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Member Since : 2011-11-26
12 Posts (0.02 per day)
Most active in : Advanced Gameplay
posté December 03, 2011, 17:24:08 | #1
Pandawa and Water Enutrof Review and Suggestions Hello everyone, as most of you noticed, certain classes have pretty useless close combat spells that usually can be out-damaged by most weapons at higher levels. I am not mentioning iops nor sacriers by any chance (they hit well enough).

Water Enutrof

The water branch of Enutrof needs lots of changes on my point of view, the stealing ability should remain, but the spells are way too similar.

Cutting: this spell is so weak, it has a secondary effect however it doesn't make this spell worth of leveling. The damage of this spell could be increased, or even a new effect could be added for targets under broken state - like -% resistances effect. This will give to this spell another use beside damage, kinda sucky right now.


My ideas for chance Enutrofs:

- Cutting: the damage would be 4 at level one and 35 at level 100.
If Broken: -5% Resistance at level one, -25% at level 100, for one turn.

- Purge: same damage, same range, same effects.
If Broken: Hyperactive (-1 level) at level one, gains -1 every 25 levels. Hyperactive (-5 level) at level 100. It would work well with a water Xelor in the team, this motivate grouping, more class contribution without restricting solo playing, which the game lacks now.

- Tax: good spell.

- Refinement: actually a good spell, however, some things could be changed. The use on pvp would be awesome, it could ''break'' one of the target's item... the item would become then unusable for the actual fight, meaning that the bonuses of it would be gone. However, in the end of the fight the item would be still there, intact.

For PvM, adding the broke state without dropping a bag is ok.

- Rascalry: a good spell, but as I said, too similar to purge. I suggest adding to it a secondary effect if cast on the ground. The damage, AP and MP cost would be the same, but if you use it on the ground you throw snowballs into it, the cell becomes Icy, players who walk into that cell will lose 1 MP and receive low water damage, the cell will be gone then.

Pandawas

The Earth build is good, but restricted. The water build lacks damage, only useful if the spells are used together with fire build. They need some updates.


Milky Breath: just, lame! This spell, along with Panda's earth spell should be reviewed. The fire one is ok because of it's area of effect, otherwise it would be as weak as milky breath.


The Earth branch of Pandawa is too restricted, the penalty for not drinking bamboo milk should not be applied right after the Panda stops drinking, it would enable a whole new strategy for not only earth build, but water and fire too. The penalty could come after a few turns, then it could be avoided just by drinking the milk before getting depressed.

Blisskrieg -> Works when the panda carries the barrel. Costs 5 AP and 1 MP now.
Animation: the Pandawa throws the barrel and it starts rolling, hitting everything on it's linear, the area of effect is the same as the actual Blisskrieg, the further the target is, the further the barrel goes to. Good movement if you want to move the barrel to another place and then teleport to it, good spell for every build. The damage would be the same.

Note: after casting the spell, the Panda would need to teleport to his barrel in order to carry it again, with the suggested delay for Depressed State, it is okay.

Triple Whammy: this spell could do higher damage if the target is blocked from moving, way higher damage, as a punishment. It does 32 normally at level 100, if the target is blocked, the base damage goes to 43 at level 100.

Bash Barrel: I suggest adding to it a pulling effect, the Pandawa spins too fast that grabs all targets in linear range of 2 squares close to him while doing damage to close combat targets. The dizzier the panda is, higher the pulling. It gains 1 pulling range every 5 levels of dizzy. Only targets in close combat receive the damage though.

Pandawhack: the Pandawa smashes the head of the target with his barrel, close combat spell. It does less base damage than now but costs 4 AP, however the damage buff for merry state remains the same.

