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Rebalancing Week: Iop, Pandawa, Rogue, Sram
WAKFU Community Manager * Member Since 2012-03-01
posté July 25, 2012, 16:01:10 | #1
Rebalancing Week: Iop, Pandawa, Rogue, Sram Third part of our Rebalancing week, today we reveal the changes for Iops, Pandawas, Rogues and Srams.


Iop

Fire

Judgment: 4>70 (instead of 3>54)
Cost changes from 4AP to 4AP+1MP
Iop's Wrath: 8>90 (instead of 8>100)
 
The modification to Judgment should give new opportunities to Fire Iops. We also had to slightly reduce the Iop’s Wrath as it didn’t match our balance scale (due to the Explosion).
 

Earth

Impact: 2>26 (instead of 2>28)
Devastate: 7>75 (instead of 8>80)
Cost changes from 6AP+1MP to 5AP+1MP
 
We wanted to give more value to Devastate with a cost change: should give more builds variety.
 

Air

Jabs: 2>32 (instead of 2>30)
Flurry: 1>14 (instead of 1>12)
Gutting Gust: 1>20 (instead of 2>40)
Cost changes from 2MP to 1MP; 2/target
 
Since this branch is limited due to a lack of area spells or range spelsl, we thought it would make sense to slightly exceed our balance scale, with a small boost of Jabs and Flurry.

Pandawa

Water

Bubble Trouble: On target: 3>40 (instead of 3>34)
On the barrel: 4>45 (instead of 4>40)
Cost changes from 3AP to 1AP+2MP; 2/turn
Milk Wave: On target: 6>85 (instead of 5>73)
On the barrel: 7>95 (instead of 6>80)
Cost changes from 6AP to 6AP+1WP

Fire

Flaming Burp: 3>38 (instead of 3>35)
Light My Fire: 3>37 (instead of 2>18)
Cost changes from 2AP to 1AP+2MP; 1/target
 
This slight improvement of the Earth and Fire branches was reached thanks to damage and cost changes. The current overall damage output of the Pandawa was matching our balance scale; therefore we didn’t want to make more changes than necessary.
 

Earth

Bash Barrel: now limited to 2/turn
Blisskrieg: The pandawa now teleports until the 4th cell in line (not modifiable), and deals damages in line to the cells he passed through 
 
The Earth tree changes are mainly here to limit some abuses we could see in game.
 

Rogue

Earth

Piercing Shot: 5>65 (instead of 5>52)
Reduces the targets resists of 10%>100%
Range changes from 1-4 to 2-4
Cross Fire: 3>47 (instead of 3>42)
Blam: 5>68 (instead of 4>52)
Cost changes from 4AP to 4AP+1MP
Pulsar: 1/AP-MP>12/AP-MP (instead of 1>9)
 
We significantly improved the earth tree with changes of damage and cost. However we decided to limit the effect of Piercing Shot to avoid abuses on Boss with high resists.
 

Air

Slap Shot: 2>28 (instead of 2>30)
Boomerang Dagger: 4>51 (instead of 5>62)
CH: 6+2>76+12 (instead of 8+4>90+15)
Range can no longer be modified
Longsword: 6>80 (instead of 6>85)
 
The Air tree was lowered. Since the Air Rogue can easily access his opponent’s back, can reach very high air damage thanks to his Air Master passive, and has good CH effects, it could deal too high damages. We had to change that.
 

Fire

Barbed Fire: 2>21 (instead of 2>18)
Becomes the first spell of the tree
Burning Bomb: 6>65 (instead 4>40)
It is no longer possible to target someone directly with a bomb
Becomes the 2nd spell of the tree
Blaze: 4>48 (instead of 3>34)
Cost changes from 3AP to 3AP+1MP
Blinding Bomb: 4>50 (instead of 3>30)
It is no longer possible to target someone directly with a bomb
Flaming Claw: 7>91 (instead of 6>65)
Cost changes from 6AP to 5AP+1WP; 1/target
 
For the Fire branch, we decided to remove the possibility to cast bombs directly on a target since it was in opposition with one of the main interest to cast them on the ground. However, we improved the damages of bombs, and other spells. This should make the branch more interesting.
 

