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Member Since : 2008-05-13
685 Posts (0.53 per day)
Most active in : Character Classes
posté Today - 20:14:05 | #1
Another way to walk around Sacri doll is dividing it into three types of Sacrificial Dolls.

- Water Sacrificial Doll: area of effect strong healing, then dies (Drain)
- Air Sacrificial Doll: area of effect damage, then dies (Kmir)
- Earth Sacrificial Doll: strong single target damage, then dies (Bramble)

Thread : Sadida  Preview message : #767522  Replies : 37  Views : 892
posté Today - 13:00:01 | #2
I have tested the Sadida yesterday and the class is much more balanced with those little changes. There's still some essential change missing though... the obvious ones.

With the new gear that gives more dodge, The Block's lock need to be increased, maybe doubled. Sacrificial Doll is still useless, it could deal decent damage and it should be possible to summon it with a spell, like Dolly Sacrifice. Explodoll still needs a revamp and Doll Link to be slightly more useful.

The Madoll and Lethargics also need a revamp. The classes in this game have so much MP in so tiny maps, it's really difficult to drain MP effectively like that...

Thread : Sadida  Preview message : #767372  Replies : 37  Views : 892
posté August 26, 2014, 11:54:45 | #3
That's good.
Now we need:

  • Fix Explodoll
  • Fix Sacri Dolls, Lethargics and Madolls

Thread : Sadida  Preview message : #766495  Replies : 37  Views : 892
posté August 26, 2014, 03:11:25 | #4
Depends on what you expect as a tank. Pandawas have decent damage boost through Merry and Dizzy, an earth panda tank can end up being quite useful on normal mobs, because of the high mobility and the ability of carrying enemies. A mobile tank.

The thing is, most players think that tanks necessarily need to have crazy resistances and lock, because of UB and some bosses. I think differently, the mid term with great mobility can be very useful as a map manipulator and half tank. This will be even more possible after patch, with the the increase in the number of gears with lock. You'll be able to have decent lock and decent damage then.

I wouldn't give up but I wouldn't focus on high resist/lock build, the game is not all about 600 lock and 400% resist.

I have tested myself on beta tank Sadi, yes a tank sadi and it turned out to be quite fun. Tree is really a foot binder, enemies cant push you, I managed to win several fight in PvP against some classes. Well, that was just an exaggerated example.

This post has been edited by Niddhoggy - August 26, 2014, 03:13:11.
Thread : Pandawa  Preview message : #766395  Replies : 6  Views : 182
posté August 26, 2014, 03:00:22 | #5
Currently I have no time to update the post and this is just a suggestion guys.

The pouch was removed and I think Ankama is probably doing so in the near future, the prospecting bonus is already a great advantage over drops. The current water Enutrof has no gameplay, no real interesting strategy and can steal drops from mobs = the perfect alt, easy to play and makes you rich.

The pouches can be kept, but between choosing a gameplay and keeping the second chance to loot, I choose the first.

If you want to keep the pouch, I have a suggestion for it that will be added after I finish my exams (in about 2 weeks).

The idea is to add a new active spell that replaces one of the current skills that can directly steal an item from the enemy in close combat.

This post has been edited by Niddhoggy - August 26, 2014, 03:15:20.
Thread : Enutrof  Preview message : #766394  Replies : 6  Views : 1273
posté August 26, 2014, 01:02:30 | #6

I have just added some examples of what I mean. They were made on a rush... I don't think they will ever do something like that though. :/

Thread : Server Status  Preview message : #766370  Replies : 514  Views : 22790
posté August 26, 2014, 00:29:23 | #7
I think that a good way to add the high damage and diversify the gameplay of Osamodas is to give summons 70~100% of every Osamodas Mastery.

What I mean is that Osa Summons damage will be base on the elements of the Osamodas. It could pretty much make Osas strong enough while restricting the elemental damage they can do to one, two or three elements.

For example: 80% mastery transfer. Osa with 800% earth, 800% fire, 200% air, 150% water.
640% Earth
640% Fire
160% Air
120% water

Boohowl and Whip would have to be nerfed though...

