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Lead Community Manager * Member Since 2012-02-28
posté June 28, 2012, 17:35:09 | #1561
Thank you all, I just forwarded your feedback to Azael.  

Thread : Suggestions  Preview message : #195691  Replies : 19  Views : 1185
Lead Community Manager * Member Since 2012-02-28
posté June 28, 2012, 16:27:21 | #1562
Hmmmm, no, of course not!  

Thread : General Discussion  Preview message : #195667  Replies : 4  Views : 663
Lead Community Manager * Member Since 2012-02-28
posté June 28, 2012, 14:51:42 | #1563
[Transcript] - "Courrier des Lecteurs" Always searching for more information, I just went ahead and translated the complete "Courrier des Lecteurs" of this week.

For those who don't know it, the "Courrier des Lecteurs" is a weekly video where the French Community team seats with a couple of Game Designers and ask some of the questions that they received from the players.

This week's edition was completely dedicated to WAKFU, and features Eskarina (French CCM) asking questions to Azael (Lead Game Designer), WarWeak (Assistant CCM) and Fhenris (Level Designer).

If you wish to watch the video (in French), you can find it here: Click here

And now, here is the translation:

Will we have Class Temples in WAKFU, as they exist in Dofus?

Fhenris: It’s planed. Contrary to the previous WAKFU versions it will not only be cosmetic. Players will be able to purchase and build Class Temples in their Guild’s Haven World which will provide a class bonus to all character members of the guild and belonging to this class.

After seeing the Haven World screens you posted, I was wondering, will it be possible to breed monsters in there?

Azael: It will be possible to place monsters in the Haven World that the players took in the ecosystem and planted in his Haven World. It’s just one of the basic mechanics. The idea is to create a whole world; they will also be able to build buildings such as houses, taverns, etc.

Now that Haven Worlds are coming, do you plan on adding more features to the Haven Bag?

Azael: What we want to do is that everything that will be added to Haven Worlds will also be available for Haven Bags. However some ideas we had such as PvP rooms will only be available through buildings, in Haven Worlds.

Eskarina: So it should make everyone happy in the end, those who have a Haven Worlds and those who don’t.

Azael: That’s the purpose, Haven Bags are meant to be the showcase and the entrance door to Haven Worlds.

Will you improve the political system?

WarWeak: We do indeed want to bring more light on the political system. We want to implement things such as an ingame Newspaper, a revamp of the citizen points gain/loss with a fixed rate and a varying one based on the total of the character, and many more new things.

Eskarina: So we will no longer have the fixed penalties that are currently in the game leading to very few risks for players with high total of citizen points?

WarWeak: Yes, one could really suffer a big loss depending on the infraction.

In the cartoon series, or also some specific characters, Shushus are an important part of the WAKFU universe. Do you plan on adding them to the MMO, and if yes, what are your projects?

Fhenris: Indeed Shushus are an important part of WAKFU. We want to work on a complete feature. We removed the Shustuft Crust because it was not going far enough but we want to bring it back as a complete alternative dimension. In the mechanics it would be kind of similar to the Mobile Arenas, but with much more content.

What about PvP, Outlaws, aggressions, and low level characters ravaging the ecosystem?

Azael: In a next update we will bring a lot of PvP improvements, particularly on rules that were troublesome, such as repetitive aggressions, which will no longer be possible since characters will have a state that immunes them for a given duration (of course the immunity disappears if the character attacks another one). Concerning low levels that could destroy the ecosystem of high level areas, it will also no longer be possible since we’re working on implementing a limitation for low levels aggressions only in villages, so a low level getting out of the village will be attackable. Concerning PvP and notably the Guards/Outlaw system, we worked on a big feature to give more depth to the system and giving more possibilities to players who choose to play Outlaw. We will add a complete PvP system around it, with notably a pyramidal ranking system (there will only be one Bandit ruler), a lot of small rules like a new way for the Head Guard of putting bounties on bandits, also a terrain control system, where guards can capture zones for their nations but bandits can try to win them back, and so on. Since we wanted to push these mechanics really far, it wasn’t possible to do it for next patch, but we will still try to deploy it as soon as possible, hopefully last trimester of this year.

Did you give up on the conquest islands feature? It would be nice to have conquest islands and massive PvP.

WarWeak: We didn’t give up on the idea but the concept will not be deployed this year. We first want to have good PvP basis such as GvG and the new Outlaw system. However concerning the old conquest islands that existed during Beta, they will come back, just not now. They should come back in the same time as this new system.

