February 13, 2013, 17:28:31 | #1562
Class Revamp: Sacrier & Osamodas Today, we are continuing our series of class revamp dev blogs coming with the February update with the Sacrier and the Osamodas.
SacrierHow will these changes impact you?
Following the same logic as the other classes, we decided to apply small changes to the values and effects rather than big mechanisms modifications. The most notable changes such as the Sacrifice mechanism or Coagulation modifications were brought in the purpose to increase the tactical aspect and allow the Sacrier to specialize in specific roles, at the cost of a bit of his versatility.
Adjusting the positioning control
Some of these changes, among others not mentioned here were necessary to balance the Sacrier and limit the ease with which he could move himself and his allies, while we also tried to offer interesting alternatives such as the new Cage of Blood mechanism.
Concerning Sacrifice and tanking
Generally these changes should make a Sacrier specialized in tanking more efficient, but also more tactical. Penalties in case of failure of tanking, and therefore the application of the Scar effect could indeed be fatal to its allies (and for him)...
If you want to read all of the proposed modifications in more detail, you can visit the thread created for the Sacrier revamp here. Note, however, that the values may change before we implement them. The final values will be provided in the changelog.
OsamodasHow will these changes impact you?
With the revamp of the Osamodas, we wanted to give interest to each branch to offer three exciting gameplay possibilities. Your Osamoda will now have a support use and real choices to be made among his spells. This also allowed us to put its various specializations at the same power level than other classes of the same type (damage dealer, healer, etc.)...
An upgraded air branch for an improved Symbiosa
As you can see here, the Air branch has undergone slight changes in its elemental spells, but mainly benefits of a new pack of support spells for the Osamodas in Dragon form. Enough to restore a new interest to this branch!
A rebalanced fire branch for pampered summons
With this adjustment, the Fire branch of the Osamodas should finally be able to compete with the best damage dealer in the game. In addition, with a few changes to the mechanisms of summons, it should allow this class to have a more fluid and pleasant gameplay which will be able to reveal itself in groups.
An earth branch bringing back the Gobgob at the center of gameplay
Until now, the Earth branch used to guide the summons behavior. She was often found less useful than the other two branches (especially Fire). In addition to this, the Gobgob gameplay was underused. Thus was born the desire to completely overhaul the Earth spells and turn them into a branch dedicated to the Gobgob. All spells of the Earth branch are replaced by the following five:
Regarding the new Gobgob mechanisms you'll also see two new Specialty spells:
Note: the "charged" spells on the Gobgob will be the same level as your own spell.
With this new Earth branch we wanted to bring a gameplay that maximizes the idea that the Gobgob is a symbiote, that is to say, an organism that lives in symbiosis with one another. It is for this reason that the life of the Gobgob and the Osamodas will be linked (if one takes damage, the other too). In return it gives the possibility to the Osamodas to use two elements (Earth and Water) and opposite game styles (second damage dealer and support second healer): the specialization you choose will start from a very versatile base ... but dangerous if improperly utilized!
Note, however, changes in creature inventory management will be implemented with the April update:
Meanwhile, the Osamodas will continue to manage their creatures the same way, with a stock of summons that is lost when they die.
In April, you will have to forget this mechanism. Each Gobgob slot will contain only one creature (but you will be able to occupy several slots with several identical creatures). If your creature dies in combat, it will no longer be used for the remainder of the battle, but you will not lose it anymore as it is the case now. This will save you having to recapture all the time the same creatures without disempowering you about your summons management!
If you want to read all of the proposed modifications in more detail, you can visit the thread created for the Osamoda revamp here. Note, however, that the values may change before we implement them. The final values will be provided in the changelog.
That covers in outline the main changes to these two classes. We will continue to gather all your feedback and answer your questions as much as possible with the help of and Grou and Zeorus who worked on these revamps.
February 13, 2013, 16:57:52 | #1563
[Transcript]AFK #6 Watch the video here (in French): Click here
Players questionWhen will you release the Masqueraider?
We can finally talk about it! It will be released in the February update. The Masqueraiders will still have their masks as specialties spells. Each mask matches one of the three element branches and will give it bonuses once it’s equipped. To be more precise, as for every other class you will have 5 spells for each branch, but 3 will be linked to a mask. To tease a bit more on specialties spells, there will be a Double (not the same as the Sram), and a support spell for allies, linked to the masks.