Another thing that I would love to see is the possibility of increasing the level of the summons you capture. This could be done with some decent work on monster spells, the higher the level the mob, higher the level of the spells. A level 150 Gobbal, for example, could have around 120 base earth damage and decent lock. Such an addition is a lot easier to add considering mobs are only going to get spell levels, dodge and lock per level.

One more thing to add, there could be spells that add AP, MP, range to summons. The current class has a brainless gameplay that is all centered about whipping, howling and then casting possession. The old idea of restricting the levels of the summons present in the fight to the Osamoda's level was good and could easily be polished if the summons were strong and if osas had the means to make lower level summons strong after a few turns (increasing max HP, max AP, max MP, etc)... but unfortunately they chose to allow osamodas to have more summons as long as it has enough control - with that change they simply refused to make the class tactical, they pretty much closed the window of opportunity osas had to be true summoners and beast tamers.

Example of what I mean:

  • Summoning: restricted to the level of the Osamodas. A level 150 Osamodas can only have a max of two level 75 summons out, for example.
  • Summons have 80% of the Osamodas Mastery.
  • It is possible to level summons and increase their base stats.

Fire -> makes summons more powerful

  • Magpie: no change
  • Gurgling: + critical hits permanently (has a max lvl)
  • Mooing: increases AP of summons (1 turn)
  • Croak: + MP to summons (1 turn)
  • Boohowl: increases the damage of summons (now limited, 1 turn).

Air -> Uses summons to move around the map

  • Crobak: if cast on summon pushes it 1 square. Refunds 1 AP.
  • Scaraleaf Wing: if cast on summon pulls 1 square.
  • Whip: if cast on summon gets close to it. Fixed range.
  • Bwork Thump: if cast on summon switches place with it, costs 3 more AP.
  • Feather Tornado: if cast on summon pulls all targets in 2 cells and does damage.

Earth [new effects, they dont apply to gobgob] -> Tank Summon Specialist

  • Armored Command: applies and earth shield to summons (1 turn)
  • Speedy Command: increases the dodge of the summon permanently (has a max lvl)
  • Motivating Command: increases the lock of the summon permamently (has a max lvl)
  • Vital Command: increases the max HP of the summon permanently (in %, has a max lvl)
  • Weakening Command: removes all the negative effects active on the summon, refunds 4 AP.

This post has been edited by Niddhoggy - August 26, 2014, 01:00:25.
Thread : Server Status  Preview message : #766362  Replies : 514  Views : 22790
posté August 11, 2014, 12:31:20 | #8

I have to admit you've got some nice ideas around, I don't have much time to give a feedback but they seem nice.

What are your plans on elemental skills?

Thread : Sadida  Preview message : #761928  Replies : 46  Views : 1392
posté July 29, 2014, 22:05:47 | #9
Water/Fire with control gear is amazing.

I made one Xelor like that months ago just to test something that would not require Xelor Punishment spam.

I used my Sinistros as map control tools. I had a great strategic gameplay, but I did less damage. Not that less damage means that the build is useless, I could get rid of some situations that an overrated air and fire build wouldn't be able to.

It's all up to you, I know the water and fire gear available around is not the best, but you can work around it :]

Moreover, I think that a water/fire build with lots of control would be amazingly helpful in Flaxhid...

This post has been edited by Niddhoggy - July 29, 2014, 22:07:10.
Thread : Xelor  Preview message : #758367  Replies : 11  Views : 1678
posté July 29, 2014, 21:50:17 | #10
Don't like how they pick up 3 elements for each class.

Some classes are more versatile than others, there are some classes that would fit very well with four elements: Cra, Panda, Masqueraider, Sram...

To balance everything out just give 1 or 2 new spell of each branch to preexisting branches of a class that wouldn't receive the 4th element.

Water Cras could be very fun...

Just brainstorming

  1. Frozen Arrow: medium range arrow that deals some damage and subtracts 1 AP point.
  2. Freezing Beacon: a water beacon that when triggered deals water damage to all targets in a cone area of effect in front of it. The targets lose AP.
  3. Slow Down Arrow: medium range arrow that applies an AP loss for the next turn.
  4. Oil Arrow: medium range arrow that deals some damage and increases the next fire damage taken by the target. Reduces the AP loss resistance.
  5. Absorptive Arrow: a powerful magic arrow that steals HP and 1 AP of the target.

