Not that many classes don't need to be changed because they are either weak or dont have appealing game-play.
Because it puts too much time between one class change and another's. The game-context in which once-valid changes were made are modified and a recent revamp is quickly outdated. Worse, these punctual revamps make it hard for developers to be able to make class design choices that permit each class to have a unique appeal.
Shielding, used to be a somewhat "special" ability, limited to gobgob osas, earth Sadi's, and (to a more limited degree) sacs. Now Feca's and Iops also have it (Yay half the game's classes can shield).
Granting AP used to be a Xelor trademark, now Feca's and Iops also can.
Self stabilization used to be a Iop Unique, now Cra's can too, and i get the feeling its just because they were revamped together and they recicled a skill.
Whats with the double Srams have? How does that have anything to do with the whole "assassin" class concept? That self-shielding lock-stick that can push is too me a overpowered utility that the class got just because designers couldent think of anything better to put on the spell slot.
What im getting at is that the way changes are being made seems to be in the direction of "give every class everything". I dont think anyone wants that, whats the point of playing a rpg if class choices are meaningless?
And all of these recent revamps... Well, Currently max level players have very few specialties they *dont* chose. Its hardly a choice for many classes. You take all specialties exept for "that bad one".
Isint it kinda obvious there will have to be some sort of Specialty revamp somewhat soon?
Arent you guys that *just got revamped* a tid bit worried that when this happens you might get stuck with awefull changes and put last in the "revamp line"?
Similar things already happened in the game history.
For example, the Feca class revamp came just before the game's overall stat overhaul, which included changes to player health, resistance, and locking mechanism. Feca players that were happy because they became "awesome tanks" with the revamp soon found out that tanking wasent quite the same thing (regardless if you agree or not that tanking still exists in the game, it should be easy to see that its kinda mean to, right after changing a class, changing game elements that define their role).
My entire point is that revamping classes 1 by 1 or 2 by 2 is a mistake.
Game designers should give a few balancing measures all around just to keep the classes that are currently kinda underpowered at least competitive, and revamp *everything* at the same time.
I think its the only way i can see they can give each class mechanisms that seem unique and interesting, instead of just throwing at whatever class is getting revamped the ideas they currently have, without really keeping consistency between classes and their proposed strengths.
Plus, by defining each class simultaneously, they can make it more permanent. Flat numeric bonuses and scaleable passives with caps are bound to require revamping just because as the game progresses and players gain items with more and more powerfull stats, a limited ability loses comparative strength in the end game context. A Specialty that gives 50% bonus damage might be overpowered when the level cap is 100, but kinda stinks now that it is 170.
I think Wakfu is broken in many ways. I think specialization to specific group-roles should be a thing. I think tri-elementing should not be possible.
By guaranteeing players cannot "kinda do everything" with the same character, any character brought to a group to preform his specialized role will feel like he is contributing in a unique way to the group. A tank would tank. A healer would heal. Element specific DD's would not compete with eachother because their elements do not overlap.
Right now a player with higher level and better items is pretty much better at everything, and current class revamp policies are making this worse by giving classes a even wider range of utility. A Eni can outdamage your damage dealers if she has better items, even though she was brought to heal. A Iop can give the entire team AP while he obliterates enemies, making a poor little underleveled xelor that came along to support feel useless.
This is lousy game design, the game is scaling badly the higher levels get, and punctual class revamps will not fix it.
This post has been edited by YetAnotherNewbie - March 28, 2015, 22:42:47.