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Air Sacrier...Destroyed?
posté April 27, 2012, 21:09:11 | #1
Air Sacrier...Destroyed? Sacrier
  • Smasher:can be used only once a turn.
  • Bloodthirsty Fury:has been rebalanced. It costs 1AP and 1 MP, is limited to 1 use a turn and a target. Its damage is 2 – 40 on an enemy (1 – 3.5 on the Sacrier) and its effect gives +10-20% damage on the next Fire spell.
  • Motion Sickness: can be used once a turn and target.
  • Light Speed: can be used once a turn.
  • Punishment: can be used once a turn; damages received by the Sacrier are now 18. Base damages (when the enemy has less HP than and at level 100) are 147.
  • Blood Rush: can be used once a turn; damages received by the Sacrier are now 4 (level 100). Base damages (level 100) are now 52.
  • Burning Blood: damages received by the Sacrier are now 12 (lvl 1-100). Base damages (level 100) are now 77.
  • Bloodthirsty Fury: Costs now 1AP and 1MP; can be used once per target; damages received by the Sacrier are now 1-3,5 (lvl 1-100). Damages dealt to enemies are 2-40. Its effects is now “+10-20% damages with the next Fire spell”.
  • Sacrier's Fist: can be used only once a turn and target.
  • Damages in case of critical hits with spells with MP and WP cost are now multiplied by 1,5.
This will be Sacrier's future after 2nd May.

The basis of an air sacrier was using motion sickness which is now limited to once a turn. So that's out of the window.

and everything is now used once a turn... I never thought of sacrier was a strong class, so why the huge nerf?

If this is what they think Balancing is, I fear for Xelors, Cras and Enis...


This post has been edited by Kurochikun - April 27, 2012, 21:10:01.
posté April 27, 2012, 21:23:32 | #2
Air sac dont need to use motion sickness more then 1 time per target to use its effects and the combos, this will only strip him of some versatility... like using motion sick to waste spare APs or atack from a distance.


This post has been edited by DaniloDS88 - April 27, 2012, 21:24:03.
posté April 27, 2012, 22:56:11 | #3

Quote (DaniloDS88 @ 27 April 2012 21:23) *
Air sac dont need to use motion sickness more then 1 time per target to use its effects and the combos, this will only strip him of some versatility... like using motion sick to waste spare APs or atack from a distance.


Well, sad fact is... there are many air sacs that use MS or Sacrier Fist as their main spell(seen a 6ap/6mp sac that uses MS 6 times a turn when able). So this indeed destroys them.... altho i do agree that using MS that way is rather strange, since IMO Ankama made it to be used together with other air spells as means for extra damage. Althogh the 1 use per turn on it makes it almost useless now.


posté April 27, 2012, 23:07:01 | #4
It was corrected on french forums that motion sickness can be casted even 6 times per turn, but only once per target.

I'm not sure how it's with sacrier's fist tho.

_/.


posté April 27, 2012, 23:10:14 | #5

Quote (Sarumonth @ 27 April 2012 22:56) *

Quote (DaniloDS88 @ 27 April 2012 21:23) *
Air sac dont need to use motion sickness more then 1 time per target to use its effects and the combos, this will only strip him of some versatility... like using motion sick to waste spare APs or atack from a distance.


Well, sad fact is... there are many air sacs that use MS or Sacrier Fist as their main spell(seen a 6ap/6mp sac that uses MS 6 times a turn when able). So this indeed destroys them.... altho i do agree that using MS that way is rather strange, since IMO Ankama made it to be used together with other air spells as means for extra damage. Althogh the 1 use per turn on it makes it almost useless now.

