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posté Yesterday - 09:42:59 | #1

Quote (Ryz0h @ 27 May 2015 07:07) *
Does this mean that a lvl 175 character could level more than 9 elemental spells to 175 so if they played long enough they could have have all 15 elemental spells at lvl 175?

This is exact.


Thread : Feedback  Preview message : #867022  Replies : 149  Views : 1502
posté Yesterday - 02:18:01 | #2
I share with you what will be the new unlock levels of "spell slots" for friday update :
  • base : 6 slots
  • lvl 20 : 7 slots
  • lvl40 : 8 slots
  • lvl60 : 9 slots
  • lvl80 : 10 slots
  • lvl100 : 11 slots
  • lvl120 : 12 slots



Thread : Feedback  Preview message : #866923  Replies : 149  Views : 1502
posté Yesterday - 01:56:58 | #3

Quote (saphiLC @ 24 May 2015 00:42) *
enus stealing hp .... selfhealing 3000-4000 "per turn" (no idea if cooldowns...)

It is called a "bug".

Please use the beta feedback forum if you have any constructive feedbacks !


Quote (Madd1 @ 27 May 2015 01:37) *
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 : #866920  Replies : 406  Views : 2336
posté Yesterday - 01:20:39 | #4

Quote (Kikuihimonji @ 26 May 2015 19:07) *
I still don't get it. People can simply hit koed person 3 times and they are instantly removed from combat. So what for wasting wp for that?

KO phase will be improved as soon as possible : probably more loads and 1 load lost per AP/MP/WP used on the target.

Then it will becomes a tactical use in a multi-player PvP.


Thread : Feedback  Preview message : #866909  Replies : 95  Views : 1674
posté Yesterday - 01:01:32 | #5

Quote (kurausu @ 26 May 2015 23:25) *
Also, can you elaborate on why Beacon lost range modifiable?

It is a bug, which appeared when I change the spell to one level. It's fixed for Friday update.


Thread : Feedback  Preview message : #866902  Replies : 36  Views : 968
posté Yesterday - 00:53:14 | #6
It was not really a "bug". It was "not done yet".

The passive evolution will be available this Friday !


Thread : Feedback  Preview message : #866897  Replies : 24  Views : 417
posté May 26, 2015, 09:53:39 | #7

Quote (Seguchi-sama @ 26 May 2015 01:10) *
Dy7, can we please hear the reasoning behind the massive resist nerf?

Currently, mobs in hc owl can potentially 1-turn a player before the healer's turn, and it's with 68~72 final resist we have now. You're taking it away from the strength stat, why? Hp compensation isn't gonna work unless you give us like 2k hp more. :'D

Also not less important that after implementation of 2-3-elemental resist on gear people started using strength stats to balance their resists, what's gonna happen to it now?

Mobs do really enjoy focusing someone weak to their element, it's gonna be a nightmare if you leave us so defenceless.

Because resistances score were too high and it is not desirable for heals balancing, especially at very high level.

The HP bonuses compensates the resist lost in term of EHP (effective heal points). It is only less effective if you take heals in consideration, which is the goal.

The goal of old strenght stats were not to balance your resist (and it is not healthy because it asks a restat) but the opposite. The goal was not met.

Lastly, note that classes will gain some new efficient tools with this patch. If despite all this, HC Owl is still too hard, it will be nerfed. It's just that simple.


Quote (Dy7 @ 26 May 2015 00:32) *

Quote (NealFravardin @ 24 May 2015 06:00) *
It is not just a choice of versatility, but there are spells that plain don't work with secondary damages. Damage from Traps on Srams do not gain any damage from Secondaries.

I will fix that.

Don't hesitate to report if you encounter other issues like this one !

Hmm, actually, secondary damages (melee/area for the water trap for example) are already working for traps.

What was your case ?


Thread : Feedback  Preview message : #866642  Replies : 26  Views : 1007
posté May 26, 2015, 01:25:02 | #8

Quote (Dy7 @ 23 May 2015 01:47) *
Basically, you have :
* 5 spells at lvl1
* 6 spells at lvl40
* 7 spells at lvl80
* 8 spells at lvl120
* 9 spells at lvl160
* 10 spells at lvl200

(And for example : ~7,5 spells at lvl100).

To precise — because it seems there are misunderstandings :

* The previous number are the "average" spell XP you will obtain at this level.

* After being level max, you will continue to gain spell experience. And it is possible to have all 15 elementary spells maxed.

* When you restat, the value you have to redistribute is the highest value between "the average spell xp you have at this level" and "your current spell xp" : there is no exp loss after a restat.