I am going to suggest a few changes for Dizzy State. The fact it makes an enemy stronger is just not fair for a class that is famous for reducing monsters resistances, I am going to add more ideas when I come back, thanks for reading the topic. Feel free to post your ideas
 


Thread : Suggestions  Preview message : #114661  Replies : 1  Views : 346
posté December 03, 2011, 12:36:15 | #2
It didn't happen to Dofus, why would it happen to Wakfu? Dofus is now falling down because of the constant nerfs, balancing and boredom of the game, not because it is p2p. P2P is the best way to play a game, particularly a strategy game, where you actually need to know how to fight and not just go and keep pressing the same button like on most action based games (Iops are an exception), the game would be full of people without knowledge making fights last horrors if it was f2p, and also, the farming bots would be everywhere without any limitation - at least as P2P you can prevent them from creating an army of bots and lagging out the whole game. Think about multi-clienting, everyone would do this then (something actually fair), yet the game would become much more unsocial than it already is.


On my opinion, the smaller a free to play area is, the better it is. They will probably restrict professions to F2P players and leave the small Astrub area as f2p, however, I believe if they let people play freely for the first month since the official release, the return would be much more higher in the following month, more people would be motivated to play.


This post has been edited by Hydroxyl - December 03, 2011, 12:42:23.
Thread : General Discussion  Preview message : #114615  Replies : 31  Views : 2822
posté December 01, 2011, 16:31:35 | #3
I couldn't find any nation that has more english speaking people, however I believe that Amakna has more chances since everyone loves playing there. The only problem is that Amakna is BIG!


This post has been edited by [Knonaut] - December 01, 2011, 17:12:34.
Thread : General Discussion  Preview message : #114333  Replies : 15  Views : 1283
posté November 28, 2011, 09:20:40 | #4

Quote (Linnah @ 28 November 2011 07:25) *
Starting the game with 1 WP only?
That sounds a bit too harsh, no?


That was a typo O.o, sorry and thanks XD


Thread : Suggestions  Preview message : #113833  Replies : 11  Views : 593
posté November 28, 2011, 01:05:29 | #5

Quote (Beezlebub @ 27 November 2011 23:36) *
I actually really love this idea.
Quote
Default Skill Bonus: every skill level will increase the weapon's maximum damage by 0.5%. There are 100 levels available.
Are you referring to an Overall skill level with EVERY weapon? Or just the weapon that you are currently using?

Weapons right now are just so very bad IMO. The fact that you have to choose between doing less damage, less frequently as opposed to damage that ends up scaling the more you use it just doesn't make sense to me. I don't see why people EVER attack with weapons, Just a waste of time.

Just the weapon you use, this will create more variety between all classes, everyone will need to choose a weapon , though it is possible to level 2 at once, like when you equip a dagger and an one handed sword.

The class bonuses motivates classes to use their weapons, but it is not because of that that they will use their class weapon. If you have shovel skill at 100 and you use a sword you will still get the % prospecting bonus if you are an Enutrof.

I updated the main post.  


Thread : Suggestions  Preview message : #113785  Replies : 11  Views : 593
posté November 27, 2011, 22:25:35 | #6
Weapons - Making them more useful :) I've seen some topics about weapons and one of them made me remember of the first beta, which had weapon skills in it. I remember how the weapon spells were bad and why they were taken away, yet I think that it would be awesome if the actual weapons became more useful. I mean, there must be a way of making them useful without making spells useless or less effective... so, after seeing a post about a bug in General Discussions, about a weapon that costs 1 WP to be used, I realized there's a way, I mean, not making weapons cost WP, but what if there were points linked to weapons use?

My idea is simple, each class starts the game with 6 AP, 6 WP, 3 MP and 6 SP.

SP = Stamina Points, they're like Wakfu Points, can't be regained in a fight easily.

Skills

Everyone will start the game with level 0 skills, skills can be leveled if you use weapons in a fight, they don't steal any experience from spells. The more you focus on a weapon type, more spells linked to that weapon type will be earned.

Default Attack: it costs AP and consumes 1 SP. The AP cost of all weapons is reduced by one, and the 1 SP cost is added to it. Most Daggers will cost 2 AP, 1 SP, Swords 3 AP 1 SP, Hammers 5 AP 1 SP. The low AP costs motivates people to use weapons more frequently.

