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Feca Thoughts and criticisms
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October 30, 2011, 15:34:26 |
#1
Feca Thoughts and criticisms
The feca toolbox is impressively wide, but very shallow. They dabble, but few things are particularly good.
Glyphs: The good: Avalanche - it's no devotion xelor, but it persists long enough to be quite useful anyway(with max feca master). Wisdom staff - has various tactical uses, for positioning, running away, or if your team has a devotion xelor... to cast crashing wave twice. Fecaboo - has shown itself very useful at bandits, immunity to push/pull is sometimes quite handy, but it's niche. Natural attack - main damage glyph, if you want to deal high damage as a feca, choose enemies wisely, and use this. Flaming carpet - if you want few, but aoe glyphs, this is the one to use, due to edging out volcano ever so slightly on damage, and has a blind effect. Also most likely main pvp dmg glyph, at least vs ranged classes. Volcano - when you don't want to blind the enemies with aoe glyph. However it suffers horribly from lack of range, at least it's a cheaper cast. The bad: Apart from the obvious "everything else": Fecastopheles - hits a growing number of targets depending on spell level, but apart from the one who stepped on it, the other targets are random, and can be anywhere on the screen, including yourself, your teammates, your other glyphs, beacons, etc. This is catastrophically bad, but sometimes good for a few laughs. Meteor shower - way too unreliable. The number of hits inflicted seems based on the number of targets in the aoe, and just randomly distributed, often does nothing when a single enemy walks over it. Anything that scales is truly pathetic until you're waaay high lvl. Giving people standing on glyph 5-10% resists is a waste of a turn, and a WP, and the rest are at least as bad, with perhaps bubble's initiative buff standing out as the worst. Armors: The good: Natural attack - only at higher lvls, it's garbage early, like all the scaling armors/glyphs, but this stands out as the most useful of the fire armors, because it's the only one where effect and armor plate usage coincides. Drip - usual higher lvls disclaimer, probably the most useful beneficial armor of them all. Fecaboo, fecammer, fecablades - weak, but could be used before enemies get into range, as preparation, though I'd rather have a natural attack glyph any day. If effect damage equaled cast damage, they'd be a whole lot more useful. The bad: Fire armors in general: every time the enemy is hit the armor loses a charge, so end of turn effects and such tend to wear off much quicker than you'd reasonably hope for. Even with maxed feca master, count on 4 turns or less, and usually less. Everything scaling is bad until higher lvl. And even with maxed levels, most of them are worse than attacking, including the 50% chance of AP gain when hit that bubble gives. They're all scaling. Steamy armor stands out as particularly bad, as even when maxed it heals only 5% per turn. The spells themselves: The good: Avalanche - stands out as the highest damage spell. Crashing wave - while on the weak side, with heavy cost, stands out particularly because it not only is the feca's only non-glyph aoe, it's also party friendly! That's right, you can toss it right into the mess of things and it only hits enemies. Bubble - great way to spend those last 2 AP. Bonuses: long range, and does not need line of sight. Minimum range is 3 though. Defensive orb - another great way to spend those last 2 AP, if you also have 1 MP. Can even be used in melee range, and still has long range. Does need line of sight though. Fecablades - run of the mill 3 AP spell for the most part, only mentioned here because negative range penalties doesn't affect it. Everything else is pretty forgetable, even if it's not actually bad, and I won't elaborate on poor spell range, damage per AP, etc. Bugs, and other stupid issues: Doll seeds killed by glyphs don't become dolls, they simply die and nothing happens. Placing a xelor's dial on top of a glyph makes the glyph last forever. Glyphs take damage from anything aoe, including cras bouncy shots and beacons, rogue bombs(that really wreck a feca's field of glyphs), etc. Fecastopheles considering glyphs, beacons, totems, etc to be targets to attack. Sometimes a glyph dies prematurely for no apparent reason. Attacks that target the square a glyph is in also seem to take a charge of the glyph, including an iop wailing on them. Monster AI sometimes consider glyphs to be targets to be attacked(seen badgoats do this, but it's rare), but hey it's nice getting a breather once in a while because the monster decides to walk off randomly to fight the glyph instead. And the weirdest part is: I feel like I'm very powerful solo, but only a mediocre addition to a party. For a feca to have a decent contibution to party damage, the entire party strategy probably needs to revolve around the feca(and making sure enemies stay in damage glyphs), and that's rarely efficient, even if you could get everyone in on it. The most useful party build is probably the tank build, that ignores glyphs and armors to focus on intimidation aura, ironclad, etc. |
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October 30, 2011, 16:29:30 |
#2
this tank build that im gonna do (:
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October 30, 2011, 18:53:57 |
#3
nice post, i agree with all you said kaerius.
i have only little experience with the feca (lvl 21 earth/fire) but something really needs to be changed, above all the fact that glyphs and armors (fire ones) are damaged by friendly fire... |
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October 30, 2011, 19:44:43 |
#4
I'll agree with kaerius; Fecas looks like huge late bloomers for party play.
