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Madd1's profile
Member Since : 2012-04-11
1180 Posts (1.04 per day)
Most active in : General Discussion
posté Today - 17:44:33 | #1

Quote (Tartumystic @ 27 May 2015 16:27) *
What I undrestand all classes get 5 specialities now. That really cripples us and im sure many other classes aswell (havent played others so I can speak only from osa point of view)
As we pretty much have to pick 1) gobgob to even summon, 2) posession- to have little control over our summon and make it use some spells they wont use otherwise 3)osmodas blessing- you can argue that but I think its a must with current control system 4) Gobup- needs no explanation

that leaves room for 1 free spot and theres not really much to choose.
You can take 5 passives at 160 and 11 actives (including any number of specialties). Dy7 has implied this will change to all 12 actives @ lvl 120.

If you take all 5 current active specialties that allows you 6 additional spells which is technically the same as a current Tribrid. You just won't get any utility spells.

THAT SAID, Osa already suffers from a problem of 'one role'. If you embrace that, you actually won't need to take most actives into most fights.

If you don't understand it you should make one of the 6 classes that works on Beta. Sram, Iop, Cra, Sadida, Enu, ect.

- Madd

Thread : General Discussion  Preview message : #867144  Replies : 6  Views : 187
posté Today - 03:57:37 | #2
I've taken some time to let changes set in, and as opposed to writing highly detailed reviews of each spell I'd like to instead focus on overarching themes.

The good:
Resistances: I adore passive resistance gains for having dolls on the field and most importantly dolls taking on Sadida resistances with a bonus.

I am also fond of the final damage buff on doll death.

Doll Final Damage+Control: I approve. I think options to increase # and efficiency of dolls are good choices.

Spell modifications:
  • I like the harmless toxin passive allowing air to heal and increasing heals done, I'm less of a fan of how little the passive does. It seems hard to justify it in a kit unless you were very desperate for the direct heals as there are more efficient ways to accomplish the task with a little less flexibility.
  • I find poisoned wind interesting, but not sure if I'd use it in a kit.
  • I'm a fan of the Sic 'Em More changes.
  • Revive option. I love it! 10/10.
  • I'm a big fan of Bramble changes having a no-los AoE at decent d/ap ratio is awesome.
  • I like that earthquake is usable, although I'm not sure how much I like how A: Doll reliant it is and B: how badly it's gonna beat the crap out of melee allies.
  • I actually liked the damage on Kmir and that Sadi has a big hit spell now... combined with final damage boosts it means Sadi would have the capacity to hit something pretty hard, which I definitely like. It also should have the resistances and damage mitigation to stay close enough to use the limited spell range.

Heals: I like that tear no longer needs voodoll to heal, I also like that rust is a combo damage, heal.

Armors: I like that Sadida has lost some heals and gained significant armor strength. As a fan of Sadi jack of all trades abilities, I do think it should do one better than the others and I think doll indirect damage and armors are a good choice!

The okay: I don't know if I'm too favorable to the number of dolls we lost. Losing -AP doll, dolls that can cast Sadi spells and any reliable damage doll for Air all feel like poor choices, but with the amount of buffs incoming I can see why they may need to happen. I'm just not so sure.

The bad:

Spell changes:
I really don't like that Sudden Chill requires line of sight. This spell was best used in combination with heavy dolls in the past, requiring line of sight requires you to have a very complex positioning around your dolls.

Gust: What the hell happened here? 2/turn 2ap spell REQUIRES TARGET!? Why even bother giving me a push that REQUIRES TARGET. This spell is practically a wasted slot. It's only use is to keep your stupid dolls from blocking your own LoS. I'd rather just have better doll options than having to waste a spell slot and 2AP per turn. Do not want.

Muddoll: Heal only spell? This feels like it came straight out of a 2010 Wakfu Alpha build. Nobody in the game wants this. Nobody. I'll take any other restrictions you want to put on it. 2/target, 2/turn I don't care. Heal Only? No.

The line casts: Let me explain this as simply as I can. Sadida dolls AI says "Melee enemies whenever possible." This means you will constantly be fighting with your dolls for LoS on enemies. This is an awful change. Any sadida line cast spell should be no-LoS. I also don't understand why previously non-line spells became line (Drain, Wild Grass). I also do not like that dolly sacrifice both needs LoS and now has a short range line cast. What if my doll wanders his ass over into space on the other side of the map like the poor AI often does? What if players trap a bunch of dolls in poor locations. I just don't like it at all. I don't like that the only attack dolls can only do melee/line, this actually makes more than 4 dolls in a 1v1 situation utterly purposeless. They can't attack as they're too stupid to not go into melee, even the dolls that used to have options like the range do.

