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Dev Talk Special Edition #3
WAKFU Community Manager * Member Since 2012-03-01
posté June 06, 2012, 17:53:54 | #1
Dev Talk Special Edition #3 For this special edition, the Playtesters went ingame to answer some of the questions of the community, regarding the new spell experience system.

For confirmation, a level 75 character’s spell cannot exceed level 75, right ?

Eskarina: Right.

What about classes using only one element? Looks like they’re going to be underpowered compared to others.

Freyrr: Characters using only one element will stay as efficient as they ever were, especially since they will sum more experience in a tree than other characters.

If I have two spells level 100 in a tree, what will be the level of the other spells in the same tree?

Freyrr: At character level 100, you will only have two spells level 100. Once you get higher level, you will get more experience to allocate. Note that you don’t have to concentrate all your experience on two spells though.

Will you change some spells due to the modifications of the experience system?

Kwoac: Some will need to be changed in order to better fit to the new system, yes.

Will there be a tutorial explaining the spell experience reset system?

Freyrr: No tutorial is planed yet (we didn’t have time to make one), but the system should be easy enough to figure.
Eskarina: WarWeak will prepare some screenshots to explain how this works.

Does a spell get more experience if being used once during a fight and then only a weapon is used, or if the spell is spammed?

Kwoac: The spell will get the same experience in both cases.

Will it be possible to level with only one branch until level 100 and then use the respecialisation to distribute this experience in other branches?

Freyrr: Indeed, this is an intended tactic. It might actually be interesting in order to increase your resists.

Is it possible to block spell progression?

Grou: No, the only way to prevent a spell from receiving experience is to level it up to its level cap.

Should we assume that this new spell experience system will lead to the creation of elite spells?

Freyrr: Nothing is planned yet, but this idea might come back in a short future.

What about equipment offering a bonus to spell level?

Freyrr: Items offering spell levels will keep their use. For example with items +10 spell level, you can use a build with 3 spells level 85, and have them level 95 thanks to the bonus.

Does a spell level 100 thanks to a +5 levels bonus (95+5 then) still receive experience?

Eskarina: No.

If we use a spell that was already at maximum level, how do we get the “lost” experience back?

Freyrr: If you have spell experience missing compared to your character level, you will get an experience bonus during the next(s) fight(s).

Will you rebalance monsters for them to better fit the new system?

Freyrr: We don’t plan on rebalancing them yet. However, some bosses and world bosses will be modified.

What about elementary bonuses?

Freyrr : The new system should not make it any less efficient. In fact, at the same level you will have more spell experience, which means a higher bonus.

Will there be a stat reset with this update?

Freyrr: Yes, there will be a start AND spell reset.

Will there be a class rebalancing with this update?

Kwoac: No, this update only includes bug fixing, which will however have an impact on balance due to the bugged spells that will be fixed.

Will you add common spells shared between classes?

Kwoac: This is not planned.

Any changes on effects lasting more than one turn?

Kwoac: No changes.

Will there be any changes concerning attributes points and support spells beyond level 105?

Kwoac: We have no information on this point yet.

Will you work on balancing soon? Which classes will be worked on?

Kwoac: Yes, we will get back to it soon. Sadidas are being worked on, and then will come Osamodas and Feca.


Soft Crackler * Member Since 2011-06-06
posté June 06, 2012, 19:08:49 | #2
What if someone only uses one spell until he hits the level cap, will the unassigned exp be earned in later fights if a different spell is used (despite the character level cap), or will it be allocated as bonus exp when exp is transferred from the "one" spell to a different spell?


This post has been edited by Resonate - June 06, 2012, 19:09:07.
Narcissistic Larva * Member Since 2012-02-16
posté June 06, 2012, 19:12:40 | #3

Quote (Troyle @ 06 June 2012 17:53) *

What about classes using only one element? Looks like they’re going to be underpowered compared to others. Freyrr: Characters using only one element will stay as efficient as they ever were, especially since they will sum more experience in a tree than other characters.


I don't understand this response - if I understand currently, a level 105 air iop (for example) perhaps using 4 L100 air spells and nothing else will only be able to have 2 L100 air spells and no pts in the remaining 2 spells; or, more likely, 1 L100 spell and the remaining pts scattered over the remaining 3 spells. A hybrid on the other hand, also using 4 L100 spells but in 2 different elements, will be able to continue doing so. Hybrids might stretch themselves a bit thin when gear's brought into the equation but purely from a spells perspective, I would have thought pure builds that use more than 2 spells stand to lose in this system.

Personally I would have liked to have seen the system limit us to, perhaps, xp equivalent to 6 L100 spells then let us choose how we want to distribute them, irrespective of element branch. That way there's an overarching limit in place but it's still flexible enough for people to go pure or create interesting hybrids.


Quote
Does a spell level 100 thanks to a +5 levels bonus (95+5 then) still receive experience? Eskarina: No.

Why not allow people to continue to gather experience in that scenario but disregard any bonus levels in excess of the spell cap? e.g. char continues gaining spell xp - spell is leveled to 96 by the player, at which point only 4 of the +5 bonus is taken into account - continue until player raises it to L100, at which point all bonus is disregarded and the spell no longer generates xp. That way people still benefit from the gear, can continue to develop their character using that spell until they reach the 'real cap'.


This post has been edited by SoulCube - June 06, 2012, 19:22:13.
Wilder than Wild Dragoturkey * Member Since 2011-02-25
posté June 06, 2012, 19:27:06 | #4

Quote (SoulCube @ 06 June 2012 19:12) *

Quote (Troyle @ 06 June 2012 17:53) *

What about classes using only one element? Looks like they’re going to be underpowered compared to others. Freyrr: Characters using only one element will stay as efficient as they ever were, especially since they will sum more experience in a tree than other characters.


I don't understand this response - if I understand currently, a level 105 air iop (for example) perhaps using 4 L100 air spells and nothing else will only be able to have 2 L100 air spells and no pts in the remaining 2 spells; or, more likely, 1 L100 spell and the remaining pts scattered over the remaining 3 spells. A hybrid on the other hand, also using 4 L100 spells but in 2 different elements, will be able to continue doing so. Hybrids might stretch themselves a bit thin when gear's brought into the equation but purely from a spells perspective, I would have thought pure builds that use more than 2 spells stand to lose in this system.


Well the old system only allowed you to have 1 level 100 spell at level 100 (not talking about the "bug" that let you obtain more spell exp while hitting the level cap)
so right now you are better of with the new system getting 2 level 100 spells at level 100 as mono element build.
A Hybrid only has 2 level 100 spells in 2 elements (1 in each) + some left over spell exp or 3 level 100 spells in 3 elements (1 in each). So they arent exactly much better off.


Narcissistic Larva * Member Since 2012-02-16
posté June 06, 2012, 21:23:13 | #5

Quote (Chrolo @ 06 June 2012 19:27) *

Well the old system only allowed you to have 1 level 100 spell at level 100 (not talking about the "bug" that let you obtain more spell exp while hitting the level cap)
so right now you are better of with the new system getting 2 level 100 spells at level 100 as mono element build.
A Hybrid only has 2 level 100 spells in 2 elements (1 in each) + some left over spell exp or 3 level 100 spells in 3 elements (1 in each). So they arent exactly much better off.

Thanks for clarifying Chrolo - hadn't appreciated that. However for me it's more a case of pure builds losing out in the new system vs hybrid in the new system, as opposed to vs current system. It's speculative at this point but my thinking is, continuing with the iop example, will a pure air iop build (x2 L100 spells, or whatever config they go with) fair better than a hybrid with let's say 4 L100 spells at their disposal. Gear factor can't be overlooked but surely, all things factored in, it's detrimental for the air build to not go hybrid as it either has to stick with 2 level L100 spells, which damages utility and inevitably damage/turn, or they can use lower level versions of 3-4 spells if they distribute more evenly - ultimately sacrificing damage for utility. A hybrid with 4 L100 would have a better mix of spells, which would strengthen their utility, benefit from L100 damage (which in itself would surely go some way to counter any gear argument) and - not to be overlooked - they are able to counter more element resistances to boot.

Even if it turns out to be a non issue I still don't think that system is preferable to one in which I could allocate my points without any restrictions on the element. Opens up more possibilities and greater player choice.


This post has been edited by SoulCube - June 06, 2012, 21:28:36.
Scary Polter * Member Since 2011-12-09
posté June 06, 2012, 21:32:34 | #6
Sadida then Osa change.

Yay.

