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Rebalancing Week: Iop, Pandawa, Rogue, Sram
Tofurby on Diet * Member Since 2012-01-20
posté July 25, 2012, 20:06:45 | #41

Quote (JustD87 @ 25 July 2012 17:53) *
Once we're level 105 all we have is PvP and things like this really need to be taken into account.
This is completely and utterly your opinion and not fact, i am a lvl 105 air iop and i rarely do PvP. I favor doing dungeons, arenas and lvling my guild and i have been doing this for a while now.

I agree with ankamas changes to the air iop as the mobility was a problem do to the lack of ranged moves, and of the PvP that i have done i have always found it a problem against most opponents.

I do not believe air iops are overpowered, air iops were made for close combat damage and nothing more, the only support spell that we do have can be applied in very few situations (since the damage buff does not apply if you move off the aoe). This means our "power" is seen directly where as other classes have power but it is conveyed through team members through support spells. That power could be through healing or allowing team members to do more damage.

Its all about the situation.
Firstly the current situation the game is in and by this im referring to the current sets available, what is making a few air iops VERY good is the black crow set as it is perfectly suited for us (although it is very hard to get hold of )

Secondly the situation you see the air iop/character in, people tend to pick on and remember the times when a particular class shines; this for an air iop being at the start of a fight next to an opponent. Instead not seeing the times when classes lack; this for the air iop being when they have ran out of wakfu (which is burnt out very quickly with jump and uppercut) and are at a distance from an opponent.

-Jazza


This post has been edited by MidgetMike17 - July 25, 2012, 20:12:52.
Ugly Gobball * Member Since 2012-03-19
posté July 25, 2012, 20:11:50 | #42
@ Ieannia:

Did you ever played a sram before? First of all, the double dies after one hit. Problem here is, that summoning the double costs AP. Getting Invisible costs AP as well. Its quite easy to get discovered. Now, with the new changes its even easier. Furthermore, water and fire-srams will no longer skill shadowmaster, because there are no benefits. I`ve never seen a sram deal 450x3 dmg per turn.


Tofurby on Diet * Member Since 2012-04-20
posté July 25, 2012, 20:13:35 | #43
I think the nerf at Air Rogue was a bit exagerated. Fire Buff is awesome, i'm most def going Fire.
Earth Rogue... Well, it needed a buff since the dmg is low. But the changes at range and cost doesn't make it worth at all.

Actually, it's worthy. But only after lvl.100, just like it's atm. Quite a pain see they didn't increased a single bit of Range for Earth. Actually, they nerfed the range of the best spell for Earth, that is piercing shot.

To be honest, i think most Rogue players will go fire. And yet will get annoyed because it's not a easy-to-play class. People might try out Earth now and only Air fans will keep as Air.


Bellaphone Lover * Member Since 2011-03-29
posté July 25, 2012, 20:17:45 | #44
LOL Air iops getting buffed is really a bad move in my opinion. Didn't understand that move. I know that conceptually iops should be the class with bigest damage and no utility but that buff wasnt needed IMO

Fire got better spells and wrath got a deserved nerf. Liked the changes;

Earth now can do an 10 ap devastate build (nice) and got nerfed in impact(LOLWUT?) but that shouldnt be big deal. Still think that Rocknoceros seems "out of place" in the iops spells.


Featherless Piwi * Member Since 2012-02-23
posté July 25, 2012, 20:20:39 | #45
R.I.P Earth Pandawa :/


Overweighted Chafer * Member Since 2011-10-25
posté July 25, 2012, 20:21:19 | #46
@Dreadclaws good for you u didnt see it.
I had a lot of PvP with srams and i killed sram in invise ONLY ONCE when i got super lucky and just find him really accidentualy. I play as water eni and air iop, how i suppose to looking for ya, srams? No real AoE, nothing.
And tbh player must be smart enought to play sram in invise. U said 'easly to get discovered'? Mb u just cant hide properly?
Srams that killed me was 105 lvl in nun, bc and vamp sets, and i, with my great PvP experiense literally had no chanse to defeat them.


This post has been edited by leannia - July 25, 2012, 20:24:02.
Tofurby on Diet * Member Since 2012-04-20
posté July 25, 2012, 20:36:36 | #47
People approves and reproves changes if they benefits your race somehow, regardless how it sounds for people who really plays with that race.

