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Almanax 18 Descendre
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Play Day commemorates the day when Ecaflip realised that his cards could provide him with another ...

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GodIsWithUs's profile
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Member Since : 2008-06-09
1978 Posts (0.83 per day)
Most active in : General Discussion
posté Yesterday - 18:35:54 | #1
I hope the sneak peeks will not take forever to be revealed, like preferably during the holiday season or very early January.  


Thread : News  Preview message : #810756  Replies : 8  Views : 359
posté September 04, 2014, 07:04:49 | #2
I personally am not worried about adding shields to Masq crouching on Osa territory since the ball-and-chain mechanic is what keeps Osa's having good heal and shield bases and seeing Ankama's history with adding two strong abilities together in one class, in this case shields and heals, I know they would be adding a strange mechanic to Masqueraiders if it happened to them. Plus, as the beta notes have shown, they want to keep shields diverse, thus I can trust Ankama would not put spammable 1 use per person shields that block all incoming damage that have great team shielding potential on a Masqueraider. 3xcited and Dy7 are smarter than Grou and will find a way to make Masqs have a different shield if necessary. What I am worried about is how Masqs will be different from Sadidas, and saying Sadidas can summon is not a very justifiable difference and could actually be seen as a reason to make Sadidas extinct. The new team wants classes to not have a monopoly while at the same time having distinctions, and they would be smart enough to realize that shields on Masqs is too much dipping into Sadida territory without other modifications. There could be ways to implement shields on Masqs but it needs to be in such a way to keep things fair and classes unique because just by implementing shields it adds another jack-of-all-trades class when one already exists, Sadida. I hope you are understanding what I am getting at. I am not against shields for Masqs if it means taking away other aspects of the class so it does not feel like a Sadida without the dolls, as well as adding other different features to the Masq.

What you described about Osas is true that they can do all that but they cannot do that all in one build. To be what you described requires the player to be able to max more spells than what is possible. To be a good buffer you will need to only focus on the Earth branch. If you want dpt, meaning dragon, you will have to sacrifice some of the good skills in the Earth branch. If you want to be support, dpt, and a summoner all-in-one you will be so watered down. So you can be a dpt as an Osa, but if you want to also do support you will be very watered down in that category. I honestly do not see why people say to go air/earth to be a dpt dragon or use gobgob since you will be watered down. Also, you cannot get out of dragon or desummon a summon. Of course they said they will change this, but my previous statements remain the same about each style being extremely watered down, and I expect there will be some harsh penalties for swapping between playstyles. On the other hand, Masq won't have this watered down effect since something like water/air can level a healing spell, a shield spell, and either another shield or water spell, and have two map manipulation spells. A Gobgob Osa needs to be pure mono to be what it is meant to be, jack-of-all-trades support/buffer. That is where the difference is. A Masq will be able to do a ton of stuff within the allotted spell pool, the Osa cannot.

Of course, like you said, they could take away some of the dpt, but it still needs something more to separate it from a Sadida. I would like to listen to what you think can allow a Masq to seperate itself from a Sadida .

As for them taking from Dofus, they took some ideas but not so much as many try to believe. The beta Sram's map manipulation is vastly superior to it's Dofus counterpart. There is so many map manipulation combos in Wakfu that it would make Dofus players salivate. Wakfu is much more about map manipulation, Dofus is more about the traps. Also, Wakfu has a disabler/buffer tree. So they do want some similarities but also differences.

Though if they do follow Dofus, it pretty much solidifies that Osas would stay as the jack-of-all-trades buffer in Wakfu since that is what they are in Dofus. So that won't vanish according to that logic . I won't mind some available buffing such as +MP through regular earth spells rather than t just hough Gobgob, but I know that won't happen.