Can we hope to see more customization choices when creating a character?
Yes, in the year we will implement appearance and gender chances services. With these new services the team wants to add more hair styles and appearances. It’s not sure yet, but they will try to make it happen.
When will we know exactly what you plan for the Sadida?
Class revamps are underway. The first part will arrive in February. It will include Enutrofs, Osamodas and Sacrier among others. Sadida is planned, the design has just been validated, but the technical aspect has not yet been completed. We’re working on it and will try to have it in the February update. If we can’t make it, it will be for the second wave of revamps, in April.
Could we have official explanation on the Invisibility mechanic of the Srams?
We’ll try to stay as clear as possible: when a Sram turns invisible, as soon as an enemy steps in a cell in an area of 7 cells or less, this enemy will pass a Perception test at the beginning of his turn to try to break the Invisibility. The closer a Sram gets to an enemy, the more chances he has to be revealed, except if he stays in the back of the enemy.
Here are some rules that should help understand the mechanic:
To summarize: the longer you stay invisible, the higher the chances to be detected.
Also, don’t forget that the chance to be revealed is displayed when you move your character.
The team wants to improve this percentage display since it can be very confusing for players.
February 12, 2013, 11:01:06 | #1564
Mask 'n' Raid A rumor spreads from tavern to tavern, harbor to harbor, nation to nation: Masqueraiders are about to set foot on the World of Twelve, in the next WAKFU Update deployed on February 26th!
While enjoying your usual Pina Kokokolada lying on the beach of Sufokia, a lame Hullcatz, all hat and pipe, limps toward you…
“Heard the news? – His breath a mix of saltwater and Mollusky seed – they say a weird island was discovered. ‘ctually, rediscovered. ‘Tis been known for ages that an island could be seen there. All green, as if someone just put a cover over it! T’was like a wall, nobody could see through it, and landin’ was just impossible!
He stops for a brief moment, time to light his pipe. It has an unusual look, as if sculpted from the sea, in shape of a Zordfish.
But now they say the wall is fallin’ apart and holes are appearin’ everywhere. A crew already tried to land there. But they didn’t stick around for long! At least that’s what the survivors say.
They say there were weirdoes runnin’ around with wooden masks on them heads. One of the boys even says they were just jumpin’ everywhere, like a dance, but the kickin’ and puchin’ type! They changed masks, and then t’was complete different chaps!
They looked like savages, like they weren’t in control of their bodies. T’was them masks controlling them.
His voice shatters on this last sentence.
I hope they won’t land on our nations’ shores!”
You can see terror in his eyes. You know what he’s talking about. These people collecting masks, they have a name: Masqueraiders.
Join the game on February 26th for the return of the psychopath class!
February 11, 2013, 14:27:53 | #1565
Here's a translation of the posts linked in this thread:
Step 1: Divide the loot
Each monster can loot a specific amount of items.
At the end of the fight, a list is created, cumulating all items from all the monsters in the fight.
These items are then divided equally between each member of the group, no matter their level, class or Prospecting.
Note: Some rare items require a Prospecting value to be looted.
The Prospecting of the entire group is added to determine if the item can be looted.
If the item is unlocked, it will join the item list. In other words, the character with the highest PP value will not necessarily get the item.
Step 2: Get the items
Each player is now going to have a Prospecting test for each item that was assigned to him.
Here the Prospecting bonus of the player is added.
If the test is successful, the item is won, otherwise it’s lost.
A lost item is not redistributed. If the player doesn’t get it, nobody will.
Note: Items looted during the fight are automatically added to the list of successful tests.
Specific case: Bosses
Some items are only looted by bosses. To be as fair as possible, it is distributed to all players.
Each player must then pass a test with his own PP bonus.
Specific case: Resources
Resources are distributed to all players. If a single player can loot 2 wools, he will still loot 2 wools when playing in a group.
Specific case: 1 drop for 2 players
It can happen; in this case the item is distributed randomly between them.
Hope this helps.
February 11, 2013, 11:24:31 | #1566
Contest: Declare your love on Saint Ballotwine In a relationship in WAKFU? Or just about to be? Always wanted to declare your undying love for the one that took your heart?From February 11th to 24th, send us your declaration of love in video! The winner will get a bunch of gifts… And maybe even win the heart of the beloved one?
How does it work?Create a video staging your declaration of love in game.
