Back to forum.wakfu.com

By continuing to browse this website, you consent to the use of cookies, which enable us to offer you customised content and to collect site-visit statistics.
Click on this link for more information on cookies, and to customise your cookie preferences. X

No flash

Niddhoggy's profile
Statistics
Member Since : 2008-05-13
806 Posts (0.57 per day)
Most active in : Character Classes
posté December 18, 2014, 22:06:24 | #1
  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 : 21  Views : 1295
posté December 18, 2014, 14:34:34 | #2
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 : 389
posté December 14, 2014, 14:59:44 | #3
@kurokat

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


Thread : Server Status  Preview message : #809122  Replies : 37  Views : 2295
posté December 14, 2014, 13:24:54 | #4
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 : 2295
posté December 13, 2014, 11:16:03 | #5
@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 : 1153
posté December 12, 2014, 16:38:22 | #6
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 : 1153
posté December 12, 2014, 16:34:44 | #7
They changed it on last patch to 2 turns.


Thread : Pandawa  Preview message : #808110  Replies : 21  Views : 1153
posté December 12, 2014, 16:22:35 | #8
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 : 1153
posté December 10, 2014, 21:00:48 | #9
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 : 1242
posté December 03, 2014, 14:29:31 | #10
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 : 54  Views : 3913
posté December 01, 2014, 11:43:04 | #11
They are not that bad, but they are not in a better situation than Iops and Cras.


Thread : Sadida  Preview message : #803413  Replies : 43  Views : 1811
posté December 01, 2014, 00:02:26 | #12
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 : 3935
posté November 25, 2014, 09:53:08 | #13
They should make all gear better in 2~3 resistances, this way we're going to have some versatility in game builds and not just only people with the same % reduction everywhere.


Thread : General Discussion  Preview message : #800770  Replies : 126  Views : 6106
posté November 17, 2014, 00:45:40 | #14
I have some ideas to improve the synergy with the earth branch:


  • Milk Wave:
[New Effect]
If the Panda carries the Barrel:
- Reduces the range of the spell to 0
- Square Area of Effect of size 3
- Deals 190 damage at level 200
- Dizzy +6 to all targets around the Pandawa

  • Dairy Springer:
[New Effect]
If the Panda carries the Barrel:
- Range not changed
- The Panda moves to the selected square and leaves the Barrel at the square he was previously standing
- Deals fire around BEFORE moving

  • Milky Breath:
[New Effect]
If the Panda carries the Barrel:
- Range reduced to 1
- Consumes Dizzy and applies Damage Loss, -10/Lvl.
- Same damage

Max loss: 150


This post has been edited by Niddhoggy - November 17, 2014, 00:53:00.
Thread : Feedback  Preview message : #797326  Replies : 26  Views : 3935
posté November 16, 2014, 12:42:19 | #15
Well, someone told me they are getting tokens, they're currently working as if you were multitabbing.

I don't see that as a problem since, if they restrict or give some sort of weakness to Heroes, they are not going to be used so much, since you can always log another window. The best solution I find here is to buff sidekicks and make them extremely good at their specialist roles.

- Sidekicks could get their health recovered every fight, Heroes could not.
- Sidekicks could get their 120% exp while Heroes would have to be somehow limited, with no exp. bonuses.
- Sidekicks could be extremely good at their specialist tasks, Heroes would remain as flexible fighters.

These are the current solutions I find to not bring a hero nerf.


Thread : Feedback  Preview message : #797184  Replies : 48  Views : 5427
posté November 08, 2014, 01:16:01 | #16
I have tested the Panda on beta and I simply love it, however I don't like some aspects of their spells, specially the water branch that looks kinda underpowered right now with no interesting combos.

  • Nuage Laieteux: the glyph disappears if the Pandawa carries another barrel, fix that please.
  • Vague de Lait: another resist penalty effect? The Fire branch already has it, the water branch could have heavy damage bonus debuff.
  • Happy Hour: the shield effect is too small, boost it to 20% or even 30%, considering it is a very restricted effect (close combat damage only).
  • Earth Branch mechanic: change it, it's quite difficult to stack the effects, make all spells have special effects in Merry and in Worn-Out states. I have ideas.
- Six Roses: +5 +20 +40 Resist per level of Worn-Out (max 120), +5% damage +20% damge +40% damage per level of Dizzy (max 120).
- Frappe Fût: +5 +25 +40 Lock per level of Merry, +1 +5 +10 Block per level of Worn-Out
- Blitzkrieg: bring back the line effect, the current area of effect is rather exaggerated. If the Panda is not carrying the barrel, the spell can be directly cast on an enemy and the Panda switches places with it.
- Ether: make it a Dizzy trigger. Fire Spells: they reduce resist on Dizzy targets. Water: they reduce damage on Dizzy targets. Earth: they reduce Dodge on Dizzy targets. (The State levels would have to be increased to make sense). (Ether would refund all the AP and WP if cast on self)

Just some thoughts.


Thread : Feedback  Preview message : #794298  Replies : 26  Views : 3935
posté November 05, 2014, 23:45:47 | #17
@Raz

It is not consuming Dizzy on Beta right now. I could get 70%+ Resists every turn in PvP after the enemy got 15 levels of Dizzy.


This post has been edited by Niddhoggy - November 05, 2014, 23:47:03.
Thread : Pandawa  Preview message : #793386  Replies : 630  Views : 19455
posté November 05, 2014, 23:31:30 | #18
@Flaming

I see, it seems they have not updated the beta server yet.

Well, I am all in to fix the current class issues, I just like the aspect that they are not making Pandas another tank. The class already has good manipulation skills, area of effect and high mobility.

If Worn Out had better resist bonuses, you could just switch to water element during worn out turns. The inconsistency in the current class is probably going to be one thing that marks their style and I like it.

Of course some things have to be better though.


This post has been edited by Niddhoggy - November 05, 2014, 23:31:54.
Thread : Pandawa  Preview message : #793381  Replies : 630  Views : 19455
posté November 05, 2014, 23:19:49 | #19
@Flaming-June

There's a passive that heals 12% HP at the start of every turn if you are carrying the barrel and there is no need to consume dizzy, since the spell doesn't trigger it, it just grants a resist bonus based on the level of dizzy state. Combined with the passive HP regen, it is quite good.

I have not checked if the Barrel dizzy effect applies even if the barrel is being carried, if it does, it's even better as at the start of every turns enemies around you get dizzy!


This post has been edited by Niddhoggy - November 05, 2014, 23:20:29.
Thread : Pandawa  Preview message : #793378  Replies : 630  Views : 19455
posté November 05, 2014, 23:10:59 | #20
I love the new tank pandas. They are somehow a different sort of tank, different from sacriers and fecas. They are mobile, they can heal themselves every turn and boost their own resistances while being able to carry a target to a place away from allies.

I would hate if they made Pandawas exactly the same old fashioned tanking machine that Fecas and Sacriers are right now.


Thread : Pandawa  Preview message : #793373  Replies : 630  Views : 19455