Awesome change for cra ! i would love if they addressed some of the WP consumption concerns or WP generation
they addressed the wp consumption now, i dont think thats what you wanted but here we go....
Awesome change for cra ! i would love if they addressed some of the WP consumption concerns or WP generation
they addressed the wp consumption now, i dont think thats what you wanted but here we go....
This is just sad to see.
I commented on the last patch and predicted this would happen, but even then I didn't think you guys would kill Xelor entirely just like that.
Ankama just doesn't value people's time and effort at all.
The dev team will read comments like mine and think we're just haters. I just ask you to take a step back and try read this patch from a player's perspective. Once you understand how much this impacts our enjoyment of the game you'll know that you're doing just makes no sense at all and is just ridiculous at this point.
Agreed. I feel like betrayed and time wasted.
well elemental concentration is the only one sub who makes hupper at least close to another class becouse we can reach higher mastery now with this nerf, hupper will not be able to compete with the rest damage dealer classes, i think this will be very bad for many classes while some class who benefit most from di will become so much more powerful.... same goes for osamodas who playing double summon, class will die, this changes should be rethinked otherwise you will ruin so many builds what people spend so many hours building and grinding for this looks horrible decision.
absolutely
Xelor RIP
To be entirely serious: I understand that Xelor was being somewhat overused but these nerfs were excessive, reduce distorsion damage by more than half, it is not preferable to have done it to 75%? In addition to this, they also reduce damage values on elemental spells. Couldn't we try to compensate for the damage lost by Distortion by giving them some extra damage so it's not such an aggressive change?
Another possibility is to explore the feasibility of modifying the rules for the competitive dungeon system to prevent the excessive use of the same class in a single team — for example, allowing a maximum of 3 identical characters for the classification to be valid, especially on servers like Rubilax and Pandora.
I would like to know what you think about these ideas.
Way to completely ruin the game, all we needed was xelor nerfs and some more balancing with enu/sadi but completely gutting sublimations is absurd. Once again ankama shows no consideration for their players.
Maybe they do show some consideration to players who do not play xelors / huppermages who are in a state that even with lots of buffs still can't compete with them.
If that reasoning is true, then it is clear that those classes/sublimations are performing above the normal, and hindering it's power is a way to make all classes to be more equal in the same role.
Mastery runes def deserved the nerf.
they all nerft ! and no more player play game ! so many people quit game
Do you play the game just because of sublimations?
Would you quit if, instead of dealing 100 damage, you dealt 80?
And let's say that, out of the 19 classes, only 3 are capable of reaching 100 damage, while 80 is the norm for the rest
No nerf xelor
haha
They will buff feca ofc
Coz it it favourite class
Totally destroyed Xelor in new patch
It class doesn't deserve it
Didn't Xelor deserve a nerf?
Are you being fair in your statement or are you just being jealous of an overpowered class?
Developers please stop relying only on reviews from some discord communities. They are far from reflecting all opinions in principle. If there are xelor haters gathered there and you so calmly help them enjoy hatred I am very sad and I do not want to play this game
And I would say some opinions from discord communities are totally wrong! For example there was somebody saying bloodstains is multipliable with di so it should be nerfed just now on the official discord channel. These reviews are just worthless!
1.) Each Lv.230 character cost 85m~120m to gear
2.) Only to clear S3 245 dungeon in 70~84min
3.) Only to loot 65kk worth of drops half the time
4.) Other classes need serious buff
5.) Yet you waste time making players' efforts obsolete
Ask any marketing, how is 80min for a chance to get crap loot marketable.
You are ignoring some facts.
like:
Why you play the game?
Why you play your chosen class?
Those questions are important, and more vauable than: "how can I make 65kk every 80mim?"
If you are playing just to be always making profit, then you do not have any reason to complain about the nerfs. You will chose the next overpowered and most performant class of the current patch and will still make your extremely desired profit.
The chose to play a class with a specific sublimation will be of less importancy if you answered true to the last statement.
you guys complain about xelor nerf but read again what they said:
Changes have been made to the Xelor class as part of a broader balancing effort. The class’s damage output and burst potential have been reduced. While more in-depth adjustments may be considered in a future update, we believe that first refining numerical values will better highlight areas that need further improvement.
it is like you guys never heard of stuff called tests and betas etc.
about sub changes - i agree its weird and kinda tilting
"While more in-depth adjustments may be considered in a future update, we believe that first refining numerical values will better highlight areas that need further improvement."
you're putting the class's primary damage abilities below standard damage per ap, and removing the ability to burst on turn 1 without improving sustained damage (in fact, directly targeting it too with the distortion change)
The class doesn't have the defensive utility to compensate for this, nor are people playing this class for non-damage purposes. It would have been wiser to buff the other dpt classes that are struggling and then make more modest adjustments once you are able to compare to see if the class still is too much of an outlier, rather than hitting this many parts of the class at the same time.
It no longer can burst on turn 1 with the tick/tock order swap, which reduces viability immensely in high stasis as a singular change.
The distortion change makes distortion require 2 turns of setup to be equivalent to turn 1 currently.
The class already had a cyclical play pattern preventing sustained damage output.
You're hitting most of the sublimations people were relying on for strength at the same time.
Just the changes to tick/tock order and distortion were probably sufficient in context of the other changes happening around the class with sublimations and relative balance helping other classes like cra, hitting the base damage of nearly every attack used at the same time seems excessive.
FriendZonedHard#5950|2025-03-25 20:05:31
you guys complain about xelor nerf but read again what they said:
Changes have been made to the
Xelor
class as part of a broader balancing effort. The class’s damage output and burst potential have been reduced.
While more in-depth adjustments may be considered in a future update
, we believe that first refining numerical values will better highlight areas that need further improvement.
it is like you guys never heard of stuff called tests and betas etc.
about sub changes - i agree its weird and kinda tilting
it's convenient to say "in the future we will improve the class" and abandon xelor for many years ahead considering how many plans they have for content and updates I would like to know more precisely because it will be sad to play this now, considering the toxic atmosphere and weakening
Exactly. Xelor only got nerfs for the past 1.5 or 2 years now, other classes who could have had buffs got nothing at all.
How is that one line of text supposed to give hope when looking at what they've actually given us historically.
stop nerfing
fenixnoventa#2055|2025-03-25 17:01:20
Another possibility is to explore the feasibility of modifying the rules for the competitive dungeon system to prevent the excessive use of the same class in a single team — for example, allowing a maximum of 3 identical characters for the classification to be valid, especially on servers like Rubilax and Pandora.
I would like to know what you think about these ideas.
Agree
fenixnoventa#2055|2025-03-25 17:01:20
Another possibility is to explore the feasibility of modifying the rules for the competitive dungeon system to prevent the excessive use of the same class in a single team — for example, allowing a maximum of 3 identical characters for the classification to be valid, especially on servers like Rubilax and Pandora.
I would like to know what you think about these ideas.
Agreeadasdsa
"nerf eniripsa or ..." just shoot me bro
But they've already nerf eni xD
As a Sram main I don’t really understand why Anatomy needs to have a negative side effect. Why not just make it a flat +20% DI to rear damage? Subs like elementalism give plus DI with no negative effects.
It feels a bit counterintuitive to say you gain 40% rear damage but also make the player lose -20% DI for all other damage sources? It just seems too negative for it to be worth it. I understand the old Anatomy caused some loss of elemental mastery but the gain in rear damage was 1.3 so it felt worth the sacrifice but the new version is lose 20% to gain 20%…
I will test it out but on paper, I don’t like it. I am aware that a class rework has been hinted for the future but for the current Sram, who is already struggling to keep up with other DPS, this change stings and like the above posts have mentioned repeatedly this is a very expensive change for many players. It’s disheartening.
Last year was a tough year for the game and this year it seems like it will overcome it lol
you guys keep telling us this is for balancing. but when you do that every update, people never play specific class anymore. it is not important what is right or wrong. i am telling you what is result. is that balancing for you? or people who play game? stop doing lime that like beta. this is paid game now.
they always do this
they modify niche builds that people spent MONTHS building...
haahahahaahahahahahahahahahahahahahahah
i want to cry.
No matter what side of the argument you're on, you gotta realise that upsetting half of the player base is not the way to go about making the game better. Try improving the things that aren't viable and let everyone have fun for once, not everything needs nerfing
we all see that over time the monsters are getting stronger but they are making the players weaker! you can see at lv 245 most of the items are nerfed compared to 230 without much improvement in strength, they are forcing players to spend more time on the game but get little in return
I get why this changes are made but in my opinion this changes, mostly nerfs, are way to extreme.
I agree dpt xelor is one of the most strong and overused classes, outperforming every other class in most situations, but i think the changes are way too aggressive at the same time that some of the sublimations on wich this type of play relied are nerfed.
Enutrof needed some changes, was the last class to get a full rework and is overtuned, i think this is fine.
Cra changes are perfect, could maybe do a little more, but this was needed.
Foggernaut seems cool, i dont play that class, so not much to say, i heard from people they like the changes.
Sadida changes seem 100% targeted to pvp, wich hurts pvm gameplay. Summons are already very volatile in pvm due to the incresed dmg to summons and dungeon mechanics, that added to the elemental concentration nerf, one of the few epic sublitations wich affected summons, makes them not viable in pvm. The fact that 99% of sublimations just do nothing for summons is nonsense, sublimations should affect summons the same way they affect the character. I do think Sadida is strong, but i dont think this is the way of doing it.
PvP should be priority number one to fix before making any balance changes based on it. PvP is a broken system only avaliable twice for 1 hour each time every week, if you can even be at that specified time, where everyone has very high resistances and battles are longer than the 1 hour limit, is nonsense.
Pact is another broken system where the strenght is in numbers, if they want you dead, they are going to get you, no matter what. With so little people playing, in the end it just ends monopolized by the same people with the same meta classes for pvp. I dont get how Dofus does pvp near perfectly while in Wakfu has been like this for years, clases should get some spells restricted in pvp like in Dofus, not get nerfed to oblivion cause they are strong in pvp making them bad in pvm.
About the sublimation balances, i get why, they were really strong and ones of the most used, but those sublimations are ones were the set is made around them, changing them so heavily breaks almost every set made with them. Sets are expensive, takes hundreds of hours of work and this changes throw away all of those hours. It's not the first time that this has happened, not like the items are erased from our inventories or anything, but it hurts working for something soo many hours to turn out completely useless, wich is not the same as nerfed. If elemental concentration, for example, went from +20% to +10%, all those sets would still work, be weaker, but still work. In my opinion that is the way to do it and implement those other sublimations as new ones.
My final toughts are that the focus isn't in the right place, a lot of other things need to be reworked like the pvp, ecology and politics, but mainly the pvp, and there are classes that are way weaker getting nothing or even being nerfed, like the Osamodas, wich these changes hurt considerably. It hurts to be honest, i wish this game to be good and success, I gain nothing from seeing it fail. I've played this game literally half my life at this point and seeing it in this state, fewer players every day, makes me sad.
I vouch on the sublimation part, many people treat this as a "nerf" but the sets just completely become incoherent as they were built around that sublimation. If a nerf is actually completely needed then i would rather have it change from 20% to 15% or so instead of turning it into lineal di, because it's just a different sublimation that breaks the coherence of the set surrounding it (these sets are often hundreds of millions and contain inflated items that are highly contested).
Me and half my guild just ininstalled. GG was a good run. So much time wasted.
I cannot accept this class balance adjustment. Frankly, it does not match the class strengths as I perceive them.
I would like to know on what basis you are making these adjustments—is it for PVP, PVE, or simply based on player feedback? Are you even playing the game yourselves? If possible, I hope you can provide detailed reasons for each change.
This is especially true for the modifications regarding Epic and Relic sublimations. Epic and Relic sublimations are at the core of our builds, and these changes will render the painstakingly built equipment configurations obsolete. This is a devastating blow to player motivation. When making adjustments targeted at one or several classes, have you considered the potential impact on other classes that might not have been taken into account? If you merely feel that a certain class is too powerful, I believe that simply adjusting the base damage multiplier or healing multiplier would be a much better approach.
Finally, allow me to share a somewhat selfish opinion. I am a PVE player, and my enjoyment of the game lies in strategizing with my friends on team and equipment configurations to conquer more challenging dungeons. I understand that you must also balance for PVP, but I think balancing both PVP and PVE simultaneously is an incredibly difficult task. Have you considered implementing separate buffs or debuffs for each class in PVP to achieve balance there without compromising PVE?
Oh, and one more thing I’d like to bring up. The Ecaflip class has been reworked for quite a while now, yet you still haven’t fixed its bugs. Have you simply not noticed them? Ecaflip frequently draws Tarot cards that shouldn’t be drawn—for example, drawing the same Tarot card twice before the deck is reshuffled, or sometimes drawing four cards at the start of a turn instead of three. There are even stranger bugs that I can’t quite figure out how they happen. Shouldn’t you take a closer look at the underlying code logic and properly investigate this?
(gpt)
please, i ask that you take another path to reform (elemental concentration), not only because all epic sublis would have the same benefits and there would be no variety, but because it is horribly unbalanced, with all due respect; it is unfair to those of us who spent millions of kamas on the subli and general to all the races that used it
The game does not have the largest player base, and frankly speaking, doing such an extreme nerf Xelor will only worsen the community both in the shortest possible time and in the long term.
You have already made a balance through Distortion (The spell can only be cast if the Xelor has at least 1 level of the Distortion status).
You have limited the dial (no more than 2 Xelor per team)
You have removed the damage from the current hour (-5%)
You have nerf Raw Power(cutting the bonus in half), a sublimation that occupies a key place in the gameplay of Xelor
but why reduce the base damage of the Dark bolt? it will clearly be inferior to other aoe spells.
You've already balanced the class enough, such an overly aggressive nerf is demotivating and frustrating.
I agree, it’s impossible to read this changelog and feel excited to play the game or check out the update.
Seriously, Ankama should really understand they don't need to make Xelor players sad in order to make Fogger or Cra players happy.
How can heavily nerfing classes with dedicated player bases ever be the right approach? Is it really beneficial for the game to make such drastic and unnecessary decisions that will push many players away? Many of my friends quit because of similar situations in the past, and more will quit now, and for what? I’m not exaggerating to make it sound dramatic, this is genuinely happening, and it's not just me and my friends.
There are people who defend the changes, and they’re free to have their opinions, but the fact remains that a LOT of people are affected, upset, and many will leave. This will hurt the game massively. It’s that simple.
Is this truly the best path forward for Wakfu?
Meanwhile, classes like Sram and Iop are in desperate need of their long-overdue revamp and passive updates, but the devs are too busy nerfing things that a lot of players actually enjoy.It’s just really sad to see.
I wish they would realise this.
Cra stocks are up! It’s about time. The evasive change is really nice.
It’s hard to feel too bad about the Xelor changes when the dungeon leaderboards sometimes consisted of 6 Xelor teams doing the entire dungeon in 2 turns, but yeah. It’s a big nerf that I think was coming. Sadi nerf is understandable but I think is a little too harsh on the DPT for PVM, I understand the change for PVP.
Also, you guys basically buffed Enis with that Abnegation change (AKA the only class that used that sublimation). I’m not really understanding why? Enis are good enough where they are.
Very disappointing that there is nothing for Masqueraider's WP issue.
I started playing again after a few years break, but I think I'll be retiring again.
Why Siu hate xelor player, I cant understand. buff nerf buff nerf... totally insane.
RosuK#3756|2025-03-26 18:15:34
I started playing again after a few years break, but I think I'll be retiring again.
Why Siu hate xelor player, I cant understand. buff nerf buff nerf... totally insane.
Maybe because he love Feca class
he doesn't nerf Feca like 2-3 year
And give for Xelor the most aggressive nerf now
Well Feca isn't in the best state right now man... It's playable and usefull enough, but it isn't broken as Xelor is.
ankama: ohh el juego va muy bien y hay mucha gente jugandolo vamos a meter una actualizacion para dejar joder el juego.
aveces pienso que los de ankama no quieren que juguemos sus juego siempre se las ingenian para joder la experiencia de juego siempre.
na yo dejare de jugar esa mi**** no han metido una sola acutualizacion que valga la pena
en fin juego Muerto
Raw power costs so much to achieve 30di. If u think xelor abuse it just nerf xelor rather than the sublimation. Unreasonable update, unreasonable thoughts, have u ever played this game ankama developers? Have long haven't you join a dungeon above 200 lvl rather than pvp and pvp and pvp??????
It should be that, some classes can make best uses of some sublimations, some other classes can make best uses of others, rather than just eliminate the differences of all classes! You should provide more choices, more contents rather than just nerf and nerf!
Do you know how much resist and mastery you will lose if you choose a gear with wp at lvl 200 above? Nearly 100! 16di will make the sublimation totally a waste.
Hi! I don't know if this is the right place for a suggestion.
