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Improvement for Sadida - suggestion., by me.
posté October 08, 2011, 17:01:41 | #1
Improvement for Sadida - suggestion. I came up with an idea to make sadida actually a summoner, not high damage dealer easy way (as it seems to be with combo: doll+doll sacrifice+explodoll ).

So how it shoudl work?
I asked few people around and i tested sadida many times already but if you have better idea, say it.


Doll Sacrifice:

1. Should not trigger explosion from explodoll. (and it does now)
Doll is sacrificed so its whole energy vanish and is given back to sadida. No explosion should happen during that process. Also it will be handy to get rid of doll that is covering enemy from your team's attack without making your team injured.

2. Should never heal for more then 50% of dolls HP.
As long as whole dolls energy dissapears i feel it would be OP to make them give sadida more then 50% of doll's initial HP. I suggest that healing would come from Tree spell (need to change that spell too) but no healing from sacrificing doll should apply. This way sadida will try to keep their dolls alive so they help in combat, instead of making them a recovery item.

3. Should give WP back (leadership is enough limitation).
Bassically whats the point of having more then 6 (7) leadership if you cant have more WP (unless with eniripsa's mark but that takes too much time and monsters are usually dead before you will manage to gather enough wp... not to say theres not always eniripsa in your team). Bonus in fight allow sadida to gain WP but consider its own dolls would die earlier so it will most likely never have as many dolls as leadership would allow it to have wich misses the point of increasing it. In my opinion at the beggining Doll sacrifice should give WP back with 20% chance, then with every level it would get 4% more chance untill it reach 100%. With those changes sadida will be able to save the doll's energy and make new doll with iit. It will allow sadida to change doll from earth to water for example if he see that his blocker will not reach his enemy any soon or simply sacrifice one blocker from one place in order to summon new blocker in different place.
Other idea is to make doll sacrifice turn doll back to seed (with no explosion) but then i guess it shouldnt give wp but instead it would recover hp as it is now...

Cost of AP for doll sacrifice is to be discussed.


Tree

1. Should never trigger explosion.
One time Tree spell was making dolls turn to seeds, and by doing so dolls were exploding. This shouldnt take place anymore in the future. Also turning dolls to seed when you turn to tree to take cover missed the point as you would had to activate every doll and considering desperation in use for tree spell - there rather wouldnt be any dolls close to you. The purpose of Tree should be protection of self not devastation of dolls.

2. Should grand immunity to all types of damage including pushback.
Like for now sadida is suffering pushback damage after it turns back from tree to human form (if something was pushed on sadida while it was tree). Also i noticed that one air spell of ecaflip (the one that makes ecaflip rush forward while scratching everything around) was also damaging sadida who was in Tree form. I didnt tested it after last patch but those things should not take place. I might agree thou that some poisons or burning effect could apply (if an attack only makes bad effect but not direct damage). This would mean that eniripsa could kill sadida who is in Tree form (i mean if Tree spell would make sadida recover HP but not in turn it turned to tree but in turn it turned back to human form) with help of Unnatural remedies. This would be really cool. Something like weak point.

3. Should not allow sadida to use any spells.
From what i know current Tree allow sadida to use spells after it turned bac to tree. Its a bit pointless as you could simply use those attacks before turning to tree. I said a bit because there is one good use of it: Earthquake. Now you can turn to Tree and spam Earthquake around the map. Its random you know, but Tree grand you immunity in case you would hit self. Its nice but considering 2wp cost of Tree it actually makes it pointless to use it for that purpose.

4. Should give sadida stabilized state.
Ever seen walking tree? Well yes - Treechnids. Thanks to K'mir casted on target before turning to Tree Sadida can be a treechnid-like. Its plant and its walking (i mean if person with k'mir would move it will make sadida move with him/her)! Funny. But i dont think rooted Tree should move.