What a joke.


posté July 25, 2012, 20:39:38 | #48
So srams now have no aoe, No re-invisibility, guile debuff, double (which apperently costs more MP than you have...) and their best spell is reduced to spotting you. Tell me one good reason not to go Iop or Sacrier.

I love how they say "stay visible for more damage" when they do no dmg at all.


Bellaphone Lover * Member Since 2011-04-29
posté July 25, 2012, 21:23:43 | #49
sumon a clone over the feca glyph will make the clone still on 6 ap?


Short Strich * Member Since 2012-04-24
posté July 25, 2012, 21:30:25 | #50

Quote (MidgetMike17 @ 25 July 2012 20:06) *

Quote (JustD87 @ 25 July 2012 17:53) *
Once we're level 105 all we have is PvP and things like this really need to be taken into account.
This is completely and utterly your opinion and not fact, i am a lvl 105 air iop and i rarely do PvP. I favor doing dungeons, arenas and lvling my guild and i have been doing this for a while now.

I agree with ankamas changes to the air iop as the mobility was a problem do to the lack of ranged moves, and of the PvP that i have done i have always found it a problem against most opponents.

I do not believe air iops are overpowered, air iops were made for close combat damage and nothing more, the only support spell that we do have can be applied in very few situations (since the damage buff does not apply if you move off the aoe). This means our "power" is seen directly where as other classes have power but it is conveyed through team members through support spells. That power could be through healing or allowing team members to do more damage.

Its all about the situation.
Firstly the current situation the game is in and by this im referring to the current sets available, what is making a few air iops VERY good is the black crow set as it is perfectly suited for us (although it is very hard to get hold of )

Secondly the situation you see the air iop/character in, people tend to pick on and remember the times when a particular class shines; this for an air iop being at the start of a fight next to an opponent. Instead not seeing the times when classes lack; this for the air iop being when they have ran out of wakfu (which is burnt out very quickly with jump and uppercut) and are at a distance from an opponent.

-Jazza

You are right that is indeed my opinion, however I thought expressing opinions upon the coming update was the whole point in posting here, am I wrong?

I can't help but think since you yourself play as an air Iop you may be a little bias, however disregarding that, you do have the option of a higher MP build, you also have the option of using Super Iop Punch as opposed to jump when you run out of WP.

From what I've seen in game and looking at the Iops abilities your issue probably stems from your build and not an under powered class.

I'm not sure why you mentioned your support spells as my opinion was based on the PvP element of the game; which i feel the need to look for since I'm already getting weary of the lack on content in the game.

However you have brought to light something Ankama could change for the better, maybe give Iops a more useful support role for PvE.

Thanks letting me know what you thought of my own thoughts though.

- Ala Fox


Short Strich * Member Since 2011-08-31
posté July 25, 2012, 21:39:23 | #51
I dont use any of these characters, but i'm playing Dofus for years and Wakfu for a shorter time. I see that ankama makes all the time something useless for people, but they dont really care about bigger problems. Like balancing character types in real.

And i also noticed that not even once they have changed something just becouse a lot of people didnt like the changes what they made.

I think they should listen more to players who are in game and trying out all the changes what they made. Maybe they can tell more.






Short Strich * Member Since 2012-04-24
posté July 25, 2012, 21:41:53 | #52

Quote (Chreon @ 25 July 2012 21:39) *
I dont use any of these characters, but i'm playing Dofus for years and Wakfu for a shorter time. I see that ankama makes all the time something useless for people, but they dont really care about bigger problems. Like balancing character types in real.

And i also noticed that not even once they have changed something just becouse a lot of people didnt like the changes what they made.

I think they should listen more to players who are in game and trying out all the changes what they made. Maybe they can tell more.



I cannot stress enough how much I agree with your post!


Lazy Bow Meow * Member Since 2012-01-04
posté July 25, 2012, 21:43:31 | #53
Great air srams will do -1 dmg srams cant use traps, wont use invis and the double is made of paper ... honestly you've destroyed srams, they dont deal high dmg, they cant stay invisible long enough to do enough dmg, they dont have a sacriers hp or resistance nor an iops dmg OR any range spell besides guile...which only works to get closer...but reduces ur dmgs, this is screwed up =)


Ugly Gobball * Member Since 2012-05-25
posté July 25, 2012, 22:02:18 | #54
why don't these clowns have a test server where they implement these changes first and gather feedback from players trying out the changes on the 'TEST SERVER' before a final live update?