Since you're working on interface and Fighter Sheets, I would like to recommend to finally add a Lucky Seven counter for Ecas. Basing on the little I know about programming, that wouldn't be a big deal to make.
It's uncomfortable to keep an eye all the time on the Information Channel (green channel) or keeping a count on how many cards have been used before the deck shuffles, more than being attentive to the fight as such.
Thank you :c
If sadi dolls is a menace at low to mid levels, why dont it just nerf the low to mid levels dolls, the scaling can always be adjusted like (fertiliser can only start to be used on 2 targets at lvl200+). Late game non-UP dolls practically does little and dies easily even with 85%+ res, making pure doll playstyle obsolete. Having 2 dead turns at the start at end game dungeons is very brutal, and even when UP is out, its not like it will actually out do the other classes in terms of heals and damage to compensate for the 2 dead turns. Technically forcing sadi to go poison build + a lil bit of doll gameplay. Since dolls (the identity for sadi) is not really viable after update, making osa the only true summoner class. Eh just my 2cents. Nerf the dmg all you want, but 2 dead turns at the start is not ok at end game dungeons.
This. Because at end game content you have to put a lot of effort to keep your dolls alive, they get swooped quite fast both PvP (Enemy just had to make sure Sadi couldn't do their whole set up) and PvM the mobs just melt your dolls away and they're not that strong compared to mid and low levels where they were yes, a bit too strong. Won't deny that. But now the whole doll playstyle seems just gone. Its not effiecient anymore. Players say to swap to poison but thats simply not the playstyle I enjoyed as a Sadi. Now I just feel like I wasted all my time on leveling this Sadi, spending so much kamas one every bracket and to top it of... ele con, I just managed to get that with my last bits of kamas ._.
Tad bit, no, quite demotivating Ankama...
Would be nice if you guys could let us keep the doll playstyle and just figure a way to nerf the dolls in early-mid levels instead to a reasonable way where the doll playstyle is still effecient but not being "overpowered".
as a main Sad, i'm just sad,
rip xelor, and the brainless class is the first to get a buff,
gg ankama, at this point you guys are just trying to make people flock to dofus or anything else
That "brainless" class needed a buff so badly. More than deserved. And im sorry but im glad your class as the Xelor one got nerfed, more than deserved as well. If you cannot understand this switch to dofus or just go to anything else as you said, easy.
The developer is just wasting the last valuable bit of former designers
Just spend all my kamas on Ele con for my Sadi, you ought to be kidding me LOL
I'm not in the mood to grind kamas for ages to get every bracket fixed (Especially as an Ogrest player)
I think I'll have a long lasting break, and maybe a return at some point.
zriy#3859|2025-03-26 13:36:10
You are ignoring some facts.
like:
Why you play the game?
Why you play your chosen class?
Those questions are important, and more vauable than: "how can I make 65kk every 80mim?"
If you are playing just to be always making profit, then you do not have any reason to complain about the nerfs. You will chose the next overpowered and most performant class of the current patch and will still make your extremely desired profit.
The chose to play a class with a specific sublimation will be of less importancy if you answered true to the last statement.
Most people play MMORPGs to progress with their characters. That’s why there are multiple difficulty levels in dungeons, better drops, and stronger gear. I don’t really understand your argument here. It’s not fun to spend so much time on something only to have it reset and be forced to start over again. Especially in a game this grindy. Feels like you wasted all you time building your set just for it to become useless. That's no fun. Not everyone has that much time to do it all over again... nor the motivation after they worked so hard for things.
This is the last straw for me, I'll be leaving permanently if this patch goes live. I feel like they don't really respect the player's time at all. 3 of my classes got hit hard by this nerf specifically through the Elemental Concentration sublimation. All that time and effort down the drain along with millions of kamas with no consideration towards players before applying changes. I'm sick and tired of re-grinding kamas and gear every single time they try to "fix" something in the game only to break another part of it down the line. It's worse in mono servers too because of how bad the market is right now since it's hard to sell things and the prices are dropping consistently along with the usual undercuts.
This will also cause more class discrimination, as if we don't have it bad already. Sadis and Osas already literally can't play with the same class as them, or even if they do it's really rough because of the drawbacks and now with Ele Con nerfs you won't even probably be considered as a proper class because you're nerfed to the ground. If these changes are based on the PvP side of things then that just adds salt to the wound because I don't care about PvP at all but if that's the reason why these classes are dying and feels bad to use in PvM then you should start putting a different balancing system for PvP specifically. Also on top of all of these things, stuff that should be addressed like Masq WP issue, Sram and Iop's very very very late reworks, etc are still out there? But nah, let's just kill these classes instead that will make players quit.
I love this game but unfortunately this is really a sign to drop it, have fun with Crafu since that looks like it'll be the next strong thing after reading this patch and no way in heck I'm going to waste my time making one because it'll probably be nerfed anyway and just repeat the hellish cycle. My friends quit because of the same reason too but I stayed to give it a chance only to get slapped by the same thing, I guess my friends did the right call after all.
I agree is crazy if you think. They think is normal do do this changes wasting so many people time, i think they have no clue how much time takes to build 1 char perfectly is ridiculous what they doing, instead nerfing classes who should be nerfed they start touching stuff what should be left alone, aswell balancing chars when sram still need stupid control what been removed from classes 2 years ago for me is just crazy
What wrong does inflexibility II do? Inflexibility II costs so much in gear selections. Now it will be totally a waste.
Fist of all, this is too much nerf for the xelor, but also what does localized damage means?
Basically, it means it takes rear damage.
Hello,
For your information, there has been an update on the beta today. You can find the changes here :
Click here
Have a nice weekend !
As a Cra main, this is all fine and great for Cras. However, you made ST stronger, while you effectively nerfed AoE.
Please revert this change back to the original passive, and everything will be fine and balanced between ST and AoE. Why was Evasive buffed for a compensation nerf to beacons through this passive nerf? 50% redirect is huge in AoE mob clearing.
Kreeeee#8779|2025-03-27 22:08:50
This is the last straw for me, I'll be leaving permanently if this patch goes live. I feel like they don't really respect the player's time at all. 3 of my classes got hit hard by this nerf specifically through the Elemental Concentration sublimation. All that time and effort down the drain along with millions of kamas with no consideration towards players before applying changes. I'm sick and tired of re-grinding kamas and gear every single time they try to "fix" something in the game only to break another part of it down the line. It's worse in mono servers too because of how bad the market is right now since it's hard to sell things and the prices are dropping consistently along with the usual undercuts.
This will also cause more class discrimination, as if we don't have it bad already. Sadis and Osas already literally can't play with the same class as them, or even if they do it's really rough because of the drawbacks and now with Ele Con nerfs you won't even probably be considered as a proper class because you're nerfed to the ground. If these changes are based on the PvP side of things then that just adds salt to the wound because I don't care about PvP at all but if that's the reason why these classes are dying and feels bad to use in PvM then you should start putting a different balancing system for PvP specifically. Also on top of all of these things, stuff that should be addressed like Masq WP issue, Sram and Iop's very very very late reworks, etc are still out there? But nah, let's just kill these classes instead that will make players quit.
I love this game but unfortunately this is really a sign to drop it, have fun with Crafu since that looks like it'll be the next strong thing after reading this patch and no way in heck I'm going to waste my time making one because it'll probably be nerfed anyway and just repeat the hellish cycle. My friends quit because of the same reason too but I stayed to give it a chance only to get slapped by the same thing, I guess my friends did the right call after all.
Kinda makes you wish for a rework to Sublimations where they were passives that you could unlock with points (perhaps a skill tree) or worked like Decorations from Monster Hunter where you could take them out and swap according to what you need so when devs nerf/rework/balance them players don't get hit too hard by the changes and could adapt if needed because yeah, rolling rockets on multiple pieces of equipment to get very specific colors, order and number of slots to finally apply a sublimation that YOU WILL lose in the process just for changes like these to modify the way they work might frustrate some people.
The game has been improving with a lot of QoL changes and I do wish that some day the Sublimation/Enchanting system gets a rework to avoid these situations and for the sake of theorycrafting and building the character you want in a more fluid and elegant way (instead of farming, depending on finding a team of 6, buying 2 BP for a full team instead of having the option to use a 6 heroes BP for 1 account, etc)
I don't understand the nerf on Inflexibility II, for me it's a big problem now playing Elio neutrality at 200, it means that to go and recover some damage you have to change half a build just because they decided so. This thing doesn't make much sense
Ankama, you need to understand this is not touching class this is wasting people time, my main character i grind vas amount of time to have all bracket set, with this change you basically waste not day of grind but years of my grind, that wasting players time directly, if you really thinking this is a good idea i honestly don't have a words to say. So many player will quite the game just because of this… when game is already dying because of decisions you make when u don't listen players, i test new elemental concentration on every class i play with it and all of them will need to be change all full sets to work again, do u think this is normal? I would understand if the game dont need to grind for years to build ur character and u change it. But this is straight up madness
Here we bury all the neutral builds in the game once and for all.
Well, I won't be hypocritical and not accept that elemental concentration and alternation are broken TOGETHER, but it kind of doesn't make sense for me that elemental concentration doesn't give elementals...
So here's my question to Ankama, SERIOUSLY, have you tested Elecon with other effects? I was thinking, how about giving 20% of the character's initial base mastery at the beginning of the fight and that's it, and the huppermage's heart also changed to 20% of the initial base of the fight?
What does that change? Well, I'll answer this: if the character starts the fight today with 5000 mastery, he goes to 6000 and in this the huppermage's heart comes in giving 20% ON the current 6000, then comes alternation entering with +20% on the current stats (this is a calculation error that is breaking the game)...
My opinion would be that the heart, elecon, inflex (anything that involves elemental mastery) should be based on the INITIAL FIGHT base... Let's take the case of the huppermages who, from the initial 5000, would go to 6000 mastery, and with the heart to 7000. For the hupper this is good, since he wouldn't fall behind...
Why would it be worth it for the hupper, and not for the others? Well, today a character specialized in melee or ranged can get at least 7.5k to 8k mastery at 230 (a well-built build that makes 230 s3+ content), and the hupper reaches this condition with elecon and heart, the other classes don't have the heart to enhance this.
Conclusion was what I thought about a last gasp for the people who dedicated time to building neutral, and it would be enough to just change the calculation formula of these sublimations so that the effect doesn't get out of control, another thing I thought about it is that Alternation and Alternation 2 really break the game acting on the current domain, for that they could continue with the current effect of Alternation and Alternation 2 as in the beta... the fact is that no one will play neutral anymore, if the class is not insanely strong for it (which is not the reality for the hupper) and the shadow nerf of other classes (like Osamodas/Huppermage). It might be dangerous for steamer since the class has received several buffs... and others haven't, I hope they review it or open the test with some new changes for us to test. Since the class they abused was nerfed directly in their skills and alternation was modified...
This is not a cry, it is just a note saying that NEUTRALISM IS OVER, I will only need to change 3 equipment to change to specialization, and continue...
EDIT:
They could make Hupper's Heart deal 30% to 50% damage... this would improve the damage of the neutral nerf... since classes in their natural buff activating the class mechanic gain 40 to 50% damage...
As for Osamodas, make some sublimations work in favor of the summons (it would have to be done with some that are used to it and are going through difficulties), since Osamodas is 90% of the time a support/flaming.
~~[Fixed: Added to that fancy egg machine] First a question, where on the Beta do I get Transformirrors for the testings? I've been unable to find them yet.~~ As for the testings...
[Trivial:] Title sorting by color or something would be welcome.
[Trivial:] From the Quest Items tab the option to access cosmetics, shatter (obviously) and demonic pact is deactivated. Intended?
Unable to Right Click on cosmetics for displaying their item description.
Unable to Alt + Right Click on cosmetics for showing-linking them in chat.
~~- [Fixed:] Unable to type at the Modify ensemble for changing name. Same problem at the market board for searching for item names to create an offer.~~
Post 29/09/25:
No pet preview available. Animations, mount and aura work in the preview.
This has existed for a while in live server too, some head equipment has weird interactions with the characters heads:
-- The Scarecrow mask removes the male Ecaflip ears (no idea about the female one) and the female Sadida long wild hair (but not the same hair on a female Sram).
-- The panties remove the long wild hair on a female Sram (no idea if also on other female hairs).
-- The Thrown-Together Castuc Costume with the Hide Hat option makes the female Ouginakette muzzle disappear and become some weird human mess.
Epic and Relic sublimations cost a lot and affect character building significantly. I feel really sad seeing those changes.
Ankama should be really careful about balancing items when people spent literally months to obtain their items/sublimations.
Hello,
I wanted to share some thoughts on damage oriented epic and relic sublimations. It feels like the goal is to turn most of them into a conditional 20% bonus, probably with the idea that making them similarly powerful will create more build options. In reality, it makes the choice pointless, people just pick whatever already fits their build. I believe what we need are unique effects for most of them (or at least add a varying damage bonus to most of them).
On a side note, I am appalled at the decision to even consider these changes to sublimations. It would be bad enough for taking place a year and a half after launching the Ogrest server, but even worse, it's 6 weeks after releasing the 245 update. If as Siu said, the sublimation changes cannot be cancelled, then you were already aware of this by the time the 245 update was released, and yet nothing was mentioned. Huge slap in the face to your playerbase.
I support the balancing efforts, but the proposed changes aren't fair.
Saquen Wakfu 2
Rogue's Powder Wall still do not work correctly with bombs that don't crit. Bombs that don't crit lose 2 levels instead of the stated 1.I kindly ask for the 5th time to fix this so i can enjoy the class
The bomb spawned by Blunderbuss doesn't interact with the Passive "Pyrotechnist" at all.
On the stream that happened today, the topic of subli accessibility was touched on, I just wanted to leave this suggestion:
It would be very nice if sublis were upgradeable like equipment, it's legit one of the worst feeling ever finishing up a 3 stele run on a dungeon that took an hour or more, and seeing just green sublis dropping. A way where we could upgrade them to mythical and then legendary would be massive for their acessibility honestly
That being said, I'm not against their droprate being enhanced too (or both )
The new interface is much larger than the old one.
I'm currently using the UI at 80% scale, and it still feels twice as big as old UI 100% scale.
It takes more effort to visually navigate the item inventory, and it also becomes more cumbersome to move items from the end of the inventory to the other side.
Therefore, I propose adding the ability to horizontally expand the item inventory in the future, so that players can see all items at a glance without having to scroll.
Firstly, thank you all for the efforts you are doing, bringing us new QoL features, improvements, and content to the game we love.
As a daily player of the game, there are a few points that I find really frustrating in the new interfaces. I originally didn't want to say anything as to not be ungrateful, but I realized that it wouldn't be a good idea to not give my input during the development. Then I might regret not doing so when it is too late. There are a lot of positive things that we have, but I want to highlight the frustrating part.
During the Ankama live last week when presenting the interfaces, I understood that the design team vision is for us players to open just one interface when we need to do something (I heard it mainly during the discussion about the enchantment interface.).
My issue with the current interfaces that already reworked, on their own they would have been great, I wouldn't have found any issue even if they were full screen. However, I believe many of us often use many interfaces at the same time.
For building, the old interfaces were frustrating to use only when creating the build itself, having to open 3 interfaces. However, it has the positive side that it worked so well with enchantment and market, which we regularly use together, and it was minimalistic. The rest of the process was smooth.
I feel like the new interfaces are designed for ideal scenarios, as there is a disconnection between how they function, and how we want to use them.
With the new interface, creating the page is so easy, but then the frustration begins, it feels clunky to use the build interface alongside other interfaces. Typically, when we want to make a build for a character, we use the builder, the market, and enchantment at least. Sometimes we open more when some items we want are craftable, or we want to upgrade mythical to legendary. It's not the norm, for us to ONLY use one interface at a time.
The process usually involves buying items from the market interface while checking our inventory, our build page what we have equipped, the recipe popup. Then we go to the enchantment table, we open inventory, enchantment and build to manage the rolls, depends on the luck of the items we have and how we can place the sublis so they fit on the items as often we don't get the exact some placement as planned... without mentioning that we can't drag items directly from our build to the market search or to the enchatmenet table, we can't click on the market or table while we have the build open, the interfaces keep hiding under each other…
I tried lowering the size of interfaces, but then it looks blurry, kind of blur that hurts the head when looking at it. At this point, I am unsure if I would prefer the old interfaces or the new ones. It's like we lost the positive points we had with them. It's sad, it feels like we are forced to adapt to the new interfaces. I honestly dread working on my builds now because I know it would take some frustrating hours to handle all.
PS: for enchantment, I find it unfair that sacrificing a non id item gives the same amount of charges as an item that was previously id.
Thank you for your time reading this!
Kind regards,
Lightus
Scaling is the number one issue with the current interface. While it is beautiful, opening more than two instances of any of the revamped interfaces makes it difficult to do anything else. Window management becomes a challenge, and a slight reduction in scale or some other adjustment would be beneficial.
