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posté June 18, 2015, 13:44:44 | #21
Spoil of the week.

As usual, this can still change between now and the Friday update.

· Now naturally generates a charge of Liberator every 3 turns
· No longer consumed by all spells, but only on spells supposed to consume (the 3 "ultimate" with WP cost)

Wakfu Release
· Generates a charge of Liberator every 2 turns (replacing the passive generation)
· Damage increase 10-25% (instead of 10-20%)

· Damage slightly increased

Masked Spirit
· No longer benefit from armor coming from the new characteristic
· Correctly return damage to the Masqueraider even if the hit kill the Masked Spirit

· 3/turn (instead of 2/turn)

· 1-3 Range (instead of 1-4)
· Range modifiable
· Under Liberator, when launch on enemy, it prevents the use of WP spells (1 turn)

· 1-6 Range (instead of 1-4)

· 2-3 Range (instead of 2-4)
· No longer can be cast if the cell in front of the target is not available

· Duration is now infinite (instead of requiring to re-apply every turn)
· Still disappear if the Masked Spirit dies
· Values revisited upwards and declined on 2 levels for the passive :
- o +2 / +3 when he realizes collision damage
- o +3 / +5 when he moves an ally
- o +2 / +3 when he dodges

· Generates 3 / 5 Renewal (instead of 2 / 3) by dodging or casting a non-crit elementary spell

Classic Mask
· Bug fix : Final Damage bonuses are transmitted to allies in a circle of 3 squares, and not the entire maps

Coward Mask
· Now gives +1 Range


· No longer consumes 1 MP

· Bug fix : damage fixed to the classic 3 AP spell (instead of 4 AP)

Masked Spirit
· 1 cast every 5 turns (instead of 6)
· 4 AP 1 WP (instead of 4 AP 2 WP)

Dance Death
· 2 AP 1 WP
· Cast on self only
· 1 cast every 3 turns
· +2 MP for 2 turns
· If the Masked Spirit is in play :
- o +2 AP for 2 turns
- o Revives all allies with 20% HP max and applies Convalescent
- o Unsummons the Masked Spirit

I probably will not have time this week, but I will add a few effects thereafter on spells according to the Mask worn, and probably one or two others passives.

Thread : Feedback  Preview message : #877097  Replies : 365  Views : 8933
posté June 18, 2015, 01:21:18 | #22

Quote (Kikuihimonji @ 18 June 2015 01:18) *
This sounds good except the fact that it doesn't redirect aoe spells, but i can see it was a technical difficulty and so i will live with this.

Just to be clear: if allies attack voodoll, the damage is redirected so it will mean voodoll won't loose hp when we redirect spells, right? If yes, then i love this voodoll.

Yep, the Voodoll doesn't loose HP when redirecting a spell.

For aoe spell, it is intended : we don't want to allow to double the damage of an aoe spell on a boss.

Also, it offers a way to destroy the Voodoll by your own team, if necessary.

Thread : Feedback  Preview message : #876908  Replies : 1006  Views : 15562
posté June 18, 2015, 00:45:31 | #23
Spoil of the Voodoll :

• The new version is close to the online one
• Modifiable range
• Cast on straight line
• Cast on enemy only
• Summons Voodoll in front of the Sadida (requires a free cell)
• The Voodoll is linked to targeted enemy
• Damage done by allies to the Voodoll will be redirected to the enemy linked with the Voodoll
- o The damage is also increased by 10-20% with the passive Wild Whispers
- o Does not redirect area damage
• Damage done by ennemies to the Voodoll are not redirected
• The Voodoll is considered as an opponent for both teams : it allow both team to inflict damage to the Voodoll with any spell, even those who do not do damage to allies
• The Voodoll remains for 2 turn
• Spell has a cooldown of 2 turns
• Voodoll HP are decreased, to make it very vulnerable to attack opponents
• When the Voodoll die (after two turns or being killed by an opponent), the enemy loses the "damage redirection flag"
• If the enemy dies, the Voodoll also dies, having no reason to remain

Thread : Feedback  Preview message : #876898  Replies : 1006  Views : 15562
posté June 17, 2015, 00:41:32 | #24
The promised spoils there : Click here (in french)

Thread : Feedback  Preview message : #876460  Replies : 290  Views : 7261
Community Manager * Member Since 2013-07-08
posté June 16, 2015, 02:38:54 | #25
Beta Server Update - 12/06/15 Hello everyone!

To make sure that you stay updated with the latest Beta content, while the different patch notes are currently in French, they can still provide you with some insights on what is new on the Beta server up to this date:

12/06 Beta Server Update

09/06 Beta Server Update

05/06 Beta Server Update

29/05 Beta Server Update

Thread : Server Status  Preview message : #875972  Replies : 0  Views : 401
posté June 16, 2015, 00:26:32 | #26
Hello there,

Thanks for your feedbacks. Some of them are super helpful !

