used in serious meta situations.

ruby halo
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Another part that people here aren't really talking about: blizzard blaster is just plain fun. Nothing beats leaping over a chasm, barely missing the ledge, then using the blizzard blaster to get the last extra distance you need. When you're leveling a low-level character and don't have good mobility yet, blizzard blaster makes traversing much more interesting.

drifting cedar
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agreed, I remember last year I played brawl for quite a while so I could give blasters to all my guild friends to jump around the guild island with

pulsar radish
drifting cedar
pulsar radish
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And this is why almost every patch and changelog is perceived negatively. Each line is like a landmine about to go off removing content/playstyles/fun in general. I get things gotta be tuned sometimes but how much more slop do we have to get before we get something new to try out

drifting cedar
# pulsar radish And this is why almost every patch and changelog is perceived negatively. Each l...

well this kinda goes back to the original purpose of this thread, before it devolved into talking solely about blizzard blaster... something similar happened with the trickster revamp, where people didn't really know beforehand that trickster wasn't being played how wynncraft wanted it to be played, then the rework came around and people were going crazy because they thought trickster was working just fine

tight tangle
# drifting cedar bro doubled down and said they're gonna roll mobility and utility into one class...

i can explain my reasoning if you'd like! the reason for it is, ideally, you pick one trinket to use alongside your main build, and you stick with it. this was always the design goal for trinkets. the category split of utility and mobility was to allow for potentially mixing a combat and a movement trinket in one encounter, but over the years very few mobility trinkets have been added, and most of the ones that do exist are along the lines of the runes- which i don't feel fit that idealized category

drifting cedar
tight tangle
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when the change does happen i'll add a segment explaining it

pulsar radish
tight tangle
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no, it just means you'll need to choose between a combat based trinket and a mobility based trinket

drifting cedar
tight tangle
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not have both at once

drifting cedar
pulsar radish
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I guess that just leaves me even more confused, if theres a full trinket rework in the works, but we are removing the few that we have before said rework was in place. That means blaster was so disruptive that it needed to be taken care of before this rework could come out, which I just can't really understand. It was terrible in combat and at best saved a second in lr chals and that's it

near pine
drifting cedar
# near pine "when you're leveling a low level character and don't have good mobility yet" T...

because it's not a good reason??? Let me ask you this - what's the purpose of blizzard blaster? Before the nerfs, the point was "haha funny knockback gun" and it let you get over chasms; it was a reward for participating in the limited time event, which I'd think the wynncraft team would like. Now, it's something that'll take up space and is a waste of a game's worth of shards

glad lily
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So because low levels shouldn’t have that kind of mobility the item gets killed instead of just slapping a lvl req on it?

drifting cedar
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Additionally, your whatabout-isms are not helping because again, there are ways to solve your perceived issue rather than removal, but instead of listening to the suggestions or even just pretending to listen, you just tell players "screw off, you just don't understand."

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Really not fixing the perception issue, which, credit where credit is due, lexnt was trying to solve with an explanation more thorough than "quit whining, you aren't playing the game right if you use these items we put in"

ruby halo
# near pine "when you're leveling a low level character and don't have good mobility yet" T...

Take a look around ragni, nemract, almuj, etc, and count how many people are using blizzard blaster to "break" low-level movement. The vast, vast majority of players are playing level 0-80 content as intended. Since it's a seasonal item you have to put effort in to get, most players won't get it on their first playthrough until they're already at the endgame. So for those players who decide to level another class, blizzard blaster is a great way to make another playthrough more interesting. After all, you've already proved you can do the content, why not let people play around?

earnest cradle
glad lily
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Ngl speed leveling breaks the immersion way more than blizzard blaster did. They should remove dxp and mob totems /s

drifting cedar
mint marsh
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Either CT needs to re-think this change or need to get their stories straight

drifting cedar
mint marsh
earnest cradle
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the fact we are getting inconsistent answers from a ct manager and a dev makes me think that this philosophy is new, which i suppose makes sense if it was old then this shit wouldve been removed ages ago

mint marsh
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i currently have 41 fragments of the storm since im going for the mythic - that translates to 82 blizzard blasters

near pine
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Kinda hard to have any discussion if things are gonna be mixed together or taken out of context or misrepresented thonk

