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To be in Sadida's Shoes., To be or not to be.
posté April 13, 2012, 02:11:08 | #1
To be in Sadida's Shoes. Knowing there will be some planning balance in may that might happen with Rouge release i decided to share my, as sadida, point of view about this underpowered class. I hope Ankama will read this and take those changes into consideration.

Vaporize
2AP 1-4R LoS
-15 HP water
Controlled (Lvl.1)

What's wrong with this spell? Well it's just too weak. Additional effect that this spell has is not doing any additional damage when it's cast on enemy so there's no real reason why this spell should be that weak. Knowing that Controlled state is obviously 100% to happen (unless doll is Nettled) means that it will be as good at lvl 1 as on lvl 100. It makes Sadida's not want to level this spell. They just avoid using it to not waste their spell exp. In order to not make us feel like wasting this spell exp while using it, Vaporize should have higher base damage. Controlled effect should be detailed in spell description with [doll] icon (the one that we have in Rust, Sadida's Tear and Mudoll spells description) so that it's clear that this effect work when used on doll. Currently one may think Controlled state is applied to enemy and that's not true. Another thing is that unlike other water (and air) spell's Vaporize cast on seed will not apply it's effect to created doll and will require another cast on doll for additional 2 AP. Sadida should be allowed to control Greedy doll created with this spell without need to use another AP for that! It's not a big deal in most of the situations but it would be handy in use and will also make sadida's with 6AP see the difference between summoning water doll with Vaporize and with Mudoll (other then having 1 AP difference... those 2 spells are so similar....). Please change it to:
2AP 1-4R LoS
-24 HP water
[doll] Controlled (Lvl.1)



Sadida's Tear
5AP 1-3R no LoS
-47HP water
[doll] +3 max MP

I understand this Tear is god Sadida Tear and so it's that huge amount of water that we, mortals, see as Rain. But looking at base power of this spell and knowing it's only used on 1 target wich has to be in 1 line within small range make's me thing that it would be just better to cast air spell's via dolls because, let's face it, you will be using this spell only is something will block your line of sight and usually those will be doll's. Still something is not right. Why this spell boost doll's MP? Sadida is crying when nature is dying. This spell should be reworked to heal doll's instead of giving them MP. It should also work as rain of mercy and heal selected ally too, togather with cure to effect of Scalded and Burn (the guide book of sadida says something about ability to heal allies with totem help but current sadida can't heal allies even via totem). Cast on enemies it should reduce their fire element damage and negate effect of Flaming. It could be moved in water branch to be fourth water spell. Knowing there is no LoS for this spell and knowing it works only in line we can replace 1 AP for 1 MP in order to make sadida with 8 AP able to cast it twice, for example once on doll, other time on enemy. Sadida will use this spell when it will see that trying to dodge enemy will be too risky. A true crying for help. It also will make sadida cry over it's doll when it's about to die and will heal it by doing so. This is how i see this spell:
4AP 1MP 1-3R no LoS
[enemy] -54 HP water
Withdraws Flaming from target
[ally or doll] Heals 54 HP water
Withdraws Burn and Scalded from target



Mudoll
3AP 1-4R LoS
-25HP water
[doll] Steals 25 HP

It's a mud bath. But animation for this spell is poor. If you ask me i would like to see some mud animation here. It could look similar to the Crashing Wave animation (Feca water spell) but then it would have to be an aoe. How many of you think that Vaporize and Mudoll got similar animation at first glance? Yeah it's boring. In fact i think this should be indeed an aoe. For current spell base damage we all see it's just dealing low damage and stealing HP from 1 doll for 3 ap is a joke when we have Doll sacrifice for 2 ap that can heal us for more. If Sadida's Tear spell will be moved to fourth place in water branch, then Mudoll can be second spell that Sadida's will learn. If it's an aoe, we can change 1-4 Range to 1-3Range as it will hit fourth cell anyway. Add all those information togather and we will have cool water spell:
3AP 1-3R LoS (aoe on 6 cells: 2x3 shape)
-28HP water
[doll]Steals 28HP



Rust
5AP 1-4R LoS (+ shaped aoe)
-44 HP water
[doll] +3 AP

Actually it's good that this spell is weak as it's boosting doll's AP. It can't be weaker though because sadida have to injury itself with it when enemy is in lock zone (and doll's are around it) wich means sadida will have to suffer and that's all good. The only thing i would like to clarify is that this spell would be third spell in water branch (knowing Sadida's Tear would be fourth and Mudoll second).


Drain
4AP 1-3R LoS
Drains 32 HP water to Dolls

The main problem that sadida have with this spell is that it reduce HP recovered to doll's with each doll on the field. Second problem is that it split healing to dolls with full HP. Even seeds (doesnt matter HP full or not) reduce the recovery gained by other dolls – it's ridiculous. Another problem is that it's as weak as 3 AP spells in majority of classes but it cost 4AP. Dear Ankama for 4 AP this spell should deal not 32 but 42 damage. If i'm not wrong this spell is not even increasing recovery to doll's with Health % bonus items. For those who didn't tried this spell: you are using 4AP to deal 32 damage and heal 1 doll for 32 HP. In case you have 2 doll's summoned, you deal 32 damage for 4AP but both dolls will receive 16HP as recovery. In case you have 3 doll's they will be healed for ~11 HP. With four dolls each doll will get 8 HP recovery. I can see sacrier's laughing at it, knowing they can easily deal high damaging aoe and this little recovery is one big joke from our lovely developers. Enough saying none of the sadidas are bothering using this spell. In reality the only spells from water branch Sadidas are using is Rust (as soon as they get 7ap that is) so please mind reworking this spell properly. I remember in beta it was not even boosted by totem redirect damage bonus so if that's still happen, please fix it too. The only nice change to water spells (comparing to beta) is that they can be all cast even with lost of 1 AP, and that was good change indeed. […] To put it in short and without asking another time for bug fix to this spell (for damage bonus on totem and health bonus from items that give health % bonus) here is how this spell should look like:
4AP 1-3R LoS
Drains 42 HP water to every [doll] on the field



