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News about PvP
Lead Game Designer * Member Since 2010-12-16
posté July 30, 2012, 15:05:05 | #1
News about PvP During next update, alongside the class changes that were already announced last week, we will implement improvements on PvP. Our Lead Game Designer, Azael, tells you everything you want to know about these changes.

Hey party people!

I'm very pleased to announce the modifications we're going to make to the PvP system with the next update, alongside the balancing changes.

These are only the first changes we're going to make. We plan to really develop this aspect of the game in future, rules-wise as well as in terms of the PvP content we're going to add.

For this first phase of modifications, we have tried to make combats longer and reinforce the tactical aspect of the PvP game.

As always, we'll be looking forward to hearing what you think so that we can develop a PvP system that you like.

Balancing and HP bonus for PvP fights

One of the changes we're going to implement is a very simple way to balance basic PvP: by raising the number of Health Points you have!

The way it works is simple: when a player enters a PvP fight, his Health Points are automatically multiplied by 3. The player can view his PvP Health Points in his health bar whenever he likes - they'll be displayed in a different colour.


This means that even if your opponent plays first, you'll both have to fight for longer and play more tactically. Similarly, you'll have to pay more attention to your stock of Wakfu Points. Gone are the days of hot-headed PvP fights which are over in two turns!

Oh, one little thing... During fights between players, the calculation of certain spells' effects will be based on the players' basic HP rather than on their total HP with the PvP boost taken into account.

Here are the spells for which this is the case:
  • Sacrier: Coagulation
  • Ecaflip: Black Bow Meow, Hairy Moon Tarot, Meowtyrdom Tarot, The Croquette
  • Eniripsa: Sadist Mark, Regeneration, Transcendence, Coney, Massacuring Mark
  • Enutrof: Drhellzerker, Phone a Frhend, Combat Training
  • Pandawa: Master of Merriment
  • Sram: Torment
  • Sadida: Doll

These modifications will make fights longer and more tactical. Combined with the class balancing changes that you have been reading about this week, they should enable us to set down some solid bases to help PvP in the right direction.

New Timeline system

This system is going to have an impact on both PvP and PvE, so it's important that we explain it in this devblog.

We have decided to alter the current Timeline system to put more emphasis on strategy and prevent killer combos that depend entirely on players' Initiative.

The Timeline is the Initiative gauge displayed on the right-hand side of your screen during fights. It determines the order in which players and their opponents play.


We are going to change the way the Timeline calculates game turns. Now, these calculations will take place at the end of the preparation stage and will be done in two steps:


If several players have the same Initiative, they will be put in order as follows:
  • The player with the highest level will play first and so on.
  • If the players are the same level, turn order will be decided at random.

If one team contains more players than the other, the turn order will still be defined as described above. The bigger team might therefore have several characters playing in a row.
Here's a little example of the system:
We are aware that this new system will reduce the importance of Initiative in the game. However, we are planning to review the Speed system in an upcoming update in order to:
  • Make it easier for players to understand how the game works;
  • Make Initiative more important in the combat system again;
  • Give fights a better rhythm, with Initiative bonuses appearing sooner and more regularly.

We will let you know when this review is under way.

"No aggro" state

Many of the community's players have spoken to us about experiencing constant aggro. That's why, in this update, we're going to implement a "no aggro" state.

When a player is killed as a result of a PvP attack, he will automatically enter this state. For 5 minutes, it will be impossible to aggro him.

If the player engages in any kind of PvP activity during this 5 minute period, the state will disappear. That means that if you attack a player whilst you're in the "no aggro" state, you will lose the state.

This restriction will be developed over the course of future PvP updates to take data and findings into account. Our aim is to curb behaviour that is detrimental to your in-game experience, not to introduce immunity to PvP or other flaws in the PvP system.

KenKO

I'm almost done here, but first up, I have a modification to report concerning KenKO, the item that allows you to revive someone outside battle. This item will now apply the De Darm state (like after coming back to life using a regular Phoenix).

That's all for now! As I mentioned earlier in this devblog, these changes are only the beginning. I'll be in touch soon to let you know how we're progressing with regards to these issues and to tell you about other improvements we're planning to make for PvP!


posté July 30, 2012, 15:17:07 | #2
yay! Pertamax!!


posté July 30, 2012, 15:18:22 | #3
Are these changes going to take place in August?


posté July 30, 2012, 15:27:48 | #4
I've already read the notes on the french forums.
Nice to see the entire thing translated, looks like I was 98% right. :p

I like the new system for initiative, keep this up Ankama!


posté July 30, 2012, 15:32:11 | #5
Oh my Gosh, i dont know what to think about this....


posté July 30, 2012, 15:34:24 | #6
well that took a while to translate, but thanks troyle!


posté July 30, 2012, 15:38:44 | #8
Kinda sad that water eni got all those nerfs and now the want to triple the hp yet keeping the wp system the same, 6 wp attacks makes it impossible to kill in 1 vs 1....