I have done a lot of change on Ecaflip today and I will finish the work in the next days.

Maybe some spoil for tomorrow !

Thread : Feedback  Preview message : #875885  Replies : 290  Views : 7261
Community Manager * Member Since 2013-07-08
posté June 15, 2015, 20:25:56 | #27

Quote (wheeler-dealer @ 15 June 2015 16:46) *
"The work on the classes turned out to be more complicated than we expected". Oh really? What a surprise!..Why are you guys trying to do all at once and in such a short period of time instead of careful and qualified remastering of each class that needs full revamp? There are a few of successful innovations, but only few, and the rest unfinished, unbalanced and causes a lot of negative and frustration.
Also, if you are trying to become like "other classic tactical RPGs" think about two moments plz. First, you may lose your individuality and lose all players who were attracted by it and stayed in game for ages. Second, you may lose new players in few days-weeks-month who will be attracted by "similarity" with other "classical RPGs" becouse familiar battle system is not the most important thing. You know, usually players have got used that everything is functioning properly. And here... Wakfu is full of bugs, payment system is still broken for many countries and support system is the most awful support system I ever saw, really. People should love this game very much to stay here no matter what. And you are destroying that for which Wakfu was loved and appreciated.

Thank you for the feedback Wheeler-dealer and everyone on this thread , and here is what I can share also from Azael in response to this comment to give you more insights.

"We agree that a lot of features are not completed yet (political system, ecosystem for example), and if we take the political system for example, it can easily be more than 8 months of dev work due to working on game codes which are 5 years old at least, which takes time and is a major investment, so we are not trying to do it all at once.

In all cases the investment stays heavy such as for the combat system too, with a result that may touch less players than other major features but still remains a big project on itself .

Another example: the crafting system, which we had a really cool design and has been in pre-production but with the constraints of team resources, we are not ready to implement this change yet.

In the heavy investment projects but interesting department, what we would like to look into still is also PvP by linking it to the political system (zone conquest for example) to make it more interesting but in order to do so we must continue to improve the roots of combat, which we are doing.

In the meantime, I do not think that we are going towards being like another classic tactical MMORPG and loose what makes Wakfu different and unique for our players.

First simply because tactical MMORPG has one contestant for us: Dofus. The heroes system and the deck system allows us to separate ourselves clearly from Dofus. So if we analyse the game as how it will be in 4 months and comparing it with Dofus, we will clearly have 2 separate types of tactical MMORPGs in the elite tactical gameplay category."

Thread : Devblogs  Preview message : #875807  Replies : 107  Views : 2668
Community Manager * Member Since 2013-07-08
posté June 15, 2015, 17:29:18 | #28

Quote (Ashescreed @ 15 June 2015 16:54) *

Is there a change coming to heal resist? The Eni changes haven't been released yet but doing guess work and watching other classes and your comment above I'm assuming their damage is going down alot due to specking to heals equivalent to what we have now. But if heal resist still exist our use to the grp will dimish over time. Not only that but since dps'ers are gona have to go a bit more squishy to do the dps and healers have less dps that gona draw out fights more with more healing need and higher heal resist. I'm afraid with these changes it might be more beneficial to go full dps groups for faster kill w/o healers altogether. Can we get conformation this won't be the case and if there's a change to heal resist build up speed. Thanks for your time.
I cant remember where it was mentioned but I know it was(will do some digging and update this with the post). Heal resist is supposed to stack slower than current. it was something like healing a player full 5 times than the current 3 or something along those lines XD

Thanks Ashescreed for helping and during the beta server update of the 05/06, we made the following change on heal resistance:

Resistance to healing will increase slower. Before 100% resistance to healing represented a character who was healed 3 x his HP, now this amount will be 5 x.

But please be aware that this is a Beta modification and still subject to change.

Thread : Devblogs  Preview message : #875741  Replies : 107  Views : 2668
Producer & Lead Game Designer * Member Since 2009-09-18
posté June 15, 2015, 16:00:00 | #29
Letter to the Community: June Hi everyone! For those who aren’t familiar with my articles, I’ll be giving you an insider’s perspective on the major changes in the works for WAKFU. I’ll try to explain our choices, our constraints, the directions we’re taking, etc.

The Spell Deck

I’ll start with the spell deck, since the beta’s already been out for a while and it will be included in the next patch.
We’ve been reading your feedback and I think it’s important to talk a bit more about this project and explain the reasoning behind some of our choices.
This feature can be divided into two parts, which I will address separately
  • The deck system
  • Class improvements

The Deck System

The deck system is almost finished. This week, we added the deck tab system and we have to create the last graphic elements. We’re currently integrating the tutorials and unlock notifications to give a feeling of progress.

The most negative feedback we received was mostly related to the limited number of spell slots (12). First of all, this change can’t be analyzed without also considering all the modifications we’ve made. 