Support

Air Master: changes from 40% to 30% of the initiative at lvl 20
Runaway: Changes from 40 to 30% at lvl 20
Only applies to melee attacks and moves of 1-2 cells (instead of 1-3)
 

Sram

Fire

Hemorrhage: now takes the fire elementary damage of the Sram and the fire resists of the target into account.
Damage: 1 fire dmg for 2 of hemorrhage, instead of 1 dmg for 3
Cold Blood: 3>39 (instead of 3>37)
First Blood: 2>25 (instead of 2>23)
If the target is untouched: 4>40 (instead of 3>36)
Torment: Damages don't change
Damage bonus based on the HP % now works properly (no longer takes the resist)
This spell is of Sr'ambush type
Bled Dry: 4>53 (instead of 4>50)
Execution: 7>95 (instead of 6>80)
This spell is of Sr'ambush type
 
We improved this branch by slightly increasing spell damages and changing Hemorrhage that should take the Fire damage into account.
 

Water

Petty Theft: on a CH, the second AP/MP is stolen with 50% chance, instead of 100%
This spell is of Sr'ambush type
Sramshackle: on a CH, the second AP/MP is stolen with 50% chance, instead of 100%
This spell is of Sr'ambush type
 

Air

Fear: 2>25 (instead of 3>20)
Tricky Blow: 4>55 (instead of 4>45)
Forceful Blow: 3>40 (instead of 3>35)
+10% damage when hitting on the back at lvl 0; +30% at lvl 100 (instead of 30% everytime)
Guile: -25% damage during each turn (instead of -50%)
Trauma: This spell is of Sr'ambush type
 
We improved a few spells of the branch like Guile that should now reduce damages of 25% instead of 50%. This should offer more alternatives to Diversion and Look Around You in order to reach the target’s back.
 

Supports

Invisibility: At lvl 9 the spell costs 3AP+1WP (instead of 3AP+2WP)
Perception:+300 Perception on the first turn (at all levels)
Lvl0= +100; lvl9=+200 Perception the following turns
Loss of 6 Perception for each AP used, instead of 2
Loss of 20 Perception at the beginning of each turn, instead of 10
When invisible damages are divided by 2 except for Sr'ambush spells
Sr'ambush spells inflict normal damage but reveal the Sram, even with the Shadow Master passive
 
The Invisibility mechanic was too much of an advantage, and had to be changed. Now an invisible Sram will have reduced damage, except for some spells (called “Sr’ambush&rdquo but these will reveal him directly. To summarize, the Sram will have the choice between stay invisible and harass the opponent with low damage, or deal high damage while visible. Furthermore, invisibility will last less time since we increased the Perception loss at each turn. To compensate all of that we decided to reduce the cost of Invisibility at level 9 to 1WP (instead of 2WP).
 
Double: Now has a fixed amount of AP, WP and MP (6AP, 4MP and 3WP).
The damage penalty doesn’t change (50% at level 0 and 100% at level 9)
 
We decided to give a fixed amount of AP/MP to the double. We thought it was too imbalanced to be able to have a summon with the same stats as its caster for a cost of 4AP+1WP, doubling the efficiency of the Sram’s gains in AP and MP (with stats and equipment) compared to other classes. With these changes, we tried to find the most adapted solution possible.
 