Woodland Stench
2AP 1MP 1-2R LoS
-37 HP air
[doll] The Doll will cast „Woodland Stench”

This spell is hard to use and got really small range. Even with ability to redirect damage via doll's sadida will need some Range bonus in order to use if effectively and still MP cost really gives trobules to sadida with all maddoll's running away that we could use to kite enemies with. Still i don't mind the range cost and damage that this spell is doing but seeing in air branch only one type of poison makes me feel that information i've read in guide-book was a lie. Well ok sadida got poison in air branch. But one. Literaly one. Sudden chill is not really poison, it's more like debuff. Still another debuff could be implemented to air branch and seeing Woodland Stench with no additional effects i must say itclearly lack of something. I came up with an idea to add The Squits effect to this spell. After all this stinky odour for sure would make one feel sick! Here we go:
2AP 1MP 1-2R LoS
-35HP air
The Squits (+100 Lvl.)
[doll] The Doll will cast „Woodland Stench”

(for those who don't know The Squits effect at level 100 is reducing MP by 1 as well as decreasing damage by 55%. Sadida is defensive type summoner that got shamanistic abilities to weaken enemy. This effect fit sadida perfectly).


Poisoned Wind
3AP 1-3R LoS
-23 HP air
Wounded (+100 Lvl.)
[doll] The Doll will cast „Poisoned Wind”

What's wrong with this spell? Well nothing really. The only weird thing i've experienced with this spell was in pvp with Feca. If you use this spell on earth feca and he will cast Fecabo armor on self and will start moving around sadida will suffer damage from poison. That's just not logic. Poison is self-damaging it's not making sadida deal damage when feca is walking. Feca simply hurt itself by walking so why Fecabo armor act like if sadida was doing ranged damage to feca (in feca turn)? Please fix it.


Sudden Chill
3AP 2R no LoS
-36 HP air
-50% resist air
[doll] The Doll will cast „Sudden Chill”

Spell itself is fine but it's bugged. If we cast Sudden Chill on doll this selected doll will only use that Sudden Chill. It means if it's Maddoll – it won't use Irritation. The Greedy doll won't use Liquid Ghoul (water doll main attack) and Kamikaze doll won't explode after casting Sudden Chill. Doll that will redirect Sudden Chill spell will automatically end turn without considering to move! Please fix this bug.


K'mir
4AP 1MP 1R LoS
-40 HP air
Stabilizes the caster and his target
The target can no longer lock
[doll] The Doll will cast „K'mir”

I must say i love using this spell but the MP cost really limit it's usefullness. It's the only air spell that does not deal damage to friendly target's wich means sadida can use it to move to someone, K'mir that person and move away with him. And that's actually the main use of this spell. It could be used on doll to make doll follow enemy but with 1 Range and 1MP cost it's just way too difficult to make it happen. Casting this spell on seed could be nice idea to make that doll walk away with enemy but the distance won't make sadida able to escape from enemy and that maddoll created got such low hp that any attack will kill it making you loose WP for nothing. It can be still used on blocker doll (if you summon it 3 cell away from you it will be next to you in another turn – just that it makes you simply waste your turn for not doing damage). Still 40 Hp damage for 4AP and 1MP is way too low considering how hard it is to cast it well. Don't get me wrong i would rather cast Woodland Stench for damage ifi were in close range. It's twice as good as this K'mir spell. Funny thing is that K'mir picture looks like lasso and even description of the spell says: „K'mir enables the Sadida to exert a PULL on a target for one turn”. As a newbie sadida i was excited about this spell but got dissapointed when i realised it doesn't actually pull and that it has 1 range only. It didn't changed since beta. The only things that were changing was damage and cost. The reality is that this spell must pull something to sadida before stabilizing it. If you still don't see why then let please use your imagination (or try it out in game) the situation where you are 2 cell away from target that you want to move with you with this K'mir spell. Here is what happens: You use 1MP to move next to enemy, you cast K'mir for 4AP 1MP, you move back for at least 1 MP in order to actually change target's position. It shows that the actuall cost for this was 4AP and 3MP. If it was friendly target you didn't even made any damage (or low damage with 2 ap Vaporize spell wich isn't great as we know( you could use woodland stench but it cost another MP!). So the thing is that this spell lack of range, regardless the cost. If now K'mir would have 1-2 range then in same situation if we want to move target located 2 cell away from us we will simply use K'mir right away for 4AP and 1 MP cost and we will be able to move with that target for 2 more MP that we didn't need to waste in order to get close and move back! 1-2 Range will also allow sadida to make K'mir possible to cast well via doll's. Belive it or not but for now it's pain to use it well. And well damage is not really rewarding but that is another thing. Big PLEASE Ankama: make K'mir with at least 1-2 Range and add pull to this spell. Pull is necesarry in order to avoid situation where melee class will never get to you if you link it from 2 cell's. By the way i have to mention that if some classes got jumping spells then those spells will deal damage even if they have been stabilized and unable to teleport. Examples are: Sram with Guile, Iop with Charge, Super Iop Punch, Flatten and Sacrier with Assault and Light Speed spell's. Weird thing is that Sram will deal backstab anyway even though it hasn't moved behind enemy and iop will still jump with Super Iop Punch regardless of K'mir put on it ( it will be few cells away from sadida!). Sacrifice spell used on sadida that k'mir it's agresor will make sadida swap place with sacrier anway and that actually shouldnt happen because it lead's to teleporting glitch (sadida will teleport to place where sacrier was and if target of k'mir move in same turn then sadida will wal across battlefield, through obstacles and ignoring cell's, untill it lands next to k'mir'ed prviously enemy). Those are some glitches that should be fixed but outside of that K'mir should look this way:
4AP 1-2R LoS
-40 HP air
Pull target towards caster
Stabilizes the caster and his target
The target can no longer lock
[doll] The Doll will cast „K'mir”