Which leads me to -

Doll AI. I get that there may be reasons you need to prevent players from controlling all dolls all the time. I even get that it may need to take up a passive. There needs to be an option to get rid of this. Doll AI is awful, I don't understand how dolls have exactly 1 course of action they follow 100% of the time. It's mind bending. I frequently watch dolls take actions, and then immediately comment on how stupid they are. In fact, replace frequently with 90% of every dolls turn ever. We need better doll control options.

and finally -

Dolls no longer being able to absorb and recast sadi spells: This is almost necessary to cope with wonky doll AI. IMHO you solve Doll AI, or you make dolls able to redirect spells or you make all sadi spells no LoS. Or something in the middle... there needs to be compromise. A sadida shouldn't have to feel like it's fighting with it's own dolls.

Final Note, what the hell happened to Voodoll? This is a super mediocre spell that doesn't seem to fit in any kit... or fit in at all.

Overall: I'm pleased with the direction this is going, but what I really don't like is Sadida has lost tons of utility in favor of all out damage and armors. In the long run, I can probably learn to deal with this, but it frustrates me since utility and secondary effects was what really made me want to bring Sadida to my team. Then again, with all the raw value buffs Sadida will probably have a place in any fight.

- Madd

This post has been edited by Madd1 - May 27, 2015, 04:13:09.
Reason for edit : Better organized thoughts and formatting
Thread : Feedback  Preview message : #866944  Replies : 66  Views : 1358
posté Today - 01:37:29 | #3

Quote (Hearttyace @ 25 May 2015 19:14) *

Quote (SSBKewkky @ 25 May 2015 19:13) *
It all comes down to one big point: the new way the game is played isn't the kind of game I saw myself playing when I picked up Wakfu.
Or the one I wanted/want to play right now.
It isn't the change to the game we want right now.
But it's the change to the game we need.

Thread : General Discussion  Preview message : #866917  Replies : 380  Views : 1820
posté Yesterday - 23:05:58 | #4

More no LoS spells,
Less line cast spells.

Dolls spend their entire lives trying to reach melee of a monster and block LoS. LoS using line cast spells are godawful choice for Sadida, I'd rather have forced diagonal spells. They would be 100x more useful 90% of the time. I'd like it if Sadi could get back some of its utility abilities. Why does Gust require a target? What is the intended use of a weak 2AP spell 2/turn cast that needs a target and can only push things off the target? If anything, I'd rather have this spell get a cost increase, and damage buff. What's the point of a 3AP heal only spell that has weaker healing than the Air equivalent of the same thing?

My god, I've figured it out!!!! It just donned on me this very moment! New gust is to force dolls to move off of a target so we can actually try to get in line and hit it with all our stupid line cast spells.

- Madd

Thread : Sadida  Preview message : #866867  Replies : 11  Views : 318
posté Yesterday - 22:51:17 | #5
It initially bothered me a lot that there were no air damage dolls. Then I thought about the fact that air is the poison branch and has a bunch of cool poisons. Then I realized, we lost all of them except for one now-nerfed 2ap 3turn cooldown spell.

Why doesn't Air have a reliable damage doll anymore?

Thread : Sadida  Preview message : #866864  Replies : 123  Views : 1978
posté Yesterday - 22:23:05 | #6
What I think bothers me more is we are now forced into a hard spell limit. This means that any spell that can't carry it's weight gets dropped like a sac of sht.

I currently feel Voodoll falls into this category of not worth putting in your kit.

- Madd

Thread : Sadida  Preview message : #866856  Replies : 48  Views : 757
posté Yesterday - 04:12:45 | #7
A better solution is to make dolls A: have better attack options so they can fight from further than 2 cells, line and B: Not use Ankamas godawful AI. The AI is trash beyond trash. Every day it's left on the class I will be displeased.

Thread : Sadida  Preview message : #866557  Replies : 48  Views : 757
posté Yesterday - 04:08:27 | #8

Quote (BrainInAJar @ 25 May 2015 05:05) *
if final damage buffs are implemented as the resistance is, i imagine it will, (75% final damage just from 150 pp at higher levels is crazay...) that said they always start low and increase so as not to upset people when they have to crank damage down

it really boils down to how they implement the final damage. (and I think ghast will become the best damage pet for an enu, easily)
Disagree, since you can stack 150PP in fight and 200 PP gets you cap bonus, 50ish PP is ideal for Enu, regular pets are still Ideal.