It's possible to increase resistance higher with Fecammer glyph - Drip armor combo (And Fecastopheles armor for damage reduction, but fire armors are really not reliable on 'hot' targets.) But you would have to sacrifice lots of turns and wakfu points to make an ally resistant; especially in early levels. This post has been edited by Outflight - October 30, 2011, 19:45:13. |
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October 30, 2011, 22:43:15 |
#5
Regarding Fecastopheles:
If you're clever, you would grant your team mates or yourself resistance and use this far off your enemies. In solo gameplay with the high resistance Fecas have, this glyph is really nice! Especially if you fight against a lot of enemies, which are low level. |
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October 31, 2011, 00:57:20 |
#6
Regarding Fecastopheles:
It's only efficient to have 1 fecastopheles glyph out, since they also hit my other glyphs(this is one less attack hitting the enemy, and one less charge on my other glyph), meanwhile I can have a field of 5 interconnected natural attack glyphs out. Guess what's more effective?
If you're clever, you would grant your team mates or yourself resistance and use this far off your enemies. In solo gameplay with the high resistance Fecas have, this glyph is really nice! Especially if you fight against a lot of enemies, which are low level. Or if you want a bigger, more spread out field, you can use flaming carpet, just make sure none of them can hit eachother. Position them at diagonals with one free diagonal space between eachother for maximum effect. This post has been edited by kaerius - October 31, 2011, 01:06:36. |
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December 10, 2011, 02:02:03 |
#7
Every time i play i keep thinking 'why couldn't these bloody spells just work out of the box', it would drastically change the game if simply put, when you cast a spell on an area it generates a glyph, when on a player/enemy it generates an armor, AND would not overpower anything. It seems like you're always wasting time to cast an armor, then cast the spell, then hope it doesnt get destroyed... in 3 seconds, then... forget about it, change character...
Ankama has some crazy ideas about classes atm... |
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December 14, 2011, 02:06:28 |
#8
I was really looking forward to Fecas they play well in Dofus and I really am attracted to the support tank concept. The Runes work really well on paper, but... and it's a big one.
With appropriate skills a) Saddida can summon 6 dolls Enri can zombie-heal 6 times or summon coney's or 1-turn control mobs. Osmo have two they can summon mobs pending leadership stat or go Draconic Melee classes can go full combo Xelor have a strong dial or can case Devotion 6 times etc All of the main too mechanics for the other classes that seperate them from each other seem have either a greater strength, damage, power, etc, than the glyph system. The AoE element of spells cast on glyphs are not worth it for any branch but fire (the bonuses are too low even if stacked) As my esteemed colleagues above have mentioned. Its that Feca are late bloomers, and when they get to higher levels... their abilities are, not as good as just about everyone else's. Their key mechanic or tool just seems to be not as developed as others. Dofus seemed to have a system in place where glyphs would have a larger duration and a set number of turns they would operate regardless if an effect was triggered on them or not. |
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January 05, 2012, 00:51:39 |
#9
I so hoped Fecas get a buff this patch, but they didnt. I want to play an Earth-Feca but his Armor is so unbelievably weak! Didn't they just check his strength with a calculator? In which ill-minded way do you have to think coming up with the idea the armor should do about 1/3 of the spell's normal damage?
Playing an Earth-Feca who uses shields means "using WP to debuff yourself" at the moment. This post has been edited by dendamoo - January 05, 2012, 00:52:09. |
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January 05, 2012, 01:54:01 |
#10
Feca = Crap
they didnt even bother to check it Seems like Feca doesnt belong to wakfu class Oh i did notice some changes on feca on this patch, deglypment dmg reduce from 20 to 10 at max lvl, and natural armor spell in glyph increased still crappy |
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January 05, 2012, 22:38:30 |
#11
They should add more plates and charges. Make charges/plates go away only when actual enemy triggers the effect, not as turns pass. Buff all glyph/armor effects of the skills; 1%resist, reflect, heal is truly useless. Even at lvl 100 it's just 20%, still useless. Make earth-branch counter armors do the same damage as the skill used offensively; buff effects to around 10%resist, reflect, heal at lvl.1 and 30%~50% (depending on an effect) at lvl.100
Currently, Fecas are nothing. Not damage dealers, not supports, not tanks... This post has been edited by Butterflyx - January 05, 2012, 22:40:49. |
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January 06, 2012, 02:02:02 |
#12
What does the french community say about the feca?
I dont think, someone is going to talk with or help us here, but my french is terrimal ;p. This post has been edited by dendamoo - January 06, 2012, 02:02:16. |
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January 07, 2012, 02:40:08 |
#13
From my limited understanding of the French language it appears our French counterparts are also crapping all over the class. Hardly any threads about the Feca and those who are recent are in essence what on earth to do.
Seems like general consensus is that Feca are weak and currently need a high base AP in order to fight on equal footing with other classes. |
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January 08, 2012, 11:56:28 |
#14
I've been testing the Feca myself too, and just like everyone else has said before me, the Feca has been the most dissapointing class I have ever played in Wakfu.