Also, if they were going to make classes similar to Dofus everyone will want a class transformation position since some like Foggernaut will be so different. Even Sadidas would be extremely different since they are AoE based in terms of spells and their dolls are really nothing much but annoying disablers in Dofus. The new class revamps after Panda will more than likely be refining the already available concepts for most, though some like Ecaflip will get a huge overall by changing the gambling aspect from pure luck to one based on gambling on what will occur in the next few turns such as a spell that will heal the target when they get hit one turn by an enemy and the following turn receive double damage when hit. Thus, whoever has that state will want to get in a safe location by the time the double damage turn roles around.

Along with a reduction in dpt, what strange mechanic would you propose to balance out the shields and healing ability on Masqueraiders, and what other features do you think will be good to make it different from Sadida? Also, how would you see Masq shields function? What do you also think about Masqs having HP stealing abilities since we don't really have that type of class in Wakfu?

I don't know if you would like this but this might be a way to make Masq shields unique:

It will of course us the HP shield idea I mentioned earlier where it will add something like 1000 HP or whatever to max health. The shield will of course receive all incoming damage and stay there until it is all used up rather than lasting 1 turn. But there is a twist. The player will receive some permanent damage that cannot be healed, meaning the max HP of the player will go down. Furthermore, the various shields can only work in certain scenarios such as against CC or ranged damage, but the player will receive a minor buff as well when hit with the shield up in these scenarios.

Masqs could also have spells that provide some minor permanent damage. Just some ideas. Heck, you could have the whole class be based on various shields, HP stealing, and permanent damage. I would find that interesting. Of course there might be like 1 healing spell, et cetera as well. You more than likely will disagree, but it does not hurt to throw ideas out .


Thread : Masqueraiders  Preview message : #770122  Replies : 12  Views : 903
posté September 04, 2014, 03:39:23 | #3
There is many, many more ways to make different map manipulation abilities different than shields. Map manipulation abilities are nearly limitless on a chessboard. On the other hand, there are only so few ways to create different shields. So no, they would not be doing harm to Sacrier or Pandawa appeal if they had more map manipulation, just like beta Srams don't harm it.

There is a difference between 6 being able to heal and 3 being able to heal and shield. The former is one similarity, the latter is 2 similarities. Also, like I mentioned, two classes will be way too similar if it happened, the Sadida and Masq. Ankama wants to make more classes do things, but they do not want to make them so similar. That is where the line is drawn, when too much overlap occurs.

Also, it is not random for Osamodas. Osamodas were the jack-of-all-trades support class in Dofus (heals/resurrection/AP/MP/Damage/et cetera) and Gobgob has been an important aspect in terms of lore in Wakfu since beta, though poorly executed in game until last year, and since there was no jack-of-all-trades buffer and Gobgob needed a buff, as well as the Earth branch need a buff, they decided to put Gobgob with the Earth branch and make the Gobgob a jack-of-all-trades buffer with heals, minor shields, minor AP buffing, and minor swapping. So you would be wrong to think they would be getting rid of Gobgob and or shielding for Osa. Gobgob fits with the Wakfu lore (plus all builds need the Gobgob is some way since summoners need it to summon creatures and dragons need it to transform, thus it is the backbone of the class and it would be silly to diminish the core element of the class, the Gobgob.) and the niche of jack-of-all-trades buffer since no other class can heal, shield, AP buff, and do minor swapping. It is more wishful thinking on your part that they would get rid of Gobgob and or shielding for Osa, or more than likely you just said it because I have an Osa avatar and you want to make a valid argument about my class because I made one against yours. So Gobgob Osas was able to fit a role that was not already taken, and if you get rid of them you will need to add another jack-of-all-trades support build. On the other hand, Masq will just be taking up roles already provided, primarily becoming a Sadida clone with minor differences.

Something else for thought: Masq also have high damage capabilities, especially burst. Tell me how something is balanced when it can shield, map manipulate, heal, and provide burst damage? Not even Sadida has burst damage and people scream that they do too much. Imagine what people will say about Masq if they can deal high damage, heal, map manipulate, and shield, all at an effective rate.