  • I said it's a reason, not the reason
  • lex talked about her potential future plans for trinkets and their original design intent
  • they still shouldn't have a major impact on how we balance completely separate gameplay systems because they are inherently meant to be supplementary, and quite silly in nature
earnest cradle
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if the potential future plan involves making trinkets that can impact gameplay then this is just a ticking time bomb for this to repeat itself? 😭 i don't really have anything more to say on the matter other than i hope that there can be discussion before these kinds of things happen but it seems that won't happen either

drifting cedar
# near pine Kinda hard to have any discussion if things are gonna be mixed together or taken...

Lemme get your message straight so I don't take you out of context or misrepresent you, buddy.

  1. There are more reasons than just "oh low level mobility is bad."
  2. Lex said trinkets are supposed to be supplemental items for builds.
  3. You say trinkets shouldn't affect builds, despite just saying that Lex said they're meant to be supplemental to builds.

If I got something wrong, let me know.

near pine
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Again: I didn't say they can't impact gameplay, I said they shouldn't have a major impact on the work that item makers and ability designers do in balancing their respective systems

near pine
drifting cedar
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Third Clarion negates fire damage, despite mage and warrior already being able to get rid of that. That seems a lot more impactful than something that lets warrior spam 4 fewer charge spells

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Additionally, what about the Bonfire Lily? That buffs fire damage by 20%, obviously not great for any builds that don't use fire... are you going to add more flowers that buff all damage types, so fire builds aren't disproportionately affected by trinkets?

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Just stick to Lex's statement, that trinkets are being reworked in general. Trying to say all trinkets should be balanced perfectly with each other is silly and negates Lex's very understandable comment. I could fill this channel with examples of more trinkets that are better for some builds than others, contradicting your claim that trinkets aren't supposed to affect the work that ability designers and item makers do.

pulsar radish
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It will probably just be removed let’s be realistic. I just wish there was a consistent answer and rework present before removing what we currently have. A trinket rework makes sense and is a cool idea, but don’t just remove current trinkets before releasing the trinket rework cuz now there’s less cool things to play with in the meantime

drifting cedar
pulsar radish
drifting cedar
trim osprey
twin copper
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oh boy

trim osprey
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i'm grateful that ct have been responding at all, but honestly with how varied and conflicting some of these responses are, it feels more like people are coming up with reasons as the questions come up, rather than already having made this change with 1 singular reason
which, to bring us back to the thread's original purpose, really does not help the optics of this kind of change

dusky fiber
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the devs r litterally in charge of adding any gadgets that would cause the gadget creep. like it would litterally be all their fault LOL, so maybe just dont add any gadgets to the game for a while???? like gadgets r cool, just as long as u dont add them all the time. like, every couple years is fine lmao.

dawn jungle
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it pisses me off sm

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but I use it because its funny

still turtle
# near pine "when you're leveling a low level character and don't have good mobility yet" T...

Ya you can make it more expensive so only endgame players/people who grind blizzard brawl would feasibly have it, and moving it to a different lower levelled class doesn't ruin anything, as people who generally create new classes want to skip some more tedious stuff anyways.

My point being that nuking a mobility trinket, affecting all players of a certain class instead of fixing the relevant problems directly. There are so many ways you can prevent early game players from using it if that is your concern.

still turtle
# near pine Kinda hard to have any discussion if things are gonna be mixed together or taken...

Ok, there are many reasons that this change was done. My general impression is that

1.CT wants to give archetypes more identity by limiting movement on the archetypes that should have less movement,

  1. CT doesn't want trinkets to have a strong impact on combat and other parts of the game, mostly just for qol and minor stats.