This post has been edited by Niddhoggy - July 29, 2014, 21:59:14.
Thread : Cra  Preview message : #758363  Replies : 5  Views : 344
posté July 28, 2014, 20:21:17 | #11
Enutrof Changes [Updating 2 - Water Branch] Ok. I have finally come to something about the Water branch, I am leaving it there and I will be soon updating the thread with more information about the other spells. Note that I am going to add some spells that will be oriented towards the water branch gameplay.

The New Water Branch

The Water branch evolves around the ability of stealing kamas from enemies and throwing them back in order to inflict damage. I separated this into two spells that steals kamas and three spells that consumes them. The spells that require kamas to be cast have higher base damage and apply states.

The Enutrof can easily reach the bonus of 100% water damage in a turn or two, but note that some spells will significantly reduce this bonus because they consume kamas (and the damage is proportional to the amount of kamas found in the bag). Therefore new Enutrof will find his damage varying during a fight, similarly to the Fire Foggernaut. I am going to add one passive that increases the MP and dodge of the Enutrof if he throws too many kamas during a turn. This may also help other branches with MP bonus too if going hybrid.

For now, that's what I have:

This post has been edited by Niddhoggy - August 17, 2014, 21:15:21.
Thread : Enutrof  Preview message : #758033  Replies : 6  Views : 1273
posté July 21, 2014, 13:18:55 | #12

Considering the latest modification to Sram Doubles in Beta Server, I think we may be able to get the old idea, since it fits much better the masqs than for Srams. Because of that I will post it there.

Masked Spirit

Does not cost WP anymore, costs 4 AP at level 9.
Summons an image, divides your damage. Image reflects all damage to the Masq.

Image: deals 60% of your damage.
Self: -40% final damage bonus.

If you cast the spell again on youself, the image is unsummoned and you recover the 4 AP invested.

In order for it to work, they have to fix the bugs we have right now when you summon a double and use the mask the double is wearing (the mask is removed).

I am going to bring more ideas whenever I have the time. So far, this is what I have in mind:

  • Keep the three basic elemental spells.
  • The second elemental spells will only be castable under a Mask effect (any Mask). Backbeat switches places under classic and pulls under psycho (example).
  • Third Spell -> Coward Only
  • Fourth Spell -> Classic Only
  • Fifth Spell -> Psycho Only

Some modifications to certain spells will take place. Masks will not be elemental-based, every build will have an use for them.

So, it will basically work like this:

You can have three spells of a single build unlocked all the time if you are wearing one mask, the basic spell, the modifiable spell and the mask only spell. When switching to another mask, you change your gameplay but you dont necessarily change the required element.

The role of each mask:

  • Classic: map control
  • Coward: ranged combat
  • Psycho: close combat damage

The role of each build:

  • Water: suppor/healer/damage
  • Air: mixed gameplay, medium range
  • Fire: close combat and area of effect

So, just an example:

So far, I would change only the Coward Mask. Since the healing bonus is rather pointless. Also, there would be no need for elemental matching colour on masks since every element could use them!

Coward Mask

+0(2) Range
+0(100)% chance of gaining 2 MP when dodging a target (max +4 MP).

4 AP, -3,-40,-77 HP
Range: 1 to 2 (can be modified)
Coward Mask: pushes the target and the mask 2 squares (opposite direction)
Classic Mask: switches places with the target and the mask. Allies take no damage.
Psychopathic Mask: pulls the target and the mask 2 squares (opposite direction)

This post has been edited by Niddhoggy - July 21, 2014, 13:50:44.
Thread : Masqueraiders  Preview message : #755647  Replies : 8  Views : 557
posté July 20, 2014, 19:16:45 | #13
I think that we just have to wait now, this forum has already given too many nice suggestions. All we can do is wait.

At least now my hopes are up when it comes to Sadidas. Following the fact that Grou quit, I expected better class revamps, revamps that are more about strategy rather than just damage. Look what they want to do to Srams now, lovely isn't it? Let's just hope they do the same to Sadidas in the future.