Default Skill Bonus: every skill level will increase the weapon's maximum damage by 0.5%. There are 100 levels available.

Special Moves: each skill will have special moves that consumes more than 1 SP, they're earned every 20 levels. Each Skill Tree will have 5 Special Moves.

SP bonus: random equipment in general will increase the SP points, usually more close combat oriented equipment, or ranged in the case of Bows, Cards and Wands.

Class Bonus: if you use the weapon suited for your class your SP will be increased by 1.
Special Class Bonus: this one gives you a bonus based on your class every level of the skill.


I'll list examples, feel free to post your suggestions, just don't give crazy strong ideas


  • Shovel Skill

  1. Seismic Shovel (20): deals 20% less damage than a default strike, area of effect is increased by 2 squares. Costs 3 SP and 4 AP.
  2. Shovel Throwing (40): deals the same damage of a default strike from range but consumes the remaining SP. Good to use when you're on almost 0 SP. 4-7 range.
  3. Shovel Chase (60): 2 to 2 range, runs, attack and pushes the enemies 1 square. Same area of effect as default strike but 25% less damage. 4 AP, 3 SP.
  4. Digger Strike (80): deals 50% less damage but potentially reduces the MP of the target by 2, 4 AP 3 SP.
  5. Magnitude (100): deals 50% more damage and potentially adds the stunned state (30%). Costs 4 AP and 5 SP.

Special Class Bonus: +1% prospecting every 4 levels. (Enutrofs only)

  • Dagger Skill

  1. Double Strike (20): deals twice the damage for the same AP cost but with a cost of 3 SP.
  2. Dagger Throwing (40): 1-4 linear range, deals 30% less damage, costs 2 AP and consumes the remaining SP.
  3. Rear Attack (60): only works from behind, does 30% more damage than normal strike and potentially adds the Weakened State, which reduces the resistance to close combat blows (weapons only) by 40%. Costs 2 AP and 2 SP.
  4. Cutter (80): deals 55% less damage for less AP cost (-1), which means 1 AP cost for most daggers, costs 1 SP.
  5. Poisoned Edge (100): deals 65% less damage and adds a poison (25% less damage) that will hurt the target in the end of the turn. Costs 2 AP and 2 SP.

Special Class Bonus: +1% Rear Attacks every 4 levels. (Srams only)


This post has been edited by Hydroxyl - November 28, 2011, 09:20:56.
Thread : Suggestions  Preview message : #113767  Replies : 11  Views : 593
posté November 27, 2011, 02:12:11 | #7
Rogues - One More Chance Rogues are the weakest class right now, they don't have good damage output and bombs are nearly useless. They need to be changed somehow! I'm going to introduce some changes that I believe would make Rogues playable.




The bombs would work the same way they do right now, but some of them will receive a few changes. My focus is on changing the support spells and making the gunner spells work in two ways, on targets and on bombs.

Personal note: I've been playing Dofus for a while and my last class was a Rogue, it doesn't matter the level I was in Dofus (stopped playing it for several reasons), the only thing I can say is that I have experience with Rogue's playing style, and Dofus Rogue is far from weak. People just don't know how to play it - the fact that I loved so much this class, sometimes in a fight after activating some odd combo I always laughed seeing people's reaction ( 1 second and monsters were sent into orbit)

  • Water Build

The actual water build is mostly based on awkward spells and bombs, which makes water rogues good at finding a hitting spot without hurting allies. However, some things could be changed. Firstly, starting with water build, I'm suggesting the bomb changes.

Water Bomb
AP and range are not changed.




Water Bomb's damage is low, it's area of effect also is reduced in order to make it stronger. But!? Didn't I say the damage is low? Yes, it is, if you detonate it in the same turn you throw it.
Like on Dofus, Water Bomb will grow up every turn and get more dangerous. It's maximum damage? There's a limit, the limit is the quantity of turns you leave it out, which is 7 if you have Pyrotechnist at level 20.

