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Niddhoggy's profile
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Member Since : 2008-05-13
793 Posts (0.57 per day)
Most active in : Character Classes
posté November 17, 2014, 00:45:40 | #1
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 : 23  Views : 2870
posté November 16, 2014, 12:42:19 | #2
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 : 33  Views : 2193
posté November 08, 2014, 01:16:01 | #3
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 : 23  Views : 2870
posté November 05, 2014, 23:45:47 | #4
@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 : General Discussion  Preview message : #793386  Replies : 502  Views : 12995
posté November 05, 2014, 23:31:30 | #5
@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 : General Discussion  Preview message : #793381  Replies : 502  Views : 12995
posté November 05, 2014, 23:19:49 | #6
@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 : General Discussion  Preview message : #793378  Replies : 502  Views : 12995
posté November 05, 2014, 23:10:59 | #7
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 : General Discussion  Preview message : #793373  Replies : 502  Views : 12995
posté November 05, 2014, 15:16:07 | #8
The revamp is nice, there are some issues that have already been pointed though, like Blitzrkriek insane area of effect.

Overall, I like the revamp but some aspects of the fire and earth branch may seem a little overpowered right now. Milking It is an example, it already has higher base damage than most area of effect spells and gets even stronger when it hits a barrel.

The Water branch looks kinda meh, if you ask me. It could be the transition between the earth and fire branch by having skills that you can cast while holding an ally and while holding a barrel.

I would love to see for example, Milk Fountain dragging enemies towards the Panda while carrying the barrel (the spell would have 0 range then). The Water spells also lack interesting effects, I only see Milking Wave consuming the Dizzy State.


Thread : Feedback  Preview message : #793231  Replies : 23  Views : 2870
posté November 03, 2014, 02:43:53 | #9
Selling High Level Trank & Krosmoglob Hello.

I don't know about the price, so I'll just leave there that I am interested on selling my level 149 Trank. After unlinking it its going to lose a few levels, but it's still going to be a high level one. I am also interested on selling my level 147 Krosmoglob.

I don't know the prices, so I'll leave it there so you guys can offer, depending on the price I may accept or not.

Thanks

PM Pangea, Carbon or Panthalassa


Thread : Trade  Preview message : #792583  Replies : 2  Views : 167
posté October 14, 2014, 03:52:14 | #10
I'd like to see the Drunk state being a state that has debuffs and buffs for the pandawa. The state could be consumed by certain spells of the water (debuffs on enemies), earth (higher damage) and fire (higher area of effect), let me give you an example.


Barrel
Current effects not changed.
[New]: the spell can be cast from 0 range while carrying the barrel, the Pandawa drinks the milk for 2 AP cost and gains 20 levels of Drunk State. Drunk has 100 levels.

Drunkness:
-1 Dodge/Lvl
-1 MP at level 50
-2 MP at level 100
+1% Damage/Lvl
+1 AP at level 50
+2 AP at level 200

Level 100 state: -100 Dodge, -2 MP, +2 AP, +100% Damage.

If the Panda finishes his turn carrying a barrel, he gains 10 levels of Drunk state.

[Special Spells]

Flaming Burp
This skill consumes the alcoholic spirit of the Pandawa and applies the Hangover state that lasts one turn equal to the level of Drunkness consumed.
6 AP
1 Range
-5 HP (lvl 1), -90 HP (lvl 100), -180 HP (lvl 200)
Area of Effect: 1 cell only
Consumes Drunkness
If Drunkness is at level 25: area of effect changed to a cone of size 1.
If Drunkness is at level 50: area of effect changed to acone of size 2.
If Drunkness is at level 75: area of effect changed to a cone of size 3.
If Drunkness is at level 100: area of effect changed to acone of size 4.
+2% Damage per level of Drunkness consumed on this cast.

Applies Hangover.

Hangover: -1% Damage/Lvl, +1 Dodge/Lvl, +1 MP every 50 levels, -1 AP every 50 levels. Lasts for 1 turn.


Thread : Pandawa  Preview message : #787214  Replies : 24  Views : 1656
posté October 11, 2014, 22:12:27 | #11
The current pandawa gamelay is not that bad, but it's old and outdated. Considering they are fully revamping the class, like they did to Srams, that's what I would like to see:

  • More combos when carrying an enemy: like an earth spell that throws the carried enemy and deals damage to it while doing area of effect damage to the surrounding targets when the enemy is placed on a cell. Or a spell that makes the enemy dizzy when the pandawa twists it when carrying it, reducing it's MP.
  • Water branch should have buff type spells, not healing, we've already too many healing classes around, I'd like to see different roles.
  • Drunk/Sober mechanic that allows the panda to change the effects of his spells. Like someone suggested.
  • MP loss, why not? So far only Sadidas and Enutrofs can ''kind of'' take MP ''efficiently''.
  • Make the three branches have combos when carrying the barrel, but the spells should not be only barrel, they could have different effects when casting while carrying one, just that.
 