5. Should make sadida recover HP.

There are summoners Treechnids that sometimes root self to ground in order to absorb nutrients. Sadida should do the same - recover HP when rooted as Tree. Notice it could not have recovery from Doll sacrifice but turning to tree for high cost just to be immune for 1 turn is pointless considering WP is needed for dolls.

6. Should not trigger nettle state.
Sadida have already Green Guard and Sic'em more for that purpose. Also when you turn to tree you are not injured. Surely you are in danger if you had to do so but still i feel its needless luxury.

7. Could last few turns.
This would be something new. Sadida decide to turn to tree and become immune for few turns. It cant move and cant attack either but will recover HP after it rested enough. After all Sadidas are lazy tree lovers. Obviously summoned dolls will keep fighting while sadida is resting (there was one episode in wakfu where Amalia got poisoned badly and while it was recovering in bed, the Madoll was fighting on its own).

Cost of WP is to be discussed. If it last few turns then i guess 2 wp is good cost. But if its just for 1 time use then i feel its too high.


Totem

1. Should not ignore resist of enemy.
This was once implemented... or was it just bug that got fixed now. First i thought totem would be perfect weapon against Feca and Pandawa who are increasing its resistances but i think that explodoll being HP-based damage is enough of help and there really is no need to ignore resist with totem. Obviously attacks dealt on totem should be stronger and i think not only from sadida's own attack but from everyone who aim it. This should always work this way.

2. Sadida should be able to destroy it easy way.
Using 2WP to summon totem then using 1WP for Gust in order to destroy it and place new one in different place... makes it 3 wp cost if you want to do so. Not really cool. Back in the past when Totem in max level was 3ap cost only it was good tactic. Sadida could decide to destroy own totem linked to enemy in order to make new one on its partner in order to heal him up with Mudool. It was really usefull in many situations. Also sadida could always place totem back then. If 1 monster linked to totem was dead, sadida could make new totem while keeping WP for doll summons. It obviously made sadida only use totem in groups. That was making it usefull. Or more like sadida was only in group for totem. This wasnt actually good considering sadida should focus more on dolls.
Still sadida should be able to destroy its own totem (or every totem) in different way then by pushback with gust spell. There is one spell that i find it fit well for that purpose. Rust. For now Rust is dealing weak damage and half of the weak damage on target linked to totem (if you use Rust on different target). Rust also cant be used on target linked to totem directly and it cant be used on totem at all. I would change it here. I agree it shouldnt be directly used on target linked to totem, but when you use it on different target it should deal increased damage (instead of weakened) because in order to do so sadida need to summon costly totem first (and also need that 2nd target). This would make Rust usefull for sure but what i want from rust is that it should destroy totem when you target totem with it (either deal damage to enemy linked to totem and then make totem dissapear or just break the totem). It could work on enemy totems too so that if you want to face sadida, take sadida with you. They will destroy totems of their enemies so they will have to think twice if they can pay the cost. Oh and Rust should not cost WP, just AP like now or it will miss the point.

3. Could have no Line of Sight, at least in maxed level.
I remember that before last patch sadida was able to make totems with no need for LoS. Range was limited to 2 but it could be increased with items. It was usefull especcially if doll (or iop) had covered enemy with its back. As long as increased range they implemented is handy, the additional no LoS would help placing it in the middle of combat. Would also help sadida and its team to get enemy who is runnig behind obstacles. That would be nice voodoo job.