  2. CT doesn't want trinkets to power creep each other

  3. CT doesn't want some groups of players(like lower level players) to have unfair advantages not meant for them

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The main reasons players are angry are:

  1. Changes were done without any reasons explained in changelog(since fixed by the many responses, however this is the spark of the fire)

  2. The nerf was done without a corresponding buff to the classes that benefitted from it, no changes were done to balance this nerf

  3. The nerf was done while ignoring the other trinkets which felt more powerful in some players opinion

  4. The general suppression of the freedom of some players who liked using the item

  5. The reasons for the change do not outweigh the cost and damage of the change in most players opinion

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See, i made It easy, all in front of you, can you address it all, instead of addressing single arguments and ignoring others?

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Oh yeah i forgot
6. The nerf was not needed in most players eyes, no one complained before the nerf

still turtle
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Now i have just provided a lot of problems without solutions, so I'm going to give my perspective on the solutions:

  1. Giving warrior and archer more vertical movement options
    i) Adding a jump boost ing to weaponsmithing/woodworking with agility minimum increase so it can't be abused

ii) Implementing a new accessible weapon major ID that allows these classes to be more free in their movement

iii) Adding an accessible ability node that allows easier movement, (e.g whirlwind strike height upgrade, allowing it to be used mid air)

still turtle
#
  1. Fixing the main problems with blizzard blaster instead of removing its functionality

i) Bring back the old blizzard blaster as an upgrade to the currently vanity-only one, at a massive cost(like in the region of 8 fragment of the storm cost). This fixes the problem of this powerful trinket being too accessible

(numbers can be tweaked)

ii) Bring back the old blizzard blaster, but limit its usage in some way. Examples include giving it charges like teleport scrolls that recharge after maybe 20 seconds each with an individual charge cooldown, making other utility trinkets cooldown also affect it, and more.(this fixes the problem of the blizzard blaster being too easy to use and no strategic usage)

(numbers can be tweaked)

still turtle
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These are changes others have proposed ya

trim osprey
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can we not turn this into another blizzard blaster complaint thread please

still turtle
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Oh sorry i got carried away, maybe i can move this to another thread

trim osprey
near pine
#

I have tried my best to respond to everything with an all encompassing message, but it has been repeatedly misread, or misunderstood. This will be my last attempt.

  1. Yes archetype and class identity is important and that identity doesn't exist without differences between them. These differences may include mobility or even vertical mobility specifically but are certainly not limited to it. You will find these kinds of trade offs on most archetypes and it is something that we want people to play around.

  2. This point seems to literally never get through no matter how much I emphasise it: We don't want trinkets to have a major impact on how we approach ability tree or item balancing or creating. The reason for this is so that trinkets, which are made quite often, seasonally available and often quite wacky in their usage (to create fun gameplay with a given festival), are not something that these teams need to consider when creating new abilities, items or major IDs. It would add unnecessary complexity to their work if gadgets had overbearing power.

  3. We don't want a "gadget creep" where over time we make more and more powerful trinkets that were always meant to be more fun related and less (but not necessarily zero) impactful to certain areas of gameplay. If this happened, we could create a "gadget meta" where everyone has their hotbar filled with different gadgets and they need to micro manage 5 different cooldowns and extra items to be effective. I've seen some players say "good! That's called skill expression". We disagree because it creates a high barrier to entry for newcomers and we don't think it's a healthy direction for the game to go in. You are obviously free to disagree with that but the bottom line is that we don't want this kind of impact for trinkets

  4. We don't want notable disadvantages at any point of the game to be nullified by a seasonal trinket. The blizzard blaster wasn't made to "fix" anyones movement, it was made for fun.

Reasons for being angry:

  1. I understand that no reasoning was provided in the changelog and it is our normal procedure to give longer explanations with changes that either we view as important or changes we know are important to our community. This didn't happen with this change and I fully respect that it probably should have. Do I think this would have prevented the same conversations we are having right now? Not really, I've had too much experience of writing detailed explanations for changes to have people not read them, misunderstand them or deliberately misrepresent them to other players to make them annoyed. We should have given reasoning anyway though.
#
  1. Not every nerf needs a corresponding buff. I know this sentiment is often discussed but we don't make nerfs to things just for fun, it's for good reasons and if we were to buff things oppositely then the nerf would serve no purpose. As I said in my previous paragraph too, one (but not all) of the reasons for the nerf was precisely because we disagree that you should be able to remove a designed and intentional downside from something with a trinket (see above paragraph with more explanation.