Gust
5AP 1MP 1-5R no LoS (+ shaped aoe)
-38 HP air
Pushed back by 1 cell
[doll] The Doll will cast „Gust”

Seriously anyone else noticed this has high cost and totally nerfed damage? 5AP 1MP for 38 damage only. And unlike other aoe's this spell got push wich pushes away in four different directions wich means once you cast it on 5 targets that somehow managed to be in range – you will fail to repeat this as you will change place for 4 of the targets! Yet this spell got extremly weak damage! And it's last air spell in air branch! I belive it should be strong blow in order to push 4 targets in different way's and i hope ankama will give higher damage for this spell. I know why Ankama made it so weak in first place: because it can be recast by doll nearby. To be honest that shouldn't be considered. In order to summon doll sadida need at least 4ap and 1 wp. Unless you plan to make maddoll with gust spell then you will need just 2 ap and 1 wp for summoning it. Now tell me: will this maddoll be next to enemy in next turn or is it 1 time action that actually cost you wp in order to summon weak doll that will run away or die trying to get closer? Then again if it's not maddoll but blocker then it will push away other blockers that might have been next to target, making it higher chance to escape. Still blocker cost at least 5ap and 1 wp (unless you hope for creating blocker with earthquake that hit randomly for 2 ap). At best it could be cast from Greedy doll (4ap 1 wp for this doll if we summon with Vaporize). The cheapest version is still to summon weak Madoll. For that we need 7ap 1 mp and 1 wp in order to cast double Gust. That's really high cost and we will deal only 76 base damage this way. To compare with other classes Ecaflip can deal 76 damage for 6 ap with Die Alright wich also doesn't require LoS and can be repeatadly used as an aoe (with crit's that actually happen often for ecaflip) easily if someone lock it's targets in place unlike sadida that will make them all spread out. And pandawa's Blisskrieg is an aoe in unlimited line with teleport behind enemy that deal 107 base damage for 6 ap and 1 mp if pandawa is holding barrel (wich gives it even damage bonus to kill enemy fast with it). Well that was extreme comparison but it clearly show's that Ankama should boost Gust damage in the name of balance. Sadida don't even have bonus damage like damage dealer's wich means that Gust will be still weak comparing to other classes. Ok there is totem but it's another wp (and ap) cost with additional difficulty to target enemy with it (and not having enemy walking on totem) in order to make totem+seed+gust for 3x gust in 1 turn. Seriously that total cost is (with maxed doll and totem) 9ap 1mp 2 wp. Why would anyone complain? Giving ap in stats for sadida means doll's will have even lower HP and 9 AP.... before sadida will be able to get it it everybody will be level 100. Like for now Gust is used to change positions of enemies or allies (or both) in order to make someone get LoS for attacks or to protect other person – but that's all about it. End it HURT allies! WHY? Come on make it team friendly. Doll's don't suffer from Gust even from it's push. And if doll cast gust then pushed targets dont get injured so why it hurts when sadida cast it? Also i would like to know why some air spells that sadida can cast on friends (like Gust or K'mir) can't be cast on allies by controlled doll? Make it possible for doll's to hit allies if sadida control doll's! Make us able to cast gust and kmir on allies with doll's redirect help! We want to be able to protect them like that. […] Here's how Gust should be like:
5AP 1MP 1-5R no LoS (+ shaped aoe)
-50 HP air
Pushes back by 1 cell
[doll] The Doll will cast „Gust”
(does not hurt allies, just like K'mir)



Bramble
4AP 2-5R LoS
-50 HP earth

Pure damage, no additional effect. Boring. Have you seen Bramble Wall made by Plant-monsters in Amakna? I would love to see something like that created by Sadidas. It's not necessary to implement it but i belive it would bring new tactic to sadida's. How would this work? If sadida cast Bramble on empty cell it will make Bramble Wall grow in similar manner that Enutrof's Drheller find mines (they won't require leadership). This Bramble Wall won't lock and won't deal damage. It will be pure obstacle that can be destroyed with any attack. They will have 1HP, regardless of Bramble spell level. It won't be op for sure. First of all since they die from any attack even pushback will kill them. Aoe spell can clear all brambles fast. Sadida is using 4 AP to place it isntead of doing damage and it can be destroyed with 2 ap spell (or 1ap 1 mp spell like sacrier's Motion Sickness). So it is not op like you see and will bring some fun to the game. With this change spell will look this way:
4AP 2-5R LoS
On target: -50HP earth
On cell: Makes Bramble Wall grow



Fertilizer
5AP 1-3R LoS
-52 HP earth
[totem] -26 HP earth

Everything fine... but why so small range? It limit it's possibilities alot. Would be good to see it with at least 1-4 range so that we can cast it diagonally easier. Well ok damage could be better too. With Multiple Bramble cast on totem and enemy in same time we are doing way better damage then this. My suggestion is as follows:
5AP 1-4R LoS
-58 HP earth
[totem] -29 HP earth



