June 13, 2012, 14:12:35 |
#1
Summoner Sadida (improvement)
1.Summoning shall not cost WP.
This is important for every summoner. If you want to balance the game then summoners should not be limited with WP when they want to do their basic gameplay, wich is playing around it’s summons. Sadida’s ability to recover WP from sacrificing doll is necesarry but if doll die fast then there is no WP to recover. Obviously if dolls would give back wp when they die it will solve problem. But then why making dolls even cost wp? There’s already limitation to number of available summons on the field. It’s called Leadership. There are even rune’s and some items that increase leadership. I would like to know why? Why there are such items if there’s no profit from having them? We can’t summon 7th doll even with 7 leadership and that’s because of WP limitation. Same thing goes to Enutrof and Eniripsa. Enripsa need WP for zombification, to deal damage as healer so it can’t have another wp cost in form of coney. About Enutrof: if enutrof transform into Drhellzerker, and then will get locked or will not deal damage - it will loose Drhellzerker form but it won’t get back it’s drheller and will need to summon it again. And enutrof already need WP for other specialities. It’s too high cost to loose that easily. This “no wp cost to summon” will also make osamodas better - they will be able to investigate points in Gobbal Steak to make use of this specialiy. There are also some cells in game that remove WP. Once WP is used it can’t be recovered so summoners have great disadventage over other classes that can do well even with 0 WP. There are also some monsters that block using WP (like kralove or green mushd in Tsar dungeon) wich make summoners unable to deal decent damage as they need summons help. And let’s not forget about Kokoko dungeon, in wich you shall not use any WP in order to open room with Old Binson. This is like telling summoners: do not summon. That’s so wrong. You could as well tell eniripsa to not heal or tell iop to not get close to enemy. Sounds stupid? Indeed and thats how it is for summoners. There is no real reason to make summoning cost WP. By making summoning you will make the game better:
a). Leadership will be usefull to get from items and rune’s.
b). Summoners will be able to summon even if WP usage is not available in dungeon, wich will make them equal to other classes
c). Summoners will be able to use other spells that cost WP without regret
2. Totem should be a Totem.
In kokobanana dungeon there is boss that is summoning it’s totems. I haven’t seen gobbsage fight myself but i also heard that gobbsage is summoning it’s own totems and those look like totems. What sadida have is just “so-called” totem. Don’t lie to us. This is not totem! Sadidas in Wakfu should be able to summon dolls and totems. Not dolls and dead dolls. Totem in beta was good. For sadidas it had only 1 flaw - it was breakable with pushback and sadida was loosing wp easily this way. In alpha version Totem become cell similar to feca’s glyph but unlike feca’s glyph it doesn’t have any effect if someone is standing on it. Now you can fix totem in few ways, choose one:
a). Leave “totem” as it is, in form of dead doll, but make it work even if someone or something is in the same cell as totem.
b). Change “totem” back to what it was in beta (an obstacle)
Now if you choose option a). you will make sadidas step on totem on purpose to make enemy hurt self while injuring sadida, wich will give too high adventage for sadidas and will basically make them unbeatable. This is why current voodoll has to be changed to the beta form (wich is just like the one on the picture):
This picture shows option b). This totem was beautifull, cool, awsome, stylish and made from piece of tree just like it should. Now if you remember issues from beta about this totem - people were complaining that it can block someone. The same thing we could tell about xelor’s Dial, cra beacons and pandawa barrels. You’ve fixed this issue by making those tools unable to be blacked in cell that would block the way. I don’t understand why you didn’t do that with totem. But maybe let me give few options to improve totem from version beta:
a). Totem condition: Doesn’t block the way
b). Totem is not stabilized (can be pushed, pulled, moved)
c). Totem return WP to sadida, once it dissapears or breaks
d). Sadida can break it’s own totem manually with own spell (Bramble would be perfect for this effect)
e). Totem has it’s own turn so that players can target it with icon instead of trying to target it when it’s behind some trool or other big creature.
f). Totem can’t be destroyed with pushback.
g). Totem can be destroyed with pushback but then it return WP to sadida.
h). Totem should not require Leadership point to be cast.
i). Totem might not block line of sight while still being an obstacle that block cell
j). Apply few of these suggestions
Now let’s think about it for a while. If totem could be placed only in cells that doesn’t block then we need to think if it should be breakable or not. If it won’t be breakable then sadidas won’t be able to change target of totem in the middle of combat but that would be still better then what we have now because it would be an obstacle (like tree) and that’s important. If it would break then sadidas will complain about loosing WP too easily. Though if it would return wp (in the same way water spells return wp to Ecaflip) then it would be also acceptable, because sadida will only loose some ap to resummon it (unless it will be in enemy lock zone then it will have to play with Dodge). That would be good totem too. Also if sadida could break totem with Bramble - it will be possible to change position of totem or link it to other creature. This way sadida could link totem to ally in order to heal it at distance and then when enemy would try to use totem to hurt sadida’s ally then sadida could destroy that totem and make new one, this time on enemy. It would be really nice gameplay that i have to say i miss in alpha version. Even Sadida’s guide book says that sadida can heal allies from a distance thanks to totem. So make it possible (and add healing spell to Sadida - preferably Sadida’s Tear)!
I also have to explain suggestion to make totem not stabilized. If totem is not stabilized then we can change it’s position (and our enemies can as well). This would be nice improvement to Pvp: if sadida cover self with totem, sacrier (or any other class that has proper spell) move this totem away or even swap place with totem, making sadida in trouble (this will mean sadidas won’t use totems to block self like that). Pandawas will throw totem around map at will, eniripsas, iops, cras, srams and rogues too - they will all be able to move totem. Osamodas can push in dragon form or with proper summon. Sadida itself could use Gust to move totem. It will also allow spell K’mir to be cast on totem and this way sadida will be able to walk around with totem, relocate totem. That would be so cool (though this one is not a necessary change).
I still don’t even see a reason to make totem not blocking bridges. You may say it’s too easy, but look: we can always place seed there and block self too. It cannot be changed because sadida needs it’s summons to be available on every possible cell. And sacrificing doll only means that sadida can play safe with bridge all the time: first attack enemy or summon voodoll, then place seed close to enemy to block it from attacking sadida and then, in next turn, attack, sacrifice doll and replace it with new seed. This means sadida will always be able to block cells with summons so why it can’t do that with totem? It only makes sadida play longer and makes sadida waste time on replacing dolls every so often. Also it makes sadida unable to level up spells that have higher cost. And it’s already difficult for sadidas to keep their spells leveled well while not using spells that is only used to controll doll or buff it with mp. Seriously thats whaste of important exp that sadida sacrifice if it want to be versatile and use right spells in right situation. For example when sadida see it’s doll need to help ally finish off selected enemy then sadida might need to control doll in order to make it attack proper target. It’s waste of spell exp and it’s not cool for sadidas. Maybe if spells used on doll would give sadida spell exp redistribute after fight - then yes it would be possible to play sadida well while not wasting spell exp on doll buffs that give as much at level 1 as they do at level 100. Anyway my point is that giving sadidas totem that can block cell is important, most wanted and should be intended. Also keep in mind that osamodas can block bridges with 69 level Crobak wich can make Tornado to block bridge (or other cell) and give osamodas easy win. Pandawa can stil block enemies in single cells thanks to barrel. And that’s because of Triple Whammy spell wich can push barrel to the cell that can block enemy. Pandawa can also throw enemy on cel with effect (such as -MP) and then place barrel next to it - it’s still possible. And in team fight eniripsa or any tank healed by eniripsa can block enemy in one cell with it’s own body and make it impossible to escape. Good example is earth sacrier with Coagulation from earth spells. You can’t stop players from doing that. It’s tactical game, where you have to mind your step and you can make some cells blocked with your own tools (few beacons, few players, doesn’t matter). So bring back old totem that we were using in beta. The cool-looking one. Everybody’s want it.
Another issue is that there is no point for making sadidas use leadership for totem. It’s always 1 doll less on the field and that’s not good because sadida need to make hard choice every time, not to mention it’s pain at beggining of the game. There are also not many items with leadership at higher level. I understand there are rune’s but there are not many items where we can put leadership rune, and usually those items are worse then other items of similar level. You can simply make sadidas able to have only 1 totem at time (like pandawa with barrel). Why limiting it with leadership too? Pointless!
There’s also another feature that you could apply to totems. Make enripsa (and maybe some wild creatures too) able to cure target of totem from voodoo effect. Maybe let me explain that you could give target of totem state “Voodoo” wich will only shows that this target is linked to totem, but in same time enirpsa would be able to remove this state from target and by doing so totem will vanish. This is great suggestion: to make spell that cure remove the link betwen totem and it’s target.
Here is this nice idea to make Totem not block line of sight: it will be spirit-alike totem-shaped obstacle. It could be blue (same as the animation of summoning). So this blue spirit-alike totem will be blocking the way but you will be still able attack through it like you can do it on targets with Ether state (from pandawa). This is great solution. Allowing this togather with making totem able to be moved with pushing, pulling (etc) but allowing totem to be placed anywhere (because it’s pointles option if totem can be moved) would make you create realy awsome Totem. It could look like ghostof totem, something similar to this:
Let’s sum this up how the updated totem should be like:
3. Tree has to be changed.
Sadida got this Tree speciality that give it immunity for a reason to avoid damage. But in same time this Tree speciality reduce sadida’s HP by 20%! That’s 1/5 less max HP! This means that sadida’s should NOT increase it’s HP because it will make them loose more HP. Still doll’s HP is % of sadida HP so in order to have good dolls Sadida has no choice but to improve it’s HP anyway. That’s so wrong. Also because if enemy can deal more then 20% of sadida’s HP in 1 turn, then this enemy is too strong for that sadida or this enemy is overpowered and Ankama has to do it’s best to balance the game. And even if not for balance - making class based on HP (dolls, doll sacrifice, explodoll, doll link - all those are affected by HP) and in same time making this class suffer from going for HP build (Tree) is just not right. Tree spell should cost WP instead. Though if totem, dolls and tree cost wp then it might be too much. Still if you make dolls not require WP to be summoned(wich should be like that from beggining) then it will be possible to give sadida’s Tree cost in WP instead of making it lose HP. In fact tree spell should heal sadia. Let’s gather few informations about Tree:
a). Tree should buy time for sadida by making it immune to damage
b). Tree can cost WP
c). Tree should not make sadida loose HP
d). There is no need for Tree to make doll’s enter Nettled state
e). Tree can make doll’s turn back to seeds but without triggering Explodoll
f). If Doll doesn’t cost WP and Doll Sacrifice give Wp from dolls, then Tree can cost 2 or 3 WP even.
g). Tree could heal sadida (just like Treechorns spell)
h). Tree can make sadida unable to move after it return to human form
i). Tree could cost MP instead of AP
j). Tree form could last 2 or even 3 turns
k). Depending on duration and cost of Tree speciality Sadida might be able to cast spells while in Tree form (to make Earthquake more used).
l). Tree effect could be related to number of dolls on the field
According to those informations you could make Tree work as follows:
Tree Lvl.0:
Cost: 3MP 3WP
Range: 0
Effects:
Makes Sadida immune to damage for 1 turn;
Turn dolls to seeds (doesn’t trigger explodoll);
Heal Sadida +1% HP for each doll that turned to seed;
After returning to human form Sadida gain Rooted state (0MP) for 1 turn.