Will we see the 5 Factions some day? As it was announced in the Dofus Mag #2 of 2008, WAKFU was supposed to have 5 factions. Wouldn’t you find it interesting to add them to the game?

Fhenris: The 5 Factions were first thought as political parties, but since then the gameplay became more orientated around nations. Factions are an important part of the game lore; we don’t forget them we’re just not sure yet when and how to integrate them.

Will you revamp the Handyman profession? Would you in the same time work on the storage issue?

Azael: We will add a new ikiakit that can be crafted by handymen, allowing storing a lot of resources, and only resources. In the same time we will increase the stacks of these resources from 999 to 9999. The reason why we don’t do more is that each ingame item has a “weight”. Resources for example are very light whereas pets need a lot of data to be stored and are therefore very heavy. This is the issue that forces us to limit the storage space and not increase it too much, to preserve server stability.

Eskarina: So it’s more of a technical issue than a design decision.

Azael: Exactly, it’s not a design decision it’s really for technical reasons.

Eskarina: What about the Handyman profession then?

Azael: We were trying not to communicate too much on these improvements since they are linked to big features to come. But now we can! The next one is Haven World, the Handyman will have a big impact on everything relating to building structures, or at least he will increase the speed in which buildings can be built. The second big improvement will come with the conquest islands. Since conquest islands consist in massive PvP, we thought of siege weapons and we would like to make the handyman fit right in this system where only he can craft these weapons. We will also of course keep on adding more content that can be crafted by handyman.

Will we really be able to level all our support spells to maximum and will abilities be available until level 200?

WarWeak: We’re still thinking about it, it will depend on the character evolution up to level 200. We want to keep the individual identity of each character, and not end up with only clones.

Thread : General Discussion  Preview message : #195601  Replies : 7  Views : 908
Lead Community Manager * Member Since 2012-02-28
posté June 28, 2012, 11:04:17 | #1564
I forwarded this one to the developers.

Thread : Bug Archives  Preview message : #195551  Replies : 2  Views : 581
Lead Community Manager * Member Since 2012-02-28
posté June 28, 2012, 10:48:44 | #1565
Hi there,

I got support to have a look at your issue.
Hopefully they'll come back to you soon.


Thread : Bug Archives  Preview message : #195549  Replies : 4  Views : 675
Lead Community Manager * Member Since 2012-02-28
posté June 28, 2012, 10:05:27 | #1566
This is a known bug.
It is currently under investigation.

Thread : Bug Archives  Preview message : #195539  Replies : 3  Views : 765
Lead Community Manager * Member Since 2012-02-28
posté June 28, 2012, 09:58:20 | #1567
This is a known issue and the developers are already working on it.  

Thread : Bug Archives  Preview message : #195537  Replies : 1  Views : 363
Lead Community Manager * Member Since 2012-02-28
posté June 27, 2012, 18:10:15 | #1568
S488, if you wish to discuss the reasons of your ban, please contact a moderator or me directly via ankabox. Your suspension should only be discussed privately and not on a public forum.

Of course the reason of the suspension is not the aggroing, and I’m sure that you already know about it.

Concerning moderators, they are chosen by the Community Manager, from the community. I selected some of them, and others were already here before I joined. However, judging by the work they’ve been providing, I would have selected them anyway, had they not already been part of the team.

They know the game; they know what they’re doing.

Kuba please, just don’t jump on one side of the story to draw conclusions.

I’m closing this thread, if you wish to discuss the matter further, please contact a mod or me via pm.

Thread : General Discussion  Preview message : #195417  Replies : 2  Views : 610
Lead Community Manager * Member Since 2012-02-28
posté June 27, 2012, 16:51:09 | #1569
Grou, about class modifications

Lastest modifications :

  • Constitution
Increases HP by 10% on the Eniripsa
Increases HP by 15% on allies

  • Absorption
On the Eniripsa 1/1/2/2/3/3…8/8/9/9/10/10% of absorption
Aura (not on self) 0/1/1/2/2/3….7/8/8/9/9/10 (2 Range instead of 1)

  • Sacrifice
Limited to one use a turn and maximum charge of 10

Rewriting of the description of Sanguine Armor, Moribund and Angrrr to make them clearer

Thread : General Discussion  Preview message : #195395  Replies : 54  Views : 17781
Lead Community Manager * Member Since 2012-02-28
posté June 27, 2012, 09:41:56 | #1570
I’m really curious on what you base your claims on?