With the deck system, it’s now possible to have all your spells at the maximum level, which gives you access to your class’s full potential. However, if the system didn’t have a spell limit, there would be no difference between two characters from the same class. Our goal is to put a system in place where players can change builds depending on what they like playing, their group, and the enemies they face. With this system, players are no longer restricted to playing the same spells all the time; instead, they will be able to adapt quickly.
That’s why we’ve also added new passive spells to help you specialize your characters even further.

This brings me to tri-elemental characters, the “jack of all trade” characters that can “do it all.” Characters who can “do it all” reduce the tactical scope of the classes, which is the opposite of what we wanted to accomplish with this feature. For example, with 12 active spells, you can keep playing a tri-elemental character, but you’ll have to make concessions in terms of non-elemental spells. You’ll increase your offensive abilities while reducing your tactical abilities. Conversely, using your class’s full tactical potential will reduce your offensive abilities.

This is the basis of classic tactical RPGs: tactical choices are made depending on the make-up of a group, with each character being highly specialized. We can’t completely apply that model, since each player must still be able to play alone, but having access to all possibilities in the game considerably reduces the motiivation to form a group and destroys the concept of roles.

I am aware that it will be a major change for some of you, but this system will create new possibilities in the overall game, especially a progression towards more tactical combat.


Class Improvements

We’re progressing slowly but surely with the classes. Our goal is to get through the majority before the release of the beta in mid-June. I won’t go into detail here, but please give us your feedback in the various topics in the forum’s beta section. The work on the classes turned out to be more complicated than we expected. Within a short period of time, several unexpected issues slowed down the game design team’s progress. But don’t worry, you’ll see the results in the next patch.

I was able to read some comments from players who are worried that “their class will be nerfed.” Just like with the deck system, you have to look at all the additions together to get a more accurate idea of the changes. The damage inflicted by some spells has been reduced, because new passive spells have been added. For example, base healing spells have been greatly reduced, because a specific passive spell that increases all healing (at the cost of damage) has been added. But players who specialize in healing will have the same healing abilities as before.

More comprehensive adjustments have been or are being made, but the goal of the new system is not to nerf classes.

Nation Quests


The group working on this project is making excellent progress. Despite a week-long delay due to internal technical issues, this project will be finished in time for the upcoming patch. Graphic production and animation are finished, and we should be able to continue integrating the different elements this week. Check out the beta on the weekend to see for yourself!

Very High Level Content (VHL)

Graphic pre-production started last week. The work group’s goal is to conduct research on environments and monsters. I can’t say much right now, but this big project has been launched and is expected to be completed in time for the third major update of the year.

The game design team will meet with pre-production at the end of June (that’s the team that’s currently working on the class improvements). However, we wanted to let you know that we’ve decided to put the majority of VHL content on a new island... I’ll be able to tell you more over the course of the coming weeks!

Heroes System

And last but not least, Heroes! As a reminder, the Heroes system is separated into a few major projects:
  • Company system
  • Review of quests

Despite a lost week last month (and a lot of public holidays), we’re making progress and expect to finalize the system in about a month. That doesn’t mean that the work will be done, but that all the components will be present. We’ll still have to debug and make improvements based on your feedback.

Company System

The Company level and reward system is almost finished. The rewards themselves have already been integrated!

And may I say they’re pretty awesome! We’re going to post a whole Devblog explaining how the system works and showing you a few of the rewards that will be available when it’s released.

Review of Quests

We’re still reviewing the scripts for different quests in the game. The team is currently working on Calamar Island. On the Hero side, we can see the light at the end of the tunnel, even though we’re not there yet.

We’ll be putting out a Devblog that will explain each aspect of the feature in more detail. So there you have it: the next community letters, even though it took a bit longer than usual to get to you. 

See you next time!

Thread : Devblogs  Preview message : #874371  Replies : 107  Views : 2668
posté June 14, 2015, 21:21:32 | #30

Quote (SSBKewkky @ 13 June 2015 19:01) *
So about 4 or 5 summons total for Osamodas is projected for the spell deck, each with a specific role. On the bright side, you can summon them while being a Dragon Osa, so there's something to look forward to.

Note that it was a simple idea bring onto the table to discuss with the community and see how the idea is received, not a final idea etched in stone. Our goal is obviously to do the best choice for the class, which fit player expectations, team gameplay, balance, and technical constraints.

This idea has its own advantage and inconvenient as every idea. It allows a better balancing for summons, which can then have much more fun & gameplay opportunities — real mobs are not balanced as osamodas summon and they can not be, it's unrealistic — but sets aside the fun of monsters catching.

Thread : Feedback  Preview message : #875444  Replies : 144  Views : 5700
posté June 14, 2015, 21:01:58 | #31
Hello there !