Thread : Pandawa  Preview message : #786612  Replies : 24  Views : 1656
posté October 08, 2014, 21:58:36 | #12
Such abilities would be interesting, Kikui. However, despite of disagreeing with the game mechanics, we would have to follow it. Mobility skills are usually linked (if not always, cant remember any exception) to the air element. I am not satisfied with the current air branch of Sadidas, I find it quite uninteresting.

I would love to see the air branch being more linked to shamanism, let me bring an example from another game, since sometimes it's interesting to get inspired by other games.

With Doctor (Diablo III)

Witch doctors are spiritual warriors who summon dead souls and crawling creatures to do their bidding. By surrounding themselves with conjured zombies and vermin, witch doctors are free to assault their enemies with exploding skulls, acrid poison clouds, and wasting curses.

The ability to infect, slow and terrify their enemies gives witch doctors unprecedented control over a battlefield. They can manipulate opposing attacks and movements with debuffs and crowd control spells, rendering enemies easy prey for hungry pets. Witch doctors can also lay down fields of fire and venom that slowly leech life from advancing foes.

Although some witch doctors avoid melee combat in favor of augmenting their pets and crippling their enemies from afar, they are also more than capable of slaying weakened foes with their own hands.


Part of this descriptiong resembles the Sadida's gameplay and role, right? I am not saying we should summon zombies, but we could have those powerful curses and poisons. The air branch could have curse type skills that affect the voodoll targets, in opposition to the water branch which could buff and heal the voodoll targets more efficiently.These curses could have something to do with moving and manipulating the voodoo and it's target, like you said about vaporize.


This post has been edited by Niddhoggy - October 08, 2014, 22:00:51.
Thread : Sadida  Preview message : #785883  Replies : 5  Views : 748
posté October 08, 2014, 04:03:19 | #13
Maybe zombification could take control of the enemy? The sadida could change corpse, the enemy takes control of the sadi and the sadi takes control of the enemy, leveling the skill makes the controlled sadi weaker, just a thought xD.

Edit: obviously bosses should be immune :p


This post has been edited by Niddhoggy - October 08, 2014, 04:03:52.
Thread : Sadida  Preview message : #785622  Replies : 5  Views : 748
posté October 07, 2014, 12:57:00 | #14
Sabi,

I have access to the server now and they refunded my booster packs. I wish they gave me the almokens I lost though, since it is going to slow down my meridia or ferox by one month because of this issue


This post has been edited by Niddhoggy - October 07, 2014, 12:57:17.
Thread : Technical Issues  Preview message : #785299  Replies : 102  Views : 3854
posté October 06, 2014, 18:23:54 | #15
Our accounts have been fixed guys, as we can see our characters in forum.

Where are our refunds? Sabi?


Thread : Technical Issues  Preview message : #784967  Replies : 102  Views : 3854
posté October 03, 2014, 23:02:56 | #16
Not to tell about our items, since we've been unable to log in since patch, I believe that we lost many many kamas since the items we were carrying have gone through a complex change in prices due to the higher accessibility.


Thread : Technical Issues  Preview message : #784106  Replies : 102  Views : 3854
posté October 01, 2014, 02:09:11 | #17
I got the same response as bloody, but it's already the second time I receive that response  


Thread : Technical Issues  Preview message : #782905  Replies : 102  Views : 3854
posté September 29, 2014, 20:27:55 | #18
@kobashii

Do you have the same problem? I mean, when you try connecting to your server it stays up for around 30 minutes and then you get kicked?

Maybe you're having a different problem, because I think that our problem may be related to possibly a character loss or server glitch, since the players that are having this issue cannot see their characters from the forum by clicking on the arrow icon next to your forum avatar. This is a pattern that I have noticed.

My sub days are gone by now and if I don't get refunded if this ever gets fixed I am not going to buy booster packs anymore. 10 of my ogrines expired, but that's a low number, I wonder how angry I'd become if the other thousands ogrines I have expire because I can't use them in the server I play...


This post has been edited by Niddhoggy - September 29, 2014, 20:29:15.
Thread : Technical Issues  Preview message : #782392  Replies : 102  Views : 3854
posté September 26, 2014, 00:21:21 | #19
Unfortunately Xelor are all about damage. Just pick up what everyone picks up: fire and air. The support & hindrance role of xelors is hindered right now.


Also, the initiative removal is pointless now because of the change to initiative bonuses. They may revamp the effects of the fire branch later on because of that The only use of initiative loss is to boost Aging's damage.


This post has been edited by Niddhoggy - September 26, 2014, 00:21:58.
Thread : Xelor  Preview message : #780795  Replies : 3  Views : 645
posté September 25, 2014, 14:11:37 | #20
The support has sent me a message asking if the problem has been fixed due to the maintenance we had on monday, but I am still experiencing the issue.

What about you guys?


Thread : Technical Issues  Preview message : #780521  Replies : 102  Views : 3854