Thread : Feedback  Preview message : #866521  Replies : 149  Views : 1502
Game Designer * Member Since 2011-04-29
posté May 26, 2015, 01:05:21 | #9
Hi !

Thanks for the feedbacks. Keep on providing analysis based on pros/cons format or a comment for each spell/passive/element!

Here is the list of changes you may expect this week about the Enutrof on the beta server:

Mine Mover:
The Enutrof will summon an Iron Mine if he isn’t on a mine (like the Dhreller).
In consideration, the spell will be limited to 2 cast per turn.

Minedog (Dhreller):
The spell will increase the quality of moved mine by 1 (Ease for the Wakfu regeneration and access to the best final damage values).

Prime of Life:
The spell will give +2 MP under Enutrof and Dhrellzerker mode (mean to be one of the few Enu’s escape spell so a slight up to stay competitive).

Dhrellzerker:
The final damage bonus per MP is increased to 3% (from 1%).

Treasure Tracker:
Rank 1 : +30 PP. +1% final damage for 10 PP (max 15%).
Rank 2 : +30 PP. +1% final damage for 10 PP (max 20%).

Phorzertanker:

Rank 1 : Changes Treasure Tracker to +1 Resistance for 2 PP (max 75). Changes the 20% final damages bonus under Dhrellzerker to +100 Resistances. Changes 3% damage bonus per MP spent under Dhrellzerker to a bonus of +15 Dodge and Lock per MP spent with spells.
Rank 2 : Changes Treasure Tracker to +1 Resistance for 2 PP (max 100). Changes the 20% final damages bonus under Dhrellzerker to +100 Resistances. Changes 3% damage bonus per MP spent under Dhrellzerker to a bonus of +20 Dodge and Lock per MP spent with spells. +2 MP

(Here we prefer to give Enutrof some efficient tools to move or stay close in the melee instead of taking the risk to end with too tanky Enutrofs).

Shovel Kiss:
Some fix on the spell to prevent double MP loss/damage and the huge amount of heal with the passive Greed.

Purge:
The spell allows to change a Pouch into a Big Pouch (100%) by targeting it (it also keeps the aoe damage). It gives a smooth alternative to the passive to grow Pouches.

Fusion:
Increase the range malus to 2 (from 1).

Firedamp Explosion:
Fix : The cast is now in line and in diagonal as the changelog mentioned it.

Hot Magma:
We will increase the damage per mine in the area of effect. (value to be determined because of the changes on Mine Mover which improve this spell).
The spell’s damages no longer affect the Enutrof.

Pouches Mechanism:
In order to simplify the Pouches pick and the synergy between the new passives, the first Pouch will now fall in front of the target (instead of behind her) and the second behind.
The Dhreller will be able to pick the Pouch by walking on it. (Same thing with any entity that have controller). In this scenario, we use the inventory and the prospection of the controller when we try the collect items in the Pouch.

Earth Spells:
We may remove a cast in line on one of the cheap spell. (to be determined)


Please keep in mind that since the update, we may add modifications or change some values !

Exi


Thread : Feedback  Preview message : #866513  Replies : 90  Views : 1819
posté May 26, 2015, 00:57:11 | #10
Hello,

Thanks you for your feedbacks.

Don't go angry, try to do some constructive feedbacks, about what you like, what you dislike, with some testings feedbacks about concrete builds. This is the kind of feedbacks that contribute the most to improve the class — and the most enjoyable to read for us !

Here is a temporary changelog I wrote in french : Click here

Don't hesitate to comment !



Thread : Feedback  Preview message : #866511  Replies : 95  Views : 1674
posté May 26, 2015, 00:32:15 | #11

Quote (NealFravardin @ 24 May 2015 06:00) *
It is not just a choice of versatility, but there are spells that plain don't work with secondary damages. Damage from Traps on Srams do not gain any damage from Secondaries.

I will fix that.

Don't hesitate to report if you encounter other issues like this one !


Thread : Feedback  Preview message : #866506  Replies : 26  Views : 1007
posté May 26, 2015, 00:20:39 | #12
Hello

I am currently checking if some improvements are feasible about trap.

What I would like is to totally dissociate Shadow Trap from the necessity to use nor unlock an elementary spell. By this, I mean, you would be able to chose which trap you want to place with only one spell.

On an other side, I already permitted Larceny to apply bonuses on an ally (... ally + caster if you have the passive !).

I will also change back Bloody Ripoff to 2 AP (and lower its damage accordingly) to not break your current combos.


Thread : Feedback  Preview message : #866499  Replies : 143  Views : 1382
Community Manager * Member Since 2013-07-08
posté May 23, 2015, 05:09:23 | #13
Hi guys!

