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Niddhoggy's profile
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Member Since : 2008-05-13
876 Posts (0.52 per day)
Most active in : Character Classes
posté Yesterday - 04:30:26 | #1
Yes. They ruined it.

Classes need more elemental spells to make mono worth it. And of course, mono gear.


This post has been edited by Niddhoggy - August 29, 2015, 04:31:13.
Thread : General Discussion  Preview message : #902665  Replies : 20  Views : 544
posté August 28, 2015, 14:35:12 | #2
I think Panda builds need more identity in general, I don't know how to explain, just doesn't feel interesting to me anymore. After they came out from revamp they were good, the corpse explosion with flaming was simply amazing. Now I am left with weird spells that have weird areas and without any identity. The healing power of other spells is terrible compared to Milk Wave and this spell has most of its power concentrated in it... making other spells unappealing.

During the first days of Pandas I kinda liked the idea of the old fire branch, with being restricted to barrel only. It pushed us towards strategy and had a good mix with the water branch. I mean it wasn't perfect, but I don't know why they gave up on it, instead of polishing this beautiful idea.

Basically, for those who don't know, the Panda was only able to cast fire spells if he was next to the barrel, since the source of all flammable liquid came from it (he used quarts of milk to cast fire spells). I would see no problem now if they restricted Flask/Milking It/Light My Fire like the old ways. Leaving Flaming Burp and Dairy Springer as basic fire spells.

As for the water branch, it has too much power centered around Milk Wave, and spells look redundant. Dizzy mechanic is flawed, as only 1 spell from each branch benefit from it, we need something more than that...

Also, there is no real need for weird areas like Blisskrieg's, the old version was much better and made much more sense than now :'(


This post has been edited by Niddhoggy - August 28, 2015, 14:42:07.
Thread : Pandawa  Preview message : #902389  Replies : 7  Views : 221
posté August 27, 2015, 12:44:07 | #3
Air Branch Thoughts Hello everyone. After update I rediscovered Eniripsas and so far they are my favorite class. They can ditch some decent damage and heal really well their allies, however, despite the fact that water and fire branches are great at the moment, the air looks rather redundant with uninteresting effects (besides damage). So, I came here with several ideas that could improve the branch.

What I like in the air branch is that Eniripsas use dangerous flasks with substances to harm their enemies, but what if they could also use it on their allies or on themselves to boost their damage in trade off weaknesses?

Fear Flask
This is a great spell, however the damage is rather low, considering it only triggers upon pushback damage. So, I suggest to boost the damage and make it also trigger upon casting it on stabilized targets.

  • 40 damage if target is stabilized or if it suffers pushback damage at level 200.

Psykosis Flask
This spell was considerably nerfed, since it had great damage for great cost. The are of effect is unnecessary right now, when you can extend Gangrene's area to a square. My idea is to make it have an AP boost effect if cast on allies, but with the drawback of making the target psykotic (changes position at the end of turn).

  • 75 Damage at 200. Doesn't have area anymore.
  • If cast on self or on an ally: Psykotic +2.
  • Psykotic: +2 AP, changes facing direction in the end of the turn, -40 resist (2 turns).
  • Cannot be reapplied until state vanishes.

Pain Flask
Oh c'mon, I really miss making my team mates fart, what if upon casting Pain Flask on them it makes them feel bad and in the beginning of their turn they end up farting causing damage to surrounding targets?

  • If cast on self or on an ally (lvl 200): Flatulence (200)
  • Flatulence: deals 60 air damage to surrounding targets at the start of turn. Farts.
  • Cannot be reapplied until state vanishes.

Gangrene Flask
The idea is to make the spell apply the Epidemic state on an ally or on self. The state makes the target lose HP upon consuming AP. The problem is that it transfers the disease to the enemy, making it cause the same effect on your team (and on and on, in a loop effect).

  • If cast on self or on an ally (lvl 200): Epidemic (200)
  • Epidemic (200): loses 16 HP per AP used, spells apply Epidemic (200). Effect ends in the end of the turn.
  • Works with area spells.