4. WP cost should not be higher then 1WP in maxed level.
Totem takes 1 leadership just like every doll does. Its also named as Voodoll. Its also really fragile, any pushback damage done even if not on purpose will break it. And its even easier to break for sacriers after last patch, because now pushback damage is not only applied to pushing but also to pulling spells. Yes, sacrier can kill totem with 2mp or 2ap+1mp cost. Wasting 2 wp for fragile totem instead of 2 tough dolls.... not really good exchange. Sure totem helps, but as it doesnt ignore resist, all it actually does is make enemies running away pointless. I dont really think that ability is worth 2 wp. Lock can do the same, stun can do the same, pulling can do the same. Not to mention ranged enemies can still attack without being locked - they just cant escape from damage but thats all. Oh yeah i forgot that totem can give 30% damage boost. Seriosuly Sadida would need 38 points invested in 2 speciality spells (Voodoll and Sadida's Savoir-Faire) in order to get that boost + it actually need totem summoned. Iop's, cra's, enutrof's, sacriers, ecaflips even - they have passives that boost their damage or critical hits, they doesnt cost any ap nor wp. Unless you want to have even greater boost in damage (cra, iop) then you use 1 wp for that. Sure you can argue that totem last longer and its not for one use but notice totem can break in next turn after it got summoned. The enemy would actually need pushback. Still 2 wp for boost is not the same as passive boost that always apply. I know xelor's dial is costly and give better bonus then totem, i think they shoudl change the dial in cost and in turns remained but thats for different topic. [...] Anyway i'd rather have totem with no damage boost at cost of 3 ap then 30% damage boost at cost of 2 wp.

5. Should not be the target of other totem.
Few sadidas in team can place their own totems on totems of different sadidas. That really makes aoe spells OP. As long as different sadida should be able to link its own totem to the same target, the totem of other sadidas should not be the target for it. Its like making voodoo doll to voodoo doll. It sound stupid and thats actually how it is.

6. Should be targetable for every attack.
All spells of iop and sacrier, including pulling spells and super iop punch should be able to target totem. I mean all those spells that need target in order to work.

7. Sacrier swaping with totem should swap place with target linked to totem.
It wasnt working like that in previous patch, but 2 patches before it was. How it is for now? I must say i haven't tested but one thing is obvious: Sacrier should swap places. Not with totem - with target linked to it.


Doll


1. Could be with no cool down but at modified cost.
There is one hoodlum sadida (female one) that is only using sudden chill spell. You might have noticed that she is able to place few seeds in 1 turn. I think sadida players should also be able to do so. Maybe maxed level of Sadida's Savoir-Faire should allow it. Now we just have to consider sadida's aoe spells. Lets say sadida will summon 6 seeds in 1st turn, then it will use Multiple Bramble to make them turn to 6 blockers in the same turn. That could be OP considering explodoll. Also it could summon 4 earth blockers and then activate nettle (with either tree in the same turn or sic'em more with another, or from enemy attack with Green guard, or by attacking self with multibramble (strange but attacking self trigger Nettle state too)) and enemy will be trappe. It that enemy dont have jump like iop, sacrier or xelor, or pushback spells example - then its trapped there and will most likely suffer from explosion. 2 dolls in 1 turn would be nice thou. I think that the cool down for summoning seeds could be removed if the cost would be increased to 1 wp 1ap. With that cost sadida wont be able to use any aoe spells in the turn it summoned seed (unless earthquake but thats random aoe). Oh yea, what if we have 7 ap on sadida? Well considering sadida's controllable aoe cost 6ap (Multibramble) or 6ap 1 wp (Gust) and that cheapest spells cost 3ap - sadida would need minimum 8 ap in order to create 2 dolls in 1 turn. Then every 1 additional ap in stat would allow sadida to summon 1 more doll at time (with 9 ap sadida could summon 3 earth or 3 air dolls but still only 2 water dolls; with 10 ap that would be 4earth or 4 air dolls but still 2 water dolls only, 11ap if reached would allow summoning of 5 earth dolls, 5 air dolls but once again only 2 water dolls; finnaly with 12 ap, sadida would be able to summon 6 earth dolls and still 5 air dolls only if sadida dont have more then 6 wp but this time 3 water dolls will be finnaly available to be summoned in 1 turn).
So whats the whole point of removing cool down? With removed cool down sadida with 6 ap and 6 wp could place 6 seeds around map but without activating any of them (wich means enemy would be able to decide what type of doll it will be or will be even able to kill seeds with no-element damage). This would bring more tactical strategies, also it will bring dilema of spenging ap in stats in place of hp (notice: if max level would be 200, using 150 points for AP instead of HP would make you not get 1500 HP)*. Obviously Devotion from Xelor would help sadida to summon more dolls in 1 turn, but thats what i think it should do, because sadida dont have as much profits from Devotion as other classes does.