Wild Grass
3AP 1-3R LoS
-28 HP earth
[totem] Becomes the Dolls' prime target

This effect made on totem is either pointless or only gives problems. In fight vs single enemy it's obvious that doll's will attack that enemy so there's no need for this effect. If we fight vs few enemies, then dolls will risk being locked when they will try to change their target. We can also controll doll for 2 ap with Vaporize if we feel that it should move. Knowing 3 ap cost and cost of the totem – it is impossible to create doll in same turn as totem and use wild grass on totem in order to make that doll walk to totemed enemy unless we get 9 ap but it would be still better to simply controll doll. The only use for this spell could be with maddoll's as they are running away from enemies but that's clearly pointless to make all of maddolls use their -MP spell on single target – they will only boost it's resistance to MP loss. It's still doesn't change anythign on the battlefield other then making doll's locked. It's better to let doll attack what it is attacking. Afterall sadida can sacrifice it and place new doll near different target without guessing if the doll will dodge. Still if we cast totem at some distance and doll will not have neough MP to attack enemy but enough to move to totem then the doll should move to that totem. I think it should be like that by default for Greedy doll as it will deal more damage ifit will use it's attack on totem. I remember water dolls were attacking totem at early beta and i loved it. Please change AI of doll's to attack totem as priority (not target of totem but totem itself). Still current effect is either not working or is completly useless. Would be better if this spell would make some problems to enemy. In beta it was reducing MP but we have maddoll's for that. The idea to make effect work only when cast on totem is nice limitation. How about adding 10% critical failure to target of totem? Osamodas got similar spell in air branch that got effect when osamodas turn to dragon, sadida could have this effect on totem. Obviously at lvl 1 this spell would deal 1% critical failure only and damage will be weaker for this spell as it's not there to deal damage. To sum up here is final result:
3AP 1-3R LoS
-23 HP earth
[totem] +10% Critical failure



Earthquake
2AP 0 R no LoS (aoe at random)
-64 HP earth
[totem] -2MP

I must say it's awsome spell and i like this randomness fun it give's. I am just surprised it's not fifth spell in earth branch.


Multiple Bramble
6AP 2-4R LoS (aoe)
-55 HP earth
[totem] -2 Range

This spell is problematic to be cast without injuring yourself or allies also if enemy is close you might need to injury yourself while trying to hit enemy only. It's because of range of aoe and range of the spell thatis equal at minimum distance. It means that if you cast this spell on 2 cell range – you always hurt yourself. I would change it to 3-4 Range. But then it will be impossible to cast if sadida will be surounded. It coudl have 3-5 range but then it won't hit those enemies close to sadida. Increasing aoe range is not an option. Perfect solution is 3-4 Range with no LoS. This way sadida would be able to hit 2 enemies close to self without injuring itself and that's important. For 6 AP cost 55 damage is not much anyway and sadida is attacking ground under self to make those brambles grow at distance. This means there is no need for sadida to have LoS to actually cast this spell. So please mind change and turn Multiple Bramble into this:
6AP 3-4R no LoS (aoe)
-55 HP earth
[totem] -2 Range



Doll
2 AP 1WP 1-3R LoS
water Greedy (17% of the Sadida's HP)
air Madoll (9% of the Sadida's HP)
earth Block (28% of the Sadida's HP)
fire Sacrificial Doll (9% of the Sadida's HP)

Everybody i had pleasure to group with agrees that sadida's dolls need more HP. 17% of HP for attacking doll (water doll) means it will most likely be summoned then it will attack and then enemy will kill that doll. It doesn't allow sadida to use leadership bonuses to have it's little doll army. Monster's just deal enough damage to either KO water Greedy doll or reduce it's HP to „almost dead” wich means that in order to not loose the doll sadida need to sacrifice it for 2ap with Doll Sacrifice spell, make new seed for 2 AP with Doll spell and cast spell with at least 2 ap cost in order to make it stand there. This mean's that sadida need to keep re-summoning 1 doll all over again every turn repeatadly. Even Blocker with 28% HP can't survive 2 turn's of damage and it's supposed to be a punch bag doll. Don't even want to say how useless madoll is. Even though it doesn't tank it can still be killed with single spell if enemy will decide to attack it. I don't know how HP of seed is related to this spell but seed can be destroyed with things like Iop's Flattern speciality spell (no elemental damage). It mean's there will be no doll created from seed and wp will be wasted. I'm saying this because every damage done on seed should turn it into doll. I've experienced that pushback damage is making seed turn into Blocker doll and i think that's fine solution. But let's focus on main problem: doll's survivalability. There is no information in spell description about doll's resist so some people might not know this but doll's are gaining 1% resist to it's doll's every level. The resistance of the element that the doll represents is higher then other resistances and there is one weaker resistance for each type of doll. Blocker's „weak point” is air element, Madoll's weakeness is earth and Sacrificial Doll's (yes it have resitance too) it's water obviously. It makes Greedy doll get weakeness to fire. It's cruel joke because EVERY CLASS OTHER THEN SADIDA GOT FIRE SPELLS. Yes, go on check it out yourself if you don't belive. Even incoming Rouge's will have Fire branch. And if sadida don't have any passive damage bonuses because it's not a damage dealer then it have damage bonus located in form of doll's but this source of damage is not able to survive even 1 turn! It's just... bad. Really bad! And weird thing is that every doll got higher damage bonus then resistance and they all have equal damage bonus for every element, even though they are using only one. Air spell redirect damage is based on sadida own air element % - just to clarify. I think that those damage % and resistance % should be swaped. Make Greedy doll have weak fire element damage not fire element resistance! Sadida need to use it to fight those who don't have water element branch but have fire element instead. Making those doll's die in 1 turn (many times from single attack) makes sadida unable to counter.... anyone (because all got fire spells)! So, please Ankama swap % of damage doll's have with % of resistance they have and increse HP they have because even Bow Meow of Ecaflip got more % HP of caster then Greedy doll and Drhellzer of Enutrof can have even 50% of Enutrof HP. Eniripsa's can turn their coney's to Super coney's to make them have 50% additional HP of eniripsa. And look at damage enutrof can deal itself with all those bonus dmg from prospection and mine's (or even in Drhellzerker) or healing abilities of eniripsa – they are not summoner's and they have better survivalability in their summons. That's something wrong. I'm not saying they should have less. I'm saying sadida doll's need more. Here's my suggestion for Doll spell:
2 AP 1WP 1-3R
water Greedy (30% of the Sadida's HP)
air Madoll (20% of Sadida's HP)
earth Block (40% of the Sadida's HP)
fire Sacrificial (10% of the Sadida's HP)

Yes – Sacrificial doll don't need to have the same HP as Madoll. There's no such rule and this change i've suggested will make sadida (finally) playable like any other class.