  2. (I am not very knowledgeable about trinkets so I will refer to lex). As lex has pointed out a number of times now, there may be some other problematic trinkets for their design goals, but we don't seem to be in agreement on exactly which ones. It's fine for us to disagree about which things fulfill their purpose and which don't, feedback is obviously useful to make these decisions but just by reading the forum surrounding this issue, it seems quite likely that people who are unhappy about blizzard blaster are making deliberate attempts to get us to nerf other things. (I am not saying that anyone in particular is guilty of this, but seeing threads that say "ok remove x, y and z too!" With some of the responses on those seems like pretty obvious bait to stir more anger and division.

  3. Nerfs or removal of something you used will always suck. But "I found this fun" is not always a good argument for keeping something. The will of the people can be very compelling, and we make changes every single patch based on this, but other elements are just as important like our own design goals and whether how something is being used matches with those.

  4. I believe, just like the above point, that this is a bit of an impossible point to rebut. Nerfs will always be perceived badly by some and quite often by a large group. But this doesn't take away their validity as changes or their necessity. I can't really phrase this any other way. I understand that getting weaker in some way won't ever feel good, but we don't seek to make people feel bad without good reason and have stated our reasons for the change. It's ok to disagree with us about any or all of our reasons obviously, but we think it was necessary.

  5. This is pretty similar to points 3, 4 and 5 but something that is valuable to touch on is another sentiment I see often. "Nobody complained about this before, so why did you change it". This doesn't really make sense as a statement. Quite a lot of are changes are directly based on information we have gathered from players, but we also make changes from our own thoughts too. We have a large team with huge combined experience of not only Wynncraft, but general game design too. Some of our team have been designing new things for Wynncraft for 10 years or more, and in that time there have been many hundreds of things that "nobody asked for" and yet are completely beloved to this day. The other part to this sentiment is that people have a tendency to complain vehemently when things are weak, but take them for granted when they are strong.
    This is a well known effect and similar to that of most people don't leave a positive product review for everything that they buy that works perfectly, but if they get something that's broken it's almost certain that they will leave a negative review immediately!

I hope this clears up not only why the change was made (mostly as a compilation of things already said) but also some of the approach to balancing many interlocking systems simultaneously. I don't particularly want to get into a large back and forth argument about any of this because I believe I've covered everything you've asked for and tried to explain it to the best of my ability.

still turtle
trim osprey
#

to bring it back heres a summary of the various reasons given in this thread and why i think this could have been communicated much better:

  • Salted: bb nerf is to prevent gadget creep
  • Samsam: solution to warrior movement is not a trinket, its changes to moveset (implies but now clarified by Tealy to not mean planned kit changes)
  • Selvut: preventing gadget creep requires preventive action
  • Selvut (followup): bb was overtuned and that is what they meant by gadget creep (as a mega umbrella term for any gadget balancing issue, singular or combo related)
  • Tealy: bb was not nerfed with any intended followup change to warrior kit (their clarifiction to samsam's statement)
  • Terminated: trinkets should not have any major use that could influence atree or item balancing
  • Tealy: trinkets should not have any practical use aside from being a silly thing to mess around with
  • Terminated: reiterates that salted and the team do not want players to play with multiple trinkets in hotbar (presumably this is what salted meant by gadget creep?)
  • Lexnt (as quoted by terminated): trinkets with buff effects have long cooldowns so aren't overturned (why not just give bb a longer cooldown?)
  • Lexnt: acknowledges strength of buffing trinkets and states bb change is part of a bigger overaching change to trinket system
  • Lexnt: states that players should ideally pick 1 trinket for a build and stick with it (meaning trinkets are intended to have practical usefulness?)
  • Terminated: bb nerf prevents low level players from bypassing their level's movement limitations (what about loaned ability points?)
#

my main gripes are:

  • is the gadget creep issue a matter of bb itself being overtuned, or a matter of lowering the existing "power ceiling" so that future trinkets do not raise the trinket power level too much? theres doesnt seen to be a consistent definition being used here
  • is the bb change part of a bigger overarching change or no? if it is, why couldnt it be changed at the time of the rest of the change, where players would have been able to better understand the bigger picture?
  • why are so many of the stated reasons different? varying the explanation like this will cause (and as we can see has caused) quite some conclusion over the actual intention of the change
still turtle
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I respect that CT makes changes they know would offend the community (aka nerfs) and cause backlash, but drive the game towards a better direction

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I do think they should not keep offending the community tho, they should focus a bit on preventing that (if possible) in any way possible

rain spire
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we need to gut more movement options for the game to head in a better direction

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players have way too much freedom rn

still turtle
trim osprey
rain spire
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how is this the worst spin exactly

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most content can just be completely avoided from movement spells alone

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removing interaction altogether

lone dew
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oh you meant that seriously

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when people make statements like that, 99% of the time it's meant to be inflammatory and sarcastic

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apologies for assuming

rain spire
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how is this sarcastic

still turtle
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Yay more CT is reading this post, add jh spear ing pls

lone dew
# rain spire how is this sarcastic

like I said, vast majority of the time people make statements like that they're exaggerating for effect to try and bait engagement and piss people off instead of being sincere, as if they're speaking from the point of view of the developers in a mocking way. given the timing it seemed like it was one of those- that's why I apologized for assuming it was sarcastic from past experiences

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yknow, like. people complain about X weapon getting its damage hit so they say "to improve the direction of the game we the CT must reduce the damage to 1-2 and give it -300% spell damage. this will truly elevate the game to new heights"

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it just read like one of those at first blush

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especially since in other threads people were saying things like that in a mocking tone

still turtle
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Are they considering bringing it back?

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Did CT do it because of solely backlash?

trim osprey
still turtle
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What was the reason for the tp change

rain spire
still turtle
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Ik

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Asking CT the reason for the change

rain spire
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either heavy cooldown or make movement spells go like 3 blocks per spell

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walkspeed is also egregious

still turtle
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Ws is fine on agility builds, just reduce ws on other elemental items

rain spire
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no like the max ws that can be achieved

still turtle
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I don't really understand, do you mean ws abilities or like crafted ws gear?

rain spire
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both

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the max needs to be capped harder

still turtle
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Getting max ws is pretty difficult if not archer, just nerf frenzy or smth

rain spire
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theres no nuance to dodging when u can just 10 cps yourself 50 blocks away or stack ws

still turtle
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It usually reduces your damage or something

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To wear ws gear

rain spire
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the builds that dont intend on dodging are either hyper glass one shot or damage immune tanks

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most medium damage output builds have enough cost to be able to transport the player away to the other side of the arena under 5 seconds in a panic

still turtle
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I can't really argue with any of these, I mostly run defense or agility builds, so walk speed is either a given or not needed for me

strong prawn
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This would only do more harm

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TNA would be significantly more annoying to do and lootruns would get unreasonably longer.

rain spire
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yea this is one of the reasons why the blizzard blaster nerf got pushback

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it just got optimized way too hard for it to keep on existing since content is so heavily movement focused

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and its definitely time wasted

near pine
trim osprey
near pine
# strong prawn Except for the fact that content nowadays is designed around that. Also, a lot o...

I can confirm that the amount of walk speed available through ability tree and items is constantly a difficulty for mob designers. Everyone knows that it's quite trivial to avoid every boss attack on some classes/archetypes and it's my personal opinion that it is a bit overturned.