As for the Tree idea, Ankama impressed me with the traps they added to srams in a such smooth and simple way. This could really be done to Sadidas with dolls and Trees, this would make summoning much faster than it currently is.

Like, each branch has three spells that when you cast on yourself they return all AP and change your summoning state. Depending on your state you will directly summon a Tree or a Doll.

This post has been edited by Niddhoggy - July 20, 2014, 19:17:05.
Thread : Sadida  Preview message : #755503  Replies : 50  Views : 1194
posté July 19, 2014, 14:52:33 | #14
Finally a decent revamp!!! Tested it and so far it looks amazing (ignoring the bugs of course).

My opinion on that change is that this is a glimpse of the future class revamps, now that Grou has left!

Thread : Sram  Preview message : #755248  Replies : 43  Views : 4516
posté July 09, 2014, 14:37:21 | #15

Well, I took into account that most masqs are Hybrid and these would get benefited from this skill. Even if one double is going to be useless if you happen to choose only masq required skills (doubles would still be able to cast the main spells).

The idea may not sound good following the feedback, but we really need something more reliable that can be used more often during a fight and that is not overpowered. The current masked spirit is unfortunately too strong in short fights, I am afraid that with the combat revamp, which is going to make fights more solid, last longer, strategy getting over damage, the space for masked spirit will be reduced.

The new Sram Double is the perfect example of something that would work, but we can't get their spell. So I really don't know what to get or which modification to make this skill balanced and less ''burst type''.

If you got something in mind, leave it there


One way to nerf the skill and make it more reliable is to make the effects of the spell conditions shared. If you cast Spitfall twice, your double can't cast it. It would be fair as long as:

  • Doubles could change masks without any bugs.
  • Spell cost less WP and could possibly be reactivated with Charade: Level 100 Charade -> Enables the use of Masked Spirit again.
  • And, for Spitbull, I think it is pretty clear that it is the spell that deserves a cast limit of one per turn. (This change should take place even if Masked Spirit isn't changed).

This post has been edited by Niddhoggy - July 09, 2014, 14:49:04.
Thread : Masqueraiders  Preview message : #752452  Replies : 8  Views : 557
posté July 07, 2014, 10:36:46 | #16

The thing is, our power is centered around masked spirit. I would like to see this power more distributed, because having such an overpowered ability that only last two turns makes it unreliable during long fights. The weakness you have pointed out are no issue when you can finish your enemy in basically one turn.

Plus it makes sense that only tri ele builds would be able to cast the most powerful spells, since the basic ones that do not require masks would still be castable.

Masked Spirit is like one time Fusilade that does not remove your MP and does not restrict the use of only one type of skill. It's a burst ability that reduces the strategy needed in this game, I am pretty sure that they are not leaving it like this, specially when the damage driven game develper grou lost it's role, I am just trying to come up with a cool idea instead of being hit by the nerf hammer, which is something I do not want to happen and that may happen.

The balancing part is Ankama's job, they're the ones with numbers. I have just tried to introduce an idea that may be polished to it's maximum.

I am just afraid of how they are going to change one ability that is so important and yet so unbalanced.

This post has been edited by Niddhoggy - July 07, 2014, 10:38:21.
Thread : Masqueraiders  Preview message : #751863  Replies : 8  Views : 557
posté July 07, 2014, 03:00:13 | #17
Masqueraider - Some Tweaks Hello everybody!

I have been playing with a Masqueraider and it I can say that I really found them bad developed before trying them, it was possibly because of my knowledge of Dofus masqueraider that has such a great gameplay. I happened to be wrong, I just fell in love with this class and their gameplay is in no way bad. They are a really good class.

However nothing is perfect. The class has some serious issues that really have to be reworked and modified. I am there to give some thoughts on a few skills that I think that are or bad developed or in need of some polishing. I promise I am not going to give some crazy ideas like I do to my former class, Sadidas (you have to agree they're in a terrible state though).


Most masqs see this skilll as a bad one, they are wrong though. If you often play with other classes Carnival has a very good potential of being useful, I have tried it out and it's great. I think that the cost to cast a mask on allies is too high though and the effects applied to allies are kinda restricted since they don't have a masq gameplay. To make the cost worth it I suggest to add special bonuses to allies.