Tree Lvl. 9:
Cost: 1MP 1WP
Range: 0
Effects:
Makes Sadida immune to damage for 1 turn;
Turn dolls to seeds (doesn’t trigger explodoll);
Heal Sadida +5% HP for each doll that turned to seed;
After returning to human form Sadida gain Rooted state (0 MP state) for 1 turn.
I was thinking a lot about Tree speciality and this is the perfect suggestion. Let me explain those changes: When sadida feels it need immunity then it will cast Tree speciality. By doing so it will also recover some HP if there will be dolls on the field. This means that if there are no dolls present on the field then sadida will not get any heal just immunity. This change also means that sadida dolls will not deal damage in that turn and sadida will have to activate those seeds again. This also brings new use of this speciality: doll protection. If dolls are about to die and sadida don’t want to loose them then it could use Tree to keep them as seeds on the field. Though enemy might turn those dolls to air type dolls and kill those before sadida get it’s turn or leave those as air dolls that will run away and not deal damage. Rooted state can be cured by Eniripsa but in normal circumstances Sadida will be unable to cast Tree every turn due to MP cost included in Tree speciality. This will make this speciality viable, usefull and sadida will have to use it in right moment instead of using it anytime. The wp cost also limit Tree to 6 uses per fight (or 7 with Tsar set). This is nice solution especially if doll’s doesn’t cost WP. Also about this change i got the feeling that if Sadida return back to nature (turn into tree) then so should Sadida Dolls (turn into seeds). It’s more logical then nettled state. And we already have Sic’Em More and Green Guard for Nettle effect. Keep that in mind.
The main issue with current Tree is that sadida becomes immune to damage but dolls aren’t. Sadida want to protect it’s dolls and enemies will kill dolls first anyway so this whole protection to sadida is pointless. In fact it only makes sadida loose HP and dolls will get killed. This makes sadida’s not want to use this speciality. Why would we want to use speciality that waken us? Why would we want to use speciality that damages us? Enemy can simply wait for sadida to kill itself with Tree speciality because 20% of HP is A LOT. In order to heal back to what was lost sadida will need to summon 2 or 3 dolls and sacrifice them. Thats 2 or 3 turns wasted for not dealing damage. This is how horrible and underpowered sadida is. Other classes can deal higher damage then sadida without any lost in HP and without need to waste turns like that. This isn’t fair. And again dolls should be protected somehow when sadida turn to tree. And turning them to seeds is best solution. It wil also allow sadida to replace dolls with different element dolls. The only important thing is that dolls that return to seed form should not trigger Explodoll. In beta there was Tree similar to this but explosion was triggered with it and that was making sadida overpowered. Tree should never be a source of increased damage output for sadida. It should be protection afrom damage. And protection from damage should not damage sadida because it misses the point of protection! If you want to limit usage of Tree then do it with WP cost. Sadida should have no specialities that makes it suffer HP.
4. Dolls are way too fragile and not reliable.
Even in pure HP builds doll’s doesn’t have enough HP to be usefull for Sadida. If you find it difficult to balance due to for example Rust bonus, then you can reduce doll’s damage but they need more HP. If it comes to explodoll damage or doll sacrifice heal - you can decrease their effects from 30% to 20%, but dolls need to have at least 30% of sadida HP (the same as Ultra-Powerful Doll from Stil Life). This means all dolls, also Madoll. Madoll is the weakest doll and it doesn’t even deal damage. This is HP of dolls with sadida that have 1000 HP:
Madoll: 90 HP
Sacrificial: 90 HP
Greedy: 170 HP
Blocker: 280 HP
Explosion damage from those dolls are as following: -27HP (Madoll), -27HP (Sacrificial), -51HP (Greedy), -84HP (Blocker).
Like you can see only blocker deal acceptable explosion damage, but blocker itself doesn’t deal damage - it’s just punch bag. And even this punch bag dies fast from creatures of equal level. If something can deal more then 14% of sadida HP in 1 turn then it can kill blocker in 2 turns. That’s how bad it is. Recovery from Doll Sacrifice is equal to explodoll wich also shows how ridiculously low the HP of dolls are. 2 AP to place seed, 2 AP to activate it and 2 AP to sacrifice it. Basicaly whole turn for fixed recovery. Fixed low recovery. 6 ap to heal 51 hp? That’s whole turn wasted. Whole turn of not dealing damage. This isn’t rewarding. I have suggested the change to make dolls (every doll) have 30% of sadida HP while reducing explodoll and doll sacrifice % by 10%. This what we would get on sadida with 1000 HP:
Madoll: 300 HP
Sacrificial: 300 HP
Greedy: 300 HP
Blocker: 300 HP
This obviously would make blocker useless, but not if you change Blocker’s resistance to be 2x higher then resistance of other dolls. Now about explodoll damage (being 20% of dolls HP instead of 30%) we will have following damage: -60HP (every doll). Seems low. With 30% of dolls HP it would be -90HP (every doll) wich is almost the same as current Blocker explosion. That would be good to have each doll equal in explodoll and doll sacrificing. This will make explosion from madoll hurt as much as from blocker. Every doll will be equal. Awsome! That's what should be done since the beggining. You will also have to make resistance of doll’s (Greedy, Madoll, Sacrificial) equal because Sadida should use different dolls on different situations instead of using different doll depending on enemy elemental damage. Seriously we are not gonna make air dolls when we fight against air type enemy. We need our greedy dolls for damage anyway. And against fire enemies we can’t even use those dolls because their low fire resistance makes them die in 1 hit. That shouldn’t be the case. This is why not only HP but also resistance of dolls need improvement. If you want to ask me then doll’s resistance (for all elements) should increase by 1% with each sadida level (starting from 1% all resistance at lvl.1 sadida). Blocker doll will gain 2% resistance each level. This way sadida level 100 will have dolls as follows:
Madoll resistance: 100% fire, 100% water, 100% air, 100% earth
Sacrificial resistance: 100% fire, 100% water, 100% air, 100% earth
Greedy resistance: 100% fire, 100% water, 100% air, 100% earth
Blocker resistance: 200% fire, 200% water, 200% air, 200% earth
I think this is most important change that have to be applied for sadida dolls. And making each doll have equal HP will make sadida able to summon air dolls and then replace them with greedies if the air dolls did their job. Air dolls will survive so it will be possible to sarifice them. And sacrificing air doll will give the same HP to sadida as sacrificing any other doll. This change will make sadida able to use all dolls efectively. I am unsure about resistance though. 100% at level 100 might be like nothing against those with 400-500% elemental damage... I can’t really predict this. If anakma would not allow giving stats to Chance, Strenght, Intelligence, Agility, then 100% resist at lvl 100 might be enough. If not then maybe make dolls have more resistance like 150% for all elements on air, fire and water dolls and 300% for all elements on blocker? Hard to tell, i don’t know the future of Wakfu. One thing is sure: each resistance (for each element) has to be equal.
If it comes to dolls AP and MP stats i think some changes should be made too. Starting from MP let’s see what it looks like for each doll:
Madoll 4MP
Greedy 4MP
Sacrificial 3MP
Blocker 2MP
When i look at this i am asking myself: why Madoll has only 4MP? Make it have 5MP. It deserves it as a “run away” doll.
And if it comes to AP i have to say that giving Greedy 4AP, where it have only 3 AP spell is somehow nice if it will loose 1 AP but normally with Nettled bonus and even Rust - it still have unused AP left. My suggestion is to either make Greedy have 5AP or make Nettled give 1 more AP or make nettled effect stackable. If i got attacked and trigger Green Guard my dolls get nettled level 5 at max. It means that i can’t buff them with Sic’Em More for level 10 nettled. That means those abilities are not compatible. This problem shouldn’t exist. We should be able to increase nettled level state if we want to do that instead of using ap to attack ourself with our own spells. Why shouldn’t we? It’s so obvious i consider green guard and sic’em more bugged when triggered one after another. Also if enemy use multiple attacks (just like air iop) then it should be possible to trigger Green Guard few times, not just once. +10% summon damage (lvl 5 nettled) is like +2 or 3 damage for single attack. I tested it and i can tell you that it should be intented to make this effect stack. If you feels like it, you can always decrease Liquid Ghould base damage from 41 at level 100 to 34 at level 100. But that depends on how you will balance the game. You might even give dolls 2AP spell instead (with 20 or 22 base power) wich will make them attack twice with base 4AP. I would rather see dolls attack multiple times like crazy little angry creatures that have the power of hamster but they are so fast that they hit few times before you hit them instead of seeing dolls dealing single strong hit. This will be intended to make feca loose plates faster and will also make it more interesting to fight sadida vs sadida (with Green guard). When i think about it.... that would be best solution:
Liquid Ghoul (basic spell of water doll):
Cost: 2AP
Range: 1
Damage (at level 100): -22 HP
You might also make Rust give dolls 4AP instead of 3. This way we will keep similar power of dolls that we already have, in same time we will make them gain less power from +2AP from green guard (lvl 15). But that’s acceptable if nettled will be a stackable state.What we really need is dolls to have high survivalability rather then high damage output. We could even have dolls with higher % of sadida hp but with lower damage and that still would be better then what we have now. Sadida’s power is supposed to be in number of summons that it can have, not in power of single summon (unlike osamodas). At least it should be like that.