Quests with image banner in the "World" quests list:
Ereboria
Huppermage School
Mineral Tower
Miniarch and the Archies
Otomai's Disciples
The rest either don't have, or are not displayed, or I haven't reached that part of the game yet.
Quests with image banner in the "Mount Zinit" quests list:
Astrub - Prologue
Nations - Chapter 1
Nations - Chapter 2
Nations - Chapter 3
Nations - Chapter 5
The rest don't have, not displayed, or not reached yet.
Others:
Heritage section empty. Both for All, To Do and Finished. Intended?
"Guild of Hunters" section appears as "!content.61.520!".
"The Present - Chapter 4" should be "The Voyager - Chapter 4"?
I love the new UI, but I have just one minor feature ask - would it be possible to support pinning of in-progress achievements, much like for quests?
Sometimes there are achievements that I am actively trying to complete and thus would like to keep a good track of my progress, but going back to the logbook and re-finding the achievement every time can get rather tedious.
Class Balancing
The change to Advanced Geology passive seem overly nerfed. Not only does it now cost 2ap to move mines but the ap refund for moving mines has been removed. This essentially tripled the cost of excavation which hurts support enus more than dhrellzerkers. Please consider keeping the ap return for moving mines if you're going to raise the cost to use that passive.
There are several passives that are practically unusable or pointless which could use some adjustments such as Pince-Nez which removed the ability to recover wakfu from treasure on a class that uses a lot of wakfu. Or Asynchronous Swap which copies distance into melee when in furry mode but your spells have only 1 range...What? Who uses these cause the negative effects negates the use of the passive.
Doing some quick tests with Fogger in beta and have to say, I really like the changes here. But I have to point out something really obvious: the turret spell is too limiting to use with these changes since it's still locked into 2 times per turn. Sure, the opening with 2x cast turret is still fine, but where things become annoying is late turns when you're typically running 2 turrets and need to reposition them often (with the new turret spell, that's just divine since it's a lot simpler).
But with the nerf to Mechanical Substitution, you can't really reposition the turrets as well anymore. Like, pre-nerf it was really easy to just swap places with water spells (sure, it was expensive in terms of AP, but you could do it as many times as you wanted). But now it's too limiting since the spell (turret) needs to also be used to heal the turret and level it back up after the move.
Maybe get rid of the cast limit? It's rather easy to balance the power here by just getting rid of the AP refund you get on recast. It's not like we, as a class, lack the ability to regen AP anyway, so it would be a good trade, or at the very least, give us 1-2 more charges to the spell.
Going to need to do more dapling with the changes, but I already have an idea of where to move my build. I'd just wish the turret spell was more flexible to use since now you kinda can't heal the turrets and move 'em in the same turn anymore (kinda can, but it's a lot more demanding on an already demanding and complex class).
Bit rambly here, sorry 'bout that!
P.S. Really think the penalties on the sublimations, like -20% DI punishment, is really nasty and it's basically just a HARD nerf since we have to use DI% sublimations already. So that 20% on certain sublimations basically wipes the bonus from other sublimations as well.
Basically, they're becoming downsides that can't really be used since the upside is not worth it.
Raw power had it coming, but please, please PLEASE don't go through with these negative DI% additions on sublimations. There are other ways for bringing them in line power-wise.
Hi there, as a quick disclaimer, im yet to be able to test the changes myself, since my internet connection is not quite fast, so things that would require testing for me to discuss about further will be marked with * as in subject to change.
now with that said, about the cra changes, i think they are generally possitive for the most part, evasive triggering at the end of the turn puts the control of the passive mostly on the hands of the cra (a bit too much in my opinion). this also indirectly buffs many aspects of the class, such as:
-WP regeneration is more consistent
-Precision generation is more reliable, allowing the user to reach certain thresholds more often
-Evasive no longer is hard countered by every summon that spawns or gets near the cra before they can play
-Passives like Lone shooter, Firm stance and Specialized scout are much more appealing
this change, together with the spell descriptions and making evasive easier to get at the start of a fight and to keep, puts cra more in line with the idea of them being "an easy to learn damage dealer for everyone", i do have some concerns however regarding the change...
Evasive is built around the threat of loosing it, and with it being easy to keep now as unless the player and or the foe is stabilized, keeping evasive will almost always be one roly-poly, beacon sneakin, or retreat arrow away*
evasive if this change gets through as is, will now become a pasive thats low risk, low reward, reasonable at the end of the day and much more acceptable than current evasive, being a high risk, low reward passive, my worries are balance-wise, specially given there is some intent to improve wakfu's pvp, because it would mean evasive would become one leap away from becoming maybe unreasonably strong perhaps? as keeping a cra in place may prove challenging for some, but then again, the bonus evasive gives now is not so great as to be a great cause of concern.
i also would love to test out a few interactions now regarding evasive and some pasives, as it may take away from the sidegrade aspect of them, they are meant to have downsides after all, and this change indirectly buffs a lot of cra just by itself.
I guess after 2 years, this was actually draws a little smile on my face -w-
I probably wont go into every class change this patch, just the ones where I feel like I can give my opnion on. Assume that anything not mentioned here I either don't care for, don't feel like I know enough to give my opnion on, or don't see a problem with.
Classes:
Enutrof:
Excavation and Advanced Geology:
I don't like the changes to Excavation, as another player mentioned, this will hurt a lot more sup enu gameplay, which already feels like wasnt really "the problem". In theory I'm fine with losing the AP refunds, but I think the changes made to accomodate this were a bit too much. If we don't want to spend double to move mines around, our only option is Meteor, which was also nerfed to 1/target.
Since these changes can make "stranded" mines a lot worse for the Enu, as you either pay double the previous cost or risk it being LoS blocked, I think that an effect more useful for a support oriented enu tied to the Seismic Riches would be nice, as it would be a way to delete all mines and have an effect that isnt "wasted" on a non-damaging enu.
Debt and Credit Interest:
Playing either as sup or dmg, I feel like there was no reason to not use this passive. However, I don't think the proposed change is useful at all, specially considering Treasure management feels pretty okay already, I don't see myself equipping this passive for either support or dmg enu.
Since we now have to wait for a turn for the -100 res, I think tying this effect to this passive would be a bit better. Why not make it so that this passive is what creates the 1 turn wait, but makes it remove -150 res?
Overall I'm fine with the -150 res being gone, not the greatest fan of the turn delay on debt though. Still, even if those things are kept the same, I wish at least the passive it replaces was a bit better.
Sadida:
Accelerated Growth:
Man 2 extra AP? I felt like the passive's negative side effects were a bit too soft, but I don't see myself using this. Maybe if the upside was a bit better, like 2 or 3 extra? Not to mention that this also applies to Trees too, which have no benefit from this passive.
Dolls:
Greedy got it's final power output literally halved and I'm not sure if that much was necessary. I'm aware that the Greedy is an absolute powerhouse on lower levels, but maybe just keeping the 33% nerf would be enough.
With the Inflatable, I'm fine with the 5% DI reduction, but I really think the healing didn't need this much of a nerf. Maybe numbers indicated something else, I don't know.
Fogger:
Turret, Ambush and Switching:
Bangeur changes, this is great. Not needing WP feels like the biggest win, but more range and not needing linear cast is great. The inclusion of the passive to remove its LoS but keep it at linear is also great, overall really love these changes.
New Ambush also seems really good, ways to multi-proc the turret shot is something that has the potential to change up Fogger's gameplay a lot.
I give my opnions on this as someone who mostly just plays support Fogger, even though it struggles less with turret issues since they are tankier, these changes are gonna make the gameplay a lot better, hell yeah.
Reinforced Armor Plating:
That's a much better negative contraint, will feel much better to use this now.
Hot Wheels:
Another much better negative contraint, I know this was defended on the past but dealing damage to yourself and allies always felt bad, now this looks viable. Even though I probably won't be using damage Fogg, the ability to multi-proc the Tower and this are making me reconsider :eyes:
Xelor:
I feel like theres people more experienced by me to give their opnions on Xelor, though I am on the side of people that thinks Xelor needed a nerf, I'm not the right person to assess it since I dont play the class.
Sublimations:
On Mastery Multipliers:
Being honest, I don't mind seeing them gone, but looking to the side of those against the changes, I can't pretend I dont get it.
My biggest issue with it really is the fact that I feel like for a long time the power of epic / relic sublis are feeling weak compared to normal sublis.
See Neutrality III vs Inflexibility II = 24% DI vs 20% DI = Normal vs Epic
I say this but seeing as Raw Power was heavily nerfed this patch, I don't doubt we're gonna be seeing other sublis nerfed too (coff coff Blood Stains).
The general point maintains, the replacement effects definitely feel way too weak. I didn't personally do the math, maybe you guys did, but I kinda get the feeling that it seems like no epic/relic subli even seems "worth it", and I dont even just mean these nerfed mastery ones.
that's right i don't understand why subli epic can be weaker than subli legend and the most obvious case is that neutrality 3 is much stronger than inflex 2. this is completely unreasonable compared to the amount of money you spend to create them
Why the limitation to the mechanical substitution passive on the fogger? The passive was only needed to move the turret in situations where the support classes couldn't or when playing solo and was good how it was.
The Class Being able to do AoE damage is what makes it useable, not saying that single target isnt just as good or less in fact its better when dealing with 1 mob (lol), the fogger already suffers from not having access to as much subs as other classes do (Raw power, blood stains, profit, featherweight, Secondary subs, Delay and few other) being able to do reliable AoE damage similar to the cra, osa, feca, and ougi is what makes the class a good pick for players at this stage in the game.
Though i do see what could be good with the changes majority of them make the class depend on supports even more such as the switching passive removal along with the additional change to the Hot wheels Passive (i feel like these were intended to nerf the class).
Hot Wheels: I See that this passive isn't used like ever and buffing the damage output could draw more players to it but then again making rails cost SP is a bit warding imo.
Switching: I see this as the joke since the turret not requiring line of sight was a good if not needed a add-on to the foggers base kit as like i said the class already had problems with protecting the turret while dealing good damage in solo content such as rifts and made the job of supports a tiny bit more manageable.
ill save the rest of the rambling for a later time when its more set in stone.
Hello,
Thanks for your feedback. We'll be looking at some of our changes to tweak or even cancel them. However, the spirit of the general power reductions linked to sublimations or Xelor spells, for example, will be kept.
The idea is indeed to nerf it, and we believe that Xelor will remain a class quite on par with the others.
Here are a few changes we can already tell you for the next Beta (there will be more):
I understand that some of the feedback expresses concern about the length of post-update fights. It is true that a global power reduction for most comps is to be expected with this update.
That's why, to accompany the power reduction on sublimations and certain classes, we're going to reduce the HP of monsters and bosses above a certain level (let's say 170, we're still in the process of studying this). This would be a progressively greater reduction, and it should be implemented with update 1.87. The idea is not to halve every mob's HP, but to have a tangible reduction (at least 10%).
This will allow us to maintain effective classes even after the nerfs, but also to boost all the game's classes by making fights more accessible.
In conclusion, this will be a first step in narrowing the gap between highly optimized players and those still progressing.
We understand that the efficiency of your classes is an important part of your gaming experience. We'll continue to make moves in this direction if necessary.
Thank you again for your feedback. I'm glad you were all constructive and thorough with your analysis. I really support having this kind of feedback, it's great reading this even though we can't always fully agree on everything.
See you soon for the next Beta updates !
Siu.
Please keep the changes the game need a ballance about the xellor and sadida at PVP. I'm so happy about devblog. Great team! i hope wakfu still improving a lot.
I appreciate the changes made to the Foggernaut, especially the improvements to the Turret’s usability and the buffs to certain spells. However, I feel that Ambush could better live up to its name and provide more strategic value if it functioned differently.Right now, Ambush is primarily a repositioning tool, which is useful but doesn’t fully capture the potential of an ambush-style ability. Instead, I suggest modifying it so that it triggers an attack when an enemy steps onto a marked space. This would allow for more tactical play and reward smart positioning.
This change would reinforce Ambush as a trap-style ability, making enemy movement a key factor in combat. It would also give Foggernauts more control over battlefield tactics and make Turret placement even more impactful.
I have been a cra main since a very long time in wakfu (through the ups and downs) i think cra changes are definitely a step into the right direction.
i would like to see cra worked on even more and im not even talking about a full rework but a few changes could make cra much more efficient and more of a valuable member in team comps
i think the evasive changes were definitely necessary as it made cra pretty frustrating to play... i would say it contributed alot to making cra "feel bad" to play for me
another aspect i would like to be adressed is the wakfu point consumption as cras spend way too much WP to be just "ok" compared with the other classes. it feels terrible to play cra in a long battle and you basically just sit there going like "welp cant even do my rotation because i ran out of wakfu points already" i think roly-poly is too costly when hupper can basically get a free teleport which is more flexible and better another aspect is the beacons i would love if consecutive use of beacons makes them cost more rather than it immediately costing 2 WP with the passive (maybe 1 wp for the first one then 2 wp for the second one etc). i do think cra AoE is strong and doesnt need to be exactly buffed however the single target capabilities need to be worked it to make them more useful during boss fights
third aspect i would like to see changed is cras always seem to be hitting allies at this point and in no way that fits with the class motto "Pride and precision"its almost like a running joke now in my guild that all cras do is hit allies. this hits on my last point either make our single target better or have us find a way with AoEs too. I feel like that would fit the class theme way more. if cra is all about damage and zero utility then make it better at that! otherwise give us more utility because we barely have any as a class.
I really hope some of these points will be taken into consideration working on cra in the future ~ its been ignored for too long.
Pretty happy to see the new changes (March 28 changelog) in cra while they nerf the T1 potential they addressed alot of issues i mentioned here it will be interesting and would be happy to give it a try !
the evasive change ! best change for cra and its less punishing now which makes it overall a better passive suited for battle.
Beacons now costing less WP and being able to get beacon without spending much i find it to be a very good change for longer battles ~ while this nerfs T1 damage potential i think it also adresses cra being "too op" for farming which might be an overall good thing but we are going to have to see
Lashing arrow and static arrow changes i find to be good. I still find the air element a bit lackluster and weak though
Flurry immediately giving us luminous Arrow arrow is perfect and needed
the passive changes are interesting. my favourite one is the beacons not hitting allies and being able to cast it without LoS. Another interesting one is making evasive trigger when NOT isolated. I like the direction they are going with this but further testing is needed to see how it really works out
The Sadida's Greedy needed a Nerf and it's strange that the Sacrificial will remain as it should be. The Inflatable not so much, you could twerk the base Healing not directly a Nerf. Make the classes be competitive on their role not be better. Otherwise everyone would just play the best one [See the Ladder how it is polluted with the same characters and wonder why.]
Xelor it is and will be strong, y'all can't even see the issue because it is normal for some reason to 100-0% HP a couple of mob or Boss. Would be ok if it is only one, not the entire room. Unbalanced design need to go but not with this approach where the Dev Team try to "Balance" a thing and then decide "Uh yeah, let's even Nerf other things like Sublimations." They're already weak and underperforming, make the others a better choice don't touch things that just works. You want an healthy playstyle, you don't broke the entire itemization because it was "strong" nerfing it by 5% or even applying a countereffects. I guess Unraveling changes will be the next to be targeted and Ecaflips too as they will probably take the next turn on the best DPS around when Xelor will be Nerfed.
Those "Must having a Malus to compensate" thinking need to go. I wanna play with my variety build without having always a malus, passives included.
Cra is finally having a QoL, now put the Luminous Arrow on the third bar being an active unlocked at the fight and i would bring back the Poisoned Arrow, why it has even scalded lvl 4 if it doesn't even have a indirect damage? Also beacon for some reason being direct hit when they're mechanism is quite fun to think.
Foggernauts (Me included) are in ecstasy on those changes. But the problem will always remain the 200% damage received on the summons at S5 and plus (Also 400% even on higher stasis).
At some point Greedy spell does more damage than Sacrifice one. So I totally understand why they nerfed it. But they nerf it A LOT.
The nerf to the Inflatable healing is stupid, it wasn't that high to deserve a nerf, It was just an auxiliary healer or it was just used to give the damage bonus, it wasn't good for healing actually, so I don't understand that nerf.
I alredy commented in the previous forum, i dont usally comment, but i see that it is important, in the change they made to the sublimations, especially the one elemental concentration, because it changes a lot, it is not a nerf it is a change that changes its usefulness and conformation of the set, which will cause a drastic change in the economy of the game, and that in general affects many races, especially the huppermage game, i ask please; reconsider this change, at least with the elemental concentration subli which is the most affected by the change, as i mentioned it is not about the subli being weaker, it is about the fact that it changed completely, and it no longer makes sense in many conformations with sets that were made around that subli, please; i beg in case an ankama moderator reads me, consider what you are doing with the subli.