Despite that, walk speed is extremely fun and that's one of the reasons why we avoid making large changes to it unless we have to because mobility is fun. Kinda proves that we don't just make every change based on our own thoughts and ignoring what is fun or the community likes

rain spire
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blizzard blaster was just too over the top

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had to dial it back a little

trim osprey
dawn jungle
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movement is like the most fun part of the game why limit everyone to walking everywhere

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the game should keep up with the player, not slow them down

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i can see why youd want to limit movement in specific content like quests to prevent skips, but gutting the movement itself is not the answer

near pine
near pine
dawn jungle
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"gutting movement options" is
a pretty extreme implication imo

still turtle
rain spire
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but somehow balance the movement options during specific combat like bosses

trim osprey
still turtle
still turtle
trim osprey
still turtle
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The reason is never community backlash, that just supports it abit

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Otherwise the game would look a lot different, maybe in a state closer to battle cats

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Where every unit is power creeping each other and PONOS will never ever nerf any of the op stuff

rain spire
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if the boss in tna can get outside of the actual max server render distance then theres something flawed with the way things work

still turtle
near pine
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We do often make further changes to things based on community feedback though. We can obviously make mistakes and adjust based on realising that like

rain spire
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bcuz things that have never been an issue suddenly matter when new ideas get introduced

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which seemingly ruins things for no reason when it does have a reason

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u dont just nerf a movement option for no reason

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movement options are like the most harmless thing in a pve game

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since teleporting everywhere seems to be an integral part of the game design

still turtle
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Terminated said that movement downsides are designed and intentional

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So basically they think mages should move better than assassins 👍

trim osprey
still turtle
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Ya i definitely don't agree with him, go fight with him not me

near pine
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Does it not add greatly to archetype identity, diversity and fun that boltslinger has lots of speed upgrades and sharpshooter has more defensive upgrades

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As a minor example

still turtle
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Especially the problem of vertical movement

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So let's say 5 players, each of different classes are scaling a mountain

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On the top of the mountain, there is a great boss, that requires powerful abilities to beat solo

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The mage can scale the mountain easily with any of its archetypes, so he can defeat the boss with the archetype he likes most/is most experienced with

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The mage does not need to restrict his playstyle, as he knows that whatever can beat the boss can also easily climb the mountain

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The archer finds that scaling the mountain requires a lot of speed to allow for going up the paths quickly, due to how steep the mountain side is

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Therefore, the archer is incentivized to choose the bolt archetype, because it can both climb the mountain easily and also beat the boss

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However, when the assassin climbs the mountain, he has to use the acrobat archetype to keep up with the rest of the classes

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Due to the lackluster movement options the other classes provide, acrobat makes sense as he can climb the steep mountain with it

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But what if the player is inexperienced with being/doesn't want to play as an acrobat? The player now has a disadvantage at fighting the boss, and you might say that said player can just use a different archetype, but now it will take too long to climb the mountain

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Or maybe, say that the acrobat can't even go up high enough to climb the mountain, so he has to take 20 times as long as the mage to get to the same ending

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Both scenarios end in said player being incredibly frustrated

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Especially because they can very clearly see how easily the mage is climbing the mountain with any archetype he wants

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Holy this example is too long

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The point being, if a class has better movement they should have to make compromises to get said movement

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And if a class has worse movement they should have good movement available to them at a cost that is not more than what the other class is losing for their better movement

lone dew
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In your example, the boss would be accessible without needing those abilities to reach it, however, precisely BECAUSE not every class can just zip up

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that, and it'd be a lot more likely that the mountain is not part of the boss.

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but instead, just part of the walkup.

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like...we DO design stuff based around the capabilities of the enemies, and typically we don't have a lot of setups that put enemies that far out of your reach that you'd need to get right up in their face to defeat, but instead that you could knock out with ranged techniques

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like...the example you're providing WOULD be a valid one, if wynn was at all designed like that where certain archetypes are required to even get to the boss in the first place

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but...it isn't.