2. Should always require Line of Sight.
To not let sadida plant seed behind enemy/dolls or any other obstacles. That would be too easy for sadida and too hard for others to fight against sadida. Thats why it should never get "no LoS".

3. Could have increased range for maxed level.
Increased by 1 more. Its my personal feeling after playing as sadida 4 times. Feel free to argue.

4. Air spells should deal better damage if casted on dolls.
Currently we have sudden chill spell bugged when used on dolls. This brought me this idea. Air spells are not handy in use, they either cost too much (Gust, K'mir), have pathetic range (Woodland Stench) or are just weak itself (Sudden Chill, Poisoned Wind). They could deal more damage or have better effect when casted by dolls. This will also make sadida want to keep dolls alive, and will make air sadida really good.

5. Dolls must be able to target Totem.

2 Patches ago dolls were able to target totem and assist sadida in attacking it. Greedy doll was attacking totem and then it was running to enemy. IInnext turn if enemy was far away from Greedy and totem was close - Greedy was movign back to hit totem and then move away to enemy again. This is how it should work. Or at least if doll have choice and nothing is standing next to it - it should attack totem in first place in order to deal more damage. Madolls before were not using their screem on totem, now they are not as well - this should be changed, they should aim it too. Blocker was always hugging totem and so it does now as well. This is good if you have explodoll in mind, but i think that if enemy is 1 cell away from Blocker, then that doll should move itself to enemy in order to try to lock it. AI of dolls is one thing. Other thing is totem. If you manage to control dolls after their death (thanks to eniripsa's rebirth mark) you will see that you can't even target totem. It would be just an obstacle. Somehow dolls "feels" its target (Blocker hug it, and if Greedy have no target avaiable it run to totem... to hug it too) but they are not able to aim it. I consider it as a bug. Dolls must be allowed to attack totem just like every player and monster!

6. Dolls shouldn't be controllable by players.

Well controlling one doll seems logical but notice sadida can have more dolls at once. It would make one playar able to waste 30 seconds for every summon in fight. Annoying. Seriously. Especially if that person is laggy. Not to say that would be OP to have few controllable objects.

____________
*With every 100 level in HP, INI, Dodge or Lock you get 1 more additional stat added for every points used in that stat. This means after 100 HP increased in stats, you will get 2 HP instead of 1 if you add more. After you spend 200 points in HP you will gain 3 HP with every point used, and so on. Apply to all those 4 stats.


Sic'em More

1. Should not cost wp.
It have limited range to 2. This range should never be higher but cost of WP is not necessary... not to say its just pointless and misses the point. WP = Doll. If you want to make doll close to enemy you place it close to enemy. If you want to make few dolls go to enemy, first you need to use wp in order to do so. It seriosuly lame to waste skill points in spell that you will use once maybe. The ap cost could be different thou. Make it cost 6ap but 0wp, keep the range it have and all will be happy.


Green Guard

1. Should give the same level of Nettle as other spells if it really have to do that. Or change its effect.

It trigger with some % chance, and all it does it make dolls close to enemy (andthey usually are always close). Also considering Madolls having low hp - we dont really want them to run close to enemy. At least we dont want to make it random when they run to it. Blockers instead are slow and we most likely want them close to target all time but its not that we cant increase their MP or push enemy back to them. They are usually all time close. Its additinal attack for sure wich is why its handy, but i think Green Guard should work different way, considering we have Sic'em More already for Nettle purpose. For example it could make dolls turn to seed when they die with 40% chance (at max level).