Hello,
I support the direction of the proposed changes, but I have concerns as a Huppermage player. I believe the class has been caught in the crossfire.
Elemental Concentration is currently a popular choice for Huppermage, but has become anti-synergistic with the proposed changes. The changes force the class into a single element playstyle, contradicting its core design. Worse, the only viable option is to use the heart of the already strongest element, limiting both versatility and mastery gain. This is a huge issue — especially since Elemental Concentration is the rune many of us are already using on our characters.
I understand that the goal is to make elemental builds weaker, but Huppermage already struggles with damage output to compensate for its flexibility. To prevent an unnecessary nerf to a class that, while popular for its gameplay, is not particularly powerful, please consider: alternative nerfs to Elemental Concentration, direct buffs to the class, or a blanket buff to elemental mastery on items.
I appreciate the effort put into balancing the game, and I hope Huppermage can receive the attention it deserves. Best of luck with the ongoing balance changes.
Accelerated growth giving Seed a 2 ap cost seems miserable, I can't imagine I'd use it if only to save my own mental. Something as tame as placing down a tree becomes 4ap/2wp when used with this change. That said I do think that accelerated growth wants for an additional downside. My suggested alternative would look something like this:
Accelerated Growth
At end of turn, dolls gain x additional level(s) of Nettled.
At end of turn, dolls lose y% health per level of Nettled.
Nettling consumes all levels of Nettled.
The aim would be to have the passive encourage treating dolls as waves of power instead of a slower scaling persistent value. I suppose a sadida could use resources to mitigate the health loss but that becomes their own prerogative and could be its own interesting decision to make.
Additionally I'm a bit apprehensive about the change to the usage limit on fertilizer, this seems to negatively impact some of its more tame utility elements when endeavoring to curb the power of an early ultrapowerful. I'd prefer to see what the Fertilizers extra levels of Nettled being applied at the end of the dolls turn does to the average players first two turns before anything else.
I'm indifferent about the rest. I do not envy Ankama when it comes to balancing tools that have perpetually scaling ap efficiency, such as dolls.
I believe there is positive intent behind the changes happening to the game, but I can't not get upset when massive changes like this are made in this way.
It can take months to finish a single build from a single bracket and this is not a game where you play only one character, much less only one bracket. When you make massive item changes you are undoing all those months of work from any player that used any of them.
In the 2 years I've been actively playing this is already the second time something like this happens with just a month's warning. Last time it was so devastating I basically only stayed in the game because while I was forced to take a fresh start, there was also a new server coming out, where everyone else would also be starting from zero. This time it doesn't really affect me directly, but I'm almost more upset now than I was before, because It's starting to look like this is going to be a regular thing. This being a regular thing makes it so investing my time into learning characters and/or building them is completely pointless since there is no permanence on the rewards for my investment.
I have the same issue with class changes. I don't play any of the recently reworked classes but I thought it was great that Eca, Sadi and Eni were very strong, and hoped to see coming reworks follow a similar pattern of interesting class mechanics and power. Instead of that, these classes have been getting nerf after nerf for some patches. Now nerfs for Xelor, and seemingly even more nerfs coming for Eni?? I refuse to believe these classes were introduced in their great initial strength without the developers being aware of the power difference, so the situation clearly resembles that of other lost games, where the balance team is just moving sliders up and down, toying with the playerbase, telling them to look a certain way, then another, to make it appear as if interesting things are happening. I have left games over this, I'm tired of fake improvement bullcrap. Decide on a meta and keep it. The game is big and long enough for there to find value in playing everything in a static meta.
"It can take months to finish a single build from a single bracket and this is not a game where you play only one character, much less only one bracket. When you make massive item changes you are undoing all those months of work from any player that used any of them."
I feel you on this on so many levels. I invested so many kamas into certain builds just to see classes completely swap around again and make their gear, well, useless now. Since the class is pushed back to what looks like buffer/debuffer instead of summoner DPT and some SUPPORT on the side which I builded upon. (Speaking about Sadida here). This is quite annoying. I need to change every bracket, nor is this the class anymore I enjoyed playing.
Guess I'll have to start overnew again with a new character and class to find the class that meets my playstyle...
Tad bit demovating, honestly. Especially since its a whole grind.
Yeah it's a big pass on me ever using accelerated growth if it stays like this. In general sadi seems to be reduced from a summoner to a simple buffer/debuffer was it as before the rework. It went through a rework just to return to how it was previously.
its sad that dolls get nerfed a lot, its hard for sadida player to keep their dolls alive in higher content dungeons already. it would be really hard to summon ultra at this rate, as they have very low hp and easily get killed even at 85% res. i dont mind the damage and healing reduction but atleast give the dolls a higher hp to tank hits from high level mobs.
elemental concentration is such a bummer too, why change something to a completely different usage? you could have just remove some percentage on elemental increase instead of changing it to damage inflicted. these type of changes will kill marketplace.
i saw a sadida solo s3 primount dungen, and i saw the play with posion, he single handedly took down all the mobs in just 2 turns with this play style, it's crazy, while a team of 6 even took 6 or 7 turns. sadida is still too strong with the play style using poison
We all agree.
BUT WHY the F*** they nerf the other playstyle that doesn't work in high lvl content? Dolls are useless because the health is so low and even with high resistances the dolls are too squishy.
These nerfs only makes sadidas prefer to run poison instead of dolls.
It doesn't make any sense.
Please revert the change to Fogginator (As of the April Patch) the fogger does so little damage outside of Fogginator which would already add to the nerfs considering the class already lost 30% base di with the Immediate execution passive alongside the removal of dealing reliable aoe damage, the class is just being completely ruined as a DPT hero. I feel as if the team is taking a step backwards in the overall development of this class.
I understand wanting to nerf the burst potential of classes along side the xelor nerf but when you put all the other things being nerfed (Elemental Concentration, Alternation, Raw Power and a few others i dont find relevant) and adding even harsher nerfs to the classes themselves its too much.
I figured that now would be a good time to bring up that Glistening Halo (Huppermage) could really use a rebalance, since it was left in a sorry state after it's last big nerf. The spell should provide healing to allies in the area, and maybe allow this to be cast on summons and on oneself now in exchange for being limited to 4 marks per team.
Also, I disagree with the walk-backs on Sadida rework.
Keep up the good work
Honestly, I didn't want to write a review.
Xelor community has done a lot of work to make the class better, and once Siu and the development team implemented almost all of our requests for identity improvements. I will never forget it, and I still feel a great sense of gratitude. Thank you so much for listening and improving the identity of the class in many ways, from passives to active spells. I like the interaction of desynchronization and suspension with the dial, the manipulation of the current hour, etc. it adds depth to the class. In the end, the class received a powerful enough refinement for a long time ahead, but at the same time it made it a hate nuisance for some other classes. And here we are at this point. Xelor has explosive damage on the first turn, which allows you to spend less time in combat content (dungeons and especially rifts). And is adding more Xelors to the team really a frequent abuse? Did anyone here look at the dungeon leaderboard? Xelor is not present as much as they try to make it out, and this is a fact. But I will not deny the abuse of more than 2 Xelor. Then what is the purpose of this nerf? Satisfy the players who don't play for Xelor and want to take out their negative emotions on him? It's strange, then we're sacrificing the Xelor community...
Maybe the goal of the nerf is to distribute class damage more evenly in each turn, rather than on the first turn, am I right? Well I did a little analysis and overall, the Xelor class loses 40% fire damage and 45% of the water damage from spells. However, the Distortion received a small buff that compensates for the loss of damage in elemental spells in a sense.
Dial is limited to two Xelors per team, destroying the nearest allied one. It's also a good balance In general, I see that the lost damage in elemental spells can be compensated by the distortion buff if not used on the first turn hmmm
After all, its maximum level now gives 300% instead of 200%
The identity of the Xelor class has not been affected. All the unique and cool spells, as well as interactions, remain here! The only thing which annoys me we realle need Tock, Tick and Tick, Tock passive?
They are just bonus numbers for willpower and damage%, which change cyclically every turn. Is there really nothing more interesting than this in terms of enhancing not damage based gameplay?
Tick, Tock ah here we again. We have already changed the bonus order in some of the beta testing and abandoned it because it conflicts with Cyclothymia sublimation. And here we are again? Seriously? Isn't it time Tick, Tock and Tock, Tick become better in terms of gameplay rather than numbers bonus damage/willpower?
And speaking of sublimation. Raw Power has long been a sublimation for Xelor and also loses 14% damage in the bonus...
So
Considering that the current hour also lost 5% damage in the last patch, Xelor loses:
Is it just me, or is this too much damage reduction? I didn't even consider the loss of damage from Raw Power, but hey
I am glad that Xelor is not losing its identity. You seem to have balanced the explosive damage on the first turn through Tick, Tock, but do we really need such a boring passive? Reducing damage from elemental spells is a bit excessive
Thank you for reading such big message. Have a good time
I can agree that the raw power nerf was a bit too much considering it affects a lot of other classes and it just isnt worth losing 3 WP for 16% di besides that i think the Xelor nerfs were fair considering how overwhelmingly overpowered the class was coming from a PvE Standpoint especially when players can just build 5 of the class and easily run through s3-s4 dungeons in high level brackets without putting in any effort besides the builds.
In current beta, drhelzerker cannot use excavation... is this intended?
For people that play huppermage stop crying You will be strong enough and even more versatile with your sublimations, you're going to still be playing monoelemental btw... but for you it is just a slight nerf, you just have to remove that rune (and I understand that it is a very expensive one...).
The problem is with the summoners (Osamodas and Sadida), Osamodas is having issues and you nerfed the only epic rune they used (It was possible to run anatomie, but now you got that rune too...). There's no other rune for Osamodas, every other one are unacceptable because they don't apply on summons. What works for Osa works for sadida, so you killed the Sadida's dolls. In so many ways....
the changes made to elecon made it apply to summons again, since it now gives a flat 20% DI
I really LOVE the changes to Rogue, the class has soo much synergy between their passives that building the deck is actually so fun, mixing effects according to what you need + the bunch of free actions is incredible. It doesn't feel broken imo since the main source of damage of the class comes from Bombs and the biggest change was their rework to their Combo System which make bombs dependant on the spell they were summoned with to reach high numbers quickly.
Overall, I feel like all the changes were QoL improvements that make the class' gameplay a lot more flexible and creative rather than broken. There is a lot of diversity in what you can achieve with the class now, the spells you can combine, the passives you can mix, the effects you can get (especially MP and moving around the map), the class really stays true to their title.
The new Combo system is interesting because you can do different stuff with it. You can: summon 1 big bomb with 5 combo and it will max in the next turn, you can summon multiple bombs of a lower cost and use the robot to buff their combo to level 5 and they will max all at once in the next turn, and so on. The Boombot allows you to be more flexible on the cost of the bombs you can summon and complement the missing levels with Overload which I feel like it has more value now since the Combo doubles at the start of the next turn so having a lvl 5 bomb is enough since it will reach it's max level later. You can distribute your AP in different ways.
There are some bugs I believe with Pyrotechnist:
1).- When you summon a bomb through Machine Gun the passive doesn't proc resulting in a bomb of level 3, the cost of the spell isn't added to the Combo. My theory is that the Combo is perhaps applied to the cell the bomb was? so when the bomb moves that Combo is lost since the target is not on the cell. Maybe? This also happens with Blunderbuss so I assume that's the reason.
2).- It appears that when you summon a bomb the summoned bomb uses the original cost of the spell to calculate the Combo, meaning that if you cast Crossed Fire to summon a bomb while in Sneaky mode, it will summon a lvl 6 bomb instead 5 (Sneaky reduces the cost of every elemental spell by 1). The powder consumed is also based on the spell's cost in Escapist rather than Sneaky so if you use, for example, Machine Gun in Sneaky it will consume 3 powder instead of 2. Idk if this is working as intended but it would be great a clarification or a fix so it isn't taken as a nerf later.
Overall, I love the changes. As I said, it feels like a QoL update for the class rather than something that would make them broken. Love the flexibility.
this post is regarding the changes announced on the 28th of march, they are a lot to unpack so ill go over them one by one, also know that i will be giving suggestions along the way and on the end for added discussions
Also, as a warning, most of the tonedowns i will be suggesting are aimed towards not making cra busted on PVP, since that would be pretty annoying for all, and personally i dont want people playing cra now just because it hard-counters melee classes, even enu to some extent on lower levels
Evasive now scales and downscales thruought the fight (and also now triggers at the end of the turn)
This change increases the PotentialDI% of cra 20%, it also, from what ive seen, isnt lost entirely when evasive's condition is not met, unlike current evasive, this, together with evasive triggering at the end of the turn, makes it so evasive is much easier to trigger, keep and more rewarding to do so in many ways as it also has some powerful interactions with some passives, ill discuss one in particular now, but i will talk about the rest later.
-Firm stance can no longer remove or give AP/MP at the start or end of turn
this is mostly a buff, what i mean by this is that, live version firm stance could often hit the cra with -2AP+2MP if they ended their previous turn with 70 or more sharpening and they gained evasive the next turn, this happened at the start of the turn and could potentially limit the burst of a cra significantly, granted it was a fair tradeoff in my opinion given it also allowed the cra to gain a decent amount of extra AP at pretty much no cost on burst turns, specially if the cra had mp removal in mind
now, given evasive activates at the end of the turn the spell only activates its effects as the cra is playing their turn, this is to say, the cra is ALWAYS in control of what they will gain and what will they loose when using the passive, even if the cra ends their turn with enough sharpening so the sharpening gain from evasive triggers firm stance, the effect will trigger before the turn actually ends, so the shuffle wont have any effects on the next turn.
Lone shooter now is really good
Live version lone shooter was really hard to get use of because of how evasive works in the live servers and how often you would start your turn with an ally around you...now its pretty much busted because it triggers on lvl4 and beyond, giving you 1extra mp, range and 20 force of will, which is very important for cra, specially considering the rest of the changes, but the most important part is that since evasive triggers at the end of the turn, it makes it so much easier to get and keep, not to mention the bonus persists outside the cra's turn, making a very needed defense against MP or AP removals
one thing to add tho, apparently, once the evasive reaches lvl5, if the cra keeps it for two consecutive turns, the second consecutive turn evasive is at level 5, lone shooter is disabled's bonus is lost for some reason, but it can be regained if the cra drops back to evasive level 4, i have a video testing it, ill link the Discord message link so youll be able to see it on the Wakfu-ogrest community server (https://discord.com/channels/1125090838888841260/1153771926729281586/1355297744394256415)
The staic arrow and flurry are much more appealing to use
Now that evasive is triggered at the end of the turn (and that the static arrow gained a small range buff) the Static arrow is much more easy to use, not to mention the increased damage potential from evasive and the spell being even easier to use thanks to flurry now too being much more appealing in its use given that:
both spells combine very well into each other too and thanks to the many improvements and how often cras are encouraged to build into ap, this is, at least in theory, a great combination that should help out anyone who plays air-cra, as they wont be so affected by loss of line of sight when it comes to the static arrow.
The luminous arrows themselves... they are fine, dont get me wrong, but they are more of an utility than a damage tool, the thing with them is that most of the situations where you could get the idea of you possibly killing a target with a Luminous arrow (which ill be calling LA from now on), is when they are below 10% health, and as a cra it sometimes is rare to get such a chance because your burst damage can be rather a lot, and sometimes it wont even let you with enough ap to use a luminous arrow...i personally think both the new flurry and Devious archer are in a fair enough state, but if anything, given the tendency of luminous arrows to require more than one to get the finishing blow i propose the concept of a passive that makes luminous arrows:
This due the fact that cra can get a lot of mp and often, the self inflicted mobility reduction that seeks the cra to commit to their actions and their possible consequences doesnt have the great effect they should, at least thats how i fell, given i play MP removal cra.
But thats just an idea of mine at the end of the day, moving on...
Beacons are... truly something now
Beacons now are much more cheaper, the cost in wp is entirely optional, granted at the cost of beacons loosing their no line of sight capabilities, this mostly affects the flaming and piercing arrows as their combo potential will be a bit more limited, but in general a positive for most cras, and they can revert to the old beacon cost whenever they feel like it
we also lost the Brutal redirection damage bonus, some may think of it as a bad thing i can agree to an extent, but let me argue why a changed was needed.
