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Are they killing sacrier in the next update ?
posté July 07, 2012, 03:11:56 | #1
Are they killing sacrier in the next update ? I tried sacrier today, and I honestly liked it !
But... are they killing it in the next update ? Looks like they've nerfed everything down, or am I getting that wrong ?


Short Strich * Member Since 2011-12-10
posté July 07, 2012, 03:43:13 | #2
Everything?
They buff the Sacriers damage even more with the Angrrr increase and damage per Angrrr. I guess that max Angrrr will be increased by like 15-30. So it will go from only 75% dmg at 100 Angrrr to ~115-130% at the new maximum angrrr limit.
Also Moribound activates earlier than before.
Clinging to Life will only be a nerf if the sacriers Initiative is lower than the one of the killer. Even then the sacrier is an expert at getting anywhere he wants to be or pulling his target towards him.

The only real nerf is the assault change for the sacriers who used it to attack from behind and the sanguine armor which is the best change ever made to the sacrier.
Why would you make such a super damage dealer also be a super tank?
The only type of sacrier that needs sanguine armor is the earth sacrier, because he needs and uses his health to protect others like he was designed to unlike the fire and air type.

Clinging to Life is strong enough as a defensive skill for the damage types.
1 extra round with the highest damage bonuses ever possible, try to survive this.


Bellaphone Lover * Member Since 2012-06-09
posté July 07, 2012, 05:58:47 | #3
There's no use trying to beat a Sacrier disciple into submission - they like it too much!

In fact, these berserkers only become more powerful with each blow from their enemy! You'll find these strange creatures right where the fighting rages and the blood flows... and this is the warrior comrade that just keeps giving and giving in those long, tiring battles.

Like all tough soldiers, they know how to enjoy themselves too, so if you can't find your finest warrior companion on the battlefield, have a look in the local tavern! Their weapon of choice is the sword.

This from character introduction. They are walls with good damage...


Grizzled Dandelion * Member Since 2012-05-09
posté July 07, 2012, 09:13:17 | #4
"Clinging to Life will only be a nerf if the sacriers Initiative is lower than the one of the killer."
Is this means that if I have 20 ini and the killer have 30 i can't apply Clinging ? This is not going to be fair, because Cling is one of the best things in Sacriers + if the Sacrier is fire he needs it a lot.


Short Strich * Member Since 2011-12-10
posté July 07, 2012, 11:12:08 | #5

Quote (aeroniel @ 07 July 2012 09:13) *
"Clinging to Life will only be a nerf if the sacriers Initiative is lower than the one of the killer."
Is this means that if I have 20 ini and the killer have 30 i can't apply Clinging ? This is not going to be fair, because Cling is one of the best things in Sacriers + if the Sacrier is fire he needs it a lot.

[*]Clinging to Life: no longer applies at the end of the turn of the player who killed the sacrier, but one turn later.
It means that the Killer will have 1 extra round to run away from you if he has more initiative. Because they want to change Clinging to life so that it will apply in the next round rather than right after the Killers move, which can cause a double round for the killer if it's a 1v1.


posté July 07, 2012, 15:02:20 | #6
Hmm thank you for these news...
So, will fire (till) be the best damage dealer (in all three sacs) ? Or Air ?

I'm honestly looking for the best damage dealer class (and branch) - and I'm not unsure if investing time to a sac is a waste of time (updates, nerfs, etc)..

Looking for more opinions on this


Grizzled Dandelion * Member Since 2012-05-09
posté July 07, 2012, 22:01:11 | #7
Thanks for the information ! Utisz fire Sac make a lot of dmg, but have self-harm. If this is not a problem you can try it. Also the fire Iop is very op


This post has been edited by aeroniel - July 07, 2012, 22:02:26.
Overweighted Chafer * Member Since 2011-11-27
posté July 08, 2012, 10:18:21 | #8

Quote (Kyusan @ 07 July 2012 03:43) *
Everything?
They buff the Sacriers damage even more with the Angrrr increase and damage per Angrrr. I guess that max Angrrr will be increased by like 15-30. So it will go from only 75% dmg at 100 Angrrr to ~115-130% at the new maximum angrrr limit.

It might look like a small buff. But it's actually a small nerf if you look closer. To simplify I've used the bonuses when hp is below 10%.

Before:

Angrr lvl 20
75% damage
40% damage (multi-arm)

Moribound lvl 20
40% damage

After the change:

Angrr lvl 20
100% damage

Moribound lvl 20
40% damage (multi-arm)

You'll see that you had a total of 155% damage bonus before change.
And a total of 140% damage bonus after change.

-Nemeth


Quote (utisz @ 07 July 2012 15:02) *
Hmm thank you for these news...
So, will fire (till) be the best damage dealer (in all three sacs) ? Or Air ?

I'm honestly looking for the best damage dealer class (and branch) - and I'm not unsure if investing time to a sac is a waste of time (updates, nerfs, etc)..

Looking for more opinions on this

A firesacrier has the highest damage output although an airsacrier is not far behind.

Example of base damages in usual combos: (I'm using numbers from maxed spells)

Fire
Bloodthirsty Fury + Punishment = 216 damage (6 ap 2 mp 1 wp)
Bloodthirsty Fury + Burning blood = 182 damage (7ap 1 mp)
Bloodthirsty Fury + Punishment + Blood rush = 268 damage (9 ap 2 mp 1 wp)

Air
Motion sickness + Assault x 2 = 157 damage (7 ap 1 mp)
Motion sickness + Assault x 3 = 225 damage (10 ap 1 mp)

- Nemeth


This post has been edited by Torle - July 08, 2012, 10:28:49.
Scary Polter * Member Since 2012-02-09
posté July 08, 2012, 10:34:17 | #9
I think, few days ago Troyle said in game, that there won't be any balancing changes in the next patch.


posté July 08, 2012, 13:18:04 | #10
Hm thank you for all this information !
@Torle -- I think they're lmiting motion sickness as well, so it will be impossible to do those combos on a single target.


posté July 08, 2012, 14:51:22 | #11
You won't be seeing the changes until the August update.


posté July 08, 2012, 17:35:43 | #12
Oh so, is it only for the sac ? Or does this statement include all classes ?


Overweighted Chafer * Member Since 2011-11-27
posté July 08, 2012, 20:18:56 | #13

Quote (utisz @ 08 July 2012 13:18) *
Hm thank you for all this information !
@Torle -- I think they're lmiting motion sickness as well, so it will be impossible to do those combos on a single target.

They changed Motion sickness to be useable only on one enemy per turn in a earlier patch. The combos I've used as example only use Motion sickness once.

The only change to air sacrier they've mentioned is that the enemy will face sacrier when it's used. You're not going to be able to hit enemy in back after swapping anymore.

- Nemeth


This post has been edited by Torle - July 08, 2012, 20:20:23.
Ugly Gobball * Member Since 2012-03-28
posté July 10, 2012, 13:24:03 | #14
Yo Nemeth i guess u n I will have to discuss more about these changes AGAIN hahