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Almanax 11 Flovor
The Flovor Bawl
The Flovor Bawl both ushers in the month of Flovor and commemorates the coming of the goddess ...

No flash

Niddhoggy's profile
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Member Since : 2008-05-13
814 Posts (0.56 per day)
Most active in : Character Classes
posté Yesterday - 02:01:52 | #1
Don't expect Ankama to buff Osas (by IMPROVING their gameplay) without nerfing their summons. If you think they're doing that, well, I'm sorry. I just hope they allow us to have a balanced use of our lower level mobs, and for that expect some bad and good changes.


This post has been edited by Niddhoggy - January 31, 2015, 02:04:28.
Thread : Osamodas  Preview message : #825705  Replies : 3  Views : 119
posté January 30, 2015, 19:21:15 | #2
Just a note: Explosive Flask is certainly one of the best skills we have, it is one of my main skills I use it at least once every 1-2 turns. I think that if it got bigger area of effect it would be possibly too powerful.

As for Bubble Trouble it needs to apply dizzy when cast on barrel and the damage shouldn't be that lower.

Blisskrieg Area of Effect is kinda weird, I prefer the effect it had before the revamp really.

Bash Barrel is fine

Flaming Burp instead of consuming Dizzy to apply resistance debuff it could consume Dizzy to apply Explosion on mobs or Flaming State to the panda D:


This post has been edited by Niddhoggy - January 30, 2015, 19:23:20.
Thread : Pandawa  Preview message : #825576  Replies : 12  Views : 473
posté January 30, 2015, 16:32:48 | #3
Osamodas Thoughts on Future Changes Following the future changes on Osamodas class, I'd like to suggest some before they are announced.

The current Osamodas in Wakfu doesn't have well designed summoning abilities, all they do is capture the highest level mob, summon a it, buff it's damage and control it (because the AI does not help). Despite of being strong in PvP, they lack gameplay completely. That is why I would like to give some thoughts on their upcoming changes, I am going to suggest some changes towards the summoning system and the related skills. I do not intend in this post to talk about Dragon Form or GobGob.

It is a kinda difficult idea to be implemented, since every beast would need some tweak. Therefore I suggest to drop the number of capturable creatures at first, so it becomes much easier to balance them. Note that every beast will then be useful at every level, and not only at lower levels.



Summoning System Rules

  1. Summons cost control now to be summoned, just like Sadida dolls. The number of control depends on the mob complexity.
  2. Killed summons can be summoned again in the battlefield, but each monster is going to have a cooldown that it is equal to the number of control points it costs to summon them.
  3. It is only possible to summon 1 monster per turn.
  4. It is not possible to capture two or more monsters of the same type.
  5. Gobgob costs no WP anymore.
  6. The level of the captured mob is equal to the level of Osamodas.
  7. Each monster that's capturable in the environment has a special summoning version that is usually weaker with less AP and MP (compared to the wild version at the same level).
  8. There is 1 monster that can be captured per monster family (reduced number compared to now to make balancing easier).
  9. Mobs have 50% of Osa's Elemental Mastery and 100% of secondary bonuses as damage bonus.
  10. Maximum number of 4 summons out.
  11. The damage of the spells listed down are at level 200, if you want to check the estimated damage at level 100 cut it by half. This is just an estimation.
  12. 1 control per spell present on mob.


Gobup at level 9:
3 AP, 1-3 Range. 1 per turn.
-10% Final Damage to Osamodas per Summon present on the battlefield. (consider the base damage of all spells slightly buffed because of that)
5 Monster slots.

Monsters Examples

Gobbal Family: Gobball Summon
4 MP, 5 AP
+15 HP per level
+2 Lock per level
+2.5 Resist per level
Gobbal Bite: 4 AP, 1-1 Range, -4 -40 -110 HP (earth)
1 Control cost

Tofu Family: Tofu Summon
6 MP, 5 AP.
+3 HP per level
+4 Dodge per level
+1 Resist per level
Tofu Kiss: 4 AP, 1-2 ange, -100 HP (air), -5 to critical hits.
1 Control Cost


Plant Family: Exploding Sunflower
0 MP, 7 AP
+12 HP per level
+2 Resist per level
Exploding Bubble: 1-7 Range, no line of sight required. Deals 100 (enemy), Heals 100 (ally). Cross of size 1. (water effects)
1 Control cost.