Sidegrades (the less known cousin of upgrades) are a concept that bases themselves around the idea of giving the player options besides their stock kits, but those options are meant to aid the players under certain circumstances and make them less effective at others, creating player expression and an enviroment that in theory is balanced around the stock kit of a class, being the most usable in most situations, where as sidegrades take up slots in the class (be it weapon slots or in our case, passive slots). an example of a good sidegrade this can be found in team fortress 2 in the direct hit, a rocket launcher sidegrade for soldier, where as the stock rocket launcher is good mid-close range damage and mobility tool that can be used even without exactly good aim thanks to the area damage, the Direct hit trades that area damage for increased damage on well, direct hits, plus extra damage on targets that are blast jumping or have been thrown airborne, even if the player using the direct hit has perfect aim, the downside of this weapon ensures that they loose on the area damage of the stock rocket launcher, which makes it so killing multiple targets with one or two targets is much more harder if not downright impossible.
now what does this have to do with wakfu you ask? A lot.
ever since the passive model has been changed to give each passive an upside and a downside, passives are now meant to be much more optional, hence why i refer to them a sidegrades, they are not meant to be the best choice for all circumstances, with all that said, the live version of brutal redirection goes against all of that i just said, granted, unintentionally, why you ask? well...
this all leads to cras most of the time only being able to make use of up to 2 beacons in practice, even if the cra gets to summon a third one on the frontline, at least one of those beacons will be destroyed sooner rather than later. together, all this adds up to current version of brutal redirection giving much more than it takes away from the player
Beta version of brutal redirection...needs some work.
dont get me wrong beacons no longer dealing damage to allies can prove useful but the passive is still missing a downside and the bonus range seems...off? like, i think if you guys at the dev team want to give beacons supporting capabilities, those would have to be worthwhile while coming at an actual cost because again, an overtuned cra is damn opressive, one idea regarding beacons giving range from my end would be:
Now...the juicy part...
Sharpened beacons are absolutely busted
You see, i like this change, but a part of me also feels it needs to maybe be toned down a bit? maybe another case where somethings work differently for pvp, let me explain...
Now each time you gain a sharpened arrowhead, you also gain a Sharpened beacon charge, this charges make beacons no longer cost any AP, and they can be stacked up to 3 with no timer on when to use them...on normal circumstances this is...pretty powerful not gonna lie as it helps every cra...thing is, once you factor in scout, Massive beagon and as an extra close range beaconing...its bonkers.
here's what happens:
This allows the cra to potentially have in a single turn, the ability to make use of 5 or even 6 sharpened arrowheads, and thank cra they are limited to lvl 3 because a lvl6 shaprpened arrowhead would be absolutely busted.
this is crazy powerful in combination with things like the riddled + destructive, a salvo of explosive arrows or...
MP removal. thats it.
you see... the changes to evasive alone made mp removal much more reliable for cra, then came the changes to the way of the bow and timely movement, both were passive that at least in my opinion and in the minds of many cras i know, gave you little in exchange of what they took away. this changes however, By cra this is a lot to unpack.
This new versions of each passive? absurdly powerful.
Timely movement (also known as divergent shot or tir divergent) , Now
this means that the cra can now remove MP with just any spell (tho thankfully it doesnt work with aoe spells unless its a direct hit), but it also means that the cra has a portable mud glyph to increase their own force of will in burst turns because if you fully commit to the mp removal, you wont really mind the losses...unless you get on a situation you cant get out of because of it
Also, i must mention that a fully dedicated mp removal cra most of the time will only get -1MP or -0, which is nifty because than again, you are gaining force of will because of that
Thank cra each sharpened arrowhead use is individual because then this thing would probably try and cast -6MP on the caster and the target at once... which actually sounds sorta...huh... and then you factor in the posibility a greater limit to sharpened arrowhead storag and... huh...
Something id like to mention tho, it appears that casting precise shot for some reason triggers tir divergent on the cra, leading to them loosing 2mp due to the passive as they are both caster and target, just that the cra doesnt consume any sharpened arrows so i dont quite know why it happens
also, another thing, probably intended since unlike firm stance, tir divergent uses your force of will,
Tir divergent interacts with the way of the bow
this is important because...
The way of the bow has some extreme potential now
in theory the passive can be hard to use since you need to remove 6mp to come even to what evasive would have given you for fulfilling its condition, then you factor in that a cra fully dedicated to mp removals can truly make the most out of it, in ocasions gaining more resourced than a cra that uses evasive default gains, granted, you still will need to remove more than 6mp in a turn for this to be possible, but it is very doable as you can gain double what evasive would have given you and even more, specially in PvP, this also comes with the side effect of you not worrying so much about evasive.
Then theres the buff to the lashing arrow, im not exactly sure if it was needed specially considering tha tir divergent, but it alone can do the entire job of fulfilling the way of the bow's demands if powered up
this all adds up together with bloodstains, profit, obstinancy and poise to make cra quite the threat and ive gotten to theorize some stuff to make it deal considerable damage too.
Cra's paradox is funky
making evasive work backwards (this is, the cra now must not be isolated)...has implications:
if anything, we are merely a -2min range passive to make melee cra, or even backstab melee cra an actual possibility, and ive devised ways to get to peoples backs with cra at close range, let me tell you, you dont want a 300% DI destructive arrow up your ass.
With all that said, some changes could use another chance...
Hunter's instinct Seeks to give back beacons their synergies with st spells, and while the downside reduces the beacon damage potential, its still hard to say if the passive will see much use outside of very niche circumstances, since the fire effect is still rather underwhelming and dangerous to use if your teammates are around, the earth effect is subject to friendly fire but its the most powerful of the bunch, and the air effect now pushes instead of pulling, the real thing with most of this effects is that they dont discriminate and they can do more harm than good if your team is around in most cases...so...im not quite sure the passive will see an increase in usage outside of the fact that beacon damage will no longer become severely reduce
Protective point is strange, i personally am of the thinking that resistance gain has no place in cra, much less with all this changes, the glass cannon that has high range, mobility, decent bursts, lifesteal and passive self heal, now would also have the option to gain from 10-90 resistances every turn for... what doesnt feel like enough of a cost?
dont get me wrong sharpening is important but given some of the proposed changes, it will become very easy for the cra to dismiss this tradeoff...i guess it could work with cra's paradox to help the cra if they use it to get close to enemies and at the same time take away from their ability to run away by reducing their WP regen capabilites, as the more res they gain, the more sharpening they sacrifice
Oh also, there seems to be a bug in the beta where the passive only triggers if the cra has a sharpened arrowhead, tho i got someone else to report it on protoflex so its k.
for now, that will be all of it since i need some rest before carrying on with some more testing like...
Hyper-kinetic reverse shuffle + Sadida MP removal poison + lvl5 scaled...
see ya later skaters.
-NeoDaikyu
PD: ill add an edit or reply later with some suggestions regarding limits to certain passives on pvp, or in general if i think its necessary
Hello again! its me, coming with a handful of suggestions for some passives, be it limitations or complete changes to some things...ill try to be...brief...jah...nein...
again, many of this changes have pvp in mind, NOT PVE, as im more worried about
Sharpened beacons
Sharpened beacons are powerful, very powerful, but if i must be honest, a part of me yells they require changes to limit its potential, as again, they themselves alone help the cra a lot, but together with certain passives and spells they can be a tad bit overkill?
here are some of my suggestions for change:
1) instead of sharpened beacons giving the user a free of ap beacon per charge, the effect of the charges scales with how many the cra has, thing is that also beacons are pretty cheap by default, so i think we could also make it so sharpened beacons charges where consumed all at once...something like:
2) Sharpened beacons (at least in pvp) have a cap of up to 1 stackable charge at the time, this to avoid cra from... well...going bonkers with resource regen, specially with massive beagon.
3) Sharpened beacons become an optional passive that:
Again, i like the idea of a strong cra as much as any other archer of my kind, but we gotta keep this in check...otherwise it goes broken for weeks or months on end and that comes with its own quagmires... moving on...
Cra's paradox
Cras paradox on its own its interesting, it encourages the user to, go against literally a cra commandment and get rewarded for it the longer they can keep themselves playing bullfighter, however, combined with Lone shooter and Scout specialty, this passive becomes extremely powerful for no real tangible cost, allowing the cra to, at least in theory, keep themselves at max lvl evasive for...pretty much ever unless everyone decides to get away from you and you decide to end your turn away from everyone else, but it can be made into a more fair trade...for example:
so far, ill leave it like this, ill make additional edits with time, just a bit tired right now with so many things going on to write, take care everyone!
Hi I have some concerns about the Sram changes.
Actually from 2 things, first the +1 Control, I mean, not bad but maybe:
+XX% Damage for traps from Sram Melee damage. (Zone damage is gone, and getting damage from Distance is like nah... so we need a way to increase traps Damage).
Traps with No line of sight. (Is annoying to use 2MP to put a trap behind an enemy and then come back in front of him and push it, is ineficient, is really not worth to use those 2MP for that).
And this.
Assassination
The bonus, and AP, PW everything about that is fine, but this spell is so bad designed, I mean, the effect "Assassination" last for only 1 turn, and when the enemy plays, the effect is gone, this spell should be like this.
Assassination
Also I think is bugged, cuz in the beta the effect last for 1 turn, so is really LOL, you use it, then the turn of the enemy comes and Assassination is gone HAHAHA.
One more suggestion, the passive that gives you 150% lvl for Distance Dmg should be for indirect Damage to make it more consistent when exploding traps on melee range, I know that would affect Bleeding, but hey, maybe could give less damage or only trap damage.
Have a nice day.
Should Iop Get More Buffs?
Hey everyone,
I feel like Iop should be buffed further. The natural +1 MP and the buff when Power reaches 100 are decent, but I’d like to see the class expanded a bit. Right now, Iop is labeled as a "tank" during character creation, but that aspect isn't really felt in gameplay, nor is there much room to build it that way. Everything revolves around the Air branch and its combos—combos, combos, combos...
I think the Earth branch could use some improvements. Some form of armor generation wouldn’t be bad and could help reinforce the tank identity.
What do you all think?
Some thoughts about the tweaks with foggy
1st: imidiate execution seems .. just kinda pointless and in some situations just bad. Like why even carry 2x turret passive since you cant even get the main benefit of the passive with imidiate execution? (basically just bad synergy here)
Theres some niche situations where the passive could work but it has horrible combo potential and just seems underwhelming, granted im running my thoughts thro a ranged 2x turret damage build so perhaps im too robo brained to see the value, but still it feels like im sacrificing the best part of the foggers kit to gain less damage and less utility (since you have to burn turret casts to shoot the turrets now and with the 2x cast limit it just makes the already slow gameplay fogger has, even slower)
2nd: the 7 total sp per turn penalty is kinda nasty that alone will royally screw up so many builds (luckily i am immune since my build already has 13 wp as base since i needed to have high sp anyway to use tension and flux, but even tho i can maintain the fogginator with no problems my spell options are kinda just gone)
I do like that we get ap per lv of fogginator but the penalty here is kinda cruel loosing 7 sp per turn locks you out from good portions of the abilities/spells that made fogger unique in the 1st place. Perhaps there should be a bit gentler sp penalty here something like total of 5? 7 just feels cruel and unusual
mechanical sub also loosing the ability to cause fire aoe is also major nerf (it was mega busted yes but i dont think this is the way to balance it)
Sure these changes arent true nerfs more like a realligment on the way you play, but still some of the changes here will make fogger a lot harder to play ( fogger is already one of the most complicated classes in the game to play, manage and to build )
Negative feedback aside overall i do like the changes here and i think we fogger mains are having a feast with the upcomming changes, but i think the numbers should be tweaked a bit
(also the 2x cast limit on the turret is starting to be unreasonable with some of the passives here, if it has to stay at least give the imidiate execution 1 extra charge or two to make it somewhat viable to run)
Bit rambly again and cba to fix grammar or typos so ehh
edit: aparently the 7 sp price on stasis is a bug, if so 5/5 no notes amazing! Ignore most of this !
Could you please reconsider reducing the HP of 200-215 monsters again?
All the nerfs in this patch are going to impact the length of fights too much already, so if there's no HP reduction then some of these dungeons will become unbearable to do on high stasis.
Thanks!
Stop nerfing Eniripsa, already removed the fire green heal and now you want to destroy another fire healing spell, if you want to destroy the class that is made TO HEAL and make it so that no one uses it (and that no one cares about other classes that heal because, shocking fact: THERE IS a class that is made to heal), go ahead, no one likes to be a support in this game because you have to create an entire build just exclusively to be a support and you still depend on others to play the game. And the healing of other classes is mediocre, do you want to compensate for this by decrease Eniripsa's healing to make other classes whose main focus is not healing??? So what would be the purpose of the Eniripsa class if there are other classes that heal and STILL deal damage? It doesn't make any sense, If you intend to continue with this change, reduce the healing values of other classes, or are we going to pretend ignore Osamodas' giraffe and others summons, Sadida's healing skills and doll, Pandawa's secret healing, Zobal and Enutrof healing themselves completely with 1 skill and other classes that are capable of healing themselves (which don't make any sense)?
Parem de nerfar eniripsa, já conseguiram inutilizar a eting e agora querem destruir outro feitiço de cura, se vocês querem destruir a classe que é feitar PRA CURAR e fazer com que ninguém use ela (e que ninguém se importa com outras classes que curam porque, fato chocante: EXISTE uma classe que é feita para curar), vão em frente, ninguém gosta de ser suporte nesse jogo porque você tem que criar uma build inteira só focada em ser suporte e que você ainda depende dos outros para jogar o jogo. E a cura de outras classes são medíocres, vocês querem compensar isso diminuindo a cura de eniripsa para fazer com que outras classes que o foco principal não é a cura??? Então qual seria o objetivo da classe eniripsa se existe outras classes que curam e ainda dão dano? Não faz o menor sentido, se forem fazer essa mudança que diminuem os valores de cura de outras classes ou vamos fingir que a girafa do osamodas, a boneca de cura do sadida, a cura secreta do pandawa, zobal e enutrof se curando completamente com 1 skill e outras classes que são capazes de se curar sozinhas (o que não fazem o menor sentido) não existem?
As a bomb focused rogue the nerfs completely screws me over for no reason at all at least give me a heavy buff in time bombs to compensate, it's barely a useble play style and now I get even more nerfs is so sad. The damage per bomb stack are so cruel combo rogues barely stack it ever
Whats the philosophy behind the nerfs in this patch?
They seen to be making classes worst to play just for the sake of making they feel bad
The live Fog is one of the most miserable classes do play in the entire game but the first beta rework fixed so many of the gameplay problems without giving true numbers. Having a classe with such a great identity reciving a major gameplay adjustment was really great. But then the change on the fogginator for some reason, giving it 3 free AP for no reason and now just killing the spell for what? Losing SP each turn its already a big problem but losing more SP each turn just kills the spell. It makes no sense. Same problem with the mechanic substitution passive, it just make it useless like half of the live passives rn. What's the ideia behind picking a bad class and making it have good gameplays changes but breaking other thinks just for the sake of it? I mean, the changes on all the elemental spells are perfect because they just adjusted really bad designed things, but the fogginator / mechanic goes against it same philosophy used on the elementals spells. Fogginator already was a downside and losing 3 pa + 1 ps isnt a good thing. Now losing 3 pa + 1ps + 1 extra ps each turn for 1 pa is just impossible to make it work without killing builds.
Sometimes it just seems that the balance team rolls dices for pick classes / spells and choosing if they will nerf or buff something.
Why xelor is still getting nerfed and nerfed in things that dont even make sense? Why ouginak (direct) stills does nothing that other classes do better?
Such a strange way of balancing the game. Why are you guys so afraid of making the classes, especially the underperforming ones, be good? Deal good damage or just no having a hard time doing what they are suporse to do? Why we cant just have good classes with good base spells / passives and build around making they better instead of building around fixing problems?
As a long-time ranged damage Foggernaut player, I was very excited for the changes to Ambush and the Turret spell. Being dependant on the turret to regain SP and maintain Fogginator we were always wishing for ways to make re-positioning the turret easier. Changes to our big hitters Shebang and Dissolution are also welcome since their high AP cost and conditions made them uncomfortable to use.
But I can't understand why change Immediate Execution and move the bonus AP to the Fogginator spell itself, with increased cost and loss of the extra 30% damage from IE, just to nerf it afterwards by increasing the SP cost each turn which was what we tried to manage in the first place! Being a class with 6 WP as base it is too expensive to invest in so much extra WP to maintain new Fogginator at high lvl and attain the extra damage from Shebang while leaving surplus SP to be able to use Stasis Flux and our own heal...
This change also brings Foggernaut even more down the road of "scaling damage dealer" in a meta that wants to clear content as fast as possible. Old Immediate Execution allowed us to have burst damage turns, especially important for pvp duels, at the cost of losing all our SP at end of turn and having to spend next turn to recover resources, now that is gone for just having the turret hit during our turn? Seems like a very weak effect for a passive that directed a whole playstyle before.
The Transition nerf is also strange, why giving more limitations to a spell that already has conditions on how to being used effectively? Foggernaut already suffers a lot from the "line" conundrum that makes positioning for combos hard in certain situations and now we also get line limitations when targetting the microbots or the target itself we want to place in the (nearest! we can't even pick which!) microbot...
This also affects why Dissolution, even with the very nice damage and cost buffs it still is an awkward spell to use, since its main problem is being a line-spell with fixed 3 range and requiring line of sight.
It does hit hard but the damage from the poison comes at the end of the affected target's turn and it is very hard to apply when there is obstacles.
The Trampling change is good though, having a way to stabilize oneself will help a lot in certain dungeons as you can't rely on stabilized blocks in the case they might be destroyed.
And lastly, I really, really don't like what you did to Mechanical Substitution. In live servers it is maybe our best "general use" passive as it improves Foggernaut's gameplay in both utility and damage output without having a huge setback. It helps the class be very competitive in area damage to enemies around the turret by casting either Charring or Scuttle on a high level turret, helps the Fogger use Water spells to reposition the turret or use it as an escape tool, and with Earth spells you can attract targets to the turret to either move an ally or yourself to set plays or attract the enemies to set up a big Fire area spell. The first change to the passive so you would regain AP when using these interactions helps the class immensely with the overall high costs of your kit while rewarding you for using these interactions in your playstyle. But now the passive is just utterly destroyed: not being able to combo the Fire spells on it for area damage automatically makes the whole Fire branch lose its greatest strength and would require buffing all the spells to make up for it.
For general stuff, I appreciate the change to high Stasis dungeons damage on summons. This hopefully will make the turret survive until it hits lvl 4 but can we also make it so the turret will now properly damage entities like the crystals and roots? It is very frustrating when the turret does target them but no damage is dealt, and they are priority targets like kannivore roots you want to destroy.
Sorry for the long post but I hope this helps the team understand why this last round of changes is not good. I am glad I'm not the only one that feels like this, and thank you for taking the time to balance the classes!
I forgot about Froth: please reconsider the change as it is a nerf to the standard water combo where we get the return of a 4 AP cost damage spell at 2 stacks of High Pressure. Making it a weaker spell is reducing the damage of this combo without giving us an alternative since as I explained above, Dissolution is cumbersome because of its fixed range and too slow to deal the whole poison damage.
Salutations, this feedback concerns the changes for cra posted the 3rd of april, i am yet to test them personally as at the time im out of home, but i will make an edit after i can test it all on my own without further ado.
the changes proposed are dubious for the most part, as they in some cases dont feel like doing much when it comes to constraints or do too much when it comest to effect reductions, but, lets go in order.
the plaguing arrow rework, for context, the plaguing arrow on the live servers is a spell that does not require line of sight, can only be cast in line, can only be cast twice a turn and deals aditional damage based on the current health of the user against armor (5-10%), belonging to the air branch, this spell was not quite popular for many reasons:
the air branch isnt really known for its damage potential, which aside from the push of the retreat arrow, its pretty much all this branch has going for it, even more so now with all the changes to the class in the beta
whats proposed here is to make the plaguing arrow being able to be cast only once, but scale its damage ciclically with each cast, similar to some cra spells on dofus that scale their damage with each cast but can only be casted once on a turn
here's the thing, this sounds like something you would want more in the static arrow than in the plaguing arrow, especially considering that spell has been the most lackluster out of all the elemental spells cra has that require WP and a plaguing arrow could deal very similar damage to a static arrow thats un-boosted, granted it woud require time to do so but it could very well outshine the static arrow on damage per AP/WP on the long run, and the spell doesnt even have a precise shot effect yet.
(as an aditional note, the same already happens with the raining arrows and the static arrow)
New devious archer constraint (Louminous arrows dont trigger sharpened arrowhead)
uh... this doesnt feel like a constraint at all to be honest, if anything the only bad thing out of this is that louminous arrows now have it harder to ever trigger their on kill effect, but again, they are first and foremost an utility tool.
them not triggering sharpened arrowheads can actually result helpful as that means you wont loose sharpened arrowhead damage if you:
i think you guys should try something else if somehow you feel this passive is too strong
Massive beagon This change was needed? probably yes, as it seems you guys want to keep cra's ability to summon free beacons and i can respect that. was it executed well? Almost.
cra having a cooldown on beagon when using massive beagon will rarely feel like a downside since beacons cant push, the cra cant use them for mobility and in a situation where they need that push, if they have either live version or beta version massive beagon, they are screwed regardless.
if anything this would have prevented cra's going to crazy with the beagon casting but the next constraint already does that...
-25 sharpening and precision gained... thats a lot.
for context, sacrificing 3 beacons before would land the cra 150 precision, enough to empower any spell in the kit, with this change, that will be able to empower lesser spells, empowering the explosive or static arrow will require 4, and the destructive arrow wont be able to be empowered at all.
while in the right direction, this is too much make the passive remain an appealing option, as its main draw is the ability to gain significant amounts of Precisioneven after precise shot is activated, allowing the cra to push themselves to do more at the expenese of not being able to use your beacons for damage that much, and requiring a bit more setup to take your bursts further beyond, this change makes it hard to justify using massive beagon outside for added MP removal or slight damage increases in the case of the storm, fulminating and maybe plaguing arrow, at most the piercing arrow
i have a few suggestions on how to nerf massive beagon so it remains appealing but also is toned down in the way it would need to be if cra is to keep the sharpened beacons as they are now.
Untouchable scout uh...why does it need a nerf? i dont quite understand the idea here, specially considering it makes anything with at least 50 lock force the cra to tp with roly poly...so...?
sure you could argue the increases in the potential removals for cra could be a reason but...all this leads to cra's mp removal not being that great, together with other changes... so again, for a specialist, not doing anything quite special here...
Lone shooter
this change is also...suboptimal, the problem (in my opinion) with lone shooter now is that the cra could get its benefits very easily and if they were at evasive lvl5, even if they lost a level of evasive, they would still keep the entirety of the bonuses of lone shooter back at lvl4... so apparently, given that the potential MP removal cra had was so great, lone shooter also got nerfed by trading 20 force of will for 1 more range...uh...no.
the main appeal of this passivesis the force of will it provides,the range and mp are secondary and minimal, not to mention range is something that sometimes can be hardly that useful when some maps are more small than others and specially when random map generation is at play.
i can understand wanting to keep mp removal in check, but this, together with the previous change to untouchable scout feels like way too much of a downgrade, not to mention it also indirectly hinders the way of the bow, a passive that requires the user to remove at least 6mp in a turn to gain the same resources they would have gained by just being evasive,and it further hinders tir divergent.
Timely movement
Limiting timely movement to 1 proc per target each turn is understandable actually, granted this only will be noticed in the most part by cras that were using the way of the bow or massive beagon, given their ability to gain more sharpened arrowheads than normal.
End summary
this changes are...not quite good, the constraints added to passives either dont feel like much or help the cra in some situations even, most of the nerfs proposed target specifically the cra's ability to both remove mp, and defend themselves with force of will, thing is that, thats pretty much the only utility cra can offer as many of the cra's tools are only usable by the cra that casted the spell.
they also, directly and indirectly target cra's ability to generate precision and sharpening in ways that make the passives in charge of that be extremely more lackluster and harder to get use of.
in total, cra is loosing 30 potential Force of will with this changes, with no way of gaining it back thru any means during combat, and some passives are loosing A LOT of their appeal, and debuff cra is loosing a ton of its ability to regen resources, not to mention, their ability to deal damage
i understand that you may want to bring cra more in line with other classes, like making cra having similar force of will to other classes that use it, but this takes from the class's only truly notable support element, and unless you want to make cra the new xelor (which i think is a very bad idea)
not to mention, cra would still struggle to have a niche of its own to truly stand out.
i think the problem never was mp removal, making timely movement once or twice per target is fine, actually, i think it would be acceptable if it was -max mp on the user to actually make the supposed downside considerable, as, it takes into account the user's force of will and thus the cra may not feel the full effects of this downside almost ever.
the problem comes with the nerfs to the force of will gain that cra has, which should be one of the highest if not the highest amongst the classes that can use force of will, specially considering that ap losses indirectly hinder the ability of a cra to regen wp, as sharpening is gained per ap used in an elemental spell. this nerfs were hardly justifiable, if the problem was the cra's ability to gain so much more force of will for pretty much free, why not make Untouchable scout scale instead of being a flat value so that cra doesnt get that much in lower levels and the cra actually has to sacrifice something more meaningful and lone shooter to actually require some effort to get and if lost put the cra right back where they began instead of giving them such a grace period in the form of evasive lvl4?
a good chunk of the problem with the new proposed changed to the resource regen of cra was that sharpened beacons combined with massive beagon resulted in a very low cost boon the cra could draw from when they pleased...but massive beagon has been on the game for a long while and no one ever complained, the concerns started when beacons became free, and somehow out of all of that was nerfed, sharpened beacons went untouched?
i belive many of this changes can be salvaged and should be tried again in order to make better trade offs, but the outright takeway of cra's force of will in replacement of literally 1 more range in the case of lone shooter is completely unacceptable as things stand.
- While i can justify the nerfs towards Eniripsa's healing numbers and overall implementations in order to provide reasonable balancing changes (Although, it still could be tweaked.), I'm worried about the class' flexibility in other aspects.
- The puncture passive change was uncalled for, as it makes dps eni a herculean task in management to make it work, therefore depriving the class of options other than pure support. While i respect the decision to reduce the maximum level for Delayed Propagator down to 490, i can't for the life of me get over that change in particular, considering other classes can already do a much better job at both healing AND dealing sufficient damage simultaneously (ex. huppermage, ecaflip.)
- Moreover, making the ability to decrease heal res exclusive to eni support kills other subbranches of the class even further, (or better yet, just remove being able to reduce heal res from the game entirely.) as there's no compensation for the loss of indirect damage by 20% from the previous patch focused on Eniripsa, while also taking into account the changes on elecon / alternation sublimations.
Can agree on this. The change to Puncture makes things quite harder.
With April 3 version, rogue's several passives and spells are not working properly (in my written time).
1. Tactician (passive)
The passive doesn't let rogue gain AP even when bombs having more than 1 level in April 3 version.
The passive gave 1 AP even with moving 2 bombs with Machine Gun in pre-April 3 version.
2. Jackpot (passive) + Machine Gun or Blunderbuss (spell)
The passive doesn't let rogue automatically swap with a bomb generated by the first melee Machine Gun (or Blunderbuss) spell in a current turn.
Instead, a bomb set by next melee spell following Machine Gun (or Blunderbuss) spell is counted as the 1st bomb at the moment.
** Bug: Machine Gun and Blunderbuss don't consume powder, which means system doesn't count those as presence of bomb.
I've experimented with this without Ebullience sublimation, and it still happened.
There was no bug before April 3, and it worked properly.
3. Rusty Blade (passive)
It doesn't work: it generates nothing at the moment.
4. Sticky Bomb (spell)
It should be changed to target required spell.
5. Magnet (active)
It doesn't have any mouse hovering animation like cell color changing effect at all.
The change to Eniripsa puncture passive is a terrible terrible idea. I agree that Eniripsa in her current state requires changes but puncture is her way of having control over ability to generate propagator. Without it she will be at the mercy of many factors and there will be situations when she doesn't generate any at all. At that point why would anyone play her when they can choose some other class that doesn't have to worry if they will be able to any deal damage in a turn.
Hello
About the April 3 changes, why punish indirect damage for using the Dial Master passive? This passive is basically core for every xelor build and I don't think that indirect xelor was a problem on 1.86.
Thank you
Cra changes on the 28 March and 3rd April patch.
Before I start yapping. I will say that i am basing my experience on cra as a main dpt on 230-245 dungeons at s3-s4 at ALS. In these dungeons, fights are mostly determined by the first 5 turns. In general, the mobs should all be dead within 5 turns and boss is the only one left, failure to do so would mean your whole team will be taking too much damage from mobs and heal res will be too high to continue the fight effectively. At live version, cra with 11wp is able to have full damage burst for 5 turns while using 2wp beacons, by using scout to regen wp at the end of first turn, and the start of 4th turn. Precision shot is almost never used as this kills wp economy completely and cra will run out of wp by 3rd or 4th turn. Even at this arrangement, no one, not a single soul. genuinely thinks cra was overpowered. In fact, its almost generally considered a 2nd tier dps. You rarely see cras.
Now jump forward to the changes on 28 March.
Cra beacon changes was made that cra turn 1 is weaker as its going to cost 4ap to summon 2 no matter what, but after turn 1, its free. Evasion buff is great and all, but thats not the gamebreaker so im not gonna go into that.
Now this would normally be a buff in general, wp issue of cra is gone, nice? right? well the tradeoff is now losing 50% beacon dmg from the brutal redirection passive. ok this is a huge loss in dps, but no matter, lets try to engineer this and regain that dmg from somewhere else with the extra wp we can afford to spend now.
This is where I can finally afford to use precision shot into my rotation, while still being able to use scout. and this. is only possible with massive beagon, as u can get 50-100 precision with it every turn, and a sharpened arrowhead.
Turn 1, you can get around 230 precision with 2 explosive arrow and 1 beacon being retract using massive beagon + evasion procs 2x (start and end of turn).
Turn 2, use scout at the start to regain some wp and get 20% DI, do your burst with 2 beacons, and retract with massive beagon, this rotation regains another 250 precision at the end of turn 2
Turn 3, now we use precision shot with around 250 precision. To use riddling arrow + 2 explosive arrow with 2 beacons.
Turn 4, rinse and repeat from turn 1 when u got 0 precision due to precision shot, but this time with 2 beacons
With this rotation, the -50% beacon dmg loss was somewhat ok now. the first 5 turn of dmg fall just a lil short LIVE version cra. I thought, hey i can live with this. we lose some dmg, in turn of actually being able to afford to use the core spell precision shot and that ridiculous 2wp roll. Now some others may find a better rotation with different builds, but this is the rotation i find that is good and stable with my build overall.
Another noteworthy buff would be Timely movement, it was a neat change, makes profit a nice sub to use to gain extra ap to fit an extra spell in there somewhere. nice. still doesnt make beta cra damage better than live cra.
Now we jump forward to changes in 3rd April.
Timely movement nerf to only 1 per target? eh understandable, still an ok passive, it has it uses.
Now to the main point of the whole post.
Massive beagon nerf
holy smokes.
This passive is absolutely crucial, to maintain stacks of sharpened arrowhead, and getting precision for scout and precision shot. and now, you are nerfing it to the ground, with 0 tradeoff. leaving beacon on the field is never a good thing, its a waste if you dont retract it as its almost certain to just get destroyed, or be a hinderance to your team. this passive, made retracting beacon actually useful for you and will stop hindering your team. now devs may think, oh its a bad sign of passive if it is made absolutely crucial, well then where is the alternatives to gain more sharpening and precision? way of the bow is not good anymore with timely movement limited now, playing -mp cra also just mean you losing in damage, where is the sidegrade for damage?
Right now, the first 5 turn of cra dpt, is so much lower than LIVE cra. just a downgrade in damage, not even a sidegrade in damage which was patch 28 March.
Why bother reworking so much, if it turns out weaker than LIVE cra, that was already considered 2nd tier dpt. Bear in mind, I am not even asking for a buff, I am fine with cra being 2nd tier or whatever meme people call cra, but man. Being 2nd tier dpt, and then getting nerfed down? thats just sad.
If you argue that cra no longer run out of wp after turn 5, well, it doesnt even matter if cra run out of wp after turn 5 because it is no longer as crucial as the first 5 turns. Boss surviving a few extra turns because cra run out of wp after turn 5 does not make you lose the fight, the mobs surviving longer than they should however, will definitely make you lose the fight.
If you read this far, thank you. please reconsider to revert massive beagon nerf. Sincerely, a cra enjoyer.
I completely agree with you. This is insane! We need compensation buffs immediately.
excuse
me, nerf of direct damage
nerf of indirect damage
nerf of the parameters (numerical) of spells
, excuse me, but what should xelor do in the game? you haven't improved or given xelor anything compared to the others.
Why nerf 3 April
Maybe delete this class from game?
Hi! I would like to suggest the following Passive for Eniripsa:
Passive: Non-Curative Medicine
When releasing Propagator at the maximum level on a target, it nullifies heals/damage, and applies the following effect:
The effect lasts for only one turn, and the target can only receive it once every two turns.