Radioactive Flask
Lethargy Flask is one of the redundant spells. Right now the MP debuff is indeed useful, but situational. The idea is to preserve all effects from this spell, damage, range, propagator effects, and add alongside that a self/ally effect that will cause mutation, turning the target into one random monster that is found in the world of twelve. The monster will have all four elemental damage equal to the value of the highest elemental damage (it can be from a Tofu to a Xelot, no bosses). This is a crazy idea that I had that could be tested before anything else, to prevent it from being abused. Another possibility is to make it apply Radioactivity to the target, making it lose HP at the start of the turn but increase its final damage (the second one is a more solid idea).


This post has been edited by Niddhoggy - August 27, 2015, 12:52:05.
Thread : Eniripsa  Preview message : #902133  Replies : 1  Views : 141
posté August 05, 2015, 11:33:24 | #4
I never really played Osa in Wakfu because I don't find it interesting, I pretty much lost the love for it after they removed the ability of raising the level of our captured mobs in Beta. It would be great if they allowed us to increase the level of our beasts, but you have to take into account that it takes a lot of work and the game is not centered around the Osamodas class, this is not pokemon, sadly.

I am excited for the static summons and from what I read in french forums they may even have new abilities when they get stronger, that is interesting. Hopefully the update will make me want to play Osas, since I lost all my faith in Sadidas because their summons are unpractical in PvE.

Ahh one more thing, apparently the static summons are going to have unique appearance, in other words, they will differ from all mobs found in the World of Twelve (read in french forum). This sounds fun!


This post has been edited by Niddhoggy - August 05, 2015, 11:36:17.
Thread : Osamodas  Preview message : #895014  Replies : 8  Views : 815
posté August 02, 2015, 23:23:24 | #5
+1

Doesn't feel like playing anymore until they do that. Remington is messed up, my hopes are gone.


Thread : General Discussion  Preview message : #894041  Replies : 134  Views : 3456
posté August 02, 2015, 22:23:41 | #6
When are they creating a new server? Remington doesn't sound fun anymore.


Thread : General Discussion  Preview message : #894019  Replies : 44  Views : 1819
posté August 01, 2015, 04:57:52 | #7
I am a tri Eni and I have been loving the class so far after patch, but I have two decks, one pure DD and the other is pure healing.

I love the new water branch and Refund Mark area of effect heal, eni feels much better right now. However, the air branch is still a bit redundant in some spells and Fear Flask is not worth leveling at the moment.

I can pretty much maintain my whole team at 80%+ HP in Xelorium Past dungeons with my heal deck, with me being the only healer. I am still able to ditch some decent damage with Fortifying, Refund and Gangrene with my dmg deck  


This post has been edited by Niddhoggy - August 01, 2015, 04:59:22.
Thread : Eniripsa  Preview message : #893469  Replies : 12  Views : 997
posté August 01, 2015, 02:55:23 | #8
@Avann

Ahh I see, I have missed this information. Well, hopefully they will do a decent job with selecting those static summons

Thank you,


Thread : Osamodas  Preview message : #893428  Replies : 8  Views : 815
posté August 01, 2015, 02:51:23 | #9
Side note on Osa summons I couldn't test Osas on beta during the beta, but I heard that the devs wanted to restrict Osas to only a few summons like in Dofus. However, the Osamodas community raged upon that idea, and then Ankama gave up on it. Apparently, this change would reduce the summon variety and restrict Osa builds a lot. They claimed.

However... what I see before and after patch are Osas that are restricted to only a few summons at their specific level, so they end up using the same summons all the time. Contradicting, isn't it?

Wouldn't it be nicer if Osas had, lets say, a total of 10 different summons that they could use at all levels, instead of those few summons for every level range? Furthermore, wouldn't it be a lot easier to balance the class and allow them to be in pair with other classes, without having to be changed/nerfed all the time?

This is just a thought,

Thanks


Thread : Osamodas  Preview message : #893426  Replies : 8  Views : 815
posté June 13, 2015, 22:53:11 | #10
I like the idea of being able to capture and summon monsters, but sadly this is not practical at all. If they find a solution by restricting the number of creatures to 4-5 and it is balanced, I am fine with that.


