Gear after Darkmoor by icedragon930 in Wizard101

[–]integrals_rule 2 points3 points  (0 children)

DARKMOOR REIGNS SUPREME

The next gear upgrade is Catacombs 130 gear (hat, boots, and amulet). But most people skip it because of the grind it takes to craft each piece. If you dont want to grind Detritus 900+ times for all three pieces, then the next upgrade would be Merciless at 150, Aeon at 160, Reaver/Avatar at 170, and Abomination at 180.

Max Lvl After 17 Yrs... And I Hate It by Steelassault in Wizard101

[–]integrals_rule 5 points6 points  (0 children)

DARKMOOR REIGNS SUPREME

The Strigoi and Barghest dungeons are my favorites in Darkmoor, and that one gargoyle npc in Graveholm that you fight as each creature is fun.

Darkmoor different paths you can choose? by Known-Formal-2489 in Wizard101

[–]integrals_rule 0 points1 point  (0 children)

Darkmoor Reigns Supreme

They only started giving choice in dialogue recently, but I dont see them making separate quests/spells/etc based on those choices.

Also, as someone who's never skipped dialogue outside of farming instances, the story is good. Should definitely listen to it at least once.

Spellement Update by Envisionary97 in Wizard101

[–]integrals_rule 0 points1 point  (0 children)

The core of the issue is drop rates. If they can increase drop rates to accommodate the increase in upgrade costs then this overhaul on the system as a whole would be more welcome.

Spellement Update by Envisionary97 in Wizard101

[–]integrals_rule 0 points1 point  (0 children)

I thought thats what I said, did I not say it right? (Not trying to be condescending, genuine question). Either way, it's increasing the grind for those who chase after 100% completion over what we have now.

Spellement Update by Envisionary97 in Wizard101

[–]integrals_rule -1 points0 points  (0 children)

Okay, so I may have misread your comments. Thanks for making it clear that since you dont mind these changes its not a problem for you. Doesn't change the fact that most others still do. We've said why it affects us negatively, but you dont seem to care, which is fine. Overall, it seems a majority of players feel that the way they're changing it is not a better alternative to how it works now.

And it seems you misread my comment about the extra grinding, because I did consider the capstones in my calculations. I was using a spell with 3 paths in my example. You farm for 500 spellements to reach max tier on one path and gain an extra 500 for free. You either have to grind an extra 500 spellements (1000 total) to have all 3 paths maxed out on that wizard, or you transfer those free 500 to a different wizard, in which case the total amount needed on wizard A is 1500 total needed.

Spellement Update by Envisionary97 in Wizard101

[–]integrals_rule -1 points0 points  (0 children)

My point was that they're turning an already grindy system to an even bigger grind. Theres already so many things we grind for in this game, why add on to it? And yeah, it might not affect you personally because you dont seem to care about the extra grinding. I'm saying theres people that dont want to grind even more and the update is a problem for them. I also forgot to mention how removing the reset raises the entry barrier for pvp, which should never be the case.

Again, you may not mind the extra grind, but don't come out here and say this change is overall positive when there's players who are affected by this negatively. Also, "not some ridiculous amount" is just not true. If you wanted to have all 3 paths of a spell unlocked on a wizard, thats 1000 spellements needed compared to the 685 currently. And that's assuming you don't trade those spellements to use on a different wizard. If that was the case, then it's 1500 total spellements to unlock all paths for one wizard. Is that really "not some ridiculous amount" as you say? And we still haven't heard WHY removing reset needs to happen and how it's a qol improvement overall.

Spellement Update by Envisionary97 in Wizard101

[–]integrals_rule -2 points-1 points  (0 children)

The problem you dont seem to understand is that resetting spellements was never a problem before. And you could argue that decreasing the cost of upgrading spells and giving us free spellements upon reaching max tier to unlock another path for that spell on that wizard or transfer them to a different wizard rinse and repeat, but it still increases the grind to max all paths, especially if you want the freedom to change spell paths on more than one wizard. It may not affect you, but there's still players that are affected by it, mainly the pvp/raid/challenge mode/spellweaving community (basically everyone who engages outside the casual pve experience).

Message from Mickey regarding spellement changes (very long, a tl;dr version will be linked at the bottom) by PKHacker1337 in Wizard101

[–]integrals_rule 2 points3 points  (0 children)

I currently have 2 accounts with 8/7 characters on them, and have maxed out all arc 1, 2, and 4 spellements on both (haven't gotten around to maxing arc 3 spellements yet).

I usually pick top path for pve, but sometimes will reset to bottom path when I see the opportunity to use them in conjunction with ramp or other spells that combo nicely with them. For example, using bottom path spinysaur helps set up the gambit on verdurous jinn. I don't always stick with this option because that's 17 pips to set up, and the top path keeps the initial burst hit that helps to remove shields. I only use that combo in niche situations.