This way, players will choose, instead of only focusing on big heals/damage for propagator, to have a different utility for the team with it.
i like this
After a lot of discussions with the community, I have summarized the main points about foggernaut changes and why a lot of the foggernaut players aren't happy with them:
-fogginator spell costing 3 ap shouldn't be a thing, it really hurts the early game (even more so) and its cost was changed to 3 ap only to compensate the 3 ap it was giving in the previous patch. Additionally fogginator costing so much just stops beginner players from using it, it's too big of a cost with 6 base ap;
-fogginator scaling in price and benifits overtime is a very great idea honestly. It's just implemented poorly. Fogginator ending up costing 7 sp REALLY forces you to build high wp builds. Additionally since the fights eventually evolve into only hitting 1 mob it would be impossible to maintain fogginator with just 1 turret;
-that leads to another point, foggernaut without fogginator is really, really weak. If the intention was to not let the class have fogginator every turn (even with proper work to upkeep it) then this is not it. During off turns even with a level 4 turret foggernaut doesn't have enough damage to be on par with other classes. And with the recent changes foggernaut now doesn't have any tools to charge a good burst to benifit from this off turn in any way;
-lastly, fogginator costing so much (if upkept) is even more restrictive on the other spells costing SP. To simply use hypertension and not lose fogginator at max level you need 10 base wp build. That is considering you are able to regenerate at least 7 sp back the very same turn, because of how fogginator consumes sp after the turrets regenerate it;
-the nerf on advanced mechanics is uncalled for in my opinion. In this beta foggernaut didn't recieve too many direct damage buffs, which makes advanced mechanics a straight nerf to an a gamplay that is already hard to setup for optimal damage;
-with the changes to froth we lose some base damage, keeping the same DPA however. This would be good if we now had better spells to spend excess ap on. The intention behind this seems for us to use the ap on dissolution but... it's still bad. Dissolution proccing at the end of turn is not only a big detriment on its own it also conflicts with a lot of dungeon mechanics and with the before mentioned intended (?) idea that we shouldn't upkeep fogginator constantly. Which, if that's the intention will make dissolution even weaker, since you lose fogginator before dissolution can proc;
-mechanical substitution feels a bit weird now, with fire effects completely removed from the passive. There was an overlap with innate fire spells effects and the passive effects yes. However this passive still provided a very good (and cheap) aoe option, especially with the scuttle spell. With the removal of this function scuttle became much harder to setup (which probably was the intention) but in my opinion it severely indirectly nerfs scuttle.
Please consider reverting the Rogue Tactician nerf from the April 3 changelog. It's currently such a fun passive to play with on the live servers, and it allows for some of the most fun combos I've used in this game.
Sure the passive is strong, but it's not strong to a game breaking level, and not even mandatory to use. There are definitely other combos and playstyles that people can already opt for, such as dagger return / full bomb builds. Just please don't take that flexibility away from the passive just for the sake of doing it.
Absolutely not. The reversion you are asking for is counter to the basic logic of the passive. You are trading Bomb levels for AP, so you cant gain AP when you can't lose a bomb level. You can't get something from nothing. Imagine if you kept gaining armor with the "Blade Master" passive even though you weren't trading any powder... Free yourself from the clutches of class exploitation.
My Opinion on the March 28th and April 3rd Updates
In this post, I want to share my personal opinion about the recent changes to the game. I’ve been playing for a long time and I’m familiar with all 18 classes, so I’ll highlight some points I think should be reviewed or at least considered to keep the game fun and balanced. From what I see in this 1.87 patch, it feels like the goal is to lower the overall damage output of EVERY class — but for the ones I’m about to mention, I think they deserve a bit more careful attention:
CRA
I really liked the March 28th patch. The changes to Elusive scaling and the new passive that grants Elusive in melee combat were great. Improvements to MP removal with Lashing Arrow and how Static Arrow works now. Some skills really helped improve the gameplay. However, in the April 3rd patch, I feel like reducing the Precision and Sharpening bonuses was a heavy hit. Now it takes 3 turns to fully unlock Cra’s potential in battle, which feels a bit too slow the WP recovery.
ENUTROF
Loved everything about the changes. No complaints or suggestions here — Good work.
HUPPERMAGE
Also very happy with all the buffs. They’ve opened up some really cool support build possibilities.
IOP
Nice changes, but we’re still getting a rework, right?
ROGUE
I really liked the March 28th changes — faster bomb growth, better damage, and reduced spell costs gave a real boost to the Combo Rogue build. But then, the April 3rd patch kind of broke that build. The Tacticianpassive feels way weaker now. Honestly, I’d prefer if it stayed like it currently is on the live server.
SADIDA
Still feels like the strongest class in the game. Nobody loves nerfs, but I think the changes were needed. The doll nerfs were fair, and even after the adjustments, Sadida still feels fun to play.
FOGGERNAUT
I think Fogginator effect mode should be a another passive — it could grant AP over time, with SP cost increasing gradually, like the original idea. I really liked the added control over tower placement and movement, especially activating it mid-turn. The new rails combined with the passive that prevents ally damage now make it actually worth putting those tools in the deck.
XELOR
I’m totally against the nerfs Xelor received. The class got hit hard: sublimations, direct and indirect damage all got nerfed — but the real problem is stacking 2-3 Xelors in the same team.
They could’ve just added a penalty when multiple Xelors are in the group. Some reductions make sense, but overall, I feel like the class got gutted unnecessarily.
SRAM
It got a buff... but what about the rework? Did they scrap the idea? What happened?
ENIRIPSA
Nerfing the poison was fair, sure. But let’s be real: well-geared Eniripsas already use Distribution because other options are underwhelming. Even with the sublimation that halves healing, now they reduced mark healing even further — that felt like overkill. Also, considering Eniripsa is the only class that can reduce heal resistance, she might get dropped from a lot of teams.
OUGINAK
Loved the new Ouginak in the beta! Now he’s not just a tank — we can build him more offensively. Even if he generates less shield, the versatility is totally worth it.
ELIOTROPE
Since the start of this update cycle, I expected the melee nerf, and honestly, it was deserved. I really liked the new options — being able to heal allies and deal more damage at range gives the class a lot more flexibility.
Why did you nerf Eni so harshly and Elio? You guys are pretty much kicking Xelor while it's down as well. And why did you nerf Cra's 50% Damage Dealt on Beacon Passive, and its ability to build Precision and Sharpening?
Why are you nerfing so many classes, and for what reason?
Hey,
I posted around a week ago, back when I still felt cautiously optimistic. But after seeing the latest round of proposed changes, it has become apparent to me and my friends in the Ogrest server that I was wrong.
Some of the changes continue to be extreme and raise concerns about the true intentions of the developers. Planning has become difficult in the long-term, and we have no security that our characters won't be severely impacted in a future update. Wakfu is a game that demands quite a lot of time and effort to stay competitive, and honestly you'd have to be crazy to continue to be invested under these conditions.
It is unfortunate, because we do love the game, but it's clear that we are bracing for another period of instability (as is tradition in Wakfu...), and it just isn't worth it to play through it.
Wishing you the best with the balancing efforts. Hopefully things settle into a healthier place.
Hi Siu and the developer team!
It has been a very long time since I last made a post/comment on the forums, so I would really appreciate it if you guys could take some time to read through what I have to say now. But I really felt the need to finally make a comment at long last, to show how much I appreciate all the hard work that you and the entire developer team have put in to all of these (not just the class balancing, but also the interfaces, basically everything). Thank you all for the hard work. All of the work that you had done up till now does not go unnoticed to many of us.
As for the current changelogs, I would like to say that personally, I generally support and agree with majority of the changes here. For example, Xelors have been long overdue for a power nerf. Sometimes you just see a team of 3 or 6 Xelors completely destroying a dungeon mob/boss fight in less than 3 turns and it just feels extremely demotivating to other classes, and feels as if other classes weren't really necessary in their teams anymore. This is not the spirit of Wakfu, there should be greater variability in team compositions than just running 2-6 xelors in a team.
SUBLIMATION NERFS AND BUFFS
As for the sublimation nerfs (regarding elemental concentration, alternation, etc.), I also agree and support these changes. In the current state of the game, there is extremely little variability. Due to the nature of how elemental concentration and such sublimations work, they generally grant a direct 20% increase to your TOTAL damage dealt.No other sublimations can do that. What does this mean? It simply means that if you want the best build, it HASto be elemental concentration / alternation etc., no questions asked. Most if not all of the other relic / epic sublimations are immediately out. Once again, this is against the spirit of Wakfu, which I believe should be greater variability in considering things. Elemental Concentration, alternation, and such % mastery sublimations have long been overdue for a major rebalancing, and I am glad that you guys have finally done it and brought them down to a similar power level compared to other sublimations.
The only thing that you can perhaps do better is:if you plan to nerf any sublimation/gear in future, perhaps you should only implement the changes a few patches later, if you decide to go through with the nerf after beta-testing.This would give the playerbase enough time to re-adjust their Builds, and people would also likely be more receptive of the changes, or less frustrated.
Meanwhile, you have those other sublimations that are nearly worthless in dungeons... (i'm looking at you, Stasification relic subli). I mean, come on... 2% damage inflicted per turn? You'd basically need 5 whole turns to even get a tiny 10% damage inflicted, and 5 turns are A LOTin higher level dungeons or higher stasis. We compare stasification to lets say, elemental concentration which instantly grants a 20% increase to your damage? I am sure you can also clearly see how unbalanced this is, and I do hope that one day these kinds of low-power sublimations can also be improved to make them more viable in dungeons. Perhaps increase the Stasification sublimation buff to maybe 4% damage inflicted per turn? You would still need 5 turns to get the full 20% and 5 turns are by no means little, but at least it would make this sublimation more useable in high level dungeons.
ENIRIPSA
Regarding Eniripsa, generally I agree with the proposed changes with some exceptions. In the current state of the game, eniripsas are pretty much on a whole other power level in comparison to other classes. Most classes can either only do damage OR heal in the very same 1 turn.However, eniripsas can do both easily. This is very clearly seen in PVP, where eniripsas can heal from 10% hp to 100% hp ANDdo huge propagator damage to the enemy with Production Secret passive. They can do both of these all in ONE turn.A power rebalance is clearly needed here.
What I DON'Tagree about however, is the fact that you made it such that eniripsas will end up in situations where they can no longer generate propagator by healing themselves, e.g in situations like when they reach 100% hp.
What will happen to solo eniripsas then? This change would hit them hard. After the Puncture change, every single turn they would have to let themselves get hit for 90% hp all the time, so as to generate reasonable amounts of propagator? Yes, I agree that their propagator and healing power here need to be rebalanced, after all, they can do BOTH 100% healing AND damage all in one turn.But I don't agree that you should completely block her ability to generate propagator when she reaches 100% hp in solo.
The suggestion that I can give is, perhaps you can change it such that eniripsas can still generate propagator when healing themselves, but now you REDUCEthe amount of propagator generated when healing themselves if they are using the Puncture passive? I think it could be reasonable to even reduce the amount of propagator generated when healing themselves by 50% under Puncture Passive's influence,as long as you allow them to still be able to generate propagator by not letting them reach 100% hp (using Puncture passive) when healing themselves.
Masqueraiders and Enutrofs
I'm not sure if you guys realise this, but in the current state of the game, masqueraiders can do huge amounts of damage right in the very 1st turn, or do extremely good healing. This is thanks to their ability to make use of their clones, which yes I agree its their class identity, but at the same time thanks to that, it makes them a superior damage dealer compared to many other classes.
As for Enutrofs, the damage-build types also seem superior in comparison to other classes. Being able to convert their AP into MP or having a drheller to support really allows them to be able to deal huge amounts of damage right in Turn 1.
Maybe you guys want to take a closer look again at these two classes.
CRA
Now for Cra, I don't really want to write too long about this and take up too much of your time reading it. Just one major concern that I have when I read the changelog: Are cras going to become complete hard counters to melee classes in PVP?I mean, in the current state of the game, there are already some classes e.g. Huppermagesthat can remove ALL of your Movement Points (MP) from 6 down to 0. This is really not fun for melee classes. So now they have to just spend their entire turn there standing helplessly? Is this really what PVP is going to become in future?
There are already many issues with PVP right now that I believe needs urgent attention, and looking at the proposed Cra reworks, I can't help but wonder if its going to end up like the current Huppermage situation - are melee classes going to be helpless because Cra is just going to remove all their MP straight down to 0?
Please do take some time and reconsider the MP removals and Force of Will on Cra (and possibly Huppermage while you're at it), this is especially since "Stabilising players" and disabling their mobility spells already exist. Imagine as a melee class having 0 or close to 0 MP on top of all that stabilising... I certainly do feel that it would be too much and too unbalanced.
Dungeon Boss/Mob HP and Ogrest Damage Requirement
Lastly, since there have been some nerfs (approximately 20% in damage), could you reduce the dungeon Mob and Boss HP further by setting the reduction to maybe 10% starting from LV. 170 dungeons and 20% from LV. 185 dungeons onwards? Wakfu is an extremely difficult game already as it currently is, with the Enchantment and Gear sacrificing taking up a lot of time and being extremely painful and frustrating. Someday, I do hope that you can also rework this enchantment item-sacrificing system to make it less frustrating, or with better success rates. I do believe that it would be fair to also reduce the damage requirement needed for the monthly Ogrest Dungeon by at least 20%.
I'll add some more things in later if I have the time especially regarding Sadida (yes I do feel they need to be tuned down a little, perhaps in a different way). Once again, if you and the team took the time to read my post all the way till the end, thank you. Your hard work does not go unnoticed, and we all deeply appreciate it.
Thank you for class balancing, I think this is a really good idea.
Do you think Pandawa can get some small help? I'm sure you are planning to completely rework it eventually, but it would be nice if we had something to hold us over for a while. The main thing we could use more of is damage.
Nice sram buff, is very good but.. some classes like ecaflip, hupper, enu, zobal, even osa can have a very easy access to Back dmg, while sram if someone is kissing the wall, good luck to you, you will never have access to the back, this is the main issue in pvp.. (after low dmg)
Hi,
Thank you all for your feedback. We've been working on some final class tweaks for update 1.87 :
Cra
Eliotrope
Eniripsa
Osamodas
Ouginak
Sadida
Foggernaut
We know that it can be hard to think about written changes without testing them in Beta. We thank you for your understanding and we hope that you will still bring constructive feedback on this thread.
We still don't know if it will be necessary to make a new Beta version with these changes.
Thank you very much for reading and have a good day !
Siu.
kinda unhappy with the change to the fury passive.. celestial portal cost feels way too high for a buff that feels kinda low compared to other classes. The previous fury passive made it at least viable as you'd recover the ap cost sooner (at the cost of losing the counter after walking). At this point i feel like CP will be borderline unplayable, unless you have a ton of AP or just play for burst turn
So.. my proposal is to make "fury" passive in a way that lets you at least recover the cost of CP instantly or make it cost less ap (i feel it was perfect last beta). I don't wanna gain AP every time celestial gift is gained, that was ridiculous and understandably nerfed. I just want CP to feel playable..
It would have been better not to change Fury, or at least not to make it take back ALL the AP, now CP costs too much to be fully exploited
Changes are good, but please. If you're looking for a change on the Osamodas, rework the entire Dragon Form, that passive isn't even strong for Distance Dragon Osamodas as their kit is more Melee Friendly than Distance.
I was expecting some rogue changes for final tweaks. I hope devs team consider to bring back Minesweeper passive into giving 3 powders again because the tactician nerf and fusilade increased AP cost is already taxing to rogue damage output. Its not a good trade to lose a usage of ruse just to add 4 levels to 1 bomb and the penalty of auto switching mode is making this passive not worth to use it since ruse is already a cost free spell.
New minesweeper is giving 2 penalties for 1 minor positive increase. If you would like to make minesweeper stay this way, the bomb level increase could become 6 until 8 levels that would looks more worthy.
I agree, before thanks to fury I could also use CP very well without it having to be a forced thing, but now it makes little sense
I've asked before but please consider reverting the rogue tactician changes from the April 3rd patch. It would be much appreciated and would allow many players to continue enjoying their preferred playstyles and combos.
Thanks
Absolutely not. The reversion you are asking for is counter to the basic logic of the passive. You are trading Bomb levels for AP, so you cant gain AP when you can't lose a bomb level. You can't get something from nothing. Imagine if you kept gaining armor with the "Blade Master" passive even though you weren't trading any powder... Free yourself from the clutches of class exploitation.
There is a bug with Enutrof's Debt. If I remove -200 resist with mines and apply Debt after, on the Enutrof's next the target won't have the -resist from Debt apply.
Debt works fine if I remove only -100 res with mines, but it fails with -200.
I appreciate modifying the change to Fogginator since 7 SP was indeed too much, but could you also bring back the Fire spell effects on Mechanical Substitution?
- The base area of spells like Fire Thrower and Charring when used on the turret don't overlap well with the turret's Destruction Shot, which is Foggernaut's choice for doing area damage, and Scuttle's only "interaction" with the turret is increased damage if the target is in contact: it does nothing otherwise when used on the turret itself.
- The passive also rewarded using Earth spells to attract targets to the turret for big AoE damage with Charring/Scuttle + Destruction Shot: it is one of the most rewarding combos in the class, especially in situations like the Excarnus Ultimate Boss when dealing with the skeleton gobballs.
Reducing the worth of the entirety of the Fire element spells without buffs to these spells to compensate for the loss of these interactions, together with the change to Froth so the standard Water combo is less damage, ends up being a huge hit to the viability of Foggernaut as ranged damage dealer focusing on "direct" damage.