If you want you can give dolls some special effects. For example make water, air and fire dolls not block line of sight. In same time blocker will be the only doll that can block line of sight. This would be cool change and it will be more balanced in pvp to allow other players attack through cells with dolls. It will also make it better for group fight with sadidas. Why keep blocker blocking LoS? Well it’s blocker. The name says it. And i feel it actually should block line of sight. About other 3 dolls you could give them some protection. They are small so it should be easier for them to avoid being hit. There is this effect that Boowolf have: 15% chance to dodge attack. It makes boowolf not get attacked with 15% chance. I don’t understand how it’s possible for boowolf as its so big but i can tell that dols should have this. And madoll should have it higher then other dolls. In my opinion it should go as follows:
Madoll: when attacked: 20% chance to run away by 1 cell (like Sram Reflecs), doesn’t block Line of Sight
Sacrificial: immune to damage for 1 turn, doesn’t block LoS
Greedy: 10% chance to avoid attack (Boowolf effect but with lower %), doesn’t block LoS, +10% critical hit
Blocker: block line of sight, if no MP is used during turn: +30 Lock
Those are effects that i would like to see on dolls. Maybe you didn’t know this but doll’s doesn’t have any critical hit ratio. As long as osmodas summons crit really high... dolls can’t do that and i thats injustice here. This is why i’ve suggested to make Greedy have 10% critical hit ratio. I’ve also added effect to sacrificial doll because it might get attacked after being created from seed and in case it die it won’t sacrifice itself (so sadida wasted AP). It should be immune to damage because it’s main purpose is to die anyway. Though this immunity will last for 1 turn so that if someone will want to kill this doll while avoiding it’s explosion and will attack it from a distance (example: Cra) - it will be able to do so in next turn. Anyway those are just suggestions to improve dolls. Dodging attack (before it get hit) is also some way to make dolls survive longer. You should consider theose changes while thinking of dolls improvement.
5. Make us want to get leadership.
I would like to also mention Sadida speciality: Savoir-Faire. It increases Leadership and Redirected Damage (via totem). This speciality should be clearly related to dolls only. It should increase summon damage (+20%) instead of redirected damage. In same time you should keep 40% damage bonus (redirected via totem) in one speciality (Voodoll). Those who play with totem doesn’t need leadership, and those who want more dolls don’t want to waste leadership for totem. Like i’ve said before totem should not even require leadership to be summoned. Wich only means this speciality shouldn’t be related to totem at all.
Also i was thinking that Sadida’s should get profit from having more and more leadership. To make leadership worth getting for sadida. Just like sacrier’s gain HP the more members are in it’s team - Sadida should gain HP the more leadership it have. As a true leader who got knowledge of controlling more summons it should be rewarded from having many leadership. It will make sadida want leaderhip rune, even if not for dolls, then for itself. Sure increasing sadida HP means increasing dolls HP. This means that having more leadership will also boost dolls HP indirectly. What ability should increase it? Doll link would be best for it. Doll link will still have it’s curent effect. It will just have additional bonus to leveling this speciality. Let’s make it clear: with doll link sadida suffer less damage but dolls die faster. Some sadidas might want to increase own HP and not get doll link because that decrease survivalability of dolls. This is why i would place hp bonus with doll link, togather. Increased HP but if sadida is hurt then dolls suffer damage. This change will also make rune’s with leaderhip worth getting. You could give sadida 3% hp bonus for each leadership point it have. This way with maxed Savoir-Faire and Doll link sadida will have 15% more HP (1 base leadership +4 leadership from savoir faire multiplied by 3%). Don’t get me wrong but sadida is tank/summoner with abilities to block cells with it’s summons that take damage for alies and sadida itself turn to tank with doll link ability. Also because sadida can use it’s turns to make dolls and sacrifice them for hp, instead of attacking - it’s the way to tank damage as sadida. Also thanks to Tree speciality sadida might get immunity in case it took too much damage (well it’s imposible if it loose 20% of HP, wich is why i suggest to give WP cost to Tree, while removing WP cost from dolls). Let’s continue calculating; there is rune with 3 leadership (lvl 100 rune), and with this sadida would get 9% more HP. It’s hard to get this rune but possibility exist. This means sadida will have 24% hp bonus (but only with that rune). That’s something like initiative for Rogue, prospecting for Enutrof or willpower for Xelor. A bonus from item that give sadida something more then it does for others. Also i would like to mention that since this rune is level 100 - only sadida with level 100 or higher will have posibility to get profit from it. It will make sadida’s want to level and want to get this rune. Sadida’s doesn’t have high base damage in spells and maybe it’s good, but make it have higher survivalability then. Higher survivalability thanks to leadership and it’s dolls. This class has potential to be great support for dungeons but it lack of HP. This % HP bonus will also make sadida’s go for HP builds more likely. And i feel that’s what sadidas should go for. Currently sadida’s are not increasing HP because of Tree (-20% HP) and low hp % on dolls (17 hp for greedy for 10 points spend in hp is nothing so sadida don’t even bother adding hp). Explodoll is also dealing so low damage because of low hp% of dolls that no one even bother with this ability. Sadida need HP bonus in passives. That’s a fact. Making it related to Leadership will make it more special.
6. When sadida whistle all doll’s should hear it.
This is about Sic’Em More speciality. Why only 1 doll hear sadida when it whistle? That’s not logical. Also this spell is waste of AP. We could do better by simply using air spells via doll or increasing dolls AP with Rust. This bonus 20% damage from level 10 nettled doesn’t give anything at higher level, when enemies have 100%+ resistances. Sure Nettled state should be stackable but Sic’Em More itself should affect every doll on the field. It should be cast on enemy instead. Selected enemy will then become dolls priority. And that’s how this spell should work: sadida motivate dolls to rush to selected target. This whistle is like calling for help, to be used if green guard failed to trigger or to improve dolls damage more (to sick them more!). Indeed that’s how this speciality should work:
Sic’Em More (Lvl.9)
Dolls gain Nettled (+10 Lvl.)
Target of this spells becomes dolls prime target
Condition: To be used on enemy
This change will make this speciality usefull. Small notice: only 4 dolls can attack 1 enemy (lock zone has 4 cells around) wich means other dolls should attack different (closest) enemy or if it’s possible - dolls should run to attack totem linked to target of Sic’Em More. Just keep in mind to make Liquid Ghould cost 2AP (and base damage -22HP). Dolls might get locked by other enemy if they try to run to help sadida but that’s intended.
7. To be nettled or not to be.
This is problematic for many sadida’s: dolls loose Nettled state after Nettling spell has been cast by doll. Why it’s problematic? Because dolls use it’s spells in random order (and we can’t controll them if they are nettled). This means that if doll (with base 4AP) gain bonus 2AP from nettled (lvl 4) and then cast Nettling (for 0 ap) it will suddenly loose 2AP for nothing. That means it will have 2 ap left and will be unable to cast Liquid Ghoul. Knowing nettled doesn’t have any elemental power it will be weak spell and doll will cast it instead of stronger liquid ghoul (wich currently cost 3AP). This is serious. Why would we want to increase speciality that weaken us? There is simple solution to this issue, that you can fix really fast, even with hot fix: make dolls loose Nettled state in the end of doll’s turn. Nettling ( dolls spell) should not make dolls loose Nettled (state). With this small change it won’t matter what spell doll’s will cast first and in what order so please fix it.
Another thing is that Nettling spell should have elemental damage. You could say what element? Every doll has the same Nettling spell! If that’s the case why it has no elemental damage then it means you are lazy. Make each doll has it’s own Nettling spell with it’s own element. This change will at least make a reason for each doll to have higher elemental damage for 1 element.
8. Drain has to be changed!
Drain is last spell in water branch. Cost 4AP and deals -32HP at level 100. This is really low damage. Normally spells with 4AP deals minimum 44 damage. But this is not the main problem about this spell. What Drain do is heal dolls with enemy’s HP. Call it an aoe heal that apply to summons only. But in order to cast this healing spell you have to target enemy (1-3 range in straight line, single target). Another thing is that this spell divide HP stolen by every doll on the field. What does it means? It means that the more dolls you summon, the weaker heal will be for each doll. Make this spell deal 60 damage and with 6 dolls each doll will get only 10 HP. This healing is like nothing. Eniripsa’s know what i am talking about. If Eniripsa’s had heal that is weaker with every player in team i belive there will be no eniripsas in game. Why you hate sadidas so much to make the only spell that can heal dolls (and dolls only) so useless? It doesn’t heal sadida itself and sadida doesn’t need dolls at full hp to use them for heal with doll sacrifice. So why you destroyed Drain spell? Healing bonus is not even affecting healing dolls with Drain! This is the worst spell in game. It might be acceptable if sadida’s is supposed to have only 1 summon at time, but then why dolls are so weak? And why we have something called leadership? Once again i have to say that sadida is supposed to have few summons. So if you really want to make Drain affect number of dolls then make it heal more HP, the more dolls we have summoned on the field, not less! You can increase cost of this spell but make it usefull! If i deal 32 damage to enemy (with Drain) and i have 2 dolls on the field then make each doll recover 32 hp not 16! How to explain this logically? You drain energy from enemy and you send it underground, where it is send to each doll on the field that sadida have. While underground it doesn’t loose energy, but even gather nutrients and so it makes dolls recover health properly. You could even make Drain deal less damage and heal more. This is example of how Drain should look like:
Suggestion A:
Drain (Lvl.100)
Cost: 4AP
Range: 1-3 in line
Damage: -32 HP
Effect: Heal each doll on the field for 64 HP
Suggestion B:
Drain (Lvl.100)
Cost: 5AP 1MP(or 6AP)
Range: 1-3 in line
Damage: -64 HP
Effect: Heal each doll on the field for 64 HP
In suggestion A it’s important to make dolls receive double the damage dealt on enemy as HP recovery - because damage is low considering the cost. In suggestion B it’s important to make each doll receive 100% of damage dealt on enemy. And in both suggestions its important to make dolls never receive less HP then the damage that sadida deal to enemy. If you won’t change Drain it will be one useless spell that no sadida will ever use.