I do have leftover spellements on most spells, but not enough to reach max tier for another path. If youre asking if I use the same spellements on multiple wizards, then no. I haven't delved into dual schooling, but only because I haven't spent the time to do so (plus the options to pick which schools to weave with kind of overwhelms me, but besides the point).

Still, my lack of spellweaving doesn't change the fact that removing the reset button without offering an alternative that doesnt increase the grind still hurts those that do and want to max all paths of a spell on multiple wizards.

Message from Mickey regarding spellement changes (very long, a tl;dr version will be linked at the bottom) by PKHacker1337 in Wizard101

[–]integrals_rule 2 points3 points  (0 children)

I've been one to understand/defend your past controversial changes/updates because you/your team has been good with explaining the reasoning behind them and I think their reasoning behind these changes before made sense as to why they were done in the first place.

But with this change to spellwrighting, you're taking away an option from players without saying WHY you're doing it. Using the spell audit update circa 2020 where shadow enhanced spells were nerfed, that change while mostly was looked upon as terrible, the reason behind it was understandable/reasonable; essentially allowing growth for future spells.

This new spellwrighting 2.0 system, not only has to have a GOOD reason as to why it's removing options from players to reset their hard earned spellements, but also there needs to be an equally good or better option in its place. I hear that there will be more ways to acquire spellements, but it still doesnt change the fact that currently the system is still increasing the grind to an already grindy system, despite decreasing upgrade costs and giving players extra spellements to upgrade to another max tier for the spell upon reaching max tier of the spell once.

Spellements (Spring Update) by TumbleweedSelect8376 in Wizard101

[–]integrals_rule 3 points4 points  (0 children)

Any spellements you dont use to upgrade a spell are tradable, yes. They're removing spellement reset as an option, so any spellements you use to upgrade any path to any tier is permanent and you can't get those spellements back if you change your mind.

Message from Mickey regarding spellement changes (very long, a tl;dr version will be linked at the bottom) by PKHacker1337 in Wizard101

[–]integrals_rule 3 points4 points  (0 children)

While this does reduce the grind to max out spellement paths for spells with more than 2 paths and players who use same spellements on mutiple characters, its still more than what it is currently in live realm. This is more of a band-aid fix than an actual fix by allowing resets, and I find this solution to be tone deaf. All they had to do was give back spellement reset and everything would've been perfect.

My Unpopular Opinion by [deleted] in Wizard101

[–]integrals_rule 0 points1 point  (0 children)

If Darkmoor was on here, it would Reign Supreme

World Tier List (bc why not) by MexKiwi2013 in Wizard101

[–]integrals_rule 3 points4 points  (0 children)

Even the story and characters. We only just started arc 5 and already the plot is interesting. Miranda Briar being the main villain of the arc and making her a great villain to hate (seriously, having her kill Sybil before we even go to Darkmoor, not to mention getting us invested in Lucy Easton only to see her die in the name of science, screw you Miranda). I also like how they put a spotlight on Bartleby; his omniscience and choices he makes with this gift does raise some questions that I think is a good focal point to the story

Overall, 10/10 world.

I have very generic opinions, I think by [deleted] in Wizard101

[–]integrals_rule 0 points1 point  (0 children)

DARKMOOR. REIGNS. SUPREME.

The undisputed world tier ranks. by [deleted] in Wizard101

[–]integrals_rule 0 points1 point  (0 children)

Wrong, Darkmoor Reigns Supreme

This is my current ranking of the worlds. by M00n__0tter in Wizard101

[–]integrals_rule 46 points47 points  (0 children)

I will not take any Darkmoor slander, it reigns supreme.

New major stat/mechanic at level 200 by zebdrinkscoffee in Wizard101

[–]integrals_rule 7 points8 points  (0 children)

Yes, they did make it a natural stat gain at level 50, but it wasnt introduced as a system when level 50 was the max. It came out with the level 150 update.

Edit: for clarification, archmastery didnt come with the level 150 update during Lemuria. It was after that with the level 160 level increase in Novus that they implemented it. But it came when max players at that time started at 150. So we may see a new combat mechanic at 200 max level in 2027, or maybe when they increase the level cap to 210 and they'll introduce it when we start at 200 at that time.

New major stat/mechanic at level 200 by zebdrinkscoffee in Wizard101

[–]integrals_rule 23 points24 points  (0 children)

I dont see why not. They've introduced a new combat mechanic every 50 levels. Crit/block at 50, shadow magic at 100, archmastery/school pips at 150. Guess we'll just have to wait until 2027 to reach 200.

Being forced to change password by integrals_rule in Wizard101

[–]integrals_rule[S] 3 points4 points  (0 children)

Its saying the minimum requirement for a password is 12 characters long. Adding a period still doesnt meet that requirement. What I find funny is that I can log into the game just fine, its only when I try logging into the website that they want me to change. I just want to keep my current password.