We will release some maps dedicated to PvP in the next patch : you can already see these maps in the Beta server. You can freely access anytime, enabling easy organization of tournaments and PvP events.

We are also working on classes balancing, and we will continue to tweak them thereafter, which will let the gate open for the arrival of end game content and multi-player PvP.

I also hope to see that kind of big tournaments happen in the not too far future !

Thread : General Discussion  Preview message : #875437  Replies : 42  Views : 1609
posté June 14, 2015, 15:13:04 | #32

Quote (Kikuihimonji @ 14 June 2015 10:39) *
About Gust (...)

The fact is : Sadida is not a positioner. Sadida is supposed to be vulnerable to Lock.

It's already pretty strong in my opinion that Gust can be cast on self (less vulnerable to Lock) and on empty cell (amazing positioning ability).

And this spell is not supposed to make coffee even in the worse situation, i.e. surrounded by 4 lockers.

Quote (Kikuihimonji @ 14 June 2015 14:23) *
So i ask: where is the tactic in allowing other classes to kill sadida without tactic?

Actually, beta Sadida win most of his match-ups, even against the strongest classes.

Thread : Feedback  Preview message : #875335  Replies : 1006  Views : 15562
posté June 14, 2015, 02:28:57 | #33

Quote (Kikuihimonji @ 14 June 2015 01:29) *
Sadida in live server can control more then 3 summons if it wills to.

Sadida on live server need a rework : inefficient gameplay, broken mechanics, etc.

Quote (Kikuihimonji @ 14 June 2015 01:29) *
May i know why?

A player turn is supposed to last 30 seconds. And it's already very long in multi-player. Allow a player to have a turn that last 300 seconds would be a huge problem.

Sorry for the tone of my message : your feedbacks are overall good and I read them, but your suggestions are not the solution and repeat them every messages doesn't help. That's what I meant.

Anyway, thanks you for the constructive feedbacks.

Quote (DemonicWind @ 14 June 2015 01:54) *
Perhaps give the voodoll a spell to select the target zone or everytime you recast voodoll, it replaces the old one free of cost,allowing you to set it up again

It would ask new effects, but I'll check if I found something in this way.

Thread : Feedback  Preview message : #875118  Replies : 1006  Views : 15562
posté June 14, 2015, 01:08:27 | #34
Hello there,

Thanks for your feedbacks.

Just to say : « I want more damage » doesn't help to improve the class. It would be appropriate to refocus the debate on the class and its gameplay !

I have already many improvements in the mind, but don't hesitate to give more feedback about what you like or what you doesn't. Feel free to to propose things too !

Thread : Feedback  Preview message : #875093  Replies : 365  Views : 8933
posté June 13, 2015, 16:45:49 | #35
The Voodoll doesn't take damage from the redirected attack. As I said, the area is not definitive. You can already try how will work mechanic.

Link the Voodoll to a target is not planned : lot of work to make it feasible and not as interesting as to redirect damage to several target with optimal placement. That's a team effort.

Redirect the damage done to the Voodoll to the nearest opponent until specific conditions is not feasible either.

Thread : Feedback  Preview message : #874918  Replies : 1006  Views : 15562
posté June 13, 2015, 03:01:05 | #36

Quote (SSBKewkky @ 13 June 2015 00:39) *
EDIT: Now that I think about it, characters with 10k+ HP would probably take advantage of this and become ridiculously durable... Bleh. Guess not a good idea. I suppose making it so that increases in potency every 10 levels would be difficult to implement? It could be that if, at max level, for every 10 levels the character gains it will negate 10 more damage than before. So at lv50 it would negate 50hp damage, and at lv200 it would negate 200hp damage.

I was thinking about something like « 10% of player level as Barrier, per point, with a maximum of 10 points invested ».

It should fix the problem in the very low level range. I have to check if it's not too much at high level though.

Thread : Feedback  Preview message : #874728  Replies : 79  Views : 2645
posté June 13, 2015, 00:15:15 | #37

I did an answer about new characteristics there : Click here

Feel free to translate and share !

Thread : Feedback  Preview message : #874677  Replies : 79  Views : 2645
posté June 12, 2015, 19:03:46 | #38

Quote (Neneko88 @ 12 June 2015 17:48) *
totem/voodoll still no redirect (hopefully next week)

Actually, I already put a version of Voodoll redirecting damage (with the adequate passive) in Beta.

Thread : Feedback  Preview message : #874472  Replies : 1006  Views : 15562
posté June 11, 2015, 01:59:57 | #39
For Rust, I think I will make it heal if cast on empty cell.

Thread : Feedback  Preview message : #873794  Replies : 1006  Views : 15562
posté June 11, 2015, 01:55:14 | #40
If someone have faith to translate, news about the first passives there : Click here

Thread : Feedback  Preview message : #873793  Replies : 365  Views : 8933