Nyeheh~


Wilder than Wild Dragoturkey * Member Since 2011-02-25
posté June 06, 2012, 21:36:48 | #7

Quote (SoulCube @ 06 June 2012 21:23) *

Quote (Chrolo @ 06 June 2012 19:27) *

Well the old system only allowed you to have 1 level 100 spell at level 100 (not talking about the "bug" that let you obtain more spell exp while hitting the level cap)
so right now you are better of with the new system getting 2 level 100 spells at level 100 as mono element build.
A Hybrid only has 2 level 100 spells in 2 elements (1 in each) + some left over spell exp or 3 level 100 spells in 3 elements (1 in each). So they arent exactly much better off.

Thanks for clarifying Chrolo - hadn't appreciated that. However for me it's more a case of pure builds losing out in the new system vs hybrid in the new system, as opposed to vs current system. It's speculative at this point but my thinking is, continuing with the iop example, will a pure air iop build (x2 L100 spells, or whatever config they go with) fair better than a hybrid with let's say 4 L100 spells at their disposal. Gear factor can't be overlooked but surely, all things factored in, it's detrimental for the air build to not go hybrid as it either has to stick with 2 level L100 spells, which damages utility and inevitably damage/turn, or they can use lower level versions of 3-4 spells if they distribute more evenly - ultimately sacrificing damage for utility. A hybrid with 4 L100 would have a better mix of spells, which would strengthen their utility, benefit from L100 damage (which in itself would surely go some way to counter any gear argument) and - not to be overlooked - they are able to counter more element resistances to boot.

Even if it turns out to be a non issue I still don't think that system is preferable to one in which I could allocate my points without any restrictions on the element. Opens up more possibilities and greater player choice.
If we are talking about level 100 characters. A Hybrid can have max of 3 spells level 100 and that if he focuses on all 3 elements. If you want this to be effective you need to have a 3 element set, and while you have a lil bit more resist your damage will be nowhere near the one of an mono element build.

a 3 element hybrid has:

3 spells on level 100 (talking purely about level 100 spells now, so we assume all other spells are level 0 for now)
bit better resist in 2 element while less resist in third element
mediocre damage in all 3 elements

mono element has:

2 spells on level 100
good resist in 1 element
alot more %damage, because your equip is more focused and you have double the spell levels in that single element


Soft Crackler * Member Since 2011-06-06
posté June 06, 2012, 21:45:45 | #8
I think it's best just to let the system play out and we will see how the general balance will be. This new system, compared to all previous changes in base damages of some classes, is not that serious. We all know that some people are worrying that their beloved characters might get back on the equal ground with some currently weaker classes. It is arguable if extra utilities from other elements, which can now be used efficiently rather than being trashed in a corner as in the old system, will be sufficient to help hybrid characters win over single element characters. They can be stronger, but not necessarily strong enough.

Single element character: Now = OK => 12th June = no change, or become stronger (due to 20% exp)

Duo/Tri element character: Now = Trash (maybe exaggerated) => 12th June = OK, officially good enough.

I think it's fair enough to give them a chance. If Air Cra can be OP for 2 months and Eni can be OP for the whole history of Wakfu & Dofus, I don't see what's wrong with trying out this new system that seems fair and good for everyone.


Narcissistic Larva * Member Since 2012-02-16
posté June 06, 2012, 22:09:40 | #9

Quote (Chrolo @ 06 June 2012 21:36) *
If we are talking about level 100 characters. A Hybrid can have max of 3 spells level 100 and that if he focuses on all 3 elements. If you want this to be effective you need to have a 3 element set, and while you have a lil bit more resist your damage will be nowhere near the one of an mono element build.

a 3 element hybrid has:

3 spells on level 100 (talking purely about level 100 spells now, so we assume all other spells are level 0 for now)
bit better resist in 2 element while less resist in third element
mediocre damage in all 3 elements

mono element has:

2 spells on level 100
good resist in 1 element
alot more %damage, because your equip is more focused and you have double the spell levels in that single element

That does moot that issue - I thought I'd read that it would be possible to max 2 per element in all elements but see now that's not the case. I think you're right, it probably would (at best) even out.


This post has been edited by SoulCube - June 06, 2012, 22:10:30.
Grizzled Dandelion * Member Since 2011-07-16
posté June 07, 2012, 17:49:37 | #10

Quote
Yes, we will get back to it soon. Sadidas are being worked on, and then will come Osamodas and Feca. Add Quote Here

How long? The last time you said "soon" is 1 month ~ 1 month 15 days.

I see many stable games update everyweek, how come this less-content game and unbalance game do monthly update? (even more).

I think you already noticed the significant drop of players this month, and do you plan to hire more employees to save this game?


This post has been edited by Hyutars - June 07, 2012, 17:50:24.