  • Every relevant dev post that appears on the French forums is translated here.
  • Your feedback is regularly forwarded to the developers. For example, when they start a thread on the FR side asking for players input on this or that subject, you immediately get a similar thread on your forums, and I make sure that this feedback is forwarded to the devs.
  • You have a Circle of Heralds, and I can tell you that they have a dev who already started exchanging with them.
  • There are devs who regularly check the International forums, although they don’t answer. One thing that they like with our forums is that thanks to its lower and more mature population, the feedback is usually more relevant than other forums.We actually even had a Game Designer posting personally on our forums, but unfortunately it went unnoticed. Click Here

The only problem here is that a lot of this happens in the background, and unfortunately you will never witness it yourself.

Of course Support is an issue, and I work hard on trying to get this situation solved.

I'm not saying it's perfect yet, but as far as communication between Ankama and the international community goes, the situation improved a lot, some just refuse to notice it.  

Thread : General Discussion  Preview message : #195303  Replies : 17  Views : 1854
Lead Community Manager * Member Since 2012-02-28
posté June 26, 2012, 11:46:50 | #1571
Freyrr, about class improvements

I have good news for our friends Ecaflips, Enutrofs, Sadidas, Osamodas, etc…

I’m currently working on a general UP of the trees that are deemed too weak to be viable, and I think it will make some of you happy.

I’ll post the modifications as soon as I’m done working on them, and get them approved.

Thread : General Discussion  Preview message : #195011  Replies : 54  Views : 17781
Lead Community Manager * Member Since 2012-02-28
posté June 26, 2012, 10:16:03 | #1572
Azael, about the Guards/Outlaws system

We have a lot of plans concerning the Guards/Outlaws system, and for some we went very far.

I want to reassure you concerning the Guards/Outlaws system, we indeed plan on having an intelligent ranking system (like pvp points)… But I said nothing.

Thread : General Discussion  Preview message : #194995  Replies : 54  Views : 17781
Lead Community Manager * Member Since 2012-02-28
posté June 26, 2012, 10:13:41 | #1573
Azael, about GvG

GvG is a bit deceitful, although it’s orientated Guild versus Guild (as the name states), guilds will set up the battlefield themselves.

And even though the ultimate reward is meant for guilds, nothing will prevent a group of players (in a guild or not) from participating and enjoying it!

PvP for groups will be NvN (Nation versus Nation) with conquerable islands as the heart of the game (nothing comparable with the current conquerable islands).

But before adding mass PvP, we first have to stabilize the basics of PvP.

Thread : General Discussion  Preview message : #194993  Replies : 54  Views : 17781
Lead Community Manager * Member Since 2012-02-28
posté June 25, 2012, 17:06:56 | #1574
Freyrr, about the possible upcoming class changes

Here is the list of nerfs and changes we want to apply.

Please note that these are still under discussion and nothing is definitive.

Also note that this list only shows the nerfs, since we first want to limit the current abuses in the game, but we’re also working on several improvements, that will be added as time goes by.


  • Minimum damage (when elementary dmg < resists) go from 25% to 100% of the spell base


  • Blinding Arrow now has a minimum range of 3 instead of 2


  • Roll Again is now limited to one use per turn
  • Paws Off only triggers once a turn per opponent


  • Constitution only increase allies HP (and no longer the Eniripsa’s HP)
  • Unnatural Remedies: Zombification state changes from -5/-10/-15/-20/-25/-30/-35/-40/-45/-50% resists to heal to +50/+45/+40/+35/+30/+25/+20/+15/+10/0% resists to heals
  • Transcendence no longer gives Hygiene bonus and heal bonus
  • From now on 1 lvl of hygiene = +2% chances to applied an effect from the air tree (instead of 1%)


  • Peace armor: now gives +5/+10/+15/+20/+25/+30/+35/+40/+45/+50% to elementary resists (and no longer +50% resists). Example: The feca has 120% fire resists, peace armor lvl 9 will give him 120+60 = 180. Peace armor no longer gives final resist. Peace armor no longer deals the damage that was prevented when it disappears
  • Glyphes: it is no longer possible to cumulate bonuses from the same glyphs
  • Spell rebound: becomes a damage rebound effect of 10%, will probably be renamed
  • Defensive Orb: Nerf of the willpower of the glyph