9. Controling your summons.
Sadida’s, Osamodas’s and Eniripsa’s summons have their own AI wich determines their movements. Appearently those summons have AI of wild creatures. As long as it seems fine - it isn’t. There are situations where dolls are walking on cells with Fleeches that heal boowolves and hurt dolls. And dolls walk on them on purpose. I have experienced myself doll that betrayed me and started trolling on those cells to heal enemy and suicide on those cells. This isn’t even funny. At least not for sadida (other classes seeing this laugh all the time... or they curse that thanks to sadida doll AI they lost fight). Now that AI has to be fixed we still need to be able to controll our summons. Unlike Enutrof who can have only 1 drheller at time, sadidas should not controll dolls by default. Simply because of lag. If every doll would wait 30 seconds to pass turn when sadida lags.... people will get mad. This is why it’s good that sadida don’t control dolls normally. But it’s also good that it have ability to control dolls with Controlled state. Curently it’s placed in Vaporize spell (wich cost 2AP). Now i have to say that this spell fail to deal damage so using it in fight (other then Pvp) will make sadida’s waste unwanted spell exp. Though it wouldn’t be a waste if you would increase damage from -15HP to -20HP. Still there are other issues like when we don’t see our dolls (lack of Line of Sight). And well let’s make it clear: using controlled state simply change dolls action - it doesn’t improve it’s damage and it even makes them unable to get nettled! So spell that controll dolls should be cheaper in cost. It should be cheap also because sadida is supposed to have many summons and each spell cast to controll doll means less damage output from Sadida.
Now let’s say you will make Sadida’s Tear deal damage (on enemies) or heal (on allies). This means that it won’t improve dolls MP. And that’s good because wasting 5AP just to make dolls get 3MP is stupid. You waste 5AP of damage! This is why Vaporize should give MP to dolls! Ok now we talk about controlling dolls right? Vaporize should not give Controlled state to dolls! None of water spells should do that. Vaporize should give MP instead because spell that only give MP should be cheap. And where we should put controlled state then? Obviously in earth branch. Preferably in Wild Grass. It’s just perfect for this: Sadida use Grass straws to take controll over its dolls. Just like a true puppeteer! Though wild grass will need some change in cost and range. This is how those 3 spells should look like:
Sadida’s Tear (Lvl.100)
Cost: 5AP
Range: 1-3 (in straight line, no Line of Sight required)
Damage: -50HP (enemy)
Effect: +50HP (ally)
It would be also nice if Sadida’s Tear would make Sadida send rain from first cell to last cell (aoe in line). Notice: Heal on ally also means heal on targeted Doll. Sadida lack of healing spell. And its shamanistic class so it should have at least 1 spell that heal allies. It will never be as great as eniripsa's heal becuase Sadida doesn't have expert healer and well... Eniripsa's heals are stronger. Then again Eniripsa should not be the only character that can heal allies.
Vaporize (Lvl.100)
Cost: 2AP
Range: 1-4
Damage: -20HP
Effect: If cast on Doll: +3MP to doll
This increase in damage is intended to make Sadida not feel like wasting spell exp on Vaporize and to make sadida able to use something else then just Rust all the time. We will use Vaporize to buff dolls thats true but then we can have this spell at left at level 2 and not use it ever. That would suck. Nice spell that we are not supposed to use to not suffer spell exp? Come on! Make it deal reasonable damage so we can at least use this spell instead of using Woodland Stench.
Wild Grass (Lvl.100)
Cost: 1AP
Range: 1-4 (no Line of Sight required)
Damage: -12HP
Effect: If cast on Doll: apply Controlled state
If cast on Totem: Target of totem becomes dolls prime target
Condition: 1 use per target
Condition to make sadida able to cast wild grass only once per turn is to make sadidas not spam wild grass on single target in order to deal damage. It will still allow Sadida to controll few dolls in one turn (at cost of own damage output obviously).
Now while mentioning this i have to say something about Osamodas’s Possession. Osamodas also waste own damage output in order to controll it’s summon. Why you make osamodas loose resistance for that? This is so wrong. Osamodas should gain resistance, not loose! About Eniripsas i think they don’t ned to controll Coney’s. Still eniripsa should have Leadership bonus in one of the specialities. I suggest Expert Healer to add 2 Leadership.
10. New Rust, new Mudoll.
Like very water spell Rust and Mudoll need rebalance.
If you change dolls attacks (multiple hit’s though weaker) then you should also consider change to Rust:
Rust (Lvl.100):
Cost: 4AP 1MP
Range: 1-4
Damage: -33HP
Effect: If cast on Doll: +4AP
Changing spell from 5AP to 4AP 1MP means it should deal more damage but in fact i have reduced damage, for a simple reason: it’s an aoe spell. You can buff dolls and attack enemy in same time. Bonus 4AP means 2 more (weaker) attacks from doll and thats the same as 1 more attack (with 41 base dmg). That would look really awsome and the whole idea is to be able to face Feca’s with their shields and spell rebound.
About Mudoll i have to say it sucks to steal HP from dolls. Also because this stealing damage is reduced by doll’s resistance wich makes this spell weaker. And it’s already weak with it’s base power! Let’s think what this spell should do. It’s a mud bath... so it cover dolls in mud... some kind of SPA? Why not giving dolls resistance? The whole concept to steal dolls HP fail because we’d rather sacrifice doll for more recovery and replace it with new one then injury current doll and make it die faster. Seriously that’s just bad. Make Mudoll work like suggested below:
Mudoll (Lvl.100):
Cost: 3AP
Range: 1-4
Damage: -28HP
Effect: Cast on Doll: +50% Resist (all elements) to doll
In beta we had Fertilizer (5AP) giving resistance (70%) to doll, but it was failure because of the high cost of the spell. Mudoll is cheaper, and fit well for increasing doll’s resistances. And doll’s need resist giving spell!
11. Poisons and air spells
To make it short Poisoned Wind should be possibly an additional damage output. It should not deal any direct damage itself. And Woodland Stench is powerful in contrary to what it’s descriptions says. It should be weaker in damage but should have some poison or weakening effect added. And if it comes to Sudden Chill... it’s an icy spell so it should reduce resistance to water too. Water element users would appreaciate this. It will also suport weak doll damage and will make air/water builds more viable. And let’s make it clear: not all classes have air element so sadida can’t give the same support to them. And about K’mir - it should pull target before it apply K’mir state. It’s lasso so make it ranged spell. And this MP cost in K’mir is not necessary and not wanted. This spel should allow sadida’s to help it’s allies by pulling them out of enemy’s lock zone and it shoudl also allow sadida to redirect it on dolls that are few cells away. It’s the only spel that sadida have to cast in range 1 and that’s shouldn’t be the case. It needs some greater change, even at cost of damage. K’mir spell has potential so let us use this spell effectively. You shoudl also allow K’mir to be cast on Totem! And in that case you coudl make it possible to move totem! Why not? That would be great and players would enjoy this. Here are these complete suggestions:
Woodland Stench (Lvl. 100):
Cost: 2AP 1MP
Range: 1-2
Damage: -25HP
Effect: -25% damage; can be redirected via doll
Poisoned Wind (Lvl.100):
Cost: 1MP
Range: 1-3
Damage: none
Effect: apply Wounded (+100Lvl.); can be redirected via doll
Condition: Max 3 uses per turn
Sudden Chill (Lvl.100):
Cost: 3AP
Range: 2 (no Line of Sight required)
Damage: -36HP
Effect: -50% air and water resistances; can be redirected via doll
K’mir (Lvl.100):
Cost: 4AP
Range: 1-3 (in straight line)
Damage: -40HP (hurt enemy only)
Effect: Pull target closer; apply K’mir effect: stabilize caster and target of this spell; both caster and target cannot lock and cannot be locked; can be redirected via doll
If it comes to Gust i have to say that it's currently as strong as Woodland Stench (with 1 base dmg difference). That's crazy. Ok it's an aoe but the weakest aoe in game! I understand that you wanted to avoid Sadida dealing high damage with it because it can be redirected via dolls but it still too weak comparing to other spells and other classes and considering it's cost! It's too much. 5AP 1 MP for -38HP is like wasting a lot of possible damage output. You have to either change this spell cost or damage. Here i would suggest this change:
Gust (Lvl.100):
Cost: 4AP 1MP
Range: 0-5 (changed from 1-5), no line of sight required
Damage: -38HP (center), -32HP (on push)
Effect: Push back by 1 cell; can be redirected via doll
If damage on pushback is weaker then it's not overpowered when cast on totem and doll and enemy in same time. And it will be good base damage. I have suggested range to be changed from 1-5 to 0-5 because Sadida can push self or enemy on side (when in close combat) but it can't push enemy away in front for unknown reason. It would be also good in pvp sadida vs sadida to push away enemy sadida dolls. Would be also good if this Gust spell would not hurt allies (just like K'mir). Those changes will make Gust spell wanted and Sadida won't feel like wasting spell exp while casting this spell to help it's allies.
This post has been edited by Kikuihimonji - June 16, 2012, 21:38:31.
