|
Just a little suggestion for beacon costs and powerful shooting, Cra's skill costs
|
December 11, 2011, 13:51:58 |
#1
Just a little suggestion for beacon costs and powerful shooting
Is it just me or do cras seem to use up wakfu much faster than the other classes?
Every elemental tree has the beacons which cost a wakfu, two trees have a shot that costs a wakfu, the disengage spell costs a wakfu. For a class that kinda relies on being out of mellee range of enemies to do their peak damage (which is borderline acceptable levels of damage considering some of the other classes damage without such a handicap) it seems a bit well... unreasonable to force a limit to the number of uses of their utility and solid attacks when others use of wakfu is either more effective in terms of use to buff or inact damage. Or other classes have the situation where wakfu points are a perverbial side dish to their normal attacks and are sparingly used as a utility or dont have much of an impact on the overall effectiveness of the character per turn. Now, I dont suggest removing the wakfu cost on destructive/retreat arrow, because those doing their solid damage and very impressive effects every turn would be a nightmare. But I talk moreso of the cra's beacons, compare them to say a sadida doll, a sadida doll requires the caster to spend the better part of a turn, two if they havent reduced seed costs and such, creating it. But the doll is mobile, doesnt attack other dolls (unless ai turns cannibal) and is considered a unit and can lock enemies, keeping them at a distance, not to mention each doll can be used to later bolster your own spells or zerg your enemies. Oh and the sadida turn bonus is to regain wakfu, so even if you kill the dolls, if the sadida performs fast enough, they can get points back. Now take the cra beacons, much more brittle, stationary, they deal damage to eachother (unless you space them really far apart or in such an angle that they cant have multiple activated at a time), cannot lock your opponents and require to be shot to activate (potentially using up entire turns to inflict damage with them). They do however do superior damage than a doll, perform aoe's and the wind beacon pushes back. Considering cra's will likely have to move their beacons or have them destroyed or have them destroy eachother, wouldnt it be reasonable to have a way to return the wakfu cost? Especially since two of the three beacons have no utility besides damage, which is just as much a liability as it is a boon when it comes to team play. Wouldnt it be potentially reasonable for cra's to regain wakfu, should they or their beacons destroy eachother? Meaning if an enemy were to pop it that wakfu would be lost, giving others a way to shut down the cra, but allowing the cra to be a little more flexible in terms of utilizing beacons or their more effective shots. Perhaps, as a trade off increase the cost in debeacon to 4AP (at rank 0 mind you) so that a cra couldnt kill a beacon and perform their strongest attack with bonus damage. Or leave the cost as is and weaken the damage buff or make it not stack quite so high? Dunno, just food for thought. Just finding it all too easy to burn out as a cra and be reduced to weaker shots or limited effective area in which to fight in because an enemy runs from beacons, destroys them and ya know, id actually like to use an attack thats comparable to other classes attacks that dont cost wakfu. Oh and while we're at it, could we get the power buff from powerful shooting to stack with itsself and last much like the power buff Iops get from authority? Still keep the requirement that you cant have anything next to you when you perform the attack to apply stacks. Hell, give it a chance to apply like the Iops do, I dont care, it just seems dumb that it says it stacks, but the only way to have it stack is if you put points into surprise arrow and use your beacons to block line of sight and make a box around you so nothing can see you. Which kinda renders the beacons useless and limits your range to shoot... You could argue that itd be overpowered for cra's to deal that much damage from a distance, but Iops are very mobile, as are sacriers and earth enutrofs, they may be mellee but they all get similar levels of power which build up to 100%, 90% + 20% and 150% respectively. Since you would shut down a cra's damage bonus simply by locking them im mellee, also limiting their options in basic attacks, giving them a stacking buff doesnt seem too much to ask. This post has been edited by 7carpileup847 - December 11, 2011, 14:34:25. |
|
February 20, 2012, 01:36:30 |
#2
I believe you're looking at outdated information on sacriers, they no longer have the "up to 90%" damage buff from max angrr passive. It has been replaced with a passive which takes effect at percentages of max hp, of which the highest (80%) takes effect only at 1 hp remaining.
|
|
February 20, 2012, 22:58:25 |
#3
to add to the discussion, Disengage should only cost 1 WP, not also 3 AP. or should cost less AP the higher lvl that one obtains in Disengage.
|
|