- Madd

Thread : General Discussion  Preview message : #866556  Replies : 29  Views : 925
posté May 25, 2015, 23:28:47 | #9

Quote (Hudski @ 25 May 2015 17:41) *
Slap voodoll down, drain. Heal everyone around it including yourself, steal 50% of your damage as even more healing. How is this not the greatest spell ever? It's basically the new Doll Seed only when you use it for blocking it's permanent, doesn't erupt into dolls and passively heals you every turn. Come on, guys, be clever about this.

Kikui do you not realise that you just asked to be immortal?
Except that it does the same for enemies, so your enemies can heal off the same thing for 10x the HP and they don't have this super cool thing called Heal Resist. Since we have 0 control over dolls it's just going to run right up to the enemy like everything else.

It still seems like garbage to me, useful for a very specific kit that I would virtually never want to use. I was hopeful to try PVM on Beta with Enu/Sadi to see how I liked the changes to my team, but to my dismay I can't freakin PVM.... so I can't even test how it will work in real combat, kinda pissed about that.

- Madd

Thread : Sadida  Preview message : #866485  Replies : 48  Views : 757
posté May 25, 2015, 06:31:00 | #10

Brakmar... *CLANG*
World of Scar... *BANG*
Men at large... *CLANG*
Lead the charge... *BANG*

Land of the villains, cutthroats and thieves,
None survive here without a strong pair of two these,
Greatest endowed and first to the fight,
In the world of twelve, 'tis the land that respects only might,
Failure, enough of an unspeakable crime,
To end up with your neck put on the line,
Fight for your life, give out no quarter
Might is right, keep the lands in order

Back to back demons and men,
Nose to the mines, backs into your pick,
pull out your ores, carry big sticks,
At the end of the day put your lives on the line,
Victory smiles on our crimson times,
Opposing Brakmar is talk of the Iop brains,
Land of the strong, and home of the gnaves.

- Madd

Thread : News  Preview message : #866092  Replies : 18  Views : 335
posté May 25, 2015, 04:26:56 | #11

Quote (JohnyWes @ 24 May 2015 22:48) *

Quote (Lukinerx @ 24 May 2015 22:37) *

Quote (SSBKewkky @ 24 May 2015 22:01) *

Quote (saphiLC @ 24 May 2015 21:49) *
did they remove their cling?
Their cling only activates now if they die while on a mine.

enus gonna "love" fighting bosses/mobs with push/pull/swap mechanics

not to mention pvp with such enemies will be "fun" now
Good for them that we don't see their mines. They can still try to predict where we will push them.
Click on the enu and you see its mines now.

Thread : General Discussion  Preview message : #866052  Replies : 29  Views : 925
posté May 25, 2015, 04:14:45 | #12

Quote (Pantamime @ 25 May 2015 00:18) *
It's a needlessly convoluted system. We don't need a fake deck to look at and put stuff in. They essentially made a limited slot action bar that unlock slots as you level.

As simple as that.

Could have just added the new passives to everyone, and been done with it. The term deck implies cards, cards make me think of having a current hand and a draw and discard phase. All of which has nothing to do with Wakfu's system.

Call it what it is, stop churchin' it up as a Deck. Its a slowly unlocking limited slot action bar. That you can change the skills of when you are out of combat.

Trying to balance classes and players by giving them a limited amount of spells and skills to use really isn't the greatest way to do it in a turn based tactics game. It works fine for real time combat, but not so much for turn based.

Especially since there are no real counter attack abilities, or other reactionary based skills that you can try to use when you are being attacked. It's just gear up, and take the hits, and hope your team hits harder faster resulting in victory.

I don't see the limited slots changing this at all. It is going to force even more constrictive cookie cutter builds that other players will expect of you because you play a certain class.

I really can't think of any other reason you would do this. Hopefully I am missing something, and this "Deck" system is a small part of a bigger picture you have in mind for the game.

But seriously. How can you call this a deck? It's a hand at best. A hand in which you don't discard what you play.
Honestly, all they need to do is add a few slots for 'secondary' spells which will only accept spells up to maybe 50% to 2/3rds character lvl and I think the system works well. Lets you keep the BS utility spells for the one BS time you need them and get the best out of the system as it is.

- Madd

Thread : General Discussion  Preview message : #866048  Replies : 38  Views : 1094
posté May 25, 2015, 03:50:27 | #13
I'm not sure why this doll exists at all in the current condition. I will not be putting it in any kits until someone or something shows me the value that I'm not seeing XD

Thread : Sadida  Preview message : #866042  Replies : 48  Views : 757
posté May 24, 2015, 04:45:10 | #14

Quote (Bow-wow-bandit @ 24 May 2015 03:46) *
so since my sadida was my main source of heals in my team besides some heals i get from water/earth eca and apparently sadis heals are just fucked now? Should i just switch to another healing class? like an eni?
Sadida shields are stronger than ever. Like epicly strong.