Doll Sacrifice
2AP 1-6R LoS
Absorbs 30% of the Doll's maximum HP
+1WP
Sacrifices the Doll

Healing isn't that great considering we will most likely summon next doll the real cost of the healing is equal to cost of this spell + cost of summoning seed + cost of spell used on that seed. Ok if you only want to „consume” your doll without placing next one then it's just the cost of this spell but then you will lack of protection so it's up to you if you want to loose defensive capability to heal up. This spell is fine and will be fine even with increased HP for doll's. For those who are lazy to do some math currently sadida can get 8.4% of sadida HP if it will sacrifice blocker. With change to HP i suggested above it will be 9% of sadida HP is sadida will sacrifice greedy doll and 12% of sadida HP if it will sacrifice blocker. Sadida can play a role of tank (after it summon few dolls doll link will give it some good protection) but it doesn't have any HP bonus like an iop or sacrier wich is why it have this recovery, still not passively but it's good like that. So leave this spell without changes – change only HP and resistance of dolls (yes resistance too because Greedy doll with supposedly high water resist can't even survive 1 turn face-to-face with fat rat in monk island that deal water damage – and i am talking about 72 level Greedy wich is equal level to that rat). This spell does not trigger Explodoll and thank you for that because it was the only thing that made sadida's op in beta.


Voodoll
2AP 1WP 2-4R LoS
Summons a Totem and links it to the target
+20% Redirected Damage

Cra Beacons, Xelor's Dial, Pandawa Barrel – all those thing's can block enemies with help of environment (obstacles and bridges, also corners of the battlefield). Even seeds or doll's themself can be placed to do that and sadida can re-summon them if they will survive the hit. So what's all this issue with Totem that we had in beta? It was good as it was, especially when pushback damage was not damaging totem. It was all good. Current totem is horrible. It's not even totem. It's just some unknown „thing” lying on the ground and anybody can walk on it like if it wasn't there at all. Before release i've heard „new” totem will work like Feca's glyph. Well it doesn't. Glyphs are working when someone step on them, totem doesn't work if something step on it. There's even bug with Poisoned Wind cast on this voodoll: it will not deal damage to enemy from spell, only effect will apply. Try it out: you will see -0HP in log chat. Anyway current totem can be blocked by: Iop of firendly team who accidentaly press on that cell and walk on it while trying to target it with spells, Iop of enemy team who just want to be 1 cell in front of sadida who just placed totem after using all mp (they don't even need to know what they do and they ruin totem), Doll's that completly ignore it like if it didn't exist, enemy monster who just prefer to troll on it instead of moving to attack sadida from behind, Pandawa barrel, Xelor's Dial, Cra's beacons (and those cant be pushed away), Drheller, Coney, osamodas summons, anything in fact .... even sadida itself might be moved to totem cell and locked by sacrier or pandawa... And leadership has been used and totem can't be sacrificed like doll so it's permanent lost and completly waste of spell. Can it be even worse? Dear Ankama please consider bringing to life real totem. Totem is not a doll. And it's definetly not something that people can step on! Make it an obstacle like it used to be, just with small changed. Make it possible to move it with push or pull spell's so sadida (and enemies too) can move it if it's blocking some way. Don't make it have any resiatance or stats at all. Don't make it have it's turn - it's just obstacle that redirect damage. Also make it use Mechanism not Leadership because it limit number of doll's and we still can't have more then 1 totem on the field. There is no rule saying that 1 class cannot use both leadership and mechanism. If thing that you summon is mobile or got it's own turn then it's from leadership. If it doesn't then it should be related to mechanism. That clearly justify the idea to make Totem related to mechsnism. Also because your sadida's who summon totem will find themself in trouble of being unable to summon doll. And there aren't any items with leadership at higher level, though i hope there will be. Every class start with base 1 leadership and 1 mechanism so no problem here. Dial is not using mechanism, yet Hydrant and Sinistro does so in fact if sadida is able to summon only 1 totem then this limitiation is enough. There's no even need for mechanism stat, just like with Dial. Just saying it seems easy to code as there is something that work in similar way. […] Make it also unable for other sadida to link another totem to enemy who is linked to one totem already. Make it impossible to link totem to totem as well. Make totem not take pushback damage (because it should not have any hp just like dial or beacons). Do NOT put charges in it. Once it's linked to target it should remian on the field untill that target die's. It's because some classes can counter it with making sadida unable to target totem (with pushing , pulling, lock, jumps, teleports) and it should be also possible to link it to friendly target so that sadida (or eniripsa) can use it to heal ally without need to run after it. Totem, unlike beacons should not be stabilized and if sacrier will use Assault on totem then sacrier should swap place with this totemand not with enemy. If totem was linked to enemy team that have sacrier and that sacrier will use Assault then it should not hurt ally by doing so, because Assault is not supposed to deal damage to allies. Even if Assault deals damage to allies then there is Transoposion that will be moving totem around with ease. So please change totem the way i have suggested and you will see players playing sadidas more often and enjoying it.
2AP 1WP 2-4R LoS
Summons a Totem and links it to the target
+40% Redirected Damage

Condition: Doesn't block the way

Tree
1AP 0 R LoS
-20% max HP
Ends the turn
Makes the Sadida Invulnerable
[doll] Nettled (Lvl. 10)

I don't understand why this spell require LoS if it's self cast spell just like Earthquake. This detail made me thing that if we make this spell get some range (range 1 in fact) then sadida would have ability to turn allies (or enemies) to tree wich would grant them immunity. But then they will loose HP and that would be overpowered on enemies and could make sadida kill ally so ...that's just bad idea, forget it. Still this could be used on doll's to turn them to seed's instead of sacrificing them for HP. This spell would be renamed to Back To Nature or Sadida Root Beer (after all it's drinking poition to transform) or maybe something else like Shape of Nature, Camouflage. Obviously turning doll to seed would not trigger explodoll. This is just a suggestion but in fact this spell doesn't need to be changed. Indeed it cost a lot of health but we can heal up with doll's so it's justified.