I am coming back with more answers to your questions and comments after we checked them with Dy7.


Quote (SSBKewkky @ 21 May 2015 18:56) *
Honestly, if they want to make it better, they should increase the max number of active specialty and spell slots from 12 to 14. I could live with that change... But I don't think they will, because then that would only leave 6 specialties and spells unused, which isn't enough to get the "tactical depth" they aim for.

Right now we feel that it is too early for us to decide if we will increase or not the number of spell slots available in the deck. The team already thought about unlocking more slots earlier in the player's progression but they wish to first see how the Beta testing will go.


Quote (Lukinerx @ 21 May 2015 21:29) *
If Ankama don't want people to use utility on DD classes then why they don't just remove it from them and make pure utility support classes? oh whops that would mean that they would have to rework again cra, sram, iop, pandawa ...

It is actually not our goal but we are making changes to the classes to go along with the new spell system.


Quote (NotAnotherFlibble @ 21 May 2015 19:02) *

Quote (Namins @ 21 May 2015 19:00) *
How many "decks" you can have?
… Can they be named? (Looks like they can, but confirmation would be nice.)

You can have only one deck at this time and it cannot be named, but we are looking into more possibilities which aren't quite planned and scheduled yet.


Quote (Delaz @ 21 May 2015 22:52) *
My biggest question... Will we be seeing universal spell changes/upgrades for non- revamped classes? can you enlighten us exi or dy7?

Yes, we will improve the classes in the next game update according to this new spell system.


Quote (SSBKewkky @ 21 May 2015 23:17) *
I'll hold off on any other suggestions until I have played with it in beta. I hope the devs read the input we'll provide, instead of solely the french community's input.

The team does (from all communities), its very important for us to share your feedback, and with CM Flatops we have been making sure of it, as well as the Dev team being very helpful with helping answering your questions.


Quote (SupersunZeratul @ 21 May 2015 23:45) *

Quote (3xited @ 21 May 2015 19:48) *

Quote (Nox16 @ 21 May 2015 19:18) *
im curious what classes will have their spells changed and ready on the french forums they have said not all classes will be updated when it hits the beta tomorrow so that sucks hopes xelors are updated.

Tomorrow's beta will start with Cra, Iop, Sram, Eliotrope, Enutrof and Sadida.
For now, non-reworked classes will have their spells disabled and a Change of Class Scroll will be available in the beta exchange machine.

-----

Also, you can change your deck anytime you want, including during a fight preparation phase (placement) but you can't change anything once the fight started.
Important question...

Does this mean that 1) the patch will ONLY have these classes reworked for the new system or that 2) only these 6 classes will be on the beta this week for now and the other classes will be joining them on the beta the following weeks reworked for the new system leading up towards the patch when every class will be reworked for the new system?

Your second choice is correct, the Beta starts with these classes and we will add the others as soon as they are fully ready, but obviously the game update will concern all the classes.


Quote (paul9822 @ 22 May 2015 00:48) *
Will we be able to CHOOSE what passives are unlocked?
Or will everyone be forced to unlock them in the exact same order?

Passive spells are unlocked (and upgraded) with the level of your character, you will then choose which passive spells you want in your deck, so the players will not be forced to unlock them in the exact same order.


Quote (Buraiker @ 22 May 2015 07:23) *
My main questions for Spell System Revamp are:

1.) The "old" system increases the level of spells you use which adds to your elemental damage (number of spells on a specific tree+level). My question is how will the revamp affect the elemental damage bonus provided by the old system?

2.) As the majority of people here already mentioned, the "old" system encourages you to use LV0-1 spells as "utility". A good example would be the Foggernaut's Hammer Claw and Flame Fervor spells which does a significant amount of damage to allies unless used at a lower level of if you use Stasis Flux on them before using it (which damages you instead). Other examples for other classes would be the Air Tree of Sacriers and certain map manipulation spells on other classes such as Xelor and Panda. Can you explain to us why the new system seems to discourage players from using these "utility" spells?

3.) From the looks of things, the class building of characters has been "dumbed-down" in preference to a simplified system. While I enjoy the deck building aspects since it's less restrictive than the current system aside from the utility issue (not to mention the "code" you can copy paste for others to use your deck), I feel that this system is still lacking something that will really make it better than the old system. Will this be the final system we get when the patch arrives or are there more features that are not announced?

4.) With the active-passive spells bugging out when using the reconnection feature still present in-game (all passive and active spells reverts back to LV0-1), will this system "fix" that issue or will this system be prone to an even bigger issue similar to that one?

5.) With Decks comes "Booster Packs". Is this a prelude to Ankama possibly selling Cash Spells, Actives and Passives?