This is important for every summoner. If you want to balance the game then summoners should not be limited with WP when they want to do their basic gameplay, wich is playing around it’s summons. Sadida’s ability to recover WP from sacrificing doll is necesarry but if doll die fast then there is no WP to recover. Obviously if dolls would give back wp when they die it will solve problem. But then why making dolls even cost wp? There’s already limitation to number of available summons on the field. It’s called Leadership. There are even rune’s and some items that increase leadership. I would like to know why? Why there are such items if there’s no profit from having them? We can’t summon 7th doll even with 7 leadership and that’s because of WP limitation. Same thing goes to Enutrof and Eniripsa. Enripsa need WP for zombification, to deal damage as healer so it can’t have another wp cost in form of coney. About Enutrof: if enutrof transform into Drhellzerker, and then will get locked or will not deal damage - it will loose Drhellzerker form but it won’t get back it’s drheller and will need to summon it again. And enutrof already need WP for other specialities. It’s too high cost to loose that easily. This “no wp cost to summon” will also make osamodas better - they will be able to investigate points in Gobbal Steak to make use of this specialiy. There are also some cells in game that remove WP. Once WP is used it can’t be recovered so summoners have great disadventage over other classes that can do well even with 0 WP. There are also some monsters that block using WP (like kralove or green mushd in Tsar dungeon) wich make summoners unable to deal decent damage as they need summons help. And let’s not forget about Kokoko dungeon, in wich you shall not use any WP in order to open room with Old Binson. This is like telling summoners: do not summon. That’s so wrong. You could as well tell eniripsa to not heal or tell iop to not get close to enemy. Sounds stupid? Indeed and thats how it is for summoners. There is no real reason to make summoning cost WP. By making summoning you will make the game better:
a). Leadership will be usefull to get from items and rune’s.
b). Summoners will be able to summon even if WP usage is not available in dungeon, wich will make them equal to other classes
c). Summoners will be able to use other spells that cost WP without regret
2. Totem should be a Totem.
In kokobanana dungeon there is boss that is summoning it’s totems. I haven’t seen gobbsage fight myself but i also heard that gobbsage is summoning it’s own totems and those look like totems. What sadida have is just “so-called” totem. Don’t lie to us. This is not totem! Sadidas in Wakfu should be able to summon dolls and totems. Not dolls and dead dolls. Totem in beta was good. For sadidas it had only 1 flaw - it was breakable with pushback and sadida was loosing wp easily this way. In alpha version Totem become cell similar to feca’s glyph but unlike feca’s glyph it doesn’t have any effect if someone is standing on it. Now you can fix totem in few ways, choose one:
a). Leave “totem” as it is, in form of dead doll, but make it work even if someone or something is in the same cell as totem.
b). Change “totem” back to what it was in beta (an obstacle)
Now if you choose option a). you will make sadidas step on totem on purpose to make enemy hurt self while injuring sadida, wich will give too high adventage for sadidas and will basically make them unbeatable. This is why current voodoll has to be changed to the beta form (wich is just like the one on the picture):
This picture shows option b). This totem was beautifull, cool, awsome, stylish and made from piece of tree just like it should. Now if you remember issues from beta about this totem - people were complaining that it can block someone. The same thing we could tell about xelor’s Dial, cra beacons and pandawa barrels. You’ve fixed this issue by making those tools unable to be blacked in cell that would block the way. I don’t understand why you didn’t do that with totem. But maybe let me give few options to improve totem from version beta:
a). Totem condition: Doesn’t block the way
b). Totem is not stabilized (can be pushed, pulled, moved)
c). Totem return WP to sadida, once it dissapears or breaks
d). Sadida can break it’s own totem manually with own spell (Bramble would be perfect for this effect)
e). Totem has it’s own turn so that players can target it with icon instead of trying to target it when it’s behind some trool or other big creature.
f). Totem can’t be destroyed with pushback.
g). Totem can be destroyed with pushback but then it return WP to sadida.
h). Totem should not require Leadership point to be cast.
i). Totem might not block line of sight while still being an obstacle that block cell
j). Apply few of these suggestions
Now let’s think about it for a while. If totem could be placed only in cells that doesn’t block then we need to think if it should be breakable or not. If it won’t be breakable then sadidas won’t be able to change target of totem in the middle of combat but that would be still better then what we have now because it would be an obstacle (like tree) and that’s important. If it would break then sadidas will complain about loosing WP too easily. Though if it would return wp (in the same way water spells return wp to Ecaflip) then it would be also acceptable, because sadida will only loose some ap to resummon it (unless it will be in enemy lock zone then it will have to play with Dodge). That would be good totem too. Also if sadida could break totem with Bramble - it will be possible to change position of totem or link it to other creature. This way sadida could link totem to ally in order to heal it at distance and then when enemy would try to use totem to hurt sadida’s ally then sadida could destroy that totem and make new one, this time on enemy. It would be really nice gameplay that i have to say i miss in alpha version. Even Sadida’s guide book says that sadida can heal allies from a distance thanks to totem. So make it possible (and add healing spell to Sadida - preferably Sadida’s Tear)!
I also have to explain suggestion to make totem not stabilized. If totem is not stabilized then we can change it’s position (and our enemies can as well). This would be nice improvement to Pvp: if sadida cover self with totem, sacrier (or any other class that has proper spell) move this totem away or even swap place with totem, making sadida in trouble (this will mean sadidas won’t use totems to block self like that). Pandawas will throw totem around map at will, eniripsas, iops, cras, srams and rogues too - they will all be able to move totem. Osamodas can push in dragon form or with proper summon. Sadida itself could use Gust to move totem. It will also allow spell K’mir to be cast on totem and this way sadida will be able to walk around with totem, relocate totem. That would be so cool (though this one is not a necessary change).
I still don’t even see a reason to make totem not blocking bridges. You may say it’s too easy, but look: we can always place seed there and block self too. It cannot be changed because sadida needs it’s summons to be available on every possible cell. And sacrificing doll only means that sadida can play safe with bridge all the time: first attack enemy or summon voodoll, then place seed close to enemy to block it from attacking sadida and then, in next turn, attack, sacrifice doll and replace it with new seed. This means sadida will always be able to block cells with summons so why it can’t do that with totem? It only makes sadida play longer and makes sadida waste time on replacing dolls every so often. Also it makes sadida unable to level up spells that have higher cost. And it’s already difficult for sadidas to keep their spells leveled well while not using spells that is only used to controll doll or buff it with mp. Seriously thats whaste of important exp that sadida sacrifice if it want to be versatile and use right spells in right situation. For example when sadida see it’s doll need to help ally finish off selected enemy then sadida might need to control doll in order to make it attack proper target. It’s waste of spell exp and it’s not cool for sadidas. Maybe if spells used on doll would give sadida spell exp redistribute after fight - then yes it would be possible to play sadida well while not wasting spell exp on doll buffs that give as much at level 1 as they do at level 100. Anyway my point is that giving sadidas totem that can block cell is important, most wanted and should be intended. Also keep in mind that osamodas can block bridges with 69 level Crobak wich can make Tornado to block bridge (or other cell) and give osamodas easy win. Pandawa can stil block enemies in single cells thanks to barrel. And that’s because of Triple Whammy spell wich can push barrel to the cell that can block enemy. Pandawa can also throw enemy on cel with effect (such as -MP) and then place barrel next to it - it’s still possible. And in team fight eniripsa or any tank healed by eniripsa can block enemy in one cell with it’s own body and make it impossible to escape. Good example is earth sacrier with Coagulation from earth spells. You can’t stop players from doing that. It’s tactical game, where you have to mind your step and you can make some cells blocked with your own tools (few beacons, few players, doesn’t matter). So bring back old totem that we were using in beta. The cool-looking one. Everybody’s want it.
Another issue is that there is no point for making sadidas use leadership for totem. It’s always 1 doll less on the field and that’s not good because sadida need to make hard choice every time, not to mention it’s pain at beggining of the game. There are also not many items with leadership at higher level. I understand there are rune’s but there are not many items where we can put leadership rune, and usually those items are worse then other items of similar level. You can simply make sadidas able to have only 1 totem at time (like pandawa with barrel). Why limiting it with leadership too? Pointless!
There’s also another feature that you could apply to totems. Make enripsa (and maybe some wild creatures too) able to cure target of totem from voodoo effect. Maybe let me explain that you could give target of totem state “Voodoo” wich will only shows that this target is linked to totem, but in same time enirpsa would be able to remove this state from target and by doing so totem will vanish. This is great suggestion: to make spell that cure remove the link betwen totem and it’s target.
Here is this nice idea to make Totem not block line of sight: it will be spirit-alike totem-shaped obstacle. It could be blue (same as the animation of summoning). So this blue spirit-alike totem will be blocking the way but you will be still able attack through it like you can do it on targets with Ether state (from pandawa). This is great solution. Allowing this togather with making totem able to be moved with pushing, pulling (etc) but allowing totem to be placed anywhere (because it’s pointles option if totem can be moved) would make you create realy awsome Totem. It could look like ghostof totem, something similar to this:
Let’s sum this up how the updated totem should be like:
- It’s an obstacle but doesn’t block line of sight
- It is not stabilized so it’s possible to change it’s location
- It can be destroyed (smashed) only with spell Bramble and in that case it return WP to Sadida
- It apply Voodoo state to it’s target and this state can be cured by Eniripsa (in that case totem disappear and return WP to Sadida).
- Damage of spells that push, pull, or destroy totem(Bramble) or swap it’s location in other way (like Karchamrak) is redirected but effect of relocation works on totem only (enemy linked to totem is not pushed if totem is pushed but it’s enemy that suffer damage). Other effects (such as reduced resist from Karchamrak) is redirected to target of totem.
- Totem is not classified as ally if it’s limked to enemy (i haven’t mention this but currently if Scaraboss summoned by osamodas will use its aoe spell that deal damage to enemies in range while healing allies in range is inflicting damage to enemies but is healing them via totem, wich shouldn’t happen; also doll’s AI doesn’t allow them to attack totem because for them it’s considered as an ally even if it’s enemy linked to totem wich has to be fixed immediately). Evrything attack totem - alow dolls to attack totem too without need to control them to attack it.
- Totem can be placed anywhere, even on bridges (like i said before if we can move totem and even attack through it, then there’s no point to make sadidas unable to do so - they will have easy tool to fight those melee creatures maybe, but you can tell cra have similar adventage by owning melee creatures before they reach cra or xelor have adventage over those melee creatures low on MP that can’t reach it on hour cells. Seriously each class should have something nice, and totem should be changed to what is suggested above.