Area of Effect: size 1 area of effect - very small. (hits up to 5 targets)
Damage: the damage is lower than it is now, 2 at level one and 20 at level 100.

The bomb's base damage is increased by 2 for every turn it stays in the fight when the spell is at level 1. Damage increment increases by 1 every 20 levels, reaching an increment of 7 base damage at level 100. Yes, if you leave a bomb for 7 turns out in the fight it will be dangerous, 70 base damage.

I can see how painful will be for low level water rogues to level, but a good build doesn't have to be like Ogrest was when he was young.

Piercing Shot

A decent spell which deserves lower AP cost. Drop it by one and every rogue will dream of being chance!

The spell will also add a permanent effect if used on a water element bomb. The effect will be resistance loss, when the bomb blows up it will reduce the resistance of enemies inside the area of effect. The resistance loss is cumulative for 1 turn.

-5% resistance, -25% at level 100. You can boost it as much you want, you will only trade damage for bomb buff. (2x Piercing Shot = -2x resistances)

Cross Fire

A spell that the actual parameters don't need to be changed. A good spell.

Bomb X



Bomb X has an odd area of effect, X of size 1, it gets bigger every turn. The highest area of effect is 7 squares (pyrotechnist level 20).

The damage is higher than water bomb and it doesn't increase every turn. Starting with 4 water damage and reaching 32 water damage at level 100.

Blunderbuss: a decent spell. It will increase the base damage of water element bombs in the area of effect and at same time reduce their turn by one, possibly blowing them up. The damage/ap/wp remains the same.

Base damage increment: 1, gaining 1 more damage every 25 levels.


Water Bomb Walls




Water bomb walls can be created by aligning water bombs/x bombs (mixed or not) in a specific order. When it's done, the wall will work as an icy surface, pulling/pushing enemies 2 squares (depends on the point of view). Does it look too strong? Remember enemies can use it aswell.

The wall does damage based on highest bomb present in the line. A level 1 bomb will create a wall that does 1 damage, a level 50 bomb will create a wall that does 5 damage and a level 100 one a wall that does 11 damage.

Note: as you noticed, the water branch does not rely on two bombs to apply a specific state or effect to the explosions. They rely mostly on direct damage spells, and keep the bombs safe until they're ready to send an enemy to another planet.

  • Air Build
Air rogues are known for their low AP cost spells and no line of sight frustration. I reckon the air build is the best build available in the actual version for Rogues, so, I'm going o suggest only big changes to bombs and small changes to direct damage spells.


Grenado: this bomb will be special. It will work in a very versatile way, always fully using it's area of effect potential. Static structures such as trees, rocks, fences, walls will not reduce it's area of effect... but increase it in the non blocked directions. To be clearer, check the following picture.





Remember Bomberman? Yes, like it!


Grenado does light damage, 2 at level 1 and 27 at level 100.

Differently from Water Bombs, Grenado has a chain reaction bonus of 1 pushback per bomb explosion. If you set 5 bombs, the last bomb that explode will push the targets 4 squares (4 previous explosions).

Windy Shot: this spell is fine, just need a little more damage. Maybe 3 at level one and 29 at level 100?

Tommy Shot: a decent spell. Does not need any modification.

Tornabomb: Heh, this one I have funny idea. This bomb does low damage, but if there are a few targets inside the area of effect...

The damage is 2 at level one and 25 at level 100, each target that receive the damage will rebound it to 2 more targets in a radius of size 2. First rebound is -25% and second -50% damage. Think about 3 enemies, each one of them will rebound damage to the other two, doing damage three times to a single target. (100%, -25% and -50%). The area of effect is the same as Grenado, however, it does not increase if there's something blocking one of the sides.