+0 to 40% Ranged Damage (Coward Mask)
+0 to 40% Close Combat Damage (Classic Mask)
+0 to 40% Area of Effect Damage (Psychopath Mask)

Masked Spirit
This is a skill that seriously need to be reworked. It is good, I can't say it is bad. However it does look seriously strong when you summon it and after that you can't really summon it again during the fight, making us quite weak during the other turns. The best thing we could have was that new double Srams are going to get, a permanent summon that reduces the damage dealt but increases the versatility. It would be everything that we needed, the best skill. I doubt we are getting it though, since srams will already have it. We therefore need a different skill, because the current one despite of being good is flawed.

I came up with some interesting idea, I don't know how exactly it would change our gameplay, but we would be able to shatter our damage, spread it through the battlefield, become even more versatile and motivate masqueraiders to go hybrid.

The idea is rather simple, the spell can be cast every turn but if cast during two consecutive turns it consumes all WP, like Fogginator. It has two requirements: must be cast before anything else (the masq is free to move, it just can't cast a spell) and it must be wearing one mask. After the spell is cast, two doubles are summoned beside the mask, each one of them wearing one mask. The masqueraider would be unable to change masks then, the skill would provide an increase in versatility but the final damage of each double and the caster would be cut.

The Skill

Cost: 1 WP
Range: 0
- Must be cast before any other spell
- Must be wearing a mask
- If cast during two consecutive turns: consumes all WP
  • Summons 2 Doubles wearing the other two masks. Doubles last 1 turn.
  • Reduces the final damage dealt by the masqueraider and the doubles by 80(60)%

Each masqueraider would then do 40% of the total damage dealt if the skill is at level 9.

I am afraid that it could be overpowered, we would need to study that. The skill has it's weakness though, the masq doubles wouldn't be able to cast the most powerful skills (the ones that need WP) because each of them would be wearing one mask. They would only be able to cast the WP skills of their specific role.


72 Damage at 200, make it slightly higher and I'd be happy. I think that something between 80 and 90 would definitely be good.


This is a great spell but I hate the fact that it's range cannot be increased. There would be no issue at all of making it modifiable due to it's high MP cost.

This is it,

Thank you and please give your feedback!

This post has been edited by Niddhoggy - July 07, 2014, 03:04:48.
Thread : Masqueraiders  Preview message : #751825  Replies : 8  Views : 557
posté June 30, 2014, 17:12:25 | #18

Yes, Dofus has it and many other MMORPG's have it.

I think that the main issue with Wakfu is that they've been trying to be different, to be innovative. I support this line of thought, but I do not wish that some basic mmorpg mechanics to be forgotten. The world really looks dead right now, not only because of the lack of players, but also because of the lack of NPC's.

They could keep many original aspects to the game, like ecosystem, politics, haven worlds and join together with some of the MMO basics, like NPCs. I think the game would be much better and enjoyable, but that's just my opinion.

I don't like much Haven Bags because people can't see your home, can't see your feats. It's way too hidden, way too unsocial, Housing could completely change that plus we'd follow one of the wakfu ideas, which is a world driven by the players. We already modify the landscape through crops and trees. It would be amazing if we could build houses and if the governor could even purchase new pieces of land to be sold to the community.

Thread : Suggestions  Preview message : #750491  Replies : 13  Views : 547
posté June 28, 2014, 23:45:35 | #19
A good option would be to reduce the cycle, maybe 12 hours like someone already suggested and add mobs for days and mobs for night. This could significantly improve the game experience since it would be possible to diversify all gears in game.

Something also interesting would be that some abilities could be enhanced during day and others during night.

Thread : General Discussion  Preview message : #750174  Replies : 11  Views : 422
posté June 27, 2014, 20:22:26 | #20
The control bonus is really delicate because osa summons can easily get overpowered while Sadi summons would do very well with some decent CMC. That's why they've been so cautious when adding control stuff to the game.

What would happen if we had a set with no decent elemental bonus with lots of HP and hundreds of CMC bonus?

The worst part is that who are always hurt by this are Sadis...

This post has been edited by Niddhoggy - June 27, 2014, 20:23:37.
Thread : General Discussion  Preview message : #749854  Replies : 5  Views : 288