Thread : Sadida  Preview message : #865683  Replies : 123  Views : 1978
posté May 24, 2015, 01:33:44 | #15

Quote (jubeli @ 23 May 2015 23:55) *

Quote (Taku- @ 23 May 2015 20:59) *
It's kind of a joke how they revamped several classes, and then decided to change the spell system by which every class is made, and thereby change all passives and actives of both revamped AND unrevamped classes. And this is AFTER they said they were unlikely to make small changes to classes because it would take too much time and not be worth it.

This is really nice of their part. They realised that revamping all classes will take ages and are making fixes to them. Im really happy they did it.
It would have made more sense to complete this BEFORE revamping any classes. As I've said a couple dozen times. Classic Ankama stepping on their own toes strategy which will undoubtedly require a third round of revamps before the second is even complete. That shows how little management there is from the higher ups above this branch of the office. Management or QA should be sending down memos that say "This is what we need to do in this exact order and we will not deviate or we will have to redo the same work."


Thread : General Discussion  Preview message : #865641  Replies : 141  Views : 1902
posté May 24, 2015, 01:26:24 | #16
After having more than 15 minutes with it, I hate it. The class is probably stronger than ever and will serve teams much better in damage and basic utility, but has lost about 90% of its complex utility.

A few interesting things that aren't show that I noticed.

Doll AI is still garbage (The passive only lets you control first turn. Since dolls now mimic your res they're tanky as fk... so they live forever). Why is this in the game still? You had ONE job Ankama.

Gust now works like Drain used to. Requires a target and will push cross1 of that target without dealing damage, 2/turn still in effect. It's garbage, I can think of maybe 3-4 bosses or fights that would even be useful in.

Voodoll appears to cause nettled stacks to friendly dolls in circle1 over time. This is definitely not listed on the doll, but I noticed it fighting the dummy's in training room.

You can sacrifice dolls summoned by the UP for +1WP meaning that if you take dolly sacrifice the WP every 3 turns passive seems pretty USELESS.

Feels like every other spell was changed to line cast. Kmir, line. Drain, line, Dolly Sacrifice, Line. Ultra Powerful, line. It's irritating. Why did everything lose its MP costs and get off AP costs and line casts? 5AP on half the spells? You do realize doll's terribad AI makes them melee ever monster in the game Ankama. I can't cast line if my dolls are in the way. Do not want.

You can bramble armor for 3000+ damage at lvl 175 which is pretty freaking insane.

Chill requires LoS. I absolutely hate this change.

The class has much better damage and pretty sht utility, which was my biggest fear from the start, so I'm gonna go crawl into a corner and mope for a bit.

- Madd

Thread : Sadida  Preview message : #865638  Replies : 123  Views : 1978
posté May 23, 2015, 19:55:00 | #17
Be happy Ankama gave us nearly alpha access to the content so we can experience it well in advance and be prepared for it. Imagine how much more awful the alternative is where they don't tell us sht and ninja drop it into the game in an update.

- Madd

Thread : General Discussion  Preview message : #865503  Replies : 141  Views : 1902
posté May 22, 2015, 22:00:26 | #18
Noticeable differences.

The class is comically OP. I wouldn't get to attached to these numbers and statistics, there is no way they are here to stay. You can produce 3000HP attack dolls with 90%+ final res.

Thread : Sadida  Preview message : #865006  Replies : 123  Views : 1978
posté May 22, 2015, 17:37:25 | #19

Quote (BrainInAJar @ 22 May 2015 16:42) *
you gotta unequip it first, madd.

my chest still takes mounts.
I'll try again when I get home from work, but when I got my cash shop drago I tried to transfer my long distance drago to another char and found the chest would not take it. This was several months ago, though.

Thread : General Discussion  Preview message : #864760  Replies : 16  Views : 518
posté May 22, 2015, 16:38:04 | #20

Quote (Rimali @ 22 May 2015 14:25) *
Mounts are accountbound, you might easily swap them with one of your alts through the chest.

In general I prefer some aspects encouraging decisions. The choosen mount currently supports a certain playstyle. If all mounts grand the same bonuses they degrade to simple stat givers with maintenance costs.

Choose two:
unlimited choice, advantages without disadvantages and mentionable diversity.
Unless it's changed since I last tried, the chest does not accept mounts.

Thread : General Discussion  Preview message : #864730  Replies : 16  Views : 518