Still Life

1. Could make doll-form stronger. Considering its called ultrapowerfull.

I was thinking a lot about that special ability. From what i know it turns sadida to walking cactus-like-doll (have to mention female one could look different then male one). The "ultrapowerfullness" in this doll is that it have attack of other dolls (Kamikaze doll, Madoll and Greedy). Was wondering if it have HP of Blocker. Haven't tested it and i think it have less HP but it deffinetly should have Blocker's HP. About MP and AP.... would be nice if it had the same as sadida had in human form but i dont think its necessary. Was thinking if it could be the same sadida just in form of doll but with its own spells available instead of those it have now. It would obviosuly have power of summon (Summon damage +x% items would boost its damage) so it would be weaker sadida in small form. Maybe just without resist. Just a suggestion, have no idea how it would end up in pvp for example.

2. Should not trigger death for other dolls on the field.
For me its obvious. As sadida is "Still Alive" dolls should not consider it as death upon loosing fight and so dolls should not explode. They should remain in battle, maybe nettle could be auto-triggered. Maybe.

3. Should always keep sadida in doll form alive untill it dies again.
I remember that Still Life before was making sadida survive 1 turn in doll form only. Then it was dead after just like Sacrier's. From what i learned hoodlum ecaflip can keep reviving self with 50% of HP (with tarot card i think). Sacrier is dead in next turn mainly because its powerfull damage dealer, with huge amount of HP and damage even greater if HP is lowered. Ecaflip's reincarnation base on luck i guess (9 life's ?) But sadida is summoner of nature. Linked with Tree's and its dolls, it should survive longer just like now. I would add that maybe if Sadida in Doll form would survive 10 turns (number of turns to be discusses... maybe 5 turns ? But then HP modification or resistance lower) then it would turn to Tree to reincarnate self as sadida with 20% HP (or so). This is again just a suggestion. Would make playing sadida really cool. Just notice that other classes could change too. Don't see it overpowerfull or anything if you know other classes could gain power.


Doll Link


1. Should always make 20% of remained HP absorbed by each doll.

This is bassiaccly how it works now, after last patch. Before it was 12% of initial damage absorbed by every doll. Two dolls were absorbign 24%, three - 36%, thereafter it goes: 48%, 60%, 72%, 84% and then 96% with 8 dolls summoned. This was strange because it would mean that having 9 dolls would make them absorb 108% of damage. Like if they woudl heal you for 8% of damage or they woudl just absorb 100% and share damage between them. This has changed. Each doll absorb 20% of damage but not initial damage (else it would make 5 dolls absorb 100% of damage).

I did some maths and here are results:
1 doll makes sadida get 80% of initial damage
2 dolls makes sadida get 64% of initial damage
3 dolls makes sadida get 51-52% of initial damage
4 dolls makes sadida get 40-41% of initial damage
5 dolls makes sadida get 32-33% of initial damage
6 dolls makes sadida get 26-27% of initial damage
7 dolls makes sadida get 20-21% of damage
8 dolls makes sadida get 16-17% of damage
9 dolls makes sadida get 13-14% of damage
10 dolls and sadida get 10-11% of damage
11 dolls and sadida get 8-9% of damage
12 dolls and sadida get 6-7% of damage
13 dolls and sadida get 5-6% of damage
14 dolls and sadida get 4-5% of damage
15 dolls and sadida get 3-4% of damage
16 dolls and sadida get 2-3% of damage
17 dolls and sadida get ~2% of damage
18 and 19 dolls would make sadida receive only 1-2% of damage
20 dolls would make sadida receive only ~1% of damage
21 dolls would somehow propably absorb all the damage making sadida get no damage. Or just 1 damage exactly.

Each doll absorb different damage. For example sadida normally get 46 damage from one monster, but with 5 dolls summoned it gets 16 damage only. First doll summoned receive 8 damage, 2nd doll get 7 damage, 3rd doll is damaged by 6, and then 4th for 5, and 5th for 4. 8+7+6+5+4 = 30. 46-30=16. Thats how it works. And thats how it keep working. Drain spell should be fixed to heal different way too thou...