On a final note, Gobgob Osas and Sadidas have mechanics in place to balance their healing and shielding combo. Osas have a ball-and-chain mechanic that make them easy victims to LoS and map manipulation, and Sadidas need to replenish their dolls to be effective, thus they will at times be using their AP on dolls rather than on shields or whatever. So if Masqs were to also get both heals and shields, Ankama will also make some weird mechanic, and don't say spending 1 AP to change masks would be a restriction since that is so low compared to Osa and Sadida. Do you really want some awkward mechanic on your class to balance out being able to heal and shield?

Just some things for you to think about. Seems more like you want shields because they seem interesting to you now because of final resistance than anything. There are many things to take into account when it comes to adding shields to Masqs since it means lowering other aspects in the class and adding some weird mechanic that will need maintenance, as well as that it will make it too close to Sadida.

But here is one idea, since the Masq shields in Dofus were more like added HP and thus the players are still affected by Erosion, Masqs could have a similar mechanic. So a Masq could add like 10% more HP to a player, thus still being affected by heal resistance with ever hit. That would be the Masq shield if they ever got one.


This post has been edited by GodIsWithUs - September 04, 2014, 03:51:19.
Thread : Masqueraiders  Preview message : #770060  Replies : 12  Views : 903
posté September 04, 2014, 02:19:07 | #4

Quote (MiniMikeh @ 03 September 2014 19:16) *
It should be removed completely and replaced with shields
I don't see shields happening, particularly for a variety of reasons. Firstly, there are 4 classes (Feca, Osamodas, Sadida, Foggernaut) that can already provide shielding. Secondly, Osamodases and Sadidas heal and shield, and Masqs would be able to do the same if they got shields. (Thankfully with the September update there will be differences in their shielding, with Sadida being better to defend a single person and Osa's shielding being better in terms of group shielding.) Thirdly, and most importantly, if Masqs got shields, they would pretty much be seen as a Sadida clone without the need for dolls since like Sadidas, Masqueraiders will have various map placement skills, heals, and shielding.

So even if they find a way to make Masq shields differentiate from the others, like they have found ways to make the other classes have different shield functionalities with the September update, it would still be too much double and triple dipping.

The only real argument for Masqs having shields is that they had them in Dofus, but many classes do not have some functions that they had in Dofus. Plus, the Masq's main capabilities were its map manipulation and crowd control capabilities through its variety of pushes and pulls, increasing and decreasing lock, and MP raping. The shields were its secondary capability, though they became more famous for them.

So I believe it would be better suited if Masqs got better map control skills, and maybe even HP steal capabilities since they had more HP steal capabilities than any other class in Dofus. Plus, with better map control skills, it would solidify the Masq as the go to healer/map manipulation hybrid-support class.

Another possible idea would be to change heals into shields since a shielder/map manipulator hybrid-support would be interesting.

Either way, Ankama would not allow three classes to heal and shield, and two classes to heal, shield, and have map manipulation capabilities. So either Masq should shield or heal.


This post has been edited by GodIsWithUs - September 04, 2014, 02:23:20.
Thread : Masqueraiders  Preview message : #770026  Replies : 12  Views : 903
posté September 03, 2014, 23:08:03 | #5
And the description for Thyme should read:

People assume that thyme is a strict progression from seed to plant, but *actually* from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... Wakfu.


This post has been edited by GodIsWithUs - September 03, 2014, 23:08:47.
Thread : General Discussion  Preview message : #769943  Replies : 6  Views : 691
posté August 23, 2014, 17:25:06 | #6

Quote (Drowns @ 23 August 2014 17:07) *
Is there a cap on the 4% max hp?
In Dy7's notes he did not mention a limit. So with the current info, you can have 200% more HP, 180% more HP + 5% regeneration, 130% more HP + 5% regeneration + 200 resistance score, et cetera.


Thread : General Discussion  Preview message : #765745  Replies : 45  Views : 2537
posté August 23, 2014, 15:08:35 | #7
Wodent is currently +1 Control +20% AoE and Tamed Abomination is +1 Control +20 Single-Target on beta.