Useless just for those who uses it as main spell, like the one who uses it 6 times, what is a waste of time in my opnion, the combos do more dmg and are more versatile... not to mention the boringness of just cast MS 6 times every turn and pass.


posté April 28, 2012, 00:30:45 | #6
is this all true? because it will absolutely destrow my chart. there is alot of times when ms is better then swapping the enimy. because u wanna keep ur distance and if the enimy is in a corner u dont wanna end up there. agility sacs dont win much at pvp anymore before speeds dmg was nerfed alot compared to other classes and still cost 5 ap. we are so weak already its reduculous. i can only hit up to maybe 400 a turn if lucky while a xelor and cra can do 1000 or more. Even a eni can over dmg me and isnt that supposed to be a healers class not a dmg class.


posté April 28, 2012, 02:34:27 | #7

Quote (hutyenso @ 28 April 2012 00:30) *
is this all true? because it will absolutely destrow my chart. there is alot of times when ms is better then swapping the enimy. because u wanna keep ur distance and if the enimy is in a corner u dont wanna end up there. agility sacs dont win much at pvp anymore before speeds dmg was nerfed alot compared to other classes and still cost 5 ap. we are so weak already its reduculous. i can only hit up to maybe 400 a turn if lucky while a xelor and cra can do 1000 or more. Even a eni can over dmg me and isnt that supposed to be a healers class not a dmg class.
Dude, chill. Xelor will be nerfed, and so will eni. Everything has to be weakened and sacrier after 2nd may will be still good. You have tons of hp - more then anyone else can even dream to get. You shouldn't cry over loss in damage - you are not meant to kill enemy fast. You are meant to play with enemy's positions or tank it.


posté April 28, 2012, 11:51:45 | #8
the point is they already nerfec our speed spell. so the dmg is terible. This made us enable to pvp anybody at all. the most ive hitted a turn was 400 and thats a crit. while int sacs ive seen do 1000 dmg. this is so very unbalence specially since int can jsut pull us close when we run out of wp boomb nothing we can do we are dead. i do use swapping with motion sickness but if they are up close its better dmg to do many motion sickness then do swapping. unless they 3 squares away or more then dmg is not worth it for swapping. and that is why alot of sacs just use motion sickness a few times. im afraid we wont even be able to do mvp very well anymore specially if we get cornered and cant jump away. We will be gettting a huge handycap which we already had to begin with.


posté April 28, 2012, 12:03:12 | #9

Quote (hutyenso @ 28 April 2012 11:51) *
the point is they already nerfec our speed spell. so the dmg is terible. This made us enable to pvp anybody at all. the most ive hitted a turn was 400 and thats a crit. while int sacs ive seen do 1000 dmg. this is so very unbalence specially since int can jsut pull us close when we run out of wp boomb nothing we can do we are dead. i do use swapping with motion sickness but if they are up close its better dmg to do many motion sickness then do swapping. unless they 3 squares away or more then dmg is not worth it for swapping. and that is why alot of sacs just use motion sickness a few times. im afraid we wont even be able to do mvp very well anymore specially if we get cornered and cant jump away. We will be gettting a huge handycap which we already had to begin with.
I have to agree with one thing: fire sacriers are doing way too high damage.

But about pve i have to say air sacriers will be doing well, just like in beta. I know from my experience that i could not take any damage with my swaping and pushing away spells while earth and fire had to tank all damage. Before you get cornered you can swap place with your target ONCE and run away in other direction. This is obviously nto possible with all enemies (some have 8 mp like striches) but most of the time you will be able to avoid dmg. This is basically good for sacrier's who have low hp with full angrr boost but need more turns to kill enemy (aka air sacrier). And well... MS is ranged spell but sacrier is not a ranged class. Those tatoos are then to pull or push but sacrier is basically melee. It's nice that it have MS as ranged spell but using it all the time turn sacrier into nuker, while its tanker. Ankama simply had to limit this to make sacrier's gameplay more specific to that class. In beta MS was in specialities and it was cost of WP. It worked on all enemies though.


posté April 30, 2012, 05:56:19 | #10
Hopefully they'll notice this folly and correct it with the patch after this one.

If they removed the distance modifier on Assault so it did max damage all the time (3 squares) I could live with it, but it would still be bad.