Boomerang Daggers: a good spell. I'd suggest adding MP loss bonus to bombs inside the area of effect, when they explode they will subtract 1 mp from enemies. The MP loss is cumulative, if you use BD twice on a bomb it subtracts -2 mp, just remember it does not only cost AP...

Bomb Walls: the actual walls are fine, just increase their damage a little.


  • Fire Build
Finally the fire branch! I have some nasty ideas for this path... for those who like blowing everything up, including allies, that's your way!

The fire bombs will have a similar mechanism they had before, they will do a specific special effect if activated together. This effect isn't burning either scalding... it's the Oiled State.


Explobomb: this bomb area of effect will not be changed. The damage will be lowered, however, each explobomb will increase the base damage of the next exploded explobomb, this chain effect makes the fire build the most damaging build among all three.

It does 2 damage at level 1 and 25 at level 100, each bomb will increase the base damage of the next exploded bomb by 2 (and yet increases by 1 every 10 levels).

Oil Bomb: this bomb does low fire damage but what makes it worth leveling is the oiled state. It has a 100% chance of adding it to all enemies inside the area of effect for one turn. Higher the level of the oiled state, more damage it will do. The damage starts on 1 and reaches 22 at level 100.

Oiled State: when the target is damaged by a fire spell, it inflames doing damage to everyone around it, including itself. This state does 3 fire damage at level one, damage increases by 1 every 5 levels. The oiled state level applied by oil bomb is the same as it's level.


Napalm Shot: good spell, the chance of applying burning state should increase like 1% every 5 levels. Then at level 100 it will have 30% chance of applying it.

Pulsar: is a good spell that has two uses, damage and area of effect booster. It will increase the area of effect of fire bombs by one if cast directly on them, worth the WP/AP/MP cost.

Enflamed Shot: this spell now has a chance of directly applying the inflamed state to a target. Inflamed targets will do damage to targets around it. The percentage of adding this state starts at 5% and increases by 1% every 10 levels (critical doubles). Inflamed state does 2 fire damage at level 1 and increases by 1 every 10 levels.


Fire Bomb Wall: the same as now, it does fire damage and adds Oiled State based on the level of the highest bomb present in the alignment.

  • Support Spells

Rogue Image:
this spell now has it's range increased, reaching a maximum distance of 3 at level nine. The selected cell will be the cell where the real Rogue will hide.
Pyrotechnist: this spell increases the duration of bombs left in battle and their chain damage. I suggest making the chain reaction based on the quantity of bombs exploded in a turn. 5% maximum damage per bomb would do the work, for example. If you blow up 5 bombs, each one of them will do 25% more damage.

Detonator: bombs detonated by this spell could do more damage, since they can be activated by spells, I find fair adding some benefit for who levels Detonator.

6%/7%/8%/9%/10%/11%/12%/13%/14%/15%

Only the bomb that is activated by this spell will receive the maximum damage boost.

Bomb Master: good spell, does not need an update.


Powder: same as above.

Elite Shooter: Ridiculous. This spell needs to be reviewed, it could be joined with Powder Keg... then it would become useful.

Boombot: needs more HP, possibly based on rogue's hp.

Acciobomb: good.

Explotection: good spell, yet I think that more could be added without making it too strong. What about giving the Rogue a level (1~20) Power State for every bomb damaged by an enemy?

New Spell (Replacing Powder Keg): Bomb Invasion: adds a chance of making a bomb appear again after exploded (1~20% chance).


This post has been edited by Hydroxyl - November 27, 2011, 02:21:52.
Reason for edit : Grammar (not fluent >
Thread : Suggestions  Preview message : #113583  Replies : 1  Views : 402
posté November 26, 2011, 19:19:10 | #8
Well, I wonder if they're releasing the last 2 classes together before the year's end, Masqueraider is yet the only class no one ever seen in Wakfu (I heard they weren't in expo like rogues). So, let's just wait, maybe they're already there, just sneaking in the shadows and waiting for a next victim? :p


Thread : General Discussion  Preview message : #113503  Replies : 1  Views : 339