Sadida's Savoir-Faire


1.There no need for it to increase damage re-directed on totem.
This bonus shoudl come from Voodoll spell only. I know they added this so that we gain something while leveling up this passive spell but they could add soemthign different. Maybe incxreased resist to dolls. I don't know really.


This post has been edited by Kikuihimonji - October 26, 2011, 14:16:50.
posté October 25, 2011, 00:41:27 | #2
Sudden chill

i managed to get 225 hits once


posté October 26, 2011, 15:33:39 | #3
About elemental spells...
Some things should be changed. Or at least they could be better.

Vaporize
This spell is weak and theres no really point to use it at all. It would be nice if it could affect dolls somehow. Maybe adding critical hit chance to dolls when used on them. OR +% damage for targeted doll.

Sadida's Tear
This spell is good but the cloud that appear could be bigger. Seriously its tear of god-Sadida. It could even be an aoe with "+ shape". Theres no water aoe for sadida unless you count Rust when totem is placed.

Mudoll
I was always thinking that it can be weak as it is if it comes to damage but healing should bebetter when used on dolls. Mainly because sadida will have to waste whole turn in order to heal up its doll for the damage it received. Also healing on totem could be better. I know sadida is no healer and should not heal as much as eniripsa but it deasnt heal much so its quite pointless to use totem on friend in order to heal it (especially with current totem cost). Make it usefull.

Rust
This spell is totally awkward. Cost 4 ap for 33 damge only and it will deal only 16 damage to target linked to totem (if there is totem it is). I think its the worst multi-target attack in the game. In order to make it hit 2 targets sadida have to spend 6 ap and 2 wp.... For that low damage....
In my opinion it should cost 2 AP, deal 16 damage and 33 damage to target linked to totem. Alos sadida should be able to target totem with Rust but by doing so totem should vanish. I think i mentioned it before.

Drain
This spell is good.... if you have 1 doll summoned. The more the dolls, the weaker heal it gives. Heal from drain is shared even on dolls that have full HP. That should be fixed and only damaged dolls should be healed. It could deal higher damage. For now its 65. It could be 71 if you ask me. Why? Because its not difficult to use it. I mean if the doll is blocking your way you have to move around in order to use it, and by doing so you will most likely get attacked because its range is low. So its risky to use it, but when used it should deal better damage. OR at least should heal more. Maybe its me but i think it should heal for 2x the damage it dealt. OR better solution woudl be if it would simply increase its damage for every doll on the battle field. It would be really cool to make it this way. You know the idea: the more the dolls the higher the damge so that heal is better for them. I dont want it to be op thou so that range could be reduced. And we all know sadidas want to avoid lock zone.

Woodland Stench
This spell is quite good. Well damage is good but range totally nerf it. It woudl be nice it it could give some additinal effect if used on doll. Maybe if doll cast it on target it would apply poison or maybe additional 15 damage? I don't know really but it can be changed.

Poisoned Wind
Maybe its me but i think it should deal more damage when enemy use MP. Sadida need to waste 3 ap in order to cast it and if enemy will only use 1 mp then it will get 16 damage. This damage is not increased with air damage % so it makes it extremly pointless to use. If enemy use 2 mp then it deals 32 damage. 3 mp and it will deal exactly 48 damage. And thats only if this spell is maxed. IT should either deal more damage per MP or shoudl eb affected by sadidas air damage % and enemy air resist. OR it could deal more damage if casted from doll. This would make sadida more doll friendly, less explosion friendly.

Sudden Chill
Currently its bugged and if used on doll it multiple damage for every sudden chill used on doll (2 sudden chills make damage 4 times, 3 sudden chill 9 times, etc). Its good if you ask me but if sadida critical hit while using it, then the damage will glitch and will deal less damage on enemy also damaging doll itself. They could fix it but whole idea of making it better usefull on dolls then directly onenemy is really nice.