Not sure if it will feel worth playing an Air Sac with this patch, will find out pretty soon.


posté April 30, 2012, 06:28:09 | #11

Quote (LordAzurite @ 30 April 2012 05:56) *
Hopefully they'll notice this folly and correct it with the patch after this one.

If they removed the distance modifier on Assault so it did max damage all the time (3 squares) I could live with it, but it would still be bad.

Not sure if it will feel worth playing an Air Sac with this patch, will find out pretty soon.

What do you mean by distance modifier on Assault?


posté April 30, 2012, 12:45:58 | #12
Well, it's actually the modifier on "Motion Sickness" paired with Assault.
You see, the further away (up to 3 squares) you move your opponent the more damage it does.


posté April 30, 2012, 14:11:53 | #13
This is really sad.
I was so angry after last patch .... so I put my air sacr on ice and started to play different char - I did hoped though ... I was really looking forward to next patch when they will fix air sacr and I will play her again.

Well I was wrong - with these changes air is just support branch of already support based char


WAKFU Community Manager * Member Since 2012-03-01
posté April 30, 2012, 18:32:10 | #14
Azael posted a couple of messages talking about the last changes for the Sacrier.
I though you might be interested:


Quote
Why did we limit Motion Sickness and Bloodthirsty Fury?

These spells with AP+MP costs could be spammed to deal damages.

However, they are not meant to generate damages but rather “open up new game actions”.

These modifications were tested internally and on our test server.

I invite you to try out these modifications and I will come back on the Sacrier forum in May to draw conclusions with the community.

PS: the fire scarier should really appreciate the rebalancing of this branch.

And


Quote

- Blood Rush wasn’t nerfed

- Bloodthirsty Fury harms less but only cost 1ap+1mp (1 use per target)

- Punishment deal slightly higher damages when the enemy has more hp than the sacrier (but critical hits reduced to 1,5 as all other classes).

- Damages received by the sacrier are slightly reduced.

We are far from a nerf…

Concerning Air Sacriers:

- Motion Sickness: one use per target (and not per turn!). This is to avoid spaming a 5 cells spell with a 5 MP build.

As I said, play your sacrier with this new balance.

I will come back to you in May to discuss it together.
 


posté April 30, 2012, 19:51:16 | #15
I can live with a quick lazy fix of limiting one spell to work only once per turn, but not 2, makes no sense at all, even worse 1 per enemy, this sounds like lazy fixes to me, I don't see any intelligence or time spent there, it's just one of those things that it's just plain stupid and worse, it makes people angry and with a good reason.

If you want to decrease dmg on sac or stop people using MS like crazy just make new spells or change completely the current ones, because this ones aren't working.

How to balance classes without much work? just limit people from using the spell twice... that its just laziness...

I'm sad,
Crispy.


posté May 01, 2012, 00:35:49 | #16

Quote (LordAzurite @ 30 April 2012 12:45) *
Well, it's actually the modifier on "Motion Sickness" paired with Assault.
You see, the further away (up to 3 squares) you move your opponent the more damage it does.

But don't assault have a 3 square range? Meaning that it does max damage paired with MS.


Quote (Troyle @ 30 April 2012 18:32) *
Azael posted a couple of messages talking about the last changes for the Sacrier.
I though you might be interested:


Indeed. Thanks for the info.  


posté May 01, 2012, 00:58:48 | #17

Quote (Torle @ 01 May 2012 00:35) *
But don't assault have a 3 square range? Meaning that it does max damage paired with MS.

If you're lucky you can get max damage once since after the turn is done the opponent will more often than not stand in the square next to you.

To risk of walking away for more damage is not worth it since you'll lose a whole turn if you fail, so all you can do is Motion Sickness, Assault and then use up the remaining AP/MP for some more Motion Sickness in the opponents back for bonus damage. Using Assault twice would be a complete waste of AP.

Motion Sickness is the most reliable spell an Air Sacrier has at the moment.
Maybe if they switched the AP cost of Motion Sickness with Sacrier's Fist, that would be something.