This post has been edited by Niddhoggy - June 13, 2015, 22:53:32.
Thread : Feedback  Preview message : #875030  Replies : 144  Views : 7068
posté June 12, 2015, 08:34:06 | #11
Masqs clone is a double edge knife, as it has a 1 per fight limit but basically doubles your damage for 2 turns. They are probably changing it, I'd personally be happy to see it being changed for the sake of pure versatility. The Masq could be able to summon a double (which would have its own HP) and the same stats, but both clone and masq would get a final damage debuff (-40% to -50%) as long as the double remains alive.


This post has been edited by Niddhoggy - June 12, 2015, 08:35:00.
Thread : Feedback  Preview message : #874270  Replies : 377  Views : 12650
posté June 12, 2015, 00:38:48 | #12
Aging could be converted into an active spell, it is just an air branch filler at the moment. We could have a mechanism instead of this spell.


Thread : Feedback  Preview message : #874138  Replies : 143  Views : 7774
posté May 26, 2015, 05:25:52 | #13
I really like the new voodoll, it acts exactly like an ideal tree spell. I miss the old Totem though, couldn't we get them both? Totem was so unique to Sadidas and it was only removed because of potential bugs with Ultimate Bosses that could have been fixed in another way.


This post has been edited by Niddhoggy - May 26, 2015, 05:26:13.
Thread : Feedback  Preview message : #866572  Replies : 1032  Views : 21772
posté May 25, 2015, 11:50:45 | #14
It is probably a Tree, its just that they don't have the sprite ready in beta at the moment. I'd be happy about it as long as we don't lose our Voodoll.


Thread : Sadida  Preview message : #866154  Replies : 48  Views : 1924
posté May 23, 2015, 03:07:56 | #15
These are pretty rushed changes but the concept is interesting. Also, I miss the old Voodoll, it is currently acting like an ideal Tree spell now (or just like the Tree of Life) from Dofus, maybe they are changing its sprite and spell definition later...


This post has been edited by Niddhoggy - May 23, 2015, 03:08:32.
Thread : Feedback  Preview message : #865193  Replies : 1032  Views : 21772
posté May 22, 2015, 23:14:44 | #16
That earthquake 


This post has been edited by Niddhoggy - May 22, 2015, 23:14:58.
Thread : Sadida  Preview message : #865055  Replies : 269  Views : 9253
posté May 20, 2015, 10:13:37 | #17
Xelors don't need a full revamp, but they do need some changes, I can easily cover what is currently lacking:

  • Initiative loss doesn't do nothing besides increasing Aging's damage. It has to be changed.
  • Aging should be a secondary effect of one of the support skills, no point sacrificing a whole spells branch just for that.
  • Air branch then should be changed to fit the Tick/Tock gameplay. New mechanism on air branch (to replace Aging). I suggest a cheap (2 AP) mechanism with long range that pushes all adjacent targets 2 cells and inflicts air damage with just 2 charges.
  • Temporal Burn needs to trigger rollback.
  • Hydrant really needs to be buffed to 100 damage at level 200 (instead of just 57). Critical hits applied.
  • Time Keeper should restore charges on mechanisms.
  • Sinistro should also have critical hits and 4 AP (+2 AP = double attack).
  • Water branch damage should be increased by 20% on Accelerator turns.
  • Accelerator State max level should be increased to 6.
  • AP loss bonus increased the more enemies present in fight (to make it worth it in PvM and still balanced in PvP).
 


This post has been edited by Niddhoggy - May 20, 2015, 10:15:44.
Thread : Xelor  Preview message : #863577  Replies : 14  Views : 1167
posté May 13, 2015, 00:34:17 | #18
The problem is that gears are usually 2 or tri elemental, this reduces the versatility of builds when combined with those cookie cutter spell combinations, as people tend to go duo elemental (at least). They have to change that, adding a bunch of new spells will not increase the variety of builds that much if they don't touch gear bonuses.


Thread : General Discussion  Preview message : #861226  Replies : 20  Views : 1089
posté May 05, 2015, 06:50:37 | #19
Same thing but with Sadi here.  


Thread : Server Status  Preview message : #858722  Replies : 12  Views : 1458