Sic'Em More
3AP 1-4R no LoS
[doll] Nettled (Lvl.10)

Sorry but this spell is still useless. We have Green Guard and Tree for triggering Nettled state, why would we want to use 3 AP to select 1 doll to get nettle when we can get nettle for less ap with tree or with luck from green guard and we could use those 3 AP for spells instead. I would rather see replacement for this speciality. Some kind of plant cover that sadida could cast on self would be great. It could be named Leaf'Me Alone and could work as 1 turn protection similar to coagulation of sacrier but would make sadida unable to lock and will end turn. Target will be covered in something similar to what those red Arachnee's do but green, made of leafs. It won't give immunity like Tree and won't make doll's go nettle. Instead it will give sadida protection of increased resistance to all element's. Resitance gained will be related to AP used. At maxed level Leaf'Me Alone would look like that:
Leaf'Me Alone
0 R no LoS
+10% resist (all elements) per AP remaining
Ends the turn
The Target can no longer lock



Explodoll
0 R no LoS (aoe 8 cell's in squere around doll)
Damage:
-30% of the Doll's max HP

It does some damage but it doesn't stop enemies from killin those doll's at distance. Blocker doll got some good explosion but it doesn't attack itself so we loose some damage ouput anyway. Thing is that greedy doll should explode for the damage that blocker has but for that all change that should be done is to give doll's more HP. I have mentioned it already in Doll spell. Just like Doll Sacrifice, Explodoll should not be changed.


Doll Link
0 R no LoS
Doll Link (Lvl. 20)

This spell is great. It makes sadida take less damage but make's doll's die faster. Worst thing that may happen is aoe that aim for sadida and doll's because it will just clear the battlefield from doll's. That's a downside of this spell. Loose dolls = loose doll link = loose. Don't get me wrong this is the way it should work. NEVER change it as it works perfectly now. The only thing again is doll's low HP. They need more HP in order to make sadida last longer before they eventually die. If they die in 1 turn this ability is just pointless to level. This is another thing that shows why sadida doll's nead better amount of HP.


Savoir-Faire
0 R no LoS
+4 Leadership
+20% Redirected Damage

„The madder we are, the badder we are!” says this passive ability description. Yet this Redirected Damage is related to totem not doll's and having totem on the field means we will have 1 less doll summoned. Unless you change totem to be related to mechanism as suggested above. Still i don't understand why this redirect damage via totem is located in 2 different specialities, when it could be placed in one. Make all redirect damage bonus on totem added in Voodoll speciality (so that we will have 40% redirect damage vie totem with leveling just Voodoll). I understand that there need to be some kind of filler for speciality level's but then why don't we have 20% Summon Damage bonus instead? It would fit to this speciality well. Also i hope you will swap those resistances with damage % on doll's (the way i mentioned above) wich would make doll's have more resist then damage % and so this spell would just bring doll's to normal (current) damage. Only those sadida's who would level this speciality would have this bonus and actualyl this change would make me think of maxing this ability. Seeing it's just some totem bonus dmg % make's me feel like if i am wasting speciality distribution points if all i want is leadership for doll's. This 20% summon damage is more wanted, really:
0 R no LoS
+4 Leadership
+20% summon damage.



Green Guard
0 R no LoS
When attacked:
40% chance of applying Nettled (Lvl. 5)

Description on yellow text claims that dolls will attack the enemy that attacked the sadida. In reality doll's will attack any enemy. That's good – because we don't want them to risk being locked while making them in need to move to the attacker. It's good that it work's the way it works now. Also because only 4 doll's (or 3 if sadida is in enemy lock zone) can attack enemy, wich would propably make other doll's pass their turn even if there were other enemies (if doll's would really attack the enemy that attacked the sadida). So only thing that should be changed here is spell description to: During their turns, they will attack the enemies of Sadida. AI of doll's is another issue. Don't change this spell.


Still Life
1-4 R no LoS
100% chance of reincarnation as Ultra-Powerfull
[ultrapowerfull doll] 30% of the Sadida's HP

At first someone may think: Wait why passive speciality got 1-4 range? Well sadida become a dead white tree if it dies and the ultrapowerfull doll will appear next to it. Thing is that if you are in tight place there might be no free cell near you for your doll-form. This is why i belive this 1-4R means that we will reincarnate on one cell within that range. It make's me wonder: why if all those cell's got blocked by tree's, players, beacons and other summons? Will sadida not reincarnate? Well i suggest to make it 1-63 range no LoS (Range similar to Xelor Punishment). This will avoid any glitches. […] What troubles me is the way we progress in leveling this ability. All we actually get is 5% higher chance for this effect to happen. That's not cool. You know i would like to test it out at level 1 speciality but it would take hours till it will trigger with such low chance. Also we reincarnate as doll and we loose all specilities and all our spells. This is why i think we should get more then 30% of out base hp. We won't be that powerfull as the name could say. Another thing is that i think this ultraowerfull doll should have HP higher then blocker doll. If blocker will have 40% then this ultrapowerfull doll should have 50% of sadida's max hp. Or make it so that it have equal HP to blocker, because it have spells of fire, water and air doll and nothering related to earth doll. After all Still Life should give us chance to survive. With 1000 hp on sadida 30% is equal to 300 hp. How hard it is to kill monster with 300 HP? It's not that hard – it's hp similar to Izungry snapper of 35 lvl. And izungry is way stronger then doll's so 30% of sadida's hp in reincarnated form is not much. Note that ultrapowerfull doll is not exploding with explodoll. Sadida in that form cant heal up either. So please conider some change to this specility. I gave some thought about it and i belive it would be best if turning to so-called ultrapowerfull doll should work at 100% for every level of specility. What should increase with leveling is % HP.
So at level 1 Still Life would be like:
Reincarnation as Ultra-Powerfull
[ultrapowerfull doll] 1% of the Sadida's HP