I understand I might be repeating things, but perhaps this might give an insight to whomever might gather information to potentially look into this class. - A wad of bad options - Every single ability on the Feca has 3 uses, from standard attack to armour plates, to glyphs. 'The majority' of the options given on every ability are either horrible by design and execution, or are redundant. I do not feel that it's fair to have a class start off with scaling abilities that effectively don't do anything useful in their mechanic until higher levels. As it is designed right now, having many options does not make the Feca any more powerful, but if that was the idea behind making sure that some options are really subpar, please consider removing the flexibility on the Feca and make those choices that 'do' exist a lot more practical in usage. - Skipping turns and hoping you'll make up for it - That's basically the Feca for you. You'll end up skipping turns without contributing 'anything' other then setting up a mechanic for afterwards. Even a Sadida doll will serve as a movement blockade as well as a potential target for an attack (In fact, it's a good mechanic). As a result of this, it's obvious that a lost turn should have an upside to it all - You'd want to equal (if not best) the damage or supportive output of classes that can make immediate decisions. In its current state, this just does not feel like it's the case on the majority of options. You'll often equal the damage output your normal attacks would do in most cases, and on your support it feels like it would've helped combat a lot more by indeed just going for the kill too. All in all, for a class so lenient and build for a supportive role, there's absolutely no incentive to do so under its current abilities. - Charges depleting on hits to make it worse - To make things worse, the fact that charges keep depleting from hits is seriously crippling the experience in both single and cooperative play. In order for the Feca to not rightout have their whole setup crumble apart, their fellow players will need to play 'according to Feca explanation and rules'. This might be nice if the results were fantastic, but as it is now it's mostly just a nuisance for the other players, and thus the Feca in general is a rather unwelcome addition to any party contrary to their intended role. In fact, I'd rather play alone as much as possible, as it's both too hard and too unreliable to contribute in a party with the current mechanics unless people are thinking 'like you'. - All in all, not sure what I am - And that's where I close down my personal experience, I have no idea what the Feca is supposed to be. I don't feel the Feca is build to be a damage dealer type class, and instead should lean towards support or tank (The latter which I have not experienced too much yet, given that it feels so in contrast and style to their elemental abilities). If the Feca is truly supposed to be a support character, then give the Feca some nice choices to make that truly contribute to a party in a good way, and let it be the Feca's choice to do this as opposed to dealing a lot of damage. It works for the Eniripsa and the Water Xelor too. |
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January 11, 2012, 02:22:16 |
#15
I find strange that none has already noticed this: after the last patch ironclad went from +20% res at level 20 to +40% res at level 20.. this is a great buff in my opinion. It also make pacification and peace armor more reliable.
The bugs about glyphes and armors still have to be fixed and the armor system has still to be reviewed, but this buff is very good. |
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January 11, 2012, 17:00:14 |
#16
I find strange that none has already noticed this: after the last patch ironclad went from +20% res at level 20 to +40% res at level 20.. this is a great buff in my opinion. It also make pacification and peace armor more reliable.
The bugs about glyphes and armors still have to be fixed and the armor system has still to be reviewed, but this buff is very good. i noticed but, didn't comment XP it does make pacification more reliable ^^b but i'm still having trouble figuring in the other stats with the builds... >. |
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January 14, 2012, 17:53:07 |
#17
lmao, and I thought there was something very wrong with Feca, glad I am not alone in this. This class feels like utter garbage at the moment, it's just so weak and boring, I was expecting I'd be able to support my teammates and make cool stuff with the armors but they are so freaking useless that I end up just using my fire spells without glyphs...
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January 14, 2012, 18:46:32 |
#18
Indeed, Feca seems pretty useless. Described as a defensive support caster, I can barely feel any usefulness and contribution to a party gameplay. I am not sure, if this is works as intended, but glyphs and armors lose charges and plates in situations that they, in my opinion, shouldn't. 6 glyphs or armors per battle with a performance of present skills is just too little to enjoy Feca gameplay. Water branch buffs are completely unviable at low levels. By low levels I mean skill levels of 0 to 99. Neither the damage of fire branch in comparison to other classes is any high.
Some have said that Feca is a late bloomer. If that is the case, she is a really, really late bloomer. Can anyone confirm a noticeable gameplay improvement during end-game? I can see a potential in this class, but it requires a little rework before the release. |
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January 14, 2012, 18:57:36 |
#19
Seems like the biggest oomph they get now is the full resist tank. Picking Pacification and Ironclad to boost resist/damage. Again something to work on at high levels and the percentages are quite low until much higher levels in game.
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January 14, 2012, 20:01:15 |
#20
He's way too weak at 1-60. His skills would be more useful if they start from - let's say - 10% instead of "lol 1% Resist". Also: Wakfu cost on glyph/armor is bad. I think Ankama can see this... cause we all do. Feca needs some serious buffs and change of skills (mostly starting % bonuses etc.).
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