Thread : General Discussion  Preview message : #765715  Replies : 7  Views : 395
posté August 23, 2014, 14:28:16 | #8
The monsters will be scaled accordingly, and yes you are meant to have a ton of damage from the aptitudes. The reason the aptitudes give high values is to make your level more important and gear less important since gear is way more important than level currently on the live servers. The monsters have not been properly scaled yet, that is all.

Everything is subject to change, especially since Dy7 said options such as max HP will go from 1% to 4%, but they will seem high in either case to make your character level more important.


Thread : Feedback  Preview message : #765702  Replies : 15  Views : 1417
posté August 23, 2014, 14:07:25 | #9

Quote (kurokat @ 23 August 2014 13:52) *

Quote (TommyTrouble @ 23 August 2014 12:48) *

Quote (JohnyWes @ 23 August 2014 10:56) *
What about ability points from quests and wagnar castle? Will we get this 5 dodge points from tofu dung? etc...
PS. I don't like Capital at all because where i should put my 4th point in the future? I don't want kit skill, range control... There should be something like extra points for other branches!
You're pretty nuts if you can't find a benefit from Kit Skill or Range.
He/She is also always welcome to use the +damage from getting Range or Control as well just for a damage boost. In that sense they are getting points for another (the damage) category.


- Kat
Plus, they will probably add more options. After all, shortly after the aptitudes went live on beta, Dy7 commented that they are changing when we get a Capital point as well as changes in values, such as HP from 1% to 4%, resistance score from 10 to 20, and dodge from 4 to 6. It is beta, and the game is an mmorpg, both of which allude to constant change. They have left out other options such as critical resistance and the like that probably will be added, even if it is later down the road. What we have currently is a structure, not a final product .

Also, I failed to mention this earlier, but Kit Skill will be maxed out at 10 from all sources, dodge and lock on gear will be almost doubled on gear, as well as hp, and PvP health will no longer exist since we will get double the HP from gear and 4% max HP per Intelligence point, making HP high enough to where PvP Health is no longer needed.


Thread : General Discussion  Preview message : #765696  Replies : 45  Views : 2537
posté August 23, 2014, 01:01:56 | #10

Quote (WwhitecrowW @ 23 August 2014 00:54) *

Quote (S48GSII @ 23 August 2014 00:52) *
OP changes.

game will be so easy...
They "may" be OP changes. They mentioned they are changing how spell distribution works as well. They will probably remove that damage % and res % we get from spells in the process. This being the case - the damage % and res seems much more reasonable.
My theory is that they will get rid of the resistance or at least decrease it, but keep the damage. Part of the system is to make mono have an advantage in terms of damage and getting rid of the mastery would decrease a mono's power compared to dual and tri. So either they will get rid of resistance or make the distribution less for the highest two leveled spells in each branch. Either way, I see don't Ankama getting rid of spell mastery.

Also, monsters will be revamped as well.


Thread : General Discussion  Preview message : #765550  Replies : 45  Views : 2537
posté August 23, 2014, 00:55:50 | #11

Quote (WwhitecrowW @ 23 August 2014 00:28) *
Dangit Godiswithus!

Yours was a bit cluttered so I fixed it up - But you already fixed yours.

Le sigh

Thanks for the information!


P.S. I originally started modifying Intelligence from what Dy7 stated on the FR Forums and changing it to beta numbers, but I stopped doing that and decided to keep Dy7's numbers since they were probably reevaluated. This only affects Intelligence though. So it should be 4% max HP and 20 resistance score per a point now. Makes sense since 5% regeneration seemed too good compared to 5% max HP. 5% regeneration vs 20% max HP makes more sense.


This post has been edited by GodIsWithUs - August 23, 2014, 00:56:32.
Thread : General Discussion  Preview message : #765548  Replies : 45  Views : 2537
posté August 22, 2014, 23:58:42 | #12

Quote (WwhitecrowW @ 22 August 2014 23:39) *
Does anyone know the ratio of stats? If so can you respond by filling in the question marks? Basically the ration given from categories 2-5 give different rations per stat given. HP % is 1:1 meaning that one stat gives 1%. Damage % is 1:4 meaning that one stat given gives 4%. It'll be nice to have a comprehensive guide for those future theory crafters imo.