  • Bash Barrel: now limited to two use per turn
  • Blisskrieg: The pandawa now teleports up to the 6th cell in a line (not changeable), and deals damage in a line to the cells he went through


  • Runaway: No longer applies to ranged attacks, and moves you of 1-2 cells (instead of 1-3)


  • Burning Blood changes from 5/8 – 77/115 to 4/6 – 68/102
  • Assault: turn the opponent to face the Sacrier
  • Sanguine Armor revamp
    • Gives 1 lvl of coagulation for each 2 lvls of coagulation of the Sacrier at lvl 0-8, and 1 for 1 at lvl 9
    • Also gives 0/1/1/1/2/2/2/3/3/3 coagulation (added after the first bonus)
    • Bonus to lock doesn’t change
    • Sanguine Armor is no longer affected by Tattooed Blood (it stays indirectly since it doubles coagulation
  • Angrrr revamp
    • Angrrr no longer gives +0.7% elementary damage per 1 Angrrr by default
    • From now on Angrrr gives +0/0.5/1/1.5/2…/10% elementary damages per 10 Angrr
    • Angrrr no longer gives the Multi-Arm effect (see Moribund)
    • Max Angrrr increases as before
  • Moribund revamp
    • Now gives the Multi-Arm effect lvl 0/1/2/3…/20 when Sacrier has less than 40% of his HP. Multi-Arm lvl 0/2/4/8…/40 when Sacrier has less than 20% of his HP. Multi-Arm lvl 0/4/8/16…/80 when the Sacrier has 1HP (Multi-Arm lvl 80 = +80% damage and +80 lock)
    • Replaces the old effect
  • Clinging to Life: no longer applies at the end of the turn of the player who killed the sacrier, but one turn later.


  • Tree: only usable once per fight. No longer leads to HP loss. Always gives the Nettled state. The AP cost doesn’t change
  • Totem: no longer gives bonus to redirected damageSudden Chill: The resists malus can no longer be stacked
  • Woodland Stench: Becomes limited to 2 use per turn


  • Double
    • The double now has a fixed amount of AP, WP and MP and no longer based on the amount of the Sram
    • The double has 6APThe double has 4MP
    • The double has 3WPThe damage reduction doesn’t change (50% at level 0 and 100% at level 9)
  • Diversion
    • No longer releases the Stabber state
  • Invisibility
    • Still under consideration…


  • Temporal Burn changes from 1/1 per AP – 16/24 per AP to 1/1 per AP – 12/18 per AP
    • Initiative loss changes from -2/-3 per AP - -16/-15 per AP to -2/-3 per AP - -8/-12 per AP
  • Rollback now gives 20% chances to gain 1AP for each AP used, with a maximum of +3AP per turn.
  • Mummification
    • No longer gives AP bonus to controlled character
    • No longer gives damage bonus to controlled character
    • The AP cost is changed to 6/5/5/4/4/3/3/2/2/1
    • The Range is changed to 2/2/3/3/4/4/5/5/6/7

Thread : General Discussion  Preview message : #194833  Replies : 54  Views : 17781
Lead Community Manager * Member Since 2012-02-28
posté June 25, 2012, 16:28:53 | #1575
PvP: Improvement ideas Greetings,

We open this topic to ask for your thoughts and ideas on how to improve PvP in WAKFU.
This topic is not here to list all the bugs or the lack of features, but to bring a contructive feedback on what you think should be changed/added to improve PvP.

Several rules/balancing are being developed on our side but it is important to also get your ideas!

So, let us know what you think!

Thread : Suggestions  Preview message : #194823  Replies : 19  Views : 1185
Lead Community Manager * Member Since 2012-02-28
posté June 25, 2012, 15:58:07 | #1576
Azael, about politics changes

The next patch dedicated to politics will only be a first part of the improvement; others will come as time goes by.

For example, everything that touches Guards will not be treated but will be part of another patch that will focus on Guards and Outlaws (a big patch).

One of the things that I’d like to improve (but is unfortunately more complicated) stays the visibility between citizens and government.

I agree with you that politics is currently hidden in the game, and that we have to bring it into the light.

Although it might sound simple on paper it is much more complicated on the development side, at least in a short timeframe.

On the other hand, if it was too easy, it wouldn’t be fun ^^. All of that to tell you that we’re working on tools bringing you a better communication and better visibility.

We’re still evaluating what we will implement in the next politics patch, but we will come back to you to let you know.