Upload it on Youtube under the title: WAKFU Saint Ballotwine 2013 – (character 1) & (character 2). Please make sure that the description of the video points to the www.wakfu.com/en URL.
Send us a link to this video to firstname.lastname@example.org. Make sure to use the following template for the title of your email “Saint Ballotwine 2013 – (your forum name)”.
In order to participate, you must have an Ankama account, subscribed or not.
Your video should not last more than 2 minutes.
This video must stage a declaration of love in WAKFU. You must therefore include your ingame characters, and not yourself. The basic footage must be taken from WAKFU, but you are free to edit the video as you will, as long as you only use copyright free material.
The categoriesThe Ozkar ceremony approaching, we will divide the contest in several categories:
PrizesThe winner of each category will receive:
Reminder of the rules
You have until February 24th, 11:59pm GMT to submit your entry.
The results will be announced in the following week.
February 11, 2013, 09:46:03 | #1567
Did you get the gifts since then?
February 11, 2013, 09:45:00 | #1568
AlaHeart, Anubituf, you should now have the complete mag.
Nomdew, did you still not get the ingame gifts?
February 08, 2013, 17:20:01 | #1570
February 08, 2013, 16:01:37 | #1571
Class revamp: Iop and Cra As you already know, over the last months the Game Designers have been working on revamping the character classes. Their goals are simple: more fun, more clarity, and above all: more balance. We expect these modifications to enhance the tactical aspect of the game, and improve coherency. Starting today, we will publish devblogs listing the main changes for the classes revamped in the February update. Of course, keep in mind that each individual revamp as to be taken as part of a bigger picture. Let’s start with the Iop and the Cra.
Harmonization of Critical Hits and a more linear evolution of the spells was the main focus of the class revamps. This can be noticed particularly on the Iop and Cra, whose changes are mostly focused on values of spells effects.
IopHow will these changes impact you?
Our goal with the Iop was to harmonize it with the other classes. How? By removing double increments for example, or by limiting support spells that have the same use at level 1 and max level, or also by balancing the critical hit effects. Similarly, the effects of Power and Preparation have been modified to improve synergy between the two. All in all, this revamp should give you more gameplay alternatives, allowing you to build character for damage dealing, support or tanking.
Harmonization of spells effects
The chances to apply the effects of these spells have been modified in an effort to bring more balance in the game. We want to have as many spells as possible with linear progression and avoid exponential progression and its tendency to generate unbalance.
Power and Preparation states
Other significant modifications
If you want to read all these modifications and more in details, you can visit the thread created for the Iop revamp, here. Note however that the values might change until we implement them. The final values will be provided in the changelog.
CraHow will these changes impact you?
Two things will improve with this revamp. First, the Earth tree will become more interesting and revolve around a better Riddling mechanic. This state will lose part of its random aspect, which was often source of complaints. This will also allow you to manage the MP loss inflicted to your opponent. Second thing: some obsolete or too powerful support spells have been modified, for better balance. You will now have to make real decisions when building your character. And we made sure that each possible build has a real interest! This should help you develop new strategies and bring more tactics to the class.
To do so, we decided to reduce the range of some of his spells. Although a Cra is meant to be master in ranged combat, it’s not uncommon to find them able to reach a target at the complete opposite of the combat area, making him almost invincible in some cases. We decided to reduce this advantage to emphasize the tactical aspect of the class.
The following spells have been adapted:
Improving the Riddling mechanic
Other important change, in order to buff the Earth branch, the Riddling mechanic will be significantly improved:
New precise shots mechanic
Finally, last significant change is the modification of precise shots. Our goal is to reduce its random aspect, but keep the same average damage bonus. This led to the following modification:
You will find the thread and documents with the complete modifications here. Once again, please note that the values might change until we implement them. The final values will be provided in the changelog.
This should cover the main modifications brought to these two classes. If you have any questions or feedback, do not hesitate to share them with us on the forums.
February 08, 2013, 11:43:58 | #1572
Oh wait, I forgot to mention something.
The order of the spells is determined by their level.
When I talk about "spell 1", I mean the highest level spell, not necessarily the first one in the list.
UPDATE: I tried the solution of LioVamp, and here's what I got.