The ini system is a good improvement ^^


posté July 30, 2012, 15:43:53 | #9
are the wakfu going to be increased too? ummhh longer fights mean that were going to lose wakfu in just a few rounds. other players which depends heavily on wakfu will be rendered useless. hmm


posté July 30, 2012, 15:45:50 | #10

Quote (christinebr360 @ 30 July 2012 15:18) *
Are these changes going to take place in August?
Yes, if nothing goes wrong the date is still unknown.


O Respeitador 


posté July 30, 2012, 15:50:36 | #11
did you make a poll just to ignore it?


posté July 30, 2012, 16:39:36 | #12
@ThyHolyOverlord
"Kinda sad that water eni got all those nerfs and now the want to triple the hp yet keeping the wp system the same, 6 wp attacks makes it impossible to kill in 1 vs 1.... "

Eni is not supposed to kill stuff in 1 vs 1, eni is a support char.


posté July 30, 2012, 16:56:55 | #13
@Spazturtle

Err even a support char has to defend himself. That they are so called support char doesn't mean every damage dealer should kill them. And btw in 1v1 is support not even the case. Don't think that simple please


WAKFU Community Manager * Member Since 2012-03-01
posté July 30, 2012, 17:17:00 | #14
Azael answers a question about mines and the “no aggro” state

Getting in a mine is not (yet) considered as a PvP action but will be when we revamp the outlaw system (mines will then have an important role).

Of course if the “no aggro” duration is too short we might change it.




WAKFU Community Manager * Member Since 2012-03-01
posté July 30, 2012, 17:23:14 | #15
Freyrr talks about the longer duration of the fights and the WP situation:

In WAKFU, the solution to limit some of the spells (and force tactic decisions) was to add a WP cost, limited to 6 per fight, contrarily to Dofus where a cooldown was used.

However, in the current PvP fights, this limit has no use since everyone can spend his WP without depleting them before the end of the fight.

If we increase the duration of fights, without changing the amount of WP, we limit the use of costly spells which we think will bring tactic back in combat.
We shouldn’t see this situation anymore where one could just spam his WP spell until death of the opponent. He will now have to manage his WP pool, make choices and therefore, use more strategy.

Concerning classes that require a lot of WP (such as Xelors), we know that this will have a deep impact on your gameplay.
Yes, you will no longer be able to always use your dial while using Devotion each turns. You will have to make decisions. Be aware however that the rebalancing takes your WP needs into account, and even though it might not be perfect with next patch, due to a limited time to test PvP with this new HP feature, we will tweak it down the road.




posté July 30, 2012, 18:17:03 | #16
GREAT, CRAS ARE NOW DEAD!!! THEY ARE LOOSING ALL WAKFU POINTS IN 2 ROUND BECAUSE OF TELEPORT


posté July 30, 2012, 18:44:32 | #17
Love the changes! Stops the Iops wrath spam which is always good, and forces heavy WP users to think much more about what to do..I understand how this sucks for Water Eni's though, but changes in the future might help them out.

-Aquila


posté July 30, 2012, 19:08:04 | #18
Not sure I like the changes without it changing wp too. Gonna make it harder for classes with heavy wp usage but I guess having to use more strategy in combat is going to make pvp a little more interesting. Poor water enis tho =/


Quote
due to a limited time to test PvP with this new HP feature, we will tweak it down the road.

Surely it would have made better sense to test it more before releasing? I'm looking forward to some epic bugs here  


posté July 30, 2012, 19:47:18 | #19
Hey, I just wanted to know if the hp that is multiplied by 3 for pvp is the base hp or the total hp including set bonuses.


posté July 30, 2012, 20:12:42 | #20

Quote (Taz-87 @ 30 July 2012 19:08) *
Surely it would have made better sense to test it more before releasing? I'm looking forward to some epic bugs here

carefull what you wished for


Quote (Razzorb @ 30 July 2012 18:17) *
GREAT, CRAS ARE NOW DEAD!!! THEY ARE LOOSING ALL WAKFU POINTS IN 2 ROUND BECAUSE OF TELEPORT

dude buy a keyboard, yours seems broken already.. anyway disengage didnt cost wp, so youll be fine