3. Tree has to be changed.
Sadida got this Tree speciality that give it immunity for a reason to avoid damage. But in same time this Tree speciality reduce sadida’s HP by 20%! That’s 1/5 less max HP! This means that sadida’s should NOT increase it’s HP because it will make them loose more HP. Still doll’s HP is % of sadida HP so in order to have good dolls Sadida has no choice but to improve it’s HP anyway. That’s so wrong. Also because if enemy can deal more then 20% of sadida’s HP in 1 turn, then this enemy is too strong for that sadida or this enemy is overpowered and Ankama has to do it’s best to balance the game. And even if not for balance - making class based on HP (dolls, doll sacrifice, explodoll, doll link - all those are affected by HP) and in same time making this class suffer from going for HP build (Tree) is just not right. Tree spell should cost WP instead. Though if totem, dolls and tree cost wp then it might be too much. Still if you make dolls not require WP to be summoned(wich should be like that from beggining) then it will be possible to give sadida’s Tree cost in WP instead of making it lose HP. In fact tree spell should heal sadia. Let’s gather few informations about Tree:
a). Tree should buy time for sadida by making it immune to damage
b). Tree can cost WP
c). Tree should not make sadida loose HP
d). There is no need for Tree to make doll’s enter Nettled state
e). Tree can make doll’s turn back to seeds but without triggering Explodoll
f). If Doll doesn’t cost WP and Doll Sacrifice give Wp from dolls, then Tree can cost 2 or 3 WP even.
g). Tree could heal sadida (just like Treechorns spell)
h). Tree can make sadida unable to move after it return to human form
i). Tree could cost MP instead of AP
j). Tree form could last 2 or even 3 turns
k). Depending on duration and cost of Tree speciality Sadida might be able to cast spells while in Tree form (to make Earthquake more used).
l). Tree effect could be related to number of dolls on the field
According to those informations you could make Tree work as follows:
Tree Lvl.0:
Cost: 3MP 3WP
Range: 0
Effects:
Makes Sadida immune to damage for 1 turn;
Turn dolls to seeds (doesn’t trigger explodoll);
Heal Sadida +1% HP for each doll that turned to seed;
After returning to human form Sadida gain Rooted state (0MP) for 1 turn.
Tree Lvl. 9:
Cost: 1MP 1WP
Range: 0
Effects:
Makes Sadida immune to damage for 1 turn;
Turn dolls to seeds (doesn’t trigger explodoll);
Heal Sadida +5% HP for each doll that turned to seed;
After returning to human form Sadida gain Rooted state (0 MP state) for 1 turn.
I was thinking a lot about Tree speciality and this is the perfect suggestion. Let me explain those changes: When sadida feels it need immunity then it will cast Tree speciality. By doing so it will also recover some HP if there will be dolls on the field. This means that if there are no dolls present on the field then sadida will not get any heal just immunity. This change also means that sadida dolls will not deal damage in that turn and sadida will have to activate those seeds again. This also brings new use of this speciality: doll protection. If dolls are about to die and sadida don’t want to loose them then it could use Tree to keep them as seeds on the field. Though enemy might turn those dolls to air type dolls and kill those before sadida get it’s turn or leave those as air dolls that will run away and not deal damage. Rooted state can be cured by Eniripsa but in normal circumstances Sadida will be unable to cast Tree every turn due to MP cost included in Tree speciality. This will make this speciality viable, usefull and sadida will have to use it in right moment instead of using it anytime. The wp cost also limit Tree to 6 uses per fight (or 7 with Tsar set). This is nice solution especially if doll’s doesn’t cost WP. Also about this change i got the feeling that if Sadida return back to nature (turn into tree) then so should Sadida Dolls (turn into seeds). It’s more logical then nettled state. And we already have Sic’Em More and Green Guard for Nettle effect. Keep that in mind.
The main issue with current Tree is that sadida becomes immune to damage but dolls aren’t. Sadida want to protect it’s dolls and enemies will kill dolls first anyway so this whole protection to sadida is pointless. In fact it only makes sadida loose HP and dolls will get killed. This makes sadida’s not want to use this speciality. Why would we want to use speciality that waken us? Why would we want to use speciality that damages us? Enemy can simply wait for sadida to kill itself with Tree speciality because 20% of HP is A LOT. In order to heal back to what was lost sadida will need to summon 2 or 3 dolls and sacrifice them. Thats 2 or 3 turns wasted for not dealing damage. This is how horrible and underpowered sadida is. Other classes can deal higher damage then sadida without any lost in HP and without need to waste turns like that. This isn’t fair. And again dolls should be protected somehow when sadida turn to tree. And turning them to seeds is best solution. It wil also allow sadida to replace dolls with different element dolls. The only important thing is that dolls that return to seed form should not trigger Explodoll. In beta there was Tree similar to this but explosion was triggered with it and that was making sadida overpowered. Tree should never be a source of increased damage output for sadida. It should be protection afrom damage. And protection from damage should not damage sadida because it misses the point of protection! If you want to limit usage of Tree then do it with WP cost. Sadida should have no specialities that makes it suffer HP.
4. Dolls are way too fragile and not reliable.
Even in pure HP builds doll’s doesn’t have enough HP to be usefull for Sadida. If you find it difficult to balance due to for example Rust bonus, then you can reduce doll’s damage but they need more HP. If it comes to explodoll damage or doll sacrifice heal - you can decrease their effects from 30% to 20%, but dolls need to have at least 30% of sadida HP (the same as Ultra-Powerful Doll from Stil Life). This means all dolls, also Madoll. Madoll is the weakest doll and it doesn’t even deal damage. This is HP of dolls with sadida that have 1000 HP:
Madoll: 90 HP
Sacrificial: 90 HP
Greedy: 170 HP
Blocker: 280 HP
Explosion damage from those dolls are as following: -27HP (Madoll), -27HP (Sacrificial), -51HP (Greedy), -84HP (Blocker).
Like you can see only blocker deal acceptable explosion damage, but blocker itself doesn’t deal damage - it’s just punch bag. And even this punch bag dies fast from creatures of equal level. If something can deal more then 14% of sadida HP in 1 turn then it can kill blocker in 2 turns. That’s how bad it is. Recovery from Doll Sacrifice is equal to explodoll wich also shows how ridiculously low the HP of dolls are. 2 AP to place seed, 2 AP to activate it and 2 AP to sacrifice it. Basicaly whole turn for fixed recovery. Fixed low recovery. 6 ap to heal 51 hp? That’s whole turn wasted. Whole turn of not dealing damage. This isn’t rewarding. I have suggested the change to make dolls (every doll) have 30% of sadida HP while reducing explodoll and doll sacrifice % by 10%. This what we would get on sadida with 1000 HP:
Madoll: 300 HP
Sacrificial: 300 HP
Greedy: 300 HP
Blocker: 300 HP
This obviously would make blocker useless, but not if you change Blocker’s resistance to be 2x higher then resistance of other dolls. Now about explodoll damage (being 20% of dolls HP instead of 30%) we will have following damage: -60HP (every doll). Seems low. With 30% of dolls HP it would be -90HP (every doll) wich is almost the same as current Blocker explosion. That would be good to have each doll equal in explodoll and doll sacrificing. This will make explosion from madoll hurt as much as from blocker. Every doll will be equal. Awsome! That's what should be done since the beggining. You will also have to make resistance of doll’s (Greedy, Madoll, Sacrificial) equal because Sadida should use different dolls on different situations instead of using different doll depending on enemy elemental damage. Seriously we are not gonna make air dolls when we fight against air type enemy. We need our greedy dolls for damage anyway. And against fire enemies we can’t even use those dolls because their low fire resistance makes them die in 1 hit. That shouldn’t be the case. This is why not only HP but also resistance of dolls need improvement. If you want to ask me then doll’s resistance (for all elements) should increase by 1% with each sadida level (starting from 1% all resistance at lvl.1 sadida). Blocker doll will gain 2% resistance each level. This way sadida level 100 will have dolls as follows:
Madoll resistance: 100% fire, 100% water, 100% air, 100% earth
Sacrificial resistance: 100% fire, 100% water, 100% air, 100% earth
Greedy resistance: 100% fire, 100% water, 100% air, 100% earth
Blocker resistance: 200% fire, 200% water, 200% air, 200% earth
I think this is most important change that have to be applied for sadida dolls. And making each doll have equal HP will make sadida able to summon air dolls and then replace them with greedies if the air dolls did their job. Air dolls will survive so it will be possible to sarifice them. And sacrificing air doll will give the same HP to sadida as sacrificing any other doll. This change will make sadida able to use all dolls efectively. I am unsure about resistance though. 100% at level 100 might be like nothing against those with 400-500% elemental damage... I can’t really predict this. If anakma would not allow giving stats to Chance, Strenght, Intelligence, Agility, then 100% resist at lvl 100 might be enough. If not then maybe make dolls have more resistance like 150% for all elements on air, fire and water dolls and 300% for all elements on blocker? Hard to tell, i don’t know the future of Wakfu. One thing is sure: each resistance (for each element) has to be equal.
If it comes to dolls AP and MP stats i think some changes should be made too. Starting from MP let’s see what it looks like for each doll:
Madoll 4MP
Greedy 4MP
Sacrificial 3MP
Blocker 2MP
When i look at this i am asking myself: why Madoll has only 4MP? Make it have 5MP. It deserves it as a “run away” doll.
