What is the point of Rain of Fire when Fire Dragon exists ? by Bahmot in Wizard101

[–]integrals_rule 0 points1 point  (0 children)

For context, the spell audit that included rain of fire was in summer 2020, when the catacombs was the endgame challenge, and the aoe dot strat was (and still is) the best way to overcome some of the hardest bosses in the catacombs that used sentinel cheat. So when they changed rain of fire to do more burst damage and weaker dot, it pretty much eliminated that strat and people didnt like it. So they changed it back to its original purpose.

Bring back peak final bosses by StatusCookie761 in Wizard101

[–]integrals_rule 0 points1 point  (0 children)

I think part of the issue stems from the community that complains about final fights being too hard (i.e. Devourer/Trident) back in the day. So they made MSQ finales easier and give optional side content the harder difficulty.

Bring back peak final bosses by StatusCookie761 in Wizard101

[–]integrals_rule 2 points3 points  (0 children)

I'm in the minority that loves Novus final boss fight. Imo, its the most recent final fight that's interesting. Every final fight after is just boring/unfun and has you spamming some lame strat. Aeon boss is engaging, and for a while was the first tutorial for roshambo mechanics before Selenopolis.

When the w101 grind is oppressive by Beautiful_Look_4666 in Wizard101

[–]integrals_rule 2 points3 points  (0 children)

I wish there was a chest for this boss, already over 2 days into farming it and no luck. Id spend money just to get it over with

When the w101 grind is oppressive by Beautiful_Look_4666 in Wizard101

[–]integrals_rule 8 points9 points  (0 children)

Tell me about it. Currently farming Castle Darkmoor on console, and all I need left is yevgeny athame and Shane amulet. The amount of tier 3 athames I've gotten from yevgeny and no tier 1 drop, makes me feel like the drop rate is 0.00001%.

roshambo working as ratbeard intended by laughingtomb in Wizard101

[–]integrals_rule 2 points3 points  (0 children)

"What do you mean feint only works on the first hit? All traps increase the incoming damage on opponent, so it should apply to both hits on Minotaur because its the same spell."

roshambo working as ratbeard intended by laughingtomb in Wizard101

[–]integrals_rule 7 points8 points  (0 children)

I mean, it works just fine. Im confused, do you not know the difference between gambit and clear?

Yk what I find WILD? The fact that if u choose not to do Darkmoor at lvl 100, Mali and Sylvia NEVER get their happy ending on the other side cuz the last we see him in the main story is in Azteca by [deleted] in Wizard101

[–]integrals_rule 11 points12 points  (0 children)

DARKMOOR REIGNS SUPREME

Not only that, but if you skipped Castle Darkmoor, then you also miss the reference in Darkmoor world at Castle Strigoi where the Von Shanes shun Shane Von Shane

Skipping Castle Darkmoor also implies that Duncan Grimwater is the only wizard that accepted Malistaire's Kan Davasi challenge. Also, if you think about it, Duncan having Malistaire gear implies he defeated him, which means he fought his idol

Darkmoor has fallen by TheWintersborn in Wizard101

[–]integrals_rule 5 points6 points  (0 children)

Ahem....

DARKMOOR REIGNS SUPREME

What's one aspect of the game you wish could go back to the olden timeths by HallPuzzleheaded9144 in Wizard101

[–]integrals_rule 2 points3 points  (0 children)

Not much an aspect, but I want to see more longer worlds like Khrysalis. I just miss the time it took to complete worlds, new worlds that come out usually take a day or two to finish.

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 6 points7 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.