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in that instance the solution is just to not have the mountain designed in a way where any particular archetype couldn't scale it

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which is what wynn typically does

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while some might have advantages in different combat scenarios, necessity is a very different thing

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and some archetypes being better at some things than others is completely fine

near pine
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I think even in this situation, mage has this incredible movement compared to warrior but is generally a little weaker in combat

lone dew
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like...vertical movement especially is extremely troublesome to balance around. that especially isn't something that combat scenarios tend to feature significantly precisely because there's a lot less archetypes with the movement necessary to make vertical combat necessary

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so some classes having vertical power is...absolutely not something that should be spread around in the way you're implying should be done

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whirlwind does throw you into the air, but it's a lot more a tool to encourage horizontal movement with charge and do spot-dodges rather than flying about. you CAN keep your feet from touching the ground for a while but I wouldn't exactly call it flight

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and warrior doesn't really need more verticality than it has. what it has is in service of maintaining momentum, rather than soaring miles above the enemy like acrobat or flying bolt

still turtle
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My example is a very nice way of saying, a guy starts wynn, creates a new class, chooses assassin, makes it to endgame, and realises that his class fundamentally sucks at lootrunning, an important endgame activity, gets frustrated, and quits forever

still turtle
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Not all classes should definitely have as good movement as mage currently has

still turtle
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Vertical movement is just really nice to traverse terrain, and as the wynn map has many areas of different altitudes, it's quite nice to go through these levels really fast

still turtle
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While players from other classes who want to use movement abilities from different archetypes(i.e a trapper wanting to get leap) often have to go out of their way to get a fraction of the movement strength

still turtle
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It's extremely difficult to make every bit of terrain easy to traverse to all classes

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For example, when going through sky islands, if you fall into the void as archer, you are dead

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But if you fall into the void as mage, you can just tp out

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This gets back to the point that not all classes were created equal in movement

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Which is definitely desired by CT, however there are problems like i mentioned

near pine
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Not all classes are created equal in any metric and like you said it's totally by design because having advantages and drawbacks compared to each other is the exact thing that makes a game feature rich, interesting to play and diverse

still turtle
strong prawn
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How slow is acrobat actually? If you use DaTS and Daredevil

still turtle
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Dunno, but some players don't want to climb the mountain with acrobat

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I agree that using the optimal strategy isn't needed, however moving somewhere quickly is just fun

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That's literally it, not exactly about strategy, but reaching somewhere quickly

still turtle
near pine
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Well unfortunately we created 5 classes and 3 archetypes per class exactly to encourage people to play with more than one or adjust things based on what they like to do. I don't think being locked to one class and archetype is a very reasonable restriction

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And lootruns are obviously a compilation of many different activities and you are expected to choose the challenges and beacons you take based on your strengths and weaknesses and preferences also

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I personally avoid ovine spire on sky island LR because I find it more difficult than other challenges. You may choose to avoid cotl LR because you enjoy warrior and have less mobility

glad lily
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Ngl i like cotl with warrior

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The boost pads are pretty well placed

near pine
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Yeah maybe some will, just a silly example really

jade barn
jade barn
jade barn
# still turtle It's lootrunning.

The only two examples I can think of that are in Silent Expanse and Rodoroc, and both locations have teleports/geysers at the bottom btw

jade barn
near pine
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Yeah it's true too! Teleport is really good for movement but in combat scenarios is less optimal

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And haul is basically the opposite! Pretty good in combat and pretty bad for long distance travel

jade barn
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-# also their example of assassin not being able to doesn't make sense because assassin literally jumps like 20 blocks in a single vertical dash spell, and trapper/sharpshooter have access to grappling hook

still turtle
still turtle
still turtle
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It's always good even when there's no challenge

near pine
still turtle
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Can you address how movement helps outside of combat or challenges?