And if it comes to AP i have to say that giving Greedy 4AP, where it have only 3 AP spell is somehow nice if it will loose 1 AP but normally with Nettled bonus and even Rust - it still have unused AP left. My suggestion is to either make Greedy have 5AP or make Nettled give 1 more AP or make nettled effect stackable. If i got attacked and trigger Green Guard my dolls get nettled level 5 at max. It means that i can’t buff them with Sic’Em More for level 10 nettled. That means those abilities are not compatible. This problem shouldn’t exist. We should be able to increase nettled level state if we want to do that instead of using ap to attack ourself with our own spells. Why shouldn’t we? It’s so obvious i consider green guard and sic’em more bugged when triggered one after another. Also if enemy use multiple attacks (just like air iop) then it should be possible to trigger Green Guard few times, not just once. +10% summon damage (lvl 5 nettled) is like +2 or 3 damage for single attack. I tested it and i can tell you that it should be intented to make this effect stack. If you feels like it, you can always decrease Liquid Ghould base damage from 41 at level 100 to 34 at level 100. But that depends on how you will balance the game. You might even give dolls 2AP spell instead (with 20 or 22 base power) wich will make them attack twice with base 4AP. I would rather see dolls attack multiple times like crazy little angry creatures that have the power of hamster but they are so fast that they hit few times before you hit them instead of seeing dolls dealing single strong hit. This will be intended to make feca loose plates faster and will also make it more interesting to fight sadida vs sadida (with Green guard). When i think about it.... that would be best solution:
Liquid Ghoul (basic spell of water doll):
Cost: 2AP
Range: 1
Damage (at level 100): -22 HP
You might also make Rust give dolls 4AP instead of 3. This way we will keep similar power of dolls that we already have, in same time we will make them gain less power from +2AP from green guard (lvl 15). But that’s acceptable if nettled will be a stackable state.What we really need is dolls to have high survivalability rather then high damage output. We could even have dolls with higher % of sadida hp but with lower damage and that still would be better then what we have now. Sadida’s power is supposed to be in number of summons that it can have, not in power of single summon (unlike osamodas). At least it should be like that.
If you want you can give dolls some special effects. For example make water, air and fire dolls not block line of sight. In same time blocker will be the only doll that can block line of sight. This would be cool change and it will be more balanced in pvp to allow other players attack through cells with dolls. It will also make it better for group fight with sadidas. Why keep blocker blocking LoS? Well it’s blocker. The name says it. And i feel it actually should block line of sight. About other 3 dolls you could give them some protection. They are small so it should be easier for them to avoid being hit. There is this effect that Boowolf have: 15% chance to dodge attack. It makes boowolf not get attacked with 15% chance. I don’t understand how it’s possible for boowolf as its so big but i can tell that dols should have this. And madoll should have it higher then other dolls. In my opinion it should go as follows:
Madoll: when attacked: 20% chance to run away by 1 cell (like Sram Reflecs), doesn’t block Line of Sight
Sacrificial: immune to damage for 1 turn, doesn’t block LoS
Greedy: 10% chance to avoid attack (Boowolf effect but with lower %), doesn’t block LoS, +10% critical hit
Blocker: block line of sight, if no MP is used during turn: +30 Lock
Those are effects that i would like to see on dolls. Maybe you didn’t know this but doll’s doesn’t have any critical hit ratio. As long as osmodas summons crit really high... dolls can’t do that and i thats injustice here. This is why i’ve suggested to make Greedy have 10% critical hit ratio. I’ve also added effect to sacrificial doll because it might get attacked after being created from seed and in case it die it won’t sacrifice itself (so sadida wasted AP). It should be immune to damage because it’s main purpose is to die anyway. Though this immunity will last for 1 turn so that if someone will want to kill this doll while avoiding it’s explosion and will attack it from a distance (example: Cra) - it will be able to do so in next turn. Anyway those are just suggestions to improve dolls. Dodging attack (before it get hit) is also some way to make dolls survive longer. You should consider theose changes while thinking of dolls improvement.
5. Make us want to get leadership.
I would like to also mention Sadida speciality: Savoir-Faire. It increases Leadership and Redirected Damage (via totem). This speciality should be clearly related to dolls only. It should increase summon damage (+20%) instead of redirected damage. In same time you should keep 40% damage bonus (redirected via totem) in one speciality (Voodoll). Those who play with totem doesn’t need leadership, and those who want more dolls don’t want to waste leadership for totem. Like i’ve said before totem should not even require leadership to be summoned. Wich only means this speciality shouldn’t be related to totem at all.
Also i was thinking that Sadida’s should get profit from having more and more leadership. To make leadership worth getting for sadida. Just like sacrier’s gain HP the more members are in it’s team - Sadida should gain HP the more leadership it have. As a true leader who got knowledge of controlling more summons it should be rewarded from having many leadership. It will make sadida want leaderhip rune, even if not for dolls, then for itself. Sure increasing sadida HP means increasing dolls HP. This means that having more leadership will also boost dolls HP indirectly. What ability should increase it? Doll link would be best for it. Doll link will still have it’s curent effect. It will just have additional bonus to leveling this speciality. Let’s make it clear: with doll link sadida suffer less damage but dolls die faster. Some sadidas might want to increase own HP and not get doll link because that decrease survivalability of dolls. This is why i would place hp bonus with doll link, togather. Increased HP but if sadida is hurt then dolls suffer damage. This change will also make rune’s with leaderhip worth getting. You could give sadida 3% hp bonus for each leadership point it have. This way with maxed Savoir-Faire and Doll link sadida will have 15% more HP (1 base leadership +4 leadership from savoir faire multiplied by 3%). Don’t get me wrong but sadida is tank/summoner with abilities to block cells with it’s summons that take damage for alies and sadida itself turn to tank with doll link ability. Also because sadida can use it’s turns to make dolls and sacrifice them for hp, instead of attacking - it’s the way to tank damage as sadida. Also thanks to Tree speciality sadida might get immunity in case it took too much damage (well it’s imposible if it loose 20% of HP, wich is why i suggest to give WP cost to Tree, while removing WP cost from dolls). Let’s continue calculating; there is rune with 3 leadership (lvl 100 rune), and with this sadida would get 9% more HP. It’s hard to get this rune but possibility exist. This means sadida will have 24% hp bonus (but only with that rune). That’s something like initiative for Rogue, prospecting for Enutrof or willpower for Xelor. A bonus from item that give sadida something more then it does for others. Also i would like to mention that since this rune is level 100 - only sadida with level 100 or higher will have posibility to get profit from it. It will make sadida’s want to level and want to get this rune. Sadida’s doesn’t have high base damage in spells and maybe it’s good, but make it have higher survivalability then. Higher survivalability thanks to leadership and it’s dolls. This class has potential to be great support for dungeons but it lack of HP. This % HP bonus will also make sadida’s go for HP builds more likely. And i feel that’s what sadidas should go for. Currently sadida’s are not increasing HP because of Tree (-20% HP) and low hp % on dolls (17 hp for greedy for 10 points spend in hp is nothing so sadida don’t even bother adding hp). Explodoll is also dealing so low damage because of low hp% of dolls that no one even bother with this ability. Sadida need HP bonus in passives. That’s a fact. Making it related to Leadership will make it more special.
6. When sadida whistle all doll’s should hear it.
This is about Sic’Em More speciality. Why only 1 doll hear sadida when it whistle? That’s not logical. Also this spell is waste of AP. We could do better by simply using air spells via doll or increasing dolls AP with Rust. This bonus 20% damage from level 10 nettled doesn’t give anything at higher level, when enemies have 100%+ resistances. Sure Nettled state should be stackable but Sic’Em More itself should affect every doll on the field. It should be cast on enemy instead. Selected enemy will then become dolls priority. And that’s how this spell should work: sadida motivate dolls to rush to selected target. This whistle is like calling for help, to be used if green guard failed to trigger or to improve dolls damage more (to sick them more!). Indeed that’s how this speciality should work:
Sic’Em More (Lvl.9)
Dolls gain Nettled (+10 Lvl.)
Target of this spells becomes dolls prime target
Condition: To be used on enemy
This change will make this speciality usefull. Small notice: only 4 dolls can attack 1 enemy (lock zone has 4 cells around) wich means other dolls should attack different (closest) enemy or if it’s possible - dolls should run to attack totem linked to target of Sic’Em More. Just keep in mind to make Liquid Ghould cost 2AP (and base damage -22HP). Dolls might get locked by other enemy if they try to run to help sadida but that’s intended.
7. To be nettled or not to be.
This is problematic for many sadida’s: dolls loose Nettled state after Nettling spell has been cast by doll. Why it’s problematic? Because dolls use it’s spells in random order (and we can’t controll them if they are nettled). This means that if doll (with base 4AP) gain bonus 2AP from nettled (lvl 4) and then cast Nettling (for 0 ap) it will suddenly loose 2AP for nothing. That means it will have 2 ap left and will be unable to cast Liquid Ghoul. Knowing nettled doesn’t have any elemental power it will be weak spell and doll will cast it instead of stronger liquid ghoul (wich currently cost 3AP). This is serious. Why would we want to increase speciality that weaken us? There is simple solution to this issue, that you can fix really fast, even with hot fix: make dolls loose Nettled state in the end of doll’s turn. Nettling ( dolls spell) should not make dolls loose Nettled (state). With this small change it won’t matter what spell doll’s will cast first and in what order so please fix it.
Another thing is that Nettling spell should have elemental damage. You could say what element? Every doll has the same Nettling spell! If that’s the case why it has no elemental damage then it means you are lazy. Make each doll has it’s own Nettling spell with it’s own element. This change will at least make a reason for each doll to have higher elemental damage for 1 element.
8. Drain has to be changed!
Drain is last spell in water branch. Cost 4AP and deals -32HP at level 100. This is really low damage. Normally spells with 4AP deals minimum 44 damage. But this is not the main problem about this spell. What Drain do is heal dolls with enemy’s HP. Call it an aoe heal that apply to summons only. But in order to cast this healing spell you have to target enemy (1-3 range in straight line, single target). Another thing is that this spell divide HP stolen by every doll on the field. What does it means? It means that the more dolls you summon, the weaker heal will be for each doll. Make this spell deal 60 damage and with 6 dolls each doll will get only 10 HP. This healing is like nothing. Eniripsa’s know what i am talking about. If Eniripsa’s had heal that is weaker with every player in team i belive there will be no eniripsas in game. Why you hate sadidas so much to make the only spell that can heal dolls (and dolls only) so useless? It doesn’t heal sadida itself and sadida doesn’t need dolls at full hp to use them for heal with doll sacrifice. So why you destroyed Drain spell? Healing bonus is not even affecting healing dolls with Drain! This is the worst spell in game. It might be acceptable if sadida’s is supposed to have only 1 summon at time, but then why dolls are so weak? And why we have something called leadership? Once again i have to say that sadida is supposed to have few summons. So if you really want to make Drain affect number of dolls then make it heal more HP, the more dolls we have summoned on the field, not less! You can increase cost of this spell but make it usefull! If i deal 32 damage to enemy (with Drain) and i have 2 dolls on the field then make each doll recover 32 hp not 16! How to explain this logically? You drain energy from enemy and you send it underground, where it is send to each doll on the field that sadida have. While underground it doesn’t loose energy, but even gather nutrients and so it makes dolls recover health properly. You could even make Drain deal less damage and heal more. This is example of how Drain should look like:
Suggestion A:
Drain (Lvl.100)
Cost: 4AP
Range: 1-3 in line
Damage: -32 HP
Effect: Heal each doll on the field for 64 HP
Suggestion B:
Drain (Lvl.100)
Cost: 5AP 1MP(or 6AP)
Range: 1-3 in line
Damage: -64 HP
Effect: Heal each doll on the field for 64 HP
In suggestion A it’s important to make dolls receive double the damage dealt on enemy as HP recovery - because damage is low considering the cost. In suggestion B it’s important to make each doll receive 100% of damage dealt on enemy. And in both suggestions its important to make dolls never receive less HP then the damage that sadida deal to enemy. If you won’t change Drain it will be one useless spell that no sadida will ever use.