And at level 20 Still Life would be like:
Reincarnation as Ultra-Powerfull
[ultrapowerfull doll] 40% of the Sadida's HP



This post has been edited by Kikuihimonji - April 26, 2012, 13:19:32.
posté April 13, 2012, 09:30:32 | #2
nice work. +1.
hope they at least take time to read this...


This post has been edited by HuntingFox - April 13, 2012, 09:30:51.
posté April 13, 2012, 09:47:37 | #3
I did like some of your ideas, but removing Sic 'Em More would be horrible. Rust is only better if you are able to target 3 dolls and an enemy at the same time. Otherwise: Sic 'Em all the way.
The other thing I found horrible was changing Savoir Faire by removing the redirected damage to add summons damage. There are Sadidas who use totems instead of dolls you know, their damage would be reduced by 20%, and that is a huge nerf.
As for Vaporize: yes, I've been wondering why dolls don't become Cotrolled when they are summoned with the ability. If a doll has Controlled, can you still buff it with Sic 'Em More? If the answer is "no", then that's why it works this way, and it shouldn't be changed.


posté April 13, 2012, 10:52:44 | #4
uhm... read again, he wrote that changing the 20% to the vooddoll skill so this skill alone will give you 40% instead of 20%, so no loss at all... it's a buff thread, not a nerf one. ^^

i mean other classes like cra or iop got a passive to increase dmg by 40%, why should sad only have 20% for 1 passive? it's just fair if we also get 40% for 20 points.

20% to summons is fair, cause we can have multi summons.


posté April 13, 2012, 15:16:28 | #5

Quote (HuntingFox @ 13 April 2012 10:52) *
uhm... read again, he wrote that changing the 20% to the vooddoll skill so this skill alone will give you 40% instead of 20%, so no loss at all... it's a buff thread, not a nerf one. ^^

i mean other classes like cra or iop got a passive to increase dmg by 40%, why should sad only have 20% for 1 passive? it's just fair if we also get 40% for 20 points.

20% to summons is fair, cause we can have multi summons.
Yea, I haven't noticed that. I still feel that abilities that increase damage should be passive, though. Totem users should have their own support spells as well (more than just Voodoll).


posté April 13, 2012, 17:02:19 | #6
Most of these suggestions are incredibly lovely, and I thank you for making such a nice thread. I would suggest somebody contacting the CM so he can read and possibly transfer such suggestions to the developpers.

I would like to state some of my own desires regarding Sadida changes though:

-Muddoll: The idea of turning it into an AoE is rather interesting, though the "HP stealing just from dolls" factor always bugged me. I would much rather have this spell (AoE or not) stealing HP from anyone; it would not only keep the Sadida alive longer, but would also make the spell more useable as an attack spell. Let's face it, the current Muddoll isn't useful as an offensive spell, so it would be lovely to have the said HP steal affecting any target; it would add more versatility. The animation should also be improved, but that is, of course, solemly visual, and thus not so important.

-Sadida's Tear: Turning it into a healing spell would sure be something interesting! I do have to say that, if not making it a healing spell, another good sollution would be - apart from the suggested 4 AP 1 MP cost (I loved it!) - making it AoE cross shaped, just like Rust. That would make the +3 MP bonus much more beneficial, as it would have the chance of affecting multiple dolls, whereas nowadays one just preffers to summon another doll closer to the target. I also liked the little counter effect to Fire, but I don't really think it would be that necessary.

-Woodland Stench: Having a Sadida trigger at level 100 a -55% damage debuff every turn for such a small cost would be rather OP, wouldn't it? A change to its range would be just fine by itself, or adding another debuff instead of the Squirts. What about a lock decrease instead? That would not only strengthen the support role of the class, but also greatly increase the effectiveness of some strategies that require leaving the lock zone. I would also like to state that an anti-strategy to such lock loss is exactly the spell's 1 MP cost; even if the Sadida escapes from the enemy, it'd still not be able to move as much.

-Sudden Chill: I feel this spell's current effect (Less Air Resistance) is very situational, and makes the skill not much used. Adding another effect, or replacing its current one would be very nice.
I actually loved this spell back in its bugged state. Unless a Sadida could cast it three times (9 AP), it wasn't that OP at all. Perhaps an additional effect could be added to it, making it hit one extra time for every stack it has on a doll.
This would basically mean; if cast on doll once, it will hit once. If cast on it twice, it will hit three times.
Following this line of thought, it would mean casting it three times would make the spell hit five times. I don't know how powerful this would be, but I suppose that if too powerful, adding a condition that limits the caster only to use this skill two times during every turn.
Another good possibility would be decreasing overall resist rather than just Air.