Keep in mind that spell are ranked in order from highest level to lowest level.
spell 1 * 0.1 + spell 2 * 0.4 + spell 3 * 0.6 + spell 4 * 0.6 + spell 5 * 0.3
60 90 100 50 40
100 * 0.1 + 90 * 0.4 + 60 * 0.6 + 50 * 0.6 + 40 * 0.3 = 10 + 36 + 36 + 30 + 12 = 124
You'll get 124% damage and 62% resist.
February 08, 2013, 10:16:36 | #1573
I asked Grou, and while he couldn't give me the exact values, here is how it works.
In one branch, the level of each spell is multiplied by a specific coefficient. The results are then added and become your mastery.
For example, here are the former coefficients. Note that this is no longer accurate since the values have changed, but the logic stays the same.
(Spell 1 * 0.1) + (Spell 2 * 0.6) + (Spell 3 * 0.7) + (Spell 4 * 0.3) + (Spell 5 * 0.3)
With this example, having spells like this:
100 50 50 50 50
Would give you:
100 * 0.1 + 50 * 0.6 + 50 * 0.7 + 50 * 0.3 + 50 * 0.3 = 10 + 30 + 35 + 15 + 15 = 105%
I'll try to get you the correct coefficients.
February 07, 2013, 17:22:04 | #1574
Information about the forums situation.
What will happen to the old North American forum and its content?In the next weeks, all of the content from the North American forum will be moved to the International forum.
Threads will be moved from the NA forum to a corresponding International EN section that best matches their topic.
One exception to this rule will be the “Official Announcements” posted by the members of the NA staff. In order to keep the forums clear of duplicates and to avoid confusion, all official announcements from the NA forums will be moved to the Archive section of the EN forums. This way, members will still be able to find their old posts, and their post count should not be affected.
After this merge, members of the NA community will then be invited to resume their discussions of announcements in the existing EN announcement threads.
Will both communities share a common forum, too?The North American and International communities will both share the International forums for game-related discussions. A specific Nox section will be created similarly to the Remington and Dathura server sub-sections within this forum.
Each server has its own category in the International forums. These categories are here to help coordinate actions on the server, such as events or politics, help guilds with recruitment, and provide a board allowing trade offers.
Therefore, a similar category will be created for Nox.
Please note that this section should not be considered as a “hang out” place for Nox players. All discussions that do not directly concern the daily life of Nox should take place in the appropriate section of the “General” forums.
Will post-counts from the North American forum carry over to the International forum?With the move of the entire content of the North American forums, the post count of affected community members should remain unchanged. Please note that post-counts may require a few new posts in the internal forum from each affected account in order to update with their full values.
Members who have previously posted on both the NA and EN forums should see their post count combined together.
Will forum titles carry over, as well?Titles acquired on the North American forums through post count milestones will not directly carry over. Instead, all accounts will adopt a similar system already in place within the International forum.
As stated above, due to the merge, it’s possible that your title won’t reflect the correct rank at first – this can be easily corrected by making a few new posts in the EN forum and the system will automatically adjust the title appropriately.
Titles that were acquired as event rewards will have to be reassigned manually. Please contact Troyle, the International Community Manager, after the forum merger in order to receive your title again.
Will the International forum structure change?The forums structure will remain the same, with two exceptions.
First, as mentioned above, a “Nox” section will be created, identical to the existing “Remington” and “Dathura” sections.
Second, an “Introduction” section will be created in the “Community” category, in order to match the existing “Introduction” section of the North American forum, and allow International and North American players to get to know each other.
February 06, 2013, 17:44:58 | #1575
Poll: Which 2013 feature are you the most looking forward to? Now that you know our plans for WAKFU in 2013, we’d like to ask you which one of these features are you the most excited about?
Please note however: some of you were confused by the similar poll we published last year, so please allow us to add a small precision: this poll is only for information purpose. The result will allow us to have a clear idea of the content that is the most expected, but it will not influence the order in which each features will be released.
Now, time to vote!
Just follow this link.
February 06, 2013, 13:44:47 | #1576
February 06, 2013, 11:34:56 | #1577
Yes, it's an error in the text, you have to kill a Lilpiwi to complete the quest.
February 05, 2013, 15:38:23 | #1578
UPDATE: Maintenance is now over.
February 05, 2013, 12:18:14 | #1580
Server maintenance - 05.02.2013, 1pm to 2pm GMT Greetings,
Remington and Aerafal will be taken down for maintenance this Tuesday, February 5th from 1:00pm to 2:00pm GMT to deploy a fix that should solve the latest connection issues.
Thank you for your understanding.