April 15, 2012, 18:34:44 |
#21
I'm still of the opinion that the median of about 12-13ish damage per AP spend is a pretty decent balance. Anything above or below that comes from reasons secondary to damage, like range, added effects, ect.
Did I seriously read the TB damage right? Is the base 16 at level 100 for 1 AP? Wakfu Wikia says 9, and I don't have room to make a Xelor to confirm this. If it indeed does 16 damage, that is hillariously OP, and should be reduced by 3 or 4. 3, because TB has the most retarded range I've seen in a long time (Fecastopheles armor aside), or 4, because the fact that it can ALWAYS be used is a bit too much. And Iop's Flurry uses 1 AP for 12 (Again, according to Wakfu Wikia, our lovely outdated Database), which would put them on roughly the same level. Only issue I see with that, is the fact that Flurry indeed only uses 1 AP - It's significantly harder to use 1 skill 8 times, than it is to, effectively, use 8 skills at once. That only justifies a higher, if only slightly so, damage, almost making me push the coin off the table here, and say it should be reduced to 11 damage per AP, at most.
I see the issue with the combo here, but I'm still not sure how to see it properly. After all, combo's is what makes the game fun. I'd rather see a Xelor buff up using his Dail, and blow me to tiny bits with 1 move, rather than watch an Iop hit me a tons of times in 1 round, dealing an increasing amounts of damage, ending up killing me anyway. Authority is stupidly powerful in this regard, because it constitutes a pretty much permanent 100 % damage increase, which considering how must high levels I've seen are currently sitting at just below 300 %, is pretty good. Remember, this isn't a combo, something that requires "setting up" or spending AP or Wakfu points to achieve - This is a passive bonus they get for using their damage spells, which, as an Air Iop, pretty much means spamming at least 4 skills per turn, each with a 45 % chance of adding 20 % damage. Each.
I'm not defending Xelors here. I'm just saying that there are classes who are MUCH worse at being ridiculously OP that Xelors, and not only Cras (Which have already been pointed out a million times in this topic). But Fire Xelors DO need some adjustment. Just don't nerf Water Xelors, they aren't exactly the top of the bracket as it is.
I'm actually a bit curious as to who are complaining about Xelors in general. As an Osamodas, I'm not too certain about the issue with this, as Xelors rarely get a shot at me, specifcally, anyway. Sure, my poor summon just got wiped clean from the face of the earth, but guess what? SUMMON+WHIP+WASTED DAIL=MY TROLLFACE
I have more than 50 of my main summon, so I have far more trollfaces than you have Wakfu-points anyway. But that's what counters are - You can't complain about having weaknesses. I'm contend with Osamodas' weakness being a monster AI so stupid that even the worst retards in the world would probably shake their heads at the sheer stupidity these creatures possess. Fire Xelors, like most other ranged classes, suffer from a minimum range, and, daresay, a better way of avoiding the lockzone. Cras got, what, 4 different skills to get away from a lock? And a Xelor has... the dail? Somethings off here...
Which actually makes me say that Xelors, fire specifically, but water does too, doesn't need a nerf - It needs balancing. Some areas are incredibly overpowered, where others are far too weak compared to others. That may seem like "balancing", but it's not. Anything with a minimum range needs something to create that distance, otherwise it can easily turn into a crippling weakness over the course of a long fight, especially at high levels. Note the word "create", not just stay at range. It's a fine balance, and one that easily crosses into being either utterly useless, or outright OP, which is why I assume Cras are having the time of their life right now with Beacon Sneaking.
Did I seriously read the TB damage right? Is the base 16 at level 100 for 1 AP? Wakfu Wikia says 9, and I don't have room to make a Xelor to confirm this. If it indeed does 16 damage, that is hillariously OP, and should be reduced by 3 or 4. 3, because TB has the most retarded range I've seen in a long time (Fecastopheles armor aside), or 4, because the fact that it can ALWAYS be used is a bit too much. And Iop's Flurry uses 1 AP for 12 (Again, according to Wakfu Wikia, our lovely outdated Database), which would put them on roughly the same level. Only issue I see with that, is the fact that Flurry indeed only uses 1 AP - It's significantly harder to use 1 skill 8 times, than it is to, effectively, use 8 skills at once. That only justifies a higher, if only slightly so, damage, almost making me push the coin off the table here, and say it should be reduced to 11 damage per AP, at most.
I see the issue with the combo here, but I'm still not sure how to see it properly. After all, combo's is what makes the game fun. I'd rather see a Xelor buff up using his Dail, and blow me to tiny bits with 1 move, rather than watch an Iop hit me a tons of times in 1 round, dealing an increasing amounts of damage, ending up killing me anyway. Authority is stupidly powerful in this regard, because it constitutes a pretty much permanent 100 % damage increase, which considering how must high levels I've seen are currently sitting at just below 300 %, is pretty good. Remember, this isn't a combo, something that requires "setting up" or spending AP or Wakfu points to achieve - This is a passive bonus they get for using their damage spells, which, as an Air Iop, pretty much means spamming at least 4 skills per turn, each with a 45 % chance of adding 20 % damage. Each.
I'm not defending Xelors here. I'm just saying that there are classes who are MUCH worse at being ridiculously OP that Xelors, and not only Cras (Which have already been pointed out a million times in this topic). But Fire Xelors DO need some adjustment. Just don't nerf Water Xelors, they aren't exactly the top of the bracket as it is.
I'm actually a bit curious as to who are complaining about Xelors in general. As an Osamodas, I'm not too certain about the issue with this, as Xelors rarely get a shot at me, specifcally, anyway. Sure, my poor summon just got wiped clean from the face of the earth, but guess what? SUMMON+WHIP+WASTED DAIL=MY TROLLFACE
I have more than 50 of my main summon, so I have far more trollfaces than you have Wakfu-points anyway. But that's what counters are - You can't complain about having weaknesses. I'm contend with Osamodas' weakness being a monster AI so stupid that even the worst retards in the world would probably shake their heads at the sheer stupidity these creatures possess. Fire Xelors, like most other ranged classes, suffer from a minimum range, and, daresay, a better way of avoiding the lockzone. Cras got, what, 4 different skills to get away from a lock? And a Xelor has... the dail? Somethings off here...
Which actually makes me say that Xelors, fire specifically, but water does too, doesn't need a nerf - It needs balancing. Some areas are incredibly overpowered, where others are far too weak compared to others. That may seem like "balancing", but it's not. Anything with a minimum range needs something to create that distance, otherwise it can easily turn into a crippling weakness over the course of a long fight, especially at high levels. Note the word "create", not just stay at range. It's a fine balance, and one that easily crosses into being either utterly useless, or outright OP, which is why I assume Cras are having the time of their life right now with Beacon Sneaking.