Thread : General Discussion  Preview message : #194813  Replies : 54  Views : 17781
Lead Community Manager * Member Since 2012-02-28
posté June 25, 2012, 15:42:24 | #1577
Azael, again about politics and PvP

Nation territory conquest by defeating the Clan Member will not be brought back.

I wasn’t here when it was implemented, but since it was an interesting idea I decided to mention this subject.

If it is no longer possible to take these territories, it is due to a design and technical decision.

However, Pvp within a nation (Guards/Outlaws) should bring objectives that you should like (although they will appear in pvp within a nation, it will also be a basic of pvp between nations).

I don’t say more, but I will work on an article and see with our lovely CCMs when we can talk about it.

Thread : General Discussion  Preview message : #194807  Replies : 54  Views : 17781
Lead Community Manager * Member Since 2012-02-28
posté June 25, 2012, 15:34:44 | #1578
Azael, about politics and outlaws

I answer here since we just discussed the PvP subject with the devs.

The first issue comes from the lack of rules and purpose in PvP to border this feature. (Note from Troyle: the thread was about aggressions 6vs1)

There are 3 pvp aspects that we’d like to improve:
  • Pvp within nations : guards/outlaws
  • Guild versus guild
  • Conquests

We worked and improved 2 of these PvPs (I’m starting the third one, GvG).

You will soon have some news about the conquest islands, although these modifications will not come quite soon.

I recently worked on the Guards/Outlaws system and the positive thing is that the team really liked it.

However bringing this whole new system requires more work than anticipated and we don’t want to rush it and have to do it again in a few month.

This system is based on 3 very important axes:
  • Politics system
  • Class and PvP balance
  • New quest system

As you know, the politics system will be slightly improved (we will come back to it later) but note that all cases of gain/loss of citizen points will be reviewed and this is the basics of the Guard/Outlaw system.

Then class balance, we plan on having a first modification of the classes. We are still evaluating what we can improve and more importantly, when.

The goal is not to have an overall reworking but a small revamp of the most imbalanced spells. When I say small, it means that there will not be huge class revamps, the goal being to have stability as soon as possible.

PvP balance should come in the same time, and by PvP balance I mean changing the possibilities in game to avoid having PvP fights that only last one turn and that are only a matter of initiative, leading to chain kills, etc…

The new quest system (it’s a real new system, not just new quests) will allow us to bring more depth into the Guards/Outlaws system and be a game within the game for all players (even those who don’t necessary like PvP :p ).

As you can see, the Guards/Outlaws system depends on a lot of other systems, therefore we decided to work on these first, for the next months.

However we try to progress as best as we can to provide you with these new PvP rules for the last trimester of the year.

We will keep you informed on the evolution of these big points aforementioned.

I will also work on an article explaining the new Guards/Outlaws system and I think most of your will really like it… I even give you a small spoiler here: nation Outlaws would be able to choose to become Bandits…

I hope this addressed most of your concerns.

Thread : General Discussion  Preview message : #194805  Replies : 54  Views : 17781
Lead Community Manager * Member Since 2012-02-28
posté June 25, 2012, 14:05:04 | #1579
Just because something isn't stated in this list doesn't mean that it won't happen...  

Thread : News  Preview message : #194789  Replies : 62  Views : 5385
Lead Community Manager * Member Since 2012-02-28
posté June 22, 2012, 17:43:19 | #1580
Zeorus answered some players questions:

Will items allowing you to access the Boss be stackable as keys are?

Zeorus: To answer the question, no. It’s one quest per week and it will only trigger if the player matches the following criteria
  • Have the minimum level required (depending on the boss)
  • Not having already finished this quest previously this week
  • Not having the key item in his inventory

Concerning the one week delay, it’s the time we deemed the most appropriate. If it appears to be too long, we will adjust it. However for the moment, it will stay one week.

Drop rates will of course be reviewed with this new system.

Will dungeons stay?

Zeorus: Of course. Nothing will change concerning dungeons and islands, and we will add more of them all along the development of the game. Ultimate Bosses are just another type of content, like mythical creatures. It’s a bit like the fights with Chimeras and summons in Final Fantasy, for those who know it.

I’d suggest you to use tokens, and not items as drops from the bosses.

Zeorus: With this system we lose the trade and economic aspect of the loots, which wouldn't be what we want.

Thread : Devblogs  Preview message : #194305  Replies : 36  Views : 4798