Hoping to get answers


  1. It will not affect your elementary mastery bonus. They will actually gain in damage because these spells will be of a higher level than before.
  2. The new system isn't meant to discourage players from using these "utility" spells, the players just have to select them to be part of their deck if they want to use them in a fight. The advantage if they do, is that these spells can continue to level as you can have more leveling spells.
  3. We feel that the new spell system is complete but we may still do some improvements based on the communities' feedback.
  4. Some improvements have already been made to fix this situation for most cases, but it isn't actually related to this new feature.
  5. We are not aware of the new spell system being related to the Booster Packs and have no plans to be selling those.

We hope that this helped answer some of your questions and concerns and would like to thank you again for them.  


Thread : Devblogs  Preview message : #865240  Replies : 557  Views : 9174
posté May 23, 2015, 01:47:01 | #14

Quote (Zygarde @ 23 May 2015 01:38) *
The new spell experience curve is more complete with today's update.

It's now possible to max your spells in the following combinations

Hmmmm, it is not supposed to be different combinations anymore.

Btw, the number of element spell you can have at your level, depend on your level.

Basically, you have :
* 5 spells at lvl1
* 6 spells at lvl40
* 7 spells at lvl80
* 8 spells at lvl120
* 9 spells at lvl160
* 10 spells at lvl200

(And for example : ~7,5 spells at lvl100).


Quote (Zygarde @ 23 May 2015 01:38) *
5/2/0 (7 spells)
5/1/1 (7 spells)
4/3/1 (8 spells)
4/2/2 (8 spells)
3/3/3 (9 spells)

It is supposed to be 9 spells in all cases.

I will verify and report the bug.


Thread : Feedback  Preview message : #865145  Replies : 149  Views : 1502
posté May 23, 2015, 01:33:07 | #15

Quote (Blasting-Veles @ 22 May 2015 23:32) *
5. Resilience and Transitoire are gorgeous, but their backstab/frontstab does not work or described in riddles.

Their backstab / frontstab bonus work but I think I misdescribed.

Resilience passive : you need to ends your turn in the back of your opponent
Transitoire passive : you need to be in the line in front of your ally

Is that clearer ?



Thread : Feedback  Preview message : #865136  Replies : 24  Views : 417
posté May 22, 2015, 21:03:18 | #16
Hmm, a mistake from me. I forgot to hide the two other damage lines, which are the damage you deal if you have the adequate passive.  


Thread : Feedback  Preview message : #864965  Replies : 143  Views : 1382
posté May 22, 2015, 20:30:45 | #17
Thanks for your feedback. This is kind of feedback that will be very useful.

I will see if I can do anything, especially for the trap issues.


Thread : Feedback  Preview message : #864939  Replies : 143  Views : 1382
posté May 22, 2015, 20:12:19 | #18

Quote (Thannas @ 22 May 2015 18:06) *
Also, since we are losing about 77% res... is there anything to compensate this? Or do we just lose out on it?

Now, character will gain 10 HP/lvl instead of 5 HP/lvl, which is increased by %life characteristic, of course.


Quote (NotAnotherFlibble @ 22 May 2015 18:19) *
When exactly are passives levelled up?

They should level approximatively 100 levels after their obtaining. But this is not implemented yet : probably for the next week !

Also, you will have fully feedbacks about that into the interface.


Quote (NotAnotherFlibble @ 22 May 2015 18:54) *
Several of the new passives don't make it clear if they're affecting final damage – “damages made”, “damages done” (hmm, consistency?).

I did some translation very fast for a better understanding in Beta than if it was in french.

Some things still needs some clarifications though.

Btw, we use the term "Final Damage" when it works like the characteristic. We use "damage done" (and other variants) if it work multiplicative with all other bonuses.


Thread : Feedback  Preview message : #864921  Replies : 149  Views : 1502
posté May 22, 2015, 19:57:08 | #19
Yep, Greedy is bugged : it has air mastery but hit water instead of air.

Sacrificial Doll is also stupid : Sadida has no fire branch. It will be changed to chromatic.


Thread : Feedback  Preview message : #864910  Replies : 95  Views : 1674
Community Manager * Member Since 2013-07-08
posté May 22, 2015, 18:49:56 | #20
Beta Server Update - 22/05/15 Hello everyone!

Today we had a Beta Server update and while the changelog is currently available in French: "Click Here", it will be also shared in EN when possible and we do apologize for the inconvenience.

Nonetheless, in the meantime here is a teaser image of one of the 9 PvP Arenas:




Thread : Server Status  Preview message : #864840  Replies : 0  Views : 539