-Wild Grass: I feel this spell is underpowered as well, but making one give 10% more critical failures at level 100 is very, very bad. That would mean people would solemnly want to go for 9 AP builds in order to make opponents have the preposterous amount of 30% Crit Failures every turn. I didn't really like your suggestion on that one.
To increase this spell's usefulness, I suggest increasing its damage slightly, and changing its effect.
Perhaps turning it into a totem debuff? Lowering the totem's target's lock/dodge/initiative slightly would be great.
There were other suggestions I heard about this spell, such as making it a 2 MP cost instead (such as Scaraleaf Wing) and taking its LoS out (such as Scaraleaf Wing). But then again it would sort of make us like our fellow animal summoners, so I don't have a solid opinion about these suggestions.

-Earthquake: Oh how much I loathe this spell. But I understand the Devs (and apparently many other Sadidas) enjoy its random factor, so I thought of making it both random, and precise at the same time. Why not giving it a range? Something like 0-3 or 0-4.
When you were to cast it on a target cell, it would be a weak, single hitter. When cast on yourself, it would be like it currently is, a strong, random area AoE. Similar to most Pandawa's water skills.
This would be incredible for Block dolls, as having a cheap, targettable Earth spell would complete our set of cheap spells for activating dolls from our native elements (Water, Air and Earth). It would also, of course, make Sadidas that do not enjoy gambling (such as myself) use this spell much more often.
It is needless to say that if its effect on totems would be kept, it would only occur if the Earthquake hits the totem on its "random area mode".

-Maddolls: As I said in another thread, maddolls are currently useless. The HP buff would be lovely to them, but the implementation of hypermovement still makes them incredibly underpowered. A good sollution for this would be, as I suggested in said other thread, making Irritation not only decrease MP, but also damage targets slightly. Perhaps something like -20 HP on level 100 would be proper. This would give Sadidas ranged dolls, and thus not making us block our party's LoS so much when offensively summoning.

I do have some other suggestions, but I will just leave these here for now. My post is probably going to be huge.
Either way, what I (and most certainly everybody else) wants from not only their Sadidas, but from any character in Wakfu, is having all of their spells useful and useable.
I loved most of your suggestions nonetheless, Kikuihimonji, and I thank you for making this thread! Hopefully all these suggestions will be properly passed to the devs and, even more hopefully, added on the game.


posté April 13, 2012, 21:13:13 | #7
wild grass be AoE that deals dmg to enemies walking through it(each cell) just like kraloves aoe spell and when any fire elemental casted onto the aoe, the wild grass will turn into bush fire which deals additional fire dmg


posté April 14, 2012, 15:12:03 | #8
wow only now i read this topic, i completly agree with everything u said!!!! really hope that ankama make change for sadida  


posté April 17, 2012, 08:34:34 | #9
Nice, really nice.
My comments and other spell variations:

Still Life
Level 1 - 35% chance, 20% hp, +0 mp, +0 ap, 1 wp
Level 10 - 100% chance, 30% hp, +1 mp, +1 ap, 2 wp
Level 20 - 100% chance, 40% hp, +1 mp, +3 ap, 3 wp
Spells: (greedy) Liquid Ghoul, (maddol) Irritation, (sacrificed) Explosion
+ sadida's support spells (summoning dolls & etc.)

Doll Link - make minimum of 1 hp damage redirection

Voodoll (totem) - make it use Mechanism stat is interesting. Another variation is to make stepping on totem do smth: e.g.
- if anyone steps on totem, target takes X amount of damage
- if target starts turn, and something stands on totem - target takes X amount of damage
- if something damages the one who stands on totem - target of totem takes X damage (no redirecting effect)
- X is like push-into-wall damage, and depends on sadida's level

Leaf'Me Alone - interesting idea!
K'Mir - attraction/pull effect is very desired
Sadida Tear - agree. Back in beta, it was nice that sadida had an option to heal allies.


posté April 26, 2012, 12:38:48 | #10
Oki have decided to give some clever details on Totem:

Totem as it should be.
1.It should be an obstacle that block LoS
2.It should look like Totem not like dead doll.
3.It should redirect every damage correctly.
4.It must not have charges
5.It must not be linked to target who is already linked with other totem.
6.It must not take damage itself
7.It must not break
8.It must not be stabilized (pandawa should be able to throw it, sacrier able to pull it, sadida able to move it with k'mir, pushing spells should push totem)
9.It should have condition like Dial: "Doesn't block the way" to make it unable to block bridges.
10.It should be targetable for doll's like Cra beacons and enemy's summons*
11.Doll's should attack totem only if it's linked to enemy (never if its linked to ally).
12.It should be impossible to link totem to totem.
13.It could not require leadership.
14.It should be impossible to step on totem.


*Priority for dolls AI:
1.Summoner/enemy
2.Summons/beacons/totem = enemy


This post has been edited by Kikuihimonji - April 26, 2012, 12:40:13.
posté October 15, 2012, 12:15:12 | #11
Please I must say they must listen to Sadidas!! Please! Please! Change a little on Sadida PLEASE!!!!!

And a good suggestion the totem should not look like a dead doll but not like a tree(totem pole) too, as in the game Treasures of Montezuma the totems look like gods of Aztecs like small statues so Wakfu could keep statues( not small) that does not block way!

Sorry I mean that DOES BLOCK THE WAY!!!

And I agree a lot with Kikuihimonji that it must be able to be moved not as in a same place(by my statue idea) OK?

And in World of Warcraft the totems are of many kinds so Wakfu could add just on more please! Which does effects in area or other effects... Please Please!

one* more


posté October 16, 2012, 11:50:15 | #12
I'd actually like it if the totem design changes depending on the speciality level, similar to how the Enutrof Dhreller changes appearance. Furthermore it should use mechanic instead of leadership to make it easier to use alongside dolls.


posté October 17, 2012, 05:48:38 | #13
Well as you say its design develop that also happens in Treasures of Montezuma, the developing is a little bit designing and its effect in the game... if you want to download it its very small and not that good...