I don't play a sram but they needed powering up not nerfing .. very easy to mess up their invis with aoe .. hell even my drheller can run round and wipe their invis if my aoe doesnt get them... and i can just hide in a corner with my back to the edge meanwhile..they don't even hit very hard before the 'balancing'

air rogue - maybe they needed nerfing i don't know.. i do know i'm less likely to play my air rogue now.. borring

fire enutrof - massive nerf making the only useful fire spell eat up wakfu which is needed for summoning drhellers ...good thing i realized a while ago that fire enu suck compared to earth enu ...looking forward to being OP for a month or two due to the earth enu 'balancing' until ankama realize what they've done :/

where are the real designers?


posté July 25, 2012, 22:17:19 | #55
ok i am an earth pandawa and i just use triple whammy and bash barrel against an enemy who is against a wall it is now gonna be diffucult to take out a PIWI


Nun Shall Pass * Member Since 2011-05-25
posté July 25, 2012, 22:22:09 | #56
If it comes to Sram i have to say that i agree with almost all changes you made. Almost is the key word here.
As i understand the -50% damage while invisible was made to make invisible srams not that powerful. Invisibility gives nice adventage for srams and here i have to agree. But in same time you make sram have less perception and they loose that perception 2 or 3 times faster then before! So from one side you want to make playrs able to play around in invisibility but to deal less damage and from the other side you make it impossible to play in invisiblity as it will vanish so fast... You have to either change the system of how perception work or you will have to give srams the possibility to re-gain perception for example from traps, but not only for 1 turn. In other words i accept the loss in damage while invisible but allow us to stay invisible longer then. Make traps give us perception for the whole fight not just for 1 turn. Obviously for a reasonable AP cost. This way srams could use their turn to move on traps and not attack just to increase the chance that they will stay invisible. It would fit these changes and would make invisible builds viable at least.

As for Diversion i think it should be 30%>60% not 40%>60%. And yes it's nice change. 60% is pretty high chance but you will have to risk to loose that AP. Why this change is nice? Because it shouldn't be easy to make sram backstab you knowing that backstab is high damage bonus. So +1 to this change i really liked it. Still i think that if Sram fail to make opponent turn its gaze: there could be a 10% damage bonus at least, as a recompensation, so that this AP won't be actually lost and so that sram's might keep trying to use more AP's in case of failure.

100% agree with all rogue changes, good job Ankama.

100% agree with the nerf for iop's wrath but i disagree with the boosting damage for other iop's spells as it is already crazy high damage dealer with the passives.

As for earth pandawa i think that blisskrieg should work on higher distance then you suggest. I'd say 6th cell would be too high though but 4th seems too low... try with 5th cell? Maybe it will be good then. Attack 4 cells in line and land on 5th.

I also wanted to suggest to make Karchamrak cost 1 MP instead of 1 AP. But that you have to decide youself if it will fit your "plan" well.

And i still do hope you will mak eus have less damage % from spell leveling and so that you will increase players HP at least twice for the sake of Pvp. You can always increas emonsters HP twice too. It's because of the high damage output that players can have with the current damage and resist mechanics, so i do hope you will consider those changes to make this game a tactical MMORPG not a 1- or 2- turn WIN gameplay.


Short Strich * Member Since 2006-12-27
posté July 25, 2012, 22:40:03 | #57
I was interested about what french players thought about this "rebalancing" and went there to read the forums and wanted to share it with you guys since I know some of you are interested. As I've been reading the french forums for the past two hours and they have realized the same issues with this "rebalancing" as we here did.

To summarize the thoughts (18 pages what I read):

1. Air Iops are op and now even more, they needed nerf not buff.
2. Panda changes will need to tested out to see if it works, seems cool.
3. Rogue buffs were in place.
4. Everyone are wondering that if game developers even know anything about the game they are making and "balancing". Seriously there was like 1 or 2 posts which complemented on Sram changes and those were about fire tree buff or making invis 1 wp. Following things provokes a lot of discussion:
4.1. Sram invis change failed
4.2. Double nerf
4.3. Backstabing issues (diversion is gamble, look around never been useful, leaving us with only guile for positioning which costs us -25% damage)
4.4. Srams role (doesn't fit any role in group, not good in dps, support etc.)
4.5. Global concern about nerfing everything fun about sram and killing the player / class base.
4.6. Most but not all comments thought that srams needed buff (as we do) and not nerf. Even players who don't play sram did!