Category 1: WP, Range (40% dam), Control (40% dam), AP, MP (20% dam), Kit Skill
[Does WP and Kit Skill also get a side buff if statted?]

Category 2: HP (1:1), Res (1:?), Regeneration (1:?)
[I'm just taking a long shot and saying the last is regeneration of hp at start of turn, I actually have no idea what it means]

Category 3: BS (1:?), Heals 1:?), CH (1:1), CHD (1:4), NCHD(1:?), Block (1:?), Berserk (1:?)

Category 4: Dam (1:4), Secondary Damage (1:?)

Category 5: Lock (1:?), Dodge (1:?), Ini (1:?), Dodge/Lock (1:2)
WP, AP, and Kit Skill have no side buff. Here are the ratios, including ones that are not active in beta yet:


Note: Some of these numbers differentiate from beta, but this is what Dy7 stated they will be, meaning he probably reevaluated some values, especially resistance and HP.
Capital (1 point at level 25, 75, 125, and 175)
Option 1 (max 1pt): AP
Option 2 (max 1pt): MP + 20% Damage
Option 3 (max 1pt): Range + 40% Damage
Option 4 (max 1pt): 2 WP
Option 5 (max 1pt): 10 Kit Skill
Option 6 (max 1pt): 2 Control + 40% Damage

Strength (1 point per 4 levels):
Option 1: 7% Damage for mono-elemental (note: this increases the mastery of your best item)
Option 2: 5% Damage for dual-elemental (note: this increases the mastery of your two best elements)
Option 3: 4% damage to all elements
Option 4: 3% single target damage + 3% combat damage
Option 5: 3% single target damage +3% Ranged Damage
Option6: 3% AoE Damage 3% melee damage
Option 7: 3% AoE Damage 3% Ranged Damage

Intelligence (1 point per 4 levels):
Option 1: 4% max HP
Option 2 (max 10pt): 20 resistance score
Option 3 (max 5pt): 1% HP regenerated per turn
Option 4: Increases healing received by x%, ratio unknown, but probably 4%

Agility (1 point per 4 levels):
Option 1: 6 Lock
Option 2: 6 Dodge
Option 3: 5 Initiative
Option 4: Lock 4 + 4 Dodge
Option 5: 4 Lock per target in close combat
Option 6: 12 Dodge when you have less than 35% of max HP

Chance (1 point per 4 levels):
Option 1 (max 20pt): 1% CC
Option 2 (max 20pt): 1 Block
Option 3: 4% Critical Hit Damage
Option 4: 4% Backstab Damage
Option 5: 4% Beserker Damage
Option 6: 4% Heals


This post has been edited by GodIsWithUs - August 23, 2014, 00:52:18.
Thread : General Discussion  Preview message : #765534  Replies : 45  Views : 2537
posté August 22, 2014, 23:09:07 | #13
The 7% damage per point for a mono compared to 5% for dual and 4% for tri should really help mono builds. Hopefully Ankama will add some high level mono gear soon, and I also cannot wait to see the new spell experience system, which sadly was not implemented today . The current spell system is too friendly towards dual and tri builds since the resistance will outweigh the extra damage mono builds get if the spell mastery distribution does not change.


Quote (WwhitecrowW @ 22 August 2014 23:00) *
There are 5 categories. (agility, strength, chance, intelligence, and capital).

Every 4 lvls it cycles through giving 1 point to a category.

lvl 4 -1 point in agility
lvl 8 - 1 point in strength
lvl 12 - 1 point in chance
lvl 16 - 1 point in intelligence
lvl 20 - 1 point in agility

Capital will gain points lvl 40, 80, 120, and 160.


A lvl 160 character should have 40 points in the four main categories and 4 points in capital.
They said they will change Capital to 25, 75, 125, and 175.


Thread : General Discussion  Preview message : #765520  Replies : 45  Views : 2537