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Sacriers Marks should be longer, I didn't choose the Sacrier just because of its low time of Marks.
Scary Polter * Member Since 2007-10-28
posté June 24, 2009, 22:49:11 | #1
Sacriers Marks should be longer I think that Amakna should make it so that every time a mark levels up, it lasts longer. That would enforce the spell Sacrier type instead of seeing pretty much only weapon type ones. The mark idea really made me mad when i played as a Sacrier, which WAS my first choice of character until I saw what they did to them. I don't think they should be made like in Dofus, where now they're invincible, though. I have a "plan" for what I think it should look like.

Lv 1 Mark- Lasts for 2 turns.
Lv 3 Mark- Lasts for 3 turns.
Lv 5 Mark- Lasts for 4 turns, and so on, going by every odd number increasing the time the mark lasts by one turn, EXCEPT for the regenerative mark, which should definitely last for 1 turn no matter how high level it is, because then that would make Sacriers way too strong. Also, I don't think that marks should effect your swords damage, seeing as they are already great with them. The mark should only effect their spells. Any comments or suggestions to my "plan"?

(P.S. I also think that when you create a Sacrier, you should be able to choose their tattoo color, and similar things for other classes, it would bring more of a personal feel to your character, comments/suggestions for that idea too please.)


Lord Madgobb * Member Since 2007-03-08
posté June 25, 2009, 01:20:16 | #2
Marks already gain duration at higher levels (up to 5 turns). With your numbers you'd end up with a duration around 50 turns, where most fights simply don't last that long, or require you to switch Marks. Their effect is also cumulative as far as I remember, so that's going to be a huge boost after a while.

The idea of Marks compared to Dofus Punishments is that they're have to be sustained, that you pay to keep them going. If you want to hit someone with two cheap 3AP spells, when you only have 6 AP, you have to give up that power. Sacrier's Foot and Gouging are both attack spells which fit 4AP with Mark's 2AP, into 6AP. The problem with Weapons is not that Marks are cheap enough to work with them, but that weapons are very powerful irrelevant of what else you might be able to use. If you manage to get +2 AP, so that you have 8AP total, the situation is reversed, Mark+2*attack spell, or just 2*weapon-hits.

For Betav2 apparently most Sacrier Marks have been moved into the support aptitudes anyway, so they have only got 5 levels, and I'm sure that'll provide a more immediate duration... up to 5 turns.


Scary Polter * Member Since 2007-10-28
posté June 25, 2009, 03:17:56 | #3
Oh yeah... a spell that lasted that long wouldn't really be fair huh? Sorry bout posting this, I didn't know they lasted for 5 turns, and not 1 for each mark. Next time I post a suggestion I'll definitely make sure it won't be stupid like that. But I still don't really get them then, do the +whatever stack up? And if so, when you cast another one while you have one going on, do the boosts leave? Sorry bout making a useless topic like this


Lord Madgobb * Member Since 2007-03-08
posté June 25, 2009, 08:42:55 | #4

Quote (KayleKhan @ 25 June 2009 02:19) *
And if so, when you cast another one while you have one going on, do the boosts leave?
If you cast any Marks, whether the same or a different one, the current Mark disappears. The new Mark doesn't take into account the bonuses you would've gotten from the now-removed Mark, so it's just like starting again.


Scary Polter * Member Since 2007-10-28
posté June 25, 2009, 21:44:24 | #5
Ok, thats really helpful to know. Maybe Amakna will make the mastery of the spell make it so it lasts a bit longer? I think that would help alot. I get what you mean by the short-fire spells, but still kinda wish that they changed it a little bit so the boosts or something was better. Comments/stuff on the Mastery suggestion?