9. Controling your summons.
Sadida’s, Osamodas’s and Eniripsa’s summons have their own AI wich determines their movements. Appearently those summons have AI of wild creatures. As long as it seems fine - it isn’t. There are situations where dolls are walking on cells with Fleeches that heal boowolves and hurt dolls. And dolls walk on them on purpose. I have experienced myself doll that betrayed me and started trolling on those cells to heal enemy and suicide on those cells. This isn’t even funny. At least not for sadida (other classes seeing this laugh all the time... or they curse that thanks to sadida doll AI they lost fight). Now that AI has to be fixed we still need to be able to controll our summons. Unlike Enutrof who can have only 1 drheller at time, sadidas should not controll dolls by default. Simply because of lag. If every doll would wait 30 seconds to pass turn when sadida lags.... people will get mad. This is why it’s good that sadida don’t control dolls normally. But it’s also good that it have ability to control dolls with Controlled state. Curently it’s placed in Vaporize spell (wich cost 2AP). Now i have to say that this spell fail to deal damage so using it in fight (other then Pvp) will make sadida’s waste unwanted spell exp. Though it wouldn’t be a waste if you would increase damage from -15HP to -20HP. Still there are other issues like when we don’t see our dolls (lack of Line of Sight). And well let’s make it clear: using controlled state simply change dolls action - it doesn’t improve it’s damage and it even makes them unable to get nettled! So spell that controll dolls should be cheaper in cost. It should be cheap also because sadida is supposed to have many summons and each spell cast to controll doll means less damage output from Sadida.
Now let’s say you will make Sadida’s Tear deal damage (on enemies) or heal (on allies). This means that it won’t improve dolls MP. And that’s good because wasting 5AP just to make dolls get 3MP is stupid. You waste 5AP of damage! This is why Vaporize should give MP to dolls! Ok now we talk about controlling dolls right? Vaporize should not give Controlled state to dolls! None of water spells should do that. Vaporize should give MP instead because spell that only give MP should be cheap. And where we should put controlled state then? Obviously in earth branch. Preferably in Wild Grass. It’s just perfect for this: Sadida use Grass straws to take controll over its dolls. Just like a true puppeteer! Though wild grass will need some change in cost and range. This is how those 3 spells should look like:
Sadida’s Tear (Lvl.100)
Cost: 5AP
Range: 1-3 (in straight line, no Line of Sight required)
Damage: -50HP (enemy)
Effect: +50HP (ally)
It would be also nice if Sadida’s Tear would make Sadida send rain from first cell to last cell (aoe in line). Notice: Heal on ally also means heal on targeted Doll. Sadida lack of healing spell. And its shamanistic class so it should have at least 1 spell that heal allies. It will never be as great as eniripsa's heal becuase Sadida doesn't have expert healer and well... Eniripsa's heals are stronger. Then again Eniripsa should not be the only character that can heal allies.
Vaporize (Lvl.100)
Cost: 2AP
Range: 1-4
Damage: -20HP
Effect: If cast on Doll: +3MP to doll
This increase in damage is intended to make Sadida not feel like wasting spell exp on Vaporize and to make sadida able to use something else then just Rust all the time. We will use Vaporize to buff dolls thats true but then we can have this spell at left at level 2 and not use it ever. That would suck. Nice spell that we are not supposed to use to not suffer spell exp? Come on! Make it deal reasonable damage so we can at least use this spell instead of using Woodland Stench.
Wild Grass (Lvl.100)
Cost: 1AP
Range: 1-4 (no Line of Sight required)
Damage: -12HP
Effect: If cast on Doll: apply Controlled state
If cast on Totem: Target of totem becomes dolls prime target
Condition: 1 use per target
Condition to make sadida able to cast wild grass only once per turn is to make sadidas not spam wild grass on single target in order to deal damage. It will still allow Sadida to controll few dolls in one turn (at cost of own damage output obviously).
Now while mentioning this i have to say something about Osamodas’s Possession. Osamodas also waste own damage output in order to controll it’s summon. Why you make osamodas loose resistance for that? This is so wrong. Osamodas should gain resistance, not loose! About Eniripsas i think they don’t ned to controll Coney’s. Still eniripsa should have Leadership bonus in one of the specialities. I suggest Expert Healer to add 2 Leadership.
10. New Rust, new Mudoll.
Like very water spell Rust and Mudoll need rebalance.
If you change dolls attacks (multiple hit’s though weaker) then you should also consider change to Rust:
Rust (Lvl.100):
Cost: 4AP 1MP
Range: 1-4
Damage: -33HP
Effect: If cast on Doll: +4AP
Changing spell from 5AP to 4AP 1MP means it should deal more damage but in fact i have reduced damage, for a simple reason: it’s an aoe spell. You can buff dolls and attack enemy in same time. Bonus 4AP means 2 more (weaker) attacks from doll and thats the same as 1 more attack (with 41 base dmg). That would look really awsome and the whole idea is to be able to face Feca’s with their shields and spell rebound.
About Mudoll i have to say it sucks to steal HP from dolls. Also because this stealing damage is reduced by doll’s resistance wich makes this spell weaker. And it’s already weak with it’s base power! Let’s think what this spell should do. It’s a mud bath... so it cover dolls in mud... some kind of SPA? Why not giving dolls resistance? The whole concept to steal dolls HP fail because we’d rather sacrifice doll for more recovery and replace it with new one then injury current doll and make it die faster. Seriously that’s just bad. Make Mudoll work like suggested below:
Mudoll (Lvl.100):
Cost: 3AP
Range: 1-4
Damage: -28HP
Effect: Cast on Doll: +50% Resist (all elements) to doll
In beta we had Fertilizer (5AP) giving resistance (70%) to doll, but it was failure because of the high cost of the spell. Mudoll is cheaper, and fit well for increasing doll’s resistances. And doll’s need resist giving spell!
11. Poisons and air spells
To make it short Poisoned Wind should be possibly an additional damage output. It should not deal any direct damage itself. And Woodland Stench is powerful in contrary to what it’s descriptions says. It should be weaker in damage but should have some poison or weakening effect added. And if it comes to Sudden Chill... it’s an icy spell so it should reduce resistance to water too. Water element users would appreaciate this. It will also suport weak doll damage and will make air/water builds more viable. And let’s make it clear: not all classes have air element so sadida can’t give the same support to them. And about K’mir - it should pull target before it apply K’mir state. It’s lasso so make it ranged spell. And this MP cost in K’mir is not necessary and not wanted. This spel should allow sadida’s to help it’s allies by pulling them out of enemy’s lock zone and it shoudl also allow sadida to redirect it on dolls that are few cells away. It’s the only spel that sadida have to cast in range 1 and that’s shouldn’t be the case. It needs some greater change, even at cost of damage. K’mir spell has potential so let us use this spell effectively. You shoudl also allow K’mir to be cast on Totem! And in that case you coudl make it possible to move totem! Why not? That would be great and players would enjoy this. Here are these complete suggestions:
Woodland Stench (Lvl. 100):
Cost: 2AP 1MP
Range: 1-2
Damage: -25HP
Effect: -25% damage; can be redirected via doll
Poisoned Wind (Lvl.100):
Cost: 1MP
Range: 1-3
Damage: none
Effect: apply Wounded (+100Lvl.); can be redirected via doll
Condition: Max 3 uses per turn
Sudden Chill (Lvl.100):
Cost: 3AP
Range: 2 (no Line of Sight required)
Damage: -36HP
Effect: -50% air and water resistances; can be redirected via doll
K’mir (Lvl.100):
Cost: 4AP
Range: 1-3 (in straight line)
Damage: -40HP (hurt enemy only)
Effect: Pull target closer; apply K’mir effect: stabilize caster and target of this spell; both caster and target cannot lock and cannot be locked; can be redirected via doll
If it comes to Gust i have to say that it's currently as strong as Woodland Stench (with 1 base dmg difference). That's crazy. Ok it's an aoe but the weakest aoe in game! I understand that you wanted to avoid Sadida dealing high damage with it because it can be redirected via dolls but it still too weak comparing to other spells and other classes and considering it's cost! It's too much. 5AP 1 MP for -38HP is like wasting a lot of possible damage output. You have to either change this spell cost or damage. Here i would suggest this change:
Gust (Lvl.100):
Cost: 4AP 1MP
Range: 0-5 (changed from 1-5), no line of sight required
Damage: -38HP (center), -32HP (on push)
Effect: Push back by 1 cell; can be redirected via doll
If damage on pushback is weaker then it's not overpowered when cast on totem and doll and enemy in same time. And it will be good base damage. I have suggested range to be changed from 1-5 to 0-5 because Sadida can push self or enemy on side (when in close combat) but it can't push enemy away in front for unknown reason. It would be also good in pvp sadida vs sadida to push away enemy sadida dolls. Would be also good if this Gust spell would not hurt allies (just like K'mir). Those changes will make Gust spell wanted and Sadida won't feel like wasting spell exp while casting this spell to help it's allies.
This post has been edited by Kikuihimonji - June 16, 2012, 21:38:31.