K'mir
Terrible spell considering the cost, damage and range. Effect itself is bad to sadida as it makes enemy near sadida - in lock zone. Making it impossible to trigger explosion, impossible for 4th doll to attack enemy and impossible to cast some spells like Bramble or Totem. I find it handy only if one of group member need to be moved in order to not block line of sight for others or in order to protect him from getting damaged but sadida need to move to the target first in order to use it so its best if sadida start turn next to target. Or its used to make sadida or doll follow enemy but lets be realistic: Greedy dolls will go to enemy anyway, so they always close, Maddoll need to stay away from enemy and blocker is good for blocking lien of sight even if it wont lock and usually it will just lock target so no point using k'mir on dolls. IT could be good if air doll was close to target, then you use it on doll and then doll takes target away - this is nice idea but way to o hard to use it, and usually its just no point considering the cost. My idea is that it should cost 2 ap and instead of damage 39 it should deal 22 damage. Also they could change it so that if i move to the west, linked target move to the west too, instead of moving to cell where i was. Another thing is that they could give it better range. Even range 2 would do, could be range 4 for more fun in moving targets where you want them. Notice you will be still linked to target in that targets turn. Also better range would make it easier to cast on dolls if situation will need it. There should be some conditions thou. Target should be in straight line with sadida and sadida should be able to use it only once per turn. Theres also other idea that i had: make it ranged spell that pull target towards sadida (like sacriers tatoo spell with just difference that target will be stabilized and will move like sadida do). Sounds nice as its named k'mir.... like "come to me" or "come here" but then some might say its sacriers spell so sadida should not have that.

Gust
Propably the worst spell in game. At least for sadida. It cost precious WP that sadida need for dolls, totem and tree. IT push away but there are pushing spells that don't require WP (eniripsa, iop, sacrier). Sure its aoe but seriously for 6 ap and 1 wp cost aoe that deal 30 damage sounds stupid. Especcialy that enemes will be pushed away so that you cant use it again for effective aoe damaging. Its only purpose is to push away but that cost... seriously they should change it. ITs last spell in air branch, yet its the weakest and the worst overall. It was somehow used by sadidas back then when totem had no wp cost and when Tree was for 1 wp. But even then it was tough choice. Push enemy or place one more doll? I bet in 90% of situations it will be better to summon doll. Also it redirect damage from doll only if doll was not pushed by it. That coudl be changed but its not that important. Thing is it cost too much.

Bramble
Accoring to description i think it should have modified range. It should deal damage to 1 target who is in 3-6 range from sadida. Yes from close it should be not possible and would be handy to have 6 range spell. It will also make Vaporize usefull in range 1-3.

Fertilizer
I wouldnt change anything here. Its good the way it is. I remember it used to deal double damage on different sadida totem. Maybe additional damage when used on totem (your own totem too) will be nice addition but i cant say if its necessarry. Just it would be nice and people might choose to use it instead of sadida tear.

Wild Grass
Its good the way it is. Nuf said. Could give always 2 mp to dolls so that sadida might consider using it instead of any other attack but thats all about it. Theres Earthquake for 2 ap already in earth branch and i dont think there should be 2 spells in 1 branch for that cost.

Earthquake
So much luck based that people might think its ecaflips spell. The damage is nice and with new Tree spell we can use it without risk to get damaged... just that Tree spell cost is 2 wp wich makes it not good choice for longer run. Especcially that we might not hit anything at all. There is idea to make some speciality spell for sadida that woudl reduce damage received from Earthquake just like Rouge have explotection (protection from explosion form own bombs) but i think that if Tree would cost less then it wont need any more changes. Maybe it should always hit some targets, never empty cells.... Or just leave it as it is.

Multiple Bramble
The worst big aoe comparing to other classes. I know it cant be as strong as Earthquake because it will make Earthquake simply useless..... but 6 ap cost for 36 damage? Totally nerfed. Maybe they should increase damage from earthquake and multible bramble or they should modify cost for both spells... Or maybe Bramble should be an aoe and instead of Multiple Bramble we should get different spell?.... No idea but i dont like this spell considering how lame it is.