Diversion: Now has 40% chances to make the target look away at lvl 0 and 60% at lvl 100 (instead of 100%)
No longer triggers the Stabber state
No longer applies the Hemorrhage state

Here again, let us know what you think, and see you tomorrow with the Feca, Eniripsa and Xelor!


posté July 25, 2012, 16:06:53 | #2
good for fire sram..


posté July 25, 2012, 16:07:09 | #3
Honestly NOT looking forward to tomorrow's news  


posté July 25, 2012, 16:09:56 | #4
Good work!


posté July 25, 2012, 16:13:59 | #5
but WELL !!...WHY DIVERSION GOT 60% CHANCE TO ACTIVATE ??? IT NOT PASSIVE SKILL...WHY !!!


posté July 25, 2012, 16:25:23 | #6
Perfect


posté July 25, 2012, 16:30:01 | #7
Not looking forward to tomorrow's news either, for both my eni and xelor


posté July 25, 2012, 16:30:55 | #8
lol "Bubble Trouble: On target: 0>40 (instead of 3>34)"
Is it first spell i see that hits 0?! x)


posté July 25, 2012, 16:34:38 | #9
Indirect buff to fire/earth iops via gutting gust. Now as an Earth iop I can deal 1 more attack which means more power stacks yay

But earth still seems the weaker branch in the iop spells...


posté July 25, 2012, 16:40:11 | #10
I didn't get it.

Piercing shot chance now will level up according to the spell level?

And that nerf on Air Rogue was way too huge.

And for god sake... WHY NERF RUNAWAY? The 40% chance triggers already works as if it's 20% chance. And it's random 1-3 cells! 30% chance of run away and only random 1-2 cells?

There's no reason to level up that spell now.


This post has been edited by JesuisOMG - July 25, 2012, 16:44:39.
posté July 25, 2012, 16:51:57 | #11
After reading the sram changes... instant T_T

Let's start up with the positive point of view...

Fire got buffed, and for a reason since it was the weakest elemental tree among all.

I don't know why air got buffed as it was the strongest elemental tree because invisibility was used by all air srams, but as invis will be taken off the table I think that the little buff was in order.

Guile buff was well done, since the currently it's just being used as an escape tool.

and all the negative...

Still I'd rather waste 1wp to use lvl 9 scram to get behind the target since being invisible is just waste of time. Because main damage spells will always make you lose invis, damage is reduced by 50% and it was not viable option for any other than air srams to begin with. They reduced the cost to 1 wp but who'd use a spell that's not worth using it if it cost no wp? I'd rather have a good invis with 6wp cost. So I'll have all my wp for using it. So why use guile to get behind and lose 25% damage?

To water and fire trees invisibility has never been in option and so shall it stay.
Invisibility is now imo worthless in pve and would consider using it hard in pvp too.

Nerf to the double. I'm not even going to say much about this since I'll just rage and couldn't give much creative feedback. But basically they reduced sram damage around 30% with that. Srams damage has never been the issue in the class, we are ASSASSINS. We are supposed to be the class that deal the most damage. With this nerf, we'll be even less wanted to groups and our damage is now among worst in the game. Positive thing here is that you will always have 3 wp on double so you can use scram even if you use it with your last wp. Still ridiculous nerf...

Then there's the diversion nerf. For fire srams, it will be even worse as hemo buff was nice when you needed some burst damage and to build up some stacks. It's good for other trees as it will no longer remove backstab stacks. When you think it like this: You have 40% just to waste 1ap. Even if you success with your 60%, you'll still lose 1 ap, which will ruin your combo anyway, meaning still less damage delt. Getting that extra +1 ap from gear / stats for this is just plain stupid. I see NO reason for this change apart from "No longer triggers the Stabber state" part.

Last but not least water tree backstab ap/mp steal nerf. Has it ever been a problem so why nerf it? Srams who build around crit to steal more, will have even less damage than ones using their points in elemental stats. I understand that stealing 4ap / turn with double is too much, but I sure have not seen no sram with 100% crit yet.

Please give me a smiling face above my post if you agree with me and if you don't feel free to share your view about the changes. I still think that sram is one of the least played classes as it's barely viable so...

and little something fun for the end

Hey I just met you
and this is crazy
but here's my sram
so do not nerf me!

and all the other classes will rape me
but here's my sram
so do not nerf me!


This post has been edited by Hauhio - July 25, 2012, 17:11:04.
posté July 25, 2012, 16:55:30 | #12
soooon !! like my eca sooon !!


posté July 25, 2012, 17:01:07 | #13
I do not Agree with Invisibility and Double Change... Man, its realy suck the sram...