This being said and as devs etc. don't read our international forums they might still has a chance to repair this mistake they made if they listen to the players at all. I sure hope they do since we know the game the best.

I humbly hope that Troyle will read the forums and keep himself updated and work as our little voice as he might be the only employee at Ankama who speaks english.

Thank you for reading.


Quote (Kikuihimonji @ 25 July 2012 22:22) *
As for Diversion i think it should be 30%>60% not 40%>60%. And yes it's nice change. 60% is pretty high chance but you will have to risk to loose that AP. Why this change is nice? Because it shouldn't be easy to make sram backstab you knowing that backstab is high damage bonus. So +1 to this change i really liked it. Still i think that if Sram fail to make opponent turn its gaze: there could be a 10% damage bonus at least, as a recompensation, so that this AP won't be actually lost and so that sram's might keep trying to use more AP's in case of failure.

I agree with you at the invis changes. You can reduce the damage if you give invis that lasts and the other way around. Also make it viable option for fire and water trees too! Currently they made it hard to stay invis and reduced damage by 50%, here in Finland we call this Double Fail.

This issue / spell still requires a lot of attention.

But as I read your thought on diversion, I'd like you to think about this:

1. We as srams no longer use wp for anything else apart from double as it is. ---->
2. With careful double usage we can use other 5 wp for scram which allows us usually to simply run behind the target. Much better choice than diversion or guile.
3. If we talk about close combat. I would always choose to lose -25% of my damage compared to 40% chance to lose ap, since 1 ap loss will ruin my combo anyways reducing the damage done even more. In all cases with optimal amount of ap (9 for water example) I can deal more damage with that -25% than I would with successful diversion (=8 ap and backstab with no reduction)


This post has been edited by Hauhio - July 25, 2012, 22:56:21.
Tofurby on Diet * Member Since 2012-01-20
posté July 25, 2012, 23:52:44 | #58

Quote (JustD87 @ 25 July 2012 21:30) *

Quote (MidgetMike17 @ 25 July 2012 20:06) *

You are right that is indeed my opinion, however I thought expressing opinions upon the coming update was the whole point in posting here, am I wrong?

I can't help but think since you yourself play as an air Iop you may be a little bias, however disregarding that, you do have the option of a higher MP build, you also have the option of using Super Iop Punch as opposed to jump when you run out of WP.

From what I've seen in game and looking at the Iops abilities your issue probably stems from your build and not an under powered class.

I'm not sure why you mentioned your support spells as my opinion was based on the PvP element of the game; which i feel the need to look for since I'm already getting weary of the lack on content in the game.

However you have brought to light something Ankama could change for the better, maybe give Iops a more useful support role for PvE.

Thanks letting me know what you thought of my own thoughts though.

- Ala Fox
Well i will apalogize if that was your opinion but the usage of "were" and "we" made it come across as though you was speaking on behalf of all of us

About mentioning the support spells, i included them as PvP is not just 1v1 there are many group fights to be had and i wanted to convey that an iops damage is (pretty much) all directly and non-support and the "power" of a class is hard to compare if people only look at the direct damage.

Im not going to comment on my own build as i was speaking more generally whilst inputting a bit of my experience. But when using super iop punch (5ap) instead of jump (2ap 1wp when leveled) or when committing kit and points to mp a great deal of damage can be lost.

-Jazza


Tofurby on Diet * Member Since 2012-07-08
posté July 26, 2012, 00:44:12 | #59
I don't play as Iop, Pandawa or Sram, but as a Rogue player I can honestly say that it was a well deserved nerf for the air Rogue. Now because of the slight fire buff, i have a reason to play as fire Rogue now. Should be very interesting

All I can do now is hope for reasonable changes to Feca and Xelor tomorrow. Honestly if they screw my favourite clas Xelor anymore than they have, I will quit wakfu


posté July 26, 2012, 01:47:29 | #60
if they are going to reduce dmg while you are invisiable, fine but at least give us a chance to stay invisiable.... fighting level 80 monsters reveals you in 2 - 3 turns (not cycles) and now its going to be 3x faster?! What's the point of going invisiable now? Ankama, Sram needs a buff not a debuff.