Scaraleaf Family: Scaramel
4 MP, 6 AP
+20 HP per level
+2 Dodge per level
+2 Resist per level
Explodung: sets a trap, -124 HP (allies - square). +62 HP (allies - square). 2 turns cooldown, 2 AP cost 1 range. (Fire effect)
Sirocco: 1 range, -120 HP (line of 3 cells). Heals Allies in the area by 60 HP. 4 AP cost. (Fire effects)
2 Control cost.


Boohemoth Family: Crobamoth
5 MP, 6 AP
+20 HP per level
+3 Dodge per level
+2 Resist per level
Frozen Crobill: 1-2 Range, 3 AP, -90 HP Water.
Slide: 2 AP. 3-6 Range, Attracts 2 Cells. 1 per turn.
Caw Cry: -1 MP, -1 Range, -60 Dodge. 2 AP, 3-5 Range. 1 per target and 2 per turn.
3 Control cost.

Calamar Island Family: Exotic Crab
4 MP, 6 AP
+19 HP per level
+2 Dodge per level
+2 Lock per level
Clawburst: 1-4 Range, 3 AP. -80 HP Earth, -25 Dodge (max -50).
Clicky Licky: 1 range, 3 AP. +3 AP to target, +100 HP. 4 turns cooldown.
Slick Lick: 1 Range, 3 AP. -110 HP Earth. 2 turns cooldown.
3 Control cost.

Crackler Family: Ancestral Crackler
4 MP, 7 AP.
+24 HP per level
+2.5 Dodge per level
Monolith Hit: 4 AP, 1-2 Range linear. 110 Earth Damage, pushes back 2 squares.
Heart of Stone: +50% Damage to all allies at level 200. 2 AP, 2 turns cooldown.
Catapult: 3 AP, 2-6 Range. -88 HP Air (central target), -44 HP (surrounding targets) +44 HP (surrounding allies).
3 Control cost.

Wabbit Family: Wabbit
4 MP, 6 AP.
+19 HP per level
+1.5 Dodge per level
+1.5 Lock per level
+2 Resist per level
Pebble Toss: 2 AP, 2-5 Range Linear. -80 HP. 2 per target, 3 per turn.
Stwike: 3 AP, 1-1 Range. -90 HP Earth.
2 Control cost.

Wabbit Castle Family: Wabbit Shawpshootew
5 MP, 7 AP.
+14 HP per level
+3 Dodge per level
+1.5 Resist per level
Cawwot Thwower: 3 AP, 1-6 Range. -80 HP (air). No line of sight needed, 2 per turn and 1 per target.
Cawwot Fwag: 4 AP, 2-6 Linear, 1x Cross area. -105 HP (enemy). +105 HP (ally). (fire effects)
Pwovisions: 3 AP, 1-5. Heals 90 HP (water). 1 per target and 2 per turn.
3 Control Cost.


Xelorium Past: Lapse
6 AP, 5 MP.
+20 HP per level
+3 Dodge per level
+1.5 Resist per level
Bashing: 4 AP, 1-5 Linear (size 3 perpendicular area). -100 HP air, pushes back 1 cell. Does not hurt allies.
Scrambling: 2 AP, 2-5 Range, -80 HP air, -1 Range. 2 per target and 4 per turn.
2 Control cost.


Ok, these are some examples, they're not perfectly balanced as I just want to introduce the idea behind my suggestion. You can see that you can summon Gobballs at level 160 with 2400 HP and 320 Lock for just 1 Control. They will just run and tank mobs, their resistances are 400, so more than 50% resist to each element and their base damage at 88. so if you got 1200% damage and around 200% secondary damage, its 800% damage done by each Gobball, meaning about 800 damage per bite on 0% resistances. Now lets go to Shawpshootew. At 160 it's going to cost 3 control (costy yeah) and with the following stats: 2240 HP and 240 resists (around 30-40% if I am not wrong). The damage will be around 80 (of the Cawwot Fwag), so 720 healing and damage, which is not bad (considering the previous osa stats). Consider that if it dies it takes you 3 turns to summon another one, so better take care of it.

Buffing your summons

In order to suggest a complete change to the summoning related abilities I suggest to distribute the effects on all three branches. Each branch with their own role:

  1. Air: summon positioning and movement.
  2. Fire: summon damage and action.
  3. Earth: summon resistance and endurance.

I will suggest changes to all 9 spells. Note that I do not consider the Gobgob and Dragon role forms, these two are part of the secondary effects of the spells that I will list there, therefore they're not present.


Magpie: this spell applies damage reflect effect on the summon. When directly cast on enemy it deals damage. The skill does not have it's area of effect anymore.