Sram invisibility was the main for air sram, now Air sram have nothing... Sr'ambush =/ why use trauma? it need to be on shadow cloak to trigger a good dmg...

Sram double is strong, ok, "We thought it was too imbalanced to be able to have a summon with the same stats as its caster for a cost of 4AP+1WP" but it explode in one hit...




posté July 25, 2012, 17:06:00 | #14
Now this is just crap , We come visible if we cast Trauma and we do less damage ..
Am just weak now , cause i cant stay invisible for a long time thanks , waste of creating and training my player to level 58.


posté July 25, 2012, 17:08:46 | #15
I guess tomorrow we will see LoS on Fortifying Word and\or range reduction!


posté July 25, 2012, 17:11:37 | #16
yea! let's do all pandawa's skills for WP and MP. are you crazy?! class killers. have no words...



WAKFU Community Manager * Member Since 2012-03-01
posté July 25, 2012, 17:26:14 | #17
Concerning the Sram Invisibility, please note that monsters Perception will also be rebalanced to make sure they don't detect the Sram too easily.


posté July 25, 2012, 17:28:57 | #18
Guys, we will get a reset, so don't waste your breath. But from the start:
Srams
Guile gives -25% dmg. Why? Because you get more +% dmg from Master Stabber. First you get passive +40%, then you get 5 more % per hit in a back when maxed. I think it's a bit more then -25%, and you guys?
About Sr'Ambush: if Shadow Master works for it, then it's all ok. Why would you get mad at it?
I agree that Double shouldn't be nerfed more, but well, we will need to live with it. Don't give up, shadow brothers!
Btw I think I will do fire sram this time.
Iops:
New combos, more hits, lower costs - all in all, Iops get nice boost. Little bit less for Wrath, but let's say it straight: Wrath was OP. Still air Iops will have a reason to celebrate.
Rouges:
Adlast! Adlast we will have a fire Rouge. No matter that you need level 70 to make it work! We will have a bomberman of Wakfu. Can't wait to make one of those!
And you air got nerfed, but everyone saw that coming.
Pandas:
No more Blitz pandas abuses. That's good news for Cras and their teammates. I'm glad they won't be OP anymore.
Fire/Water Panda gets stronger. Hip-hip-hurray for them and yeah I will have to make one of those, as they are so much more interesting then earth build.


posté July 25, 2012, 17:34:44 | #19
The point is, that perception does not work how it should be. I often get discovered even if i have 400 perception and the enemy 100. The funny thing is, that i get discovered while beginning my turn or walking (not even close to the enemy). By reducing the Damage by 50% and Guile 25% we have 75% less Damage. And Sr'ambush just made some skills worthless. Torment was one of my main Skills, and furthermore, why should i use a skill which reveal my Sram? And the Double just got completely butchered. It doesnt explode and he got weaker now.

You just succesfully nerfed perfectly the weakest class of all.


This post has been edited by Dreadclaws - July 25, 2012, 17:39:36.
posté July 25, 2012, 17:36:24 | #20
I reply as high level air sram, and i tell you:

- At the moment, sram is low, before it gets decent damage should spend about 4 rounds from the first, because he must to buff shadowy cloak to do damage.

- Invisibility it's too nerf, why damage/2? and why the perception is doubled and tripled for each AP? are you kidding us?
Example: When i go to monk i stand max 4 turn invisible, and i have Invisibility (lvl 9) Sram to the bone (lvl 20) and Perception 100.
Now we lost THREE TIME as perception!
How can we get lvl 90/100 of shadowy cloak? How can we SURVIVE If we have to spend all the points in perception, dodge and initiative? and no point in HP?

I think this is crazy, CRAZY.
Too many things are wrong, Ankama!
If you don't change your idea, well, i will leave Wakfu, and I hope that many follow me!

What *** idea appeared in the minds of your beta testers?

Bye ankama, have no words.


This post has been edited by [MOD]Nenooki - July 27, 2012, 11:50:45.
Reason for edit : Removed bad word