Now, with the changes to Ambush and the Immediate Execution passive, Foggernaut is able to do a lot of indirect damage by making the turret shoot more than once per turn. This opens up a new playstyle but I don't think nerfing the usual one was the right choice: most of Foggernaut players I know, myself included only use double turret for Rifts and prefer doing damage with their own spells.
What Siu said when talking about the Eniripsa Puncture change:
"we think it's better to let current gameplays playable and viable, since they're used and liked by players."
I don't think (most) Foggernaut players will like moving to an indirect build focusing on setting up big turns with double turret. We are already a heavy team-dependant class, it is common to see melee classes blocking our turret's line of sight.
If this balance patch was only the Ambush and Turret spell changes it would be still a huge win because we love more ways to move and manage the turret and our resources. The changes to Mechanical Substitution and Immediate Execution, together with the adjustment to Froth are a nerf to direct damage Foggernaut. Please consider reverting these.
Thank you all for your time.
Hello, I would like to share some more thoughts on eliatrope that i've had recently, regarding the new changes
The first changes on beta got me pretty hyped, since I wasn't expecting elio could have more healing skills. I was also not very accostumed to using Celestial portal in the past, since it felt uncomfortable to triger, WP cost too heavy and couldn't recover it unless I used the novice sword passive. In this update it felt nice to use, as you could recover AP, gain wakfu points and overall felt nicer to use. Now with these last changes I'm not motivated to use it anymore, even less than the current live version
So here's my issues regarding Celestial Portal mechanic:
1- Expensive cost: The original 2 WP cost already felt a bit high unless you could recover it with the novice sword passive. Now that it costs 2 additional AP it feels like too much, and the AP recover mechanic feels a bit too limited. Eliatrope isn't too much of a spammer, and in optimal conditions you would only get celestial gift about twice in one turn (just once most times). The "fury" passive was a great way to get around this issue, but now it only gives 1 ap all turn
2- Small buff: Let's face it, 30% damage inflicted in one spell every 3 spells isn't too good or even too convenient. It's roughly a 10% damage increase total, unless you managed to focus your bigger damage spells there, or gain stacks by placing portals, walking or stuff. In reality these two alternatives aren't 100% consistent. My point being other classes gain better buffs for a lower cost and more consistently: for example huppermage heart giving a 30%dmg + 20% mastery increase; Foggernator mode giving 30%dmg and all spells converted to stasis, Ouginak prey 60%dmg + were-ouginak 50%dmg, Ecaflip crit and mp in gain in AOE with Topkaj. I know eliatrope is a whole different class with her own tools, but my point is Celestial Portal being an underwhelming buff for it's high cost
3- Awkward activation: Having two portals in close range to your eliatrope isn't always ideal if you wanna cover a bigger range. There's ways to play around it and all, but it's still awkward to activate (most classes just need to press 1 button)
Anyway those are my thoughts on celestial portal. I'm sure there could be ways to improve it, wether by increasing the reward or facilitating its use. Personally it would be fine if "fury" passive helped me recover 2ap as i trigger it for the first time (even if it's only one time); or at least be able to gain 2ap more than once
On the other hand there's other changes I didn't enjoy about eliatrope so I'll list them:
1- Lost range on portals: With the changes to the Spacetime passive now eliatrope will struggle more to move around bigger maps. Porta(i)l passive now has this range increase but it limits the gameplay so much. Not only There's less portals on the map for your teammates to use, but also it becomes impossible for a distance eliatrope to deal full damage from unleashed blade and incandescence (or even activating celestial portal)
2- Little damage increase: Passive damage through portals was increased from 20% to 25%, which sounds nice on paper, but most spells had a drastic base value nerf. These nerfs become more noticeable in the later stages, since it's easier to stack %di from sublis and teammates, making a 5% increase stand out less than the base value decrease of cataclysm, unleashed blade, hiding, ardent aegis...
3- Tempest nerf: Now portals getting destroyed makes this spell feel useless. Not only it can't be casted twice but also it blows up all your previous setup
4- Heals good but not great: they can be somewhat helpful, but not enough to be a viable healer. She lacks a revive tool, or a "big heal" spell to full heal someone. Also whirlwind being the only AOE healing option feels rough, since it pushes people around
5- Ap return from Clash isn't realistic. It's such an unlikely scenario for it to happen consistently
And that's about it. My biggest concern really was the Celestial portal mechanic and the Fury passive change mentioned in Siu's post yesterday. Thank you for reading my yapping, keep up the good work guys~
As someone who plays both melee, ranged and tank fogger, I thought I would put my feedback about melee fogger in here since most of the feedback responses are from Ranged Players.
Pros:
Easier Turret management
Shebang is more useful outside of start of fights
Extra Ap is nice
Turrets won't immediately melt in s5+ content
New ambush is cool
Cons:
With the Mechanical substitution changes none of the fire line skills are usable area of effects for melee builds(Flambe sort of works but its not really great). This locks melee builds into having rather lackluster aoe relying only on bombard/froth/and turret attacks.
Dissolution still suffers the core problem of the poison triggering at end of mob turn. The 1-3 fixed range makes it seem like it would be good for melee fogger, but enemies will just end more than 2 tiles away from the player most of the time.
Hybrid/Bruiser builds are very nerfed. Without old Immediate Execution mitigating Heavy Duty Covering, and Statisfied Protection downsides along with Earthy Assistance nerf all of these passives are likely to now only be used in pure tank builds.
Overall the end result feels like a nerf to melee fogger. We lose tankiness through inability to build bulkier without crippling damage. Our aoe capability is largely neutered worse than ranged foggers was and melee has a much harder time capitalizing on the indirect attack buffs compared to distance fogger. All for easier turret control and more single target direct damage.
Well I posted this like 2 weeks ago, and now I see the changes and nothing about the Sram, not even changes for the bug I said of Assassination...
Concernant L'éliotrope j'ai quelques propositions:
1) Changer le passif Réminiscence car donne la possibilité de rester dans un état et d'avoir 90% dégât en plus tous les tours, ce qui n'est pas fun trop simple et trop fort.
Au lieux de pouvoir utiliser Exaltation sur soit on pourrait lui donner un intérêt Support comme:
- Déplacer ou crée un portail (même sous les pied d'un allié ou d'un mob pour du placement) un don d'armure/soin/res, voir un échange de place (et en modifiant le coup du sort en conséquent)
2) Changer les bonus des états pour devoir alterné entre les deux;
- Serein: 30% dégâts (2t)
- Exalté: 30% dégâts (1t) + régénération PW actuel
Cela donnerait un choix viable entre;
- Rester en Serein tout le long = T1 30%, T2 60% jusqu'à la fin mais pas de régén PW.
- Alterner entre les deux états en changent au début de tour = Tour impaire en Exalté avec 60%, Tour paire en Serein avec 90%. Et de la régén PW, 1 tour sur 2.
- Rester en Serein T1 et changer d'état en début de tour T2 et T3 (répétable à l'infini) = T1 30%, T2 et T3 à 90%. Et de la régén PW, 1 tour sur 3
(Peut être réduire tout les dégâts donné à 25% sinon trop fort).
3) Modifier le fonctionnement de Portail céleste:
- Ne pouvoir augmenter le compteur de Portail céleste qu'en étant Exalté
- Ne pouvoir utiliser les "Don céleste" qu'en étant Serin
(Je le fait dans ce sens pour que cela fonctionne parfaitement avec le point 2) )
- Don céleste ne donne plus de PA/PW quand on en obtient
- Lorsque Don céleste est consommé donne 1PA
- Augmenté le compteur de portail céleste de 1 pour ne pas stacker trop vite les Don céleste
(donner des PW n'est pas une bonne idée pour moi si l'on en à déjà grâce à la forme Exalté)
4) Petite demande à part, permettre au sort Déluge de pouvoir faire les déplacement même à travers les portail, ça serai trop stylé un sort comme ça et donnerait plus d'option de placement en tant que support.
Résultat:
Toutes ces modifications pousse à faire un tour en Exalté ou l'on ce setup en lancent un maximum de petit sort et les sort avec PW peux utilisé jusque là, et un tour burst ( dégât ou soins) en Serein en utilisant les gros sort avec les stacks de Don céleste. Il faudrait rajouter un ratio soins sur l'un des gros sorts pour que la vois support en profite aussi, comme Heurt pour avoir un soins de zone (qui ne serai pas de trop je pense) ou sur Wakméha pour du monocible.
Pardon pour les faute et n'hésitez pas à me montrer les point qui ne vont pas (Je n'ai réfléchi qu'à la voit distance/dégât et distance/soins en survolant les nouveaux changements).
Hello again, here we go once more with cra changes, tho this ones are...rather hard to review since they havent been yet placed for testing in the beta build, but i can make myself ideas...starting with
Evasive now gives Shrp. and Prec. according to the level of Evasive the cra has
Once more, i think it may be stretching it a bit when it comes to making cra easy to play, i remember making similar suggestions on how to rework evasive long ago, in the ogrest community server, but they were made with evasive triggering at the start of the turn, granted with some exceptions to what can and cannot disable it so it wasnt such a pain to keep.
with that said, its generally a good QoL improvement, and also makes cra fly more in the direction of a feast/famine type character (If things go good, you feel like a god, if things go poorly you will start to feel like an ant would have done a better job)
Spells
Flaming arrow has its base damage slightly reduced, you'd think we would complain but, this just makes it so the flaming arrow has the same DPA (Damage per Action point) that the explosive arrow, which feels fair.
Precise shot now can be toggled on an off at the cra's leisure and it doesnt consume all your precision at the end of the turn
This one is...complicated.
if i had to pinpoint my problem and that of many cra's i know with precise shot, is that unlike any other 3rd bar spell meant to make you empowered or change how your class plays, precise shot only acts as a barrier to use the precision you have stored and prevents you from using it as much as you would want if for any reason you are low on WP, making most of the more notable aspects of triggering precise shot coming from passives (Gaining AP and lifesteal) unless the cra uses some of the more tactical spells in their arsenal, which speaking about that...
there are exactly 4 spells on the cra's elemental spell arsenal that do not increase their damage in precise shot, 10 that do increase their damage (of which 4 require another condition to be met otherwise the bonus damage is lost, those being the piercing arrow, the raining arrows, the plaguing arrow which is getting reworked , and the static arrow) and 1 spell that does both and neither at the same time, the flaming arrow (because the scalding cant be used by the cra unless a teammate follows up on it or theres already a poison that can be triggered later on)
heres the thing, cra's spells are mostly dedicated to doing damage, so when you factor in that scout exists, which gives you 20% DI for 2 turns after activation, and can regen up to 3 WP based on the precision consumed, which also gives you sharpened arrowheads that increase your damage and stack up to level 3...do you see where im going with this?
Scout mops the floor with precise shot, being much more important for cras no matter the playstyle than precise shot itself because it increases the damage of the next 3-4 spell casts much more than what precise shot can offer with the only exception to that being if a riddling arrow is involved, which only further exacerbates the problem because it means that damage-wise, precise shot depends on the riddling arrow a lot to be relevant, but no cra would ever not choose not use the riddling arrow because its the only way to apply riddled and its limited to the earth branch, further making earth cra the default choice no matter the playstyle.
Now to the changes
its hard to tell what will be of precise shot, the main problem with it is that out of the 15 elemental spells cra has, only 4 do something that doesnt translate into simply dealing more damage, some of the rest simply do that, deal more damage, and the others do that too, but need another condition to be met independently from precision being consumed for the effects to be noticable for example:
-The static arrow needs you not to have moved with mp, because the precision boost affects the damage bonus of the spell, not the base damage of the spell itself
-The raining arrows need that something is still on the cell you marked the previous turn, otherwise thats wasted precision, since the replica casts dont give precision or sharpening
-In the case of the flaming arrow, it doesnt increase the damage the spell deals, it applies an indirect damage taken debuff, but cra doesnt deal indirect damage, you need an indirect damage dealer in your team to get use out of it outside of being a DPA efficient spell
Heres the thing, when most spells simply resign themselves to deal more damage in precise shot, scout blows precise shot out of the water, without passives, precise shot already does more than precise shot because:
Not only that, precise shot is Fully dependant on Firm stance, Voracious precision and riddling to be appealing when compared to scout.
its hard to think of what should precision be for the cra, its supposed to be an important resource for the class, but unless you want to play Debuff cra with MP removal and NOT oneshot someone on pvp and actually let them play their strategy, you will in many occasions be better off just using scout to maximize your damage and trigger effects that require you to gain or consume sharpened arrowheads, not to mention, theres the plaguing arrow rework, we dont know what its precision boost will be, but trust me people will rather use sharpened arrowheads boost on it.
the main problem is, what does making precise shot something we can toggle do for us aside from, well, keeping the WP economy in check and change a few passive interactions? precise shot remains very similar and scout still will be a number one choice.
another thing regarding that, this helps cras with low AP counts, as it means they just dont loose the precision they werent able to use at all, but cras with higher AP counts starting from 12/13 will have no problem depleting most if not all of their precision in a turn if they play normally, so, they would just be paying a fee next turn to be able to regen precision with their elemental spells if they want to, again, this would mean that the cra could trigger the AP side of firm stance every turn precise shot remains active. i think this change would entail an increase in the maximum precision a cra could hold, maybe something that scaled with the players base AP/WP at the start of the fight.
unlike other classes which have transformation spells or mode switches in their third spell bar, precise shot doesnt really change the way the cra plays and uniquely acts as a boost, making it cost to toggle on and off gives the expectancy this could change how the cra plays significantly, like for example, reducing the players ability to move, but then again, so many spells are designed into simply doing damage, so the only way i can think of to encourage the activation of precise shot is locking consumption of the sharpened arrowheads behind it being triggered, but that could come with its own miriad of problems, mainly backlash, however it would also give the player control of when they are consumed and the ability to save them for later, which is something we are currently able to do with scout, as getting LVL3 sharpened arrowhead either requires us to use massive beagon while we already have 1 sharpened arrowhead or use scout to consume all our precsion at once...or spend the equivalent of 30 AP/WP without hitting enemies in the process...
i think changing precise shot to be more appealing would require changes to many spells and that... thats gonna take a while and be a hard endeavour... on the other hand...
i think Scout should become a third bar spell with how important it is for cra, not only that, but also fuse the 3 beacon spells into one, that much like fogger turrets, beacon type depends the element of the last spell casted.
Beagonhas gotten massive beagon assimilated into itself, this is ok, helps cra's in general get more value out of their beacons, the moving of the push into discreet beacons gives that passive some more appeal, tho mostly for pvp if im being honest and makes massive beagon less of a powerhouse, speaking of which
Passives
Im glad you guys listened regarding massive beagon, those +5 pts really matter when it comes to reaching precision tresholds, using a Precision boosted Riddled+Destructive with LVL3 sharpened arrowhead should be possible albeit a bit harder to set up
When it comes to Voracious precision i think its a fair change, not a big deal of a nerf, but it does make it feel like the usage of precision is something forced instead something youd want to do.
Sharp mind is again on a little rough spot, the effect triggering only when you enter makes it quite limited to be honest, many would expect it to trigger once you get out too, again, this makes precise shot not to feel like a mode switch at all, and precise shot is very different from fogginator if you compare it to that because fogger doesnt consume SP on cast of their elemental spells
I see why you'd want to change Cra perforation as with someone able to set up for the cra, it could allow them to do a lot of stuff whilst doing great damage at the same time, but making sharpened arrowheads not give any damage seems too harsh of a nerf at first glance.
The idea for Early shot is interesting, but i feel the aspect of slower WP regen could be bypassed by some means, as this is limited to elemental spells, this is one of those things that would require testing, and i dont think it should entail taking away cra perforation, maybe it could simply be added as a new passive
however this goes into making precise shot very passive dependant to be interesting compared to scout once more.
The way of the bow well... if im reading this correctly, you are making the way of the bow give +5 resources, it feels like a compensation buff for the severe reduction in potential force of will cra could get, it also works out with the new changes to evasive, as the higher the evasive level, the more MP (or AP via collision) the cra would need to remove to keep up, but it also makes the usage of MP removal spells in precise shot more appealing.
about discreet beacons theres something id like to mention, if beacons regain their ability to push with this passive, does it mean that now it would be possible for the cra to push something 4 cells with a massive beagon? also, this would probably make it so the retreat arrow finally with something optional, given beacons low cost makes it a decently viable option, sure they wont deal damage and can inconvenience your team but can get you out of a pinch and give more resources than you would normaly get with the retreat arrow, even with a low WP count you would be able to get some space, which makes focal distance more usable.
for now, that shall be all i have to say regarding this changes, ill remain expectant of this next update and any further changes to be announced.
Neo.
How am I supposed to test properly when the crupier was removed and so many skills don't work or don't match the tooltips at all
there is an OPEN BETA server to test, BUT YOU AND I CANNOT TEST IT, This has always been Ankama's logic, it's open, but you can't use it