4 AP, 2 to 3 Range
-98 HP at level 200 (fire)
If cast on a summon: applies Burnt Skin +98 (at level 200)
Burnt Skin: Deals 1 Damage (fire) per level when the summon is attacked.



Gurgling: this spell deals area of effect damage for a cheap cost. If cast on a summon it applies the Flaming state to it and makes all it's spells apply Scalded.
2 AP, 2 to 3 Range
-45 HP at level 200 (fire)
If cast on a summon: applies Flaming +60 (at level 200) and Scalding Touch.
Scalding Touch
: spells apply Scalded.



Mooing: . When cast on a monster it applies to it the Enraged state, which gives AP bonus for the next two turns (the spell becomes single target when aimed on a summon).

2 AP, 1 MP, 3 to 4 Range
2 turns cooldown
-80 HP at level 200 (fire) (cross of size 1)
If cast on summon: applies Enraged +3 (2 turns).
Enraged: +3 AP


Croak: this one can only be cast on linear. When cast on a summon the damage is spread to surrounding targets.

5 AP, 1 to 3 Range
-125 HP (fire)
If cast on a summon: damage spread to surrounding targets.


Boohowl: the cost, range and damage have not been changed. The spell now applies Frenzy to mobs within the area of effect. The spell can only be cast once per turn now.

Frenzy +210 at level 200.
Frenzy +110 at level 100.
Frenzy +10 at level 0.

Frenzy: +1% Damage, -1 Resist Bonus per level.


Earth Spells (summed up)

    Armored Command: this spell adds an earth based shield to a monster.
  1. Speedy Command: this spell gives +3 MP to a summon.
  2. Motivation Command: this spell applies a resistance boost for 2 turns to the summon (+100 resist at 200), max +200 resist.
  3. Vital Command: heals a summon by 100 HP at level 200.
  4. Weakening Command changes to Tank Command: increases the lock of the summon by 150 at level 200 for 2 turns (max +150 lock).

Air Spells (summed up)

  1. Crobak: if cast on a summon it gains up to 10 critical hit bonus (at level 200) for 2 turns (max +15%).
  2. Scaraleaf Wing: if cast on a summon attracts it 2 cells towards the Osa.
  3. Whip: remove the summon from the fight (ally only). Returns 2 AP.
  4. Bwork Thump: swaps place with a summon.
  5. Feather Tornado: attracts all targets within 3 cells (linear) 2 squares.

Passive Skills
  1. Animal Blessing: it should give +2 Control bonus at max level now.
  2. Animal Guard: MP bonus removed for balancing means. New Effect: increases the Lock of all monsters by +40.
  3. Prespic Hair: reflect reduced to 10%, monster attacks now heal the osa by 10% of damage inflicted.
  4. Phoenix Spirit: when a monster is killed by an enemy there's 60% chance of it going clinging to life with -20% final damage penalty.
  5. Animal Link: not changed.


Thank you for reading, please give a feedback. I do not intend to nerf osas, I just want to see them being a well developed class with much more moves and options than they currently have.


This post has been edited by Niddhoggy - January 30, 2015, 16:41:32.
Thread : Osamodas  Preview message : #825496  Replies : 3  Views : 119
posté January 26, 2015, 18:26:42 | #4
In case you haven't noticed, Pandora doesn't have any stats when you level her.


Thread : Devblogs  Preview message : #824207  Replies : 21  Views : 1120
posté January 24, 2015, 13:07:22 | #5
I just hate how Ankama insanely devotes their work to Iops, most of their spell animations are being reworked and they look amazing on beta, while Pandawas lost their sound effect on milking it and some spells have bad/awkward animations still.


I just think that it should be given the same attention to every class. I just hope they at least rework Earth Feca and Earth Fogger animations during their update, at least hat.


By the way, have you guys seen the new Bubble Gun from Cras? lol


This post has been edited by Niddhoggy - January 24, 2015, 13:08:27.
Thread : Feedback  Preview message : #823500  Replies : 1097  Views : 36946
posté January 22, 2015, 16:14:41 | #6
@Gelgy but then you need to lock with the Drheller, not something practical :/ considering flaming needs an entire turn to work. If Enutrofs had positioning abilities it would maybe be good.


Thread : Enutrof  Preview message : #822825  Replies : 10  Views : 369
posté January 22, 2015, 16:02:15 | #7
@Asgreth


How do you exactly use flaming in PvE, I mean, as Enus it's not a good option to run and face mobs in close combat :/


Thread : Enutrof  Preview message : #822822  Replies : 10  Views : 369
posté January 21, 2015, 23:30:36 | #8
I think the Earth spells coul apply Scalded during Zerk form. I can see it becoming an ideal combo with a fire branch based around applying flaming state.