This post has been edited by LordAzurite - May 01, 2012, 00:59:42.
posté May 03, 2012, 19:17:54 | #18
1 Motion Sickness + 2 Assaults = good damage + debuff damage (7AP 1MP)
1 Motion Sickness + 1 Assault + 1 Sacrier Fist = good damage too + debuff damage (6AP 2MP)
1 Motion Sickness + 1 Light Speed + Atract lv 9 = Very Good Damage + debuff damage (6AP 4MP)

Air Sacrier will be good 4ever, this new balance is great \o/
MS and SF Spam is for players with dont have a good stratetegic level #sadbuttrue



and Fire Sacrier are perfect now


posté May 04, 2012, 12:31:30 | #19

Quote (YashaMeiudo @ 03 May 2012 19:17) *
1 Motion Sickness + 2 Assaults = good damage + debuff damage (7AP 1MP)
1 Motion Sickness + 1 Assault + 1 Sacrier Fist = good damage too + debuff damage (6AP 2MP)
1 Motion Sickness + 1 Light Speed + Atract lv 9 = Very Good Damage + debuff damage (6AP 4MP)

Air Sacrier will be good 4ever, this new balance is great \o/
MS and SF Spam is for players with dont have a good stratetegic level #sadbuttrue

and Fire Sacrier are perfect now
Have u even tried to calculate something better than "good damage" and "very good damage"? Air sac damage sucks. Your "very good damage" combo is a waste. It is 6 ap for 126 rough damage. Have u ever seen other classes damage? Output is comparable to water enutrof, that can do 35x3 + 2 hits from drheller, which will eat your mp. And it's not enus best damage, so we can compare progressions. Fire enutrof has even more damage, than "very good damage" of air sac.

Don't know, what developers think, but i can't see any point in air sacrier, if it is like fire sacrier, but with another element. Oh, and it's weaker. And yeah, has a tone of dodge, that he doesn't need, because he can push back or jump out. Btw, i am 100 and still trying to find out, where is my "diamond", because i have all passive damage skills and stats, and still suck for about 1.5 times (in damage) comparing to fire iop, who deals aoe...


This post has been edited by shizik - May 04, 2012, 13:30:24.
Reason for edit : new mechanics
posté May 04, 2012, 13:49:48 | #20
Shizik@

Ok then, u want calculations:

Motion Sickness level 100: 21 Dmg and Debuff level 20 / CH: 35 Dmg and Debuff level 30 *level max*
Assault: 35 Dmg / Crit: 46 Dmg
Light Speed: 100 Dmg / Crit: 200
Atract 9: Pull 9 Cells


In level 105, i'll give a estimate of Max Possible Dmg:
80 level Agi = 100% Damage
Spell Level Damage bonus = 150%
Crow Set + Crobak Set + Crow Sword = 160%
Citizien = 20%
Morimbond max + Angrr Max + 1 HP = 80% / 100% / 40%

Total: 650% Dmg

---------

Medium Range:
1 MS + 2 Assaults - 21 (+12 per cell) + 70 (+Cross 4 cells) = 139 Base Dmg x 650% = 1042 Dmg
Full Critical Value:
1 MS + 2 Assaults - 35 (+17 per cell) + 90 (+ Cross 4 Cells) = 193 Base Dmg x 650% = 1447 Dmg

Close Combat:
1MS + 1 Ligh Speed + Atract 9: 21 (12 per cell) + 100 (4 cell distance to teleport) + Atract (Debuff Dmg) = 169 Base Dmg x 650% = 1267 Dmg
Full Critical Value:
1MS + 1 Light Speed + Atract 9 35 (+17 per cell) + 200 + Atract = 303 Base Dmg x 650% = 2272 Dmg


off: again, values are ESTIMATED. Only to ilustrate the calculations
----------


Are u Happy now Kiddo?
This is a strategy game, then adapt to the new balance sheet, or stop playing, lifeis not easy for anyone.
Now Stop Complaing and go up ur Sacrier, the damage is Great


This post has been edited by YashaMeiudo - May 04, 2012, 13:51:16.