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It's not really about the most optimal strategy, just about how fast you can get to the next area/your destination

little tulip
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It's completely outclassed by every movement ability with the exception of archer being a bit less convenient/aim-able and EC+blood conn+haul just being mage tp

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Throwing a totem and hauling to it for a movement ability is pretty terrible, it's basically the slowest movement ability while being the hardest (and blood conn without ec makes it stupidly slow), and in a combat scenario having to recast totem to move to where you want is terrible, especially with summoner needing to cast 3 totems and acolyte another

And that's while ignoring the existence of shatter with the tremorcaller MId, (totemic shatter spam and puppet bomber playstyles) which makes haul borderline unusable, especially in a combat scenario where you need to react fast but most of the time by the time haul goes through your totem already landed and you can't haul to it anymore

dawn jungle
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you're supposed to set up your totems smartly and haul between them

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for single totem i agree it's worse

little tulip
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And most of the time hauling back and forth between 2 totems will just make the boss go between them and hit you

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The only time I can think of that you might be able to set up totems in strategic locations (don't forget they reset after 30s/1m (with aspect or MId)) is melee builds that there is a whole one of being sunstar

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And even you'd probably still want to be within totem range if those builds take vengeful (idk haven't seen a sunstar build ever because NOBODY RUNS IT)

little tulip
little tulip
dawn jungle
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ok i will say its not ideal in a lot of scenarios but i feel like it is the most versatile and has the highest skill ceiling of movement spells if yk what you're doing

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not counting teleport ofc

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i have a lot of fun with haul though

still turtle
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Guys i think we should stop treating CT as a hive mind, just because a guy is in CT doesn't mean his opinions are automatically the same as every other CT member

near pine
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All of this will also be totally subjective and not really something that's possible to argue about anyway. Some people probably love teleport in combat

still turtle
near pine
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Of course

little tulip
still turtle
near pine
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We aren't going to introduce confusing context specific bans or things like that. It's too messy to maintain, not very intuitive at first glance and the decision of which things get blocked in which activities is too hard to make

still turtle
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I feel like blizzard blaster is different from the other stat based trinkets, people mostly use it to just get around quickly

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No optimisation or anything

near pine
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Mobility is just as useful as dealing damage. It's your main way of avoiding taking damage after all

little tulip
still turtle
near pine
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Not what I said, it's an example of how movement can be just as unbalanced as other stats

still turtle
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It's nice for avoiding attacks but if that is the case just increase its cooldown so u cant use it to dodge every boss attack

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Maybe some people used it to dodge notg shockwave attack ig

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If we just ban all trinkets in raids that will solve most of the issues i think

near pine
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I think I've said enough other reasons than just combat, not much reason to focus only on that

still turtle
still turtle
near pine
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Yeah they are and we want them to stay relatively niche. Never being something that players say is a requirement to get many of and use them all to play optimally

still turtle
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Allowing players to move around quickly will always be more fun of course

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Not a requirement, not optimal gameplay

still turtle
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CT is quite right about it needing to be niche, people have been gradually misunderstanding trinkets as cool parts of their kit, while in reality does CT just think of trinkets as fun little items that don't change gameplay significantly?

near pine
lilac panther
still turtle
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Haven't lr in a while but most geysers just didn't work for me

lilac panther
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I dont think it's a recent addition

still turtle
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Like I walk into them and nothing happens

lilac panther
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It takes like 2s before launch

still turtle
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Only some work like the nest and bones one

still turtle
scarlet lake
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Blizzard blaster is relied on by primarily warrior and shaman to move vertically quickly without resorting to battle monk for warrior. (That was how I was using it) The fact that it no longer works like that makes vertical movement extremely hard for non monk warrior. I genuinely have only used it to dodge grootslang shockwave and orphion black hole before, as those two are a lot harder to dodge normally, and I lose all my corrupted and holy power for it. The fact that it can dodge most attacks is irrelevant as it resets your powder special, any effects like corrupted, and probably more random stuff sort of balances it. Honestly, even if some people did have a slight advantage, removing the effect caused movement QOL for basically every class to drop significantly. The trinket is usually used when you run out of mana to get like 5 extra blocks or move upwards 5 blocks, so it really is just a QOL.

glad lily
#

You can just jump over grootslang wave

scarlet lake
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The point is that it improves QOL. I know I can jump the shockwave, as the blizzard blaster still has a cooldown, even if that cooldown is rather short.

little tulip
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every class has it's own movement ability so they feel different, if you don't like one class you can switch to another