I don't like the idea though, I think they are removing scalded after the revamp anyways.


Thread : Enutrof  Preview message : #822594  Replies : 10  Views : 369
posté December 18, 2014, 22:06:24 | #9
  1. Remove all beacons
  2. Change Unbeacon into Beacon, this skill summons a beacon that reacts to elemental attacks cast by the Cra. Fire: -0.6 HP per AP used to activate per level of the Cra, same area of effect as now. Earth: -0.5 HP per AP used to activate per level of the Cra, -1 MP loss in the area of efect. Air: 0.4 HP per AP used to activate per level of the Cra, same effects as now. Water: -0.5 HP per AP used to activate per level of the Cra, -1 AP loss in the area of effect**.
  3. Fire Beacon becomes Oil Arrow: applies Oil state that makes the enemy explode upon receiving fire damage in a circle area of effect. The spell does not do damage, it just applies the state. The explosion is fire based.
  4. Earth Beacon becomes Foot Binder: applies Stabilized to target and deals earth damage, has a cooldown of 2 or 3 turns.
  5. Air Beacon becomes Whirlwind Arrow: applies Whirlwind to a target, makes the target move 1 square away from the Cra per level of whirlwind at the end of it's turn (max level of 3).

Earth:
  1. Lashing Arrow now removes 1 MP 2x (50% +0.25% per level), adjustments to damage must be done. (The spell costs 2 MP and 1 AP and removes 2 MP).
  2. Riddling Arrow now removes Hyperaction.
  3. Long Distance Combat changes into Mystical Archery: costs 0 AP, 1 WP at level 9. Transforms ever Earth spell into Water and change their effects. +100% Water Damage Bonus at level 9. Lashing Arrow becomes Frozen Arrow (water damage AP loss - Example). Destructive Arrow becomes Atonement Arrow (high water based shot that can be cast in close range). Riddling Arrow becomes Slow Down Arrow (removes Hypermovement). Piercing Arrow becomes Enchanted Arrow (the arrow sticks to the ground and creates a healing aura - must be cast on empty square). Foot Binder becomes Absorptive Arrow that greatly steals HP).
  4. There must be a passive mastery that converts a % of the earth mastery into water mastery.

These are some random ideas that could be used to make cras better xD


This post has been edited by Niddhoggy - December 18, 2014, 22:13:23.
Thread : Cra  Preview message : #811506  Replies : 22  Views : 1892
posté December 18, 2014, 14:34:34 | #10
I also share those thoughts on mask. I think that each branch could have 2 spells that can be used on any mask and three other spells - one for each mask. This way masks would be available for every branch. However, I think that would be quite hard to balance, I mean, every branch would have a strong close combat and a ranged spell (coward and psycho). The role of classic mask in wakfu is different than in Dofus, and I think the current role in wakfu is redundant, since both psycho and classic are focused in close combat damage (one in area and the other through moving). The ideal role of classic mask, on my view, is to be support or some sort of buff that increases the masq survival (could be heal on water branch, parry on air branch and something else for fire).

I would really like to see masqueraiders being what they are suppose to, a versatile class that can switch between three types of roles...


Thread : Masqueraiders  Preview message : #811127  Replies : 5  Views : 894
posté December 14, 2014, 14:59:44 | #11
@kurokat

Unfortunately not, it's working like before, you cant reapply it and stack it.


Thread : Server Status  Preview message : #809122  Replies : 37  Views : 3146
posté December 14, 2014, 13:24:54 | #12
You should consider not nerfing Scalded like this, the strategic aspect of this state is that you can trigger it whenever you want, making it a reliable tool in some situations, specially for corpse explosion. I, however, agree that it is currently a bit overpowered, but why wouldn't you simply restrict it's levels? 300 levels of scalded is far from being overpowered, I would even consider 400. However, a state that lasts 1 turn is really a step behind in the development of the class.


Thread : Server Status  Preview message : #809083  Replies : 37  Views : 3146
posté December 13, 2014, 11:16:03 | #13
@Gelgy

Tank pandas can increase their survival through shields and worn-out and stack scalded, during the right time they can go damage and activate it and one shot the person. It does look overpowered, but it's not stronger than Fogginator for example, so I don't know why they are really doing that.

I am happy with 300-400 levels of scalded, but this 1-turn scalded is going to make the effect as useless as it was before.

Edit: and I agree, it would only be used for corp explosion and yet really weak compared to the current scalded :/


This post has been edited by Niddhoggy - December 13, 2014, 11:19:35.
Thread : Pandawa  Preview message : #808540  Replies : 21  Views : 1666
posté December 12, 2014, 16:38:22 | #14
Burning Blood stacks are not possible if you stay close to enemy, if you want to stack you can't activate scalded XD


Thread : Pandawa  Preview message : #808115  Replies : 21  Views : 1666
posté December 12, 2014, 16:34:44 | #15
They changed it on last patch to 2 turns.


Thread : Pandawa  Preview message : #808110  Replies : 21  Views : 1666
posté December 12, 2014, 16:22:35 | #16
Scalded being nerfed on next patch I have just checked the french beta server section and realized they are going to make scalded last 1 turn, destroying the current tactical aspect that this effect got on latest patch.

It is obvious that the effect is overpowered in PvP (not at all in PvE). The solution they gave to that aspect was to make scalded last one turn only, thus destroying any chance of stacking it to more than 200 levels without the help of other classes.

The solution they found is terrible. There are other options that they could consider.

  • Restrict Scalded to 300, 400 or 500 levels (instead of 1000)
Or
  • Make the effect last EXACTLY 2 turns. Right now it lasts endlessly as long as you keep applying the effct. If scalded lasted exactly 2 turns (not being possible to prolongue it), the skill would be much more balanced and still useful in a tactical aspect.

This change is not going to destroy my gameplay, but it is going to make it less strategy base and also they're removing the only chance that some classes that can apply scalded state to have a chance in fights against those unbreakable tanks.


Thread : Pandawa  Preview message : #808101  Replies : 21  Views : 1666
posté December 10, 2014, 21:00:48 | #17
Scalded is kinda difficult to stack in team fights, most classes do higher damage within the turns you need to stack scalded. However you can always stack around 200 levels and throw the enemy in middle of a mob to do extra damage when it dies. It works awesomely with explosive flask, sadly I had not enough points to max it since I play a tri ele...


I could have done more damage if I were on merry state (i was sober) but still..
Sometimes it is really useful, sometimes it's not (like at Wa).

I think that finally we got a mechanic to deal with tanky mobs and players. Note that Enutrofs and Iops can get benefit from scalded stack aswell




Edit:

I play a tanky tri elemental build, I use my 500 lock points mainly to annoy mobs, I think they're quite useful and I still can tank in some situatons, however most mobs can still run away with that new dodge system, even fecas have trouble locking mobs. When i reach 600 lock with Bash Barrel mobs still manage to dodge me, which is sad. My build is basically a multi task build, I can switch from damage, to tank or to support whenever I want. I love it!!!


This post has been edited by Niddhoggy - December 10, 2014, 21:07:42.
Thread : Pandawa  Preview message : #807116  Replies : 10  Views : 1477
posté December 03, 2014, 14:29:31 | #18
They can have a passive named Stagger

Stagger Lvl. 20
Applies 1 level of Staggered per AP/MP on an enemy through a close combat spell.
+40% close combat damage

Staggered: -3% close combat damage resistance per level.
Max level: 50

When it reaches level 50: the state disappears and the enemy becomes stunned. Then it becomes immune to Stagger for 2 turns.

Stun [Rework]: AP loss stun makes no sense. Make stun drop the Block of an enemy to 0 and apply to it a final resistance debuff of -10%.


This post has been edited by Niddhoggy - December 03, 2014, 14:33:32.
Thread : Iop  Preview message : #804317  Replies : 60  Views : 5824
posté December 01, 2014, 11:43:04 | #19
They are not that bad, but they are not in a better situation than Iops and Cras.


Thread : Sadida  Preview message : #803413  Replies : 47  Views : 2852
posté December 01, 2014, 00:02:26 | #20
I think that the Dizzy State is currently lacking interesting effects. I would be easily fixed if they increased the state to level 30. Also, the effect of the water branch has to bee different from fire's, because currently it is way too redundant.


  • Flaming Burp: -5 Resist/Level. Max: -150 resist.
  • Pandawhack: +10 Resist/Level. Max: 100, consumes only up to 10 levels per attack.
  • Milk Wave: -5% Damage/Level. Max: -150.



This post has been edited by Niddhoggy - December 01, 2014, 00:02:46.
Thread : Feedback  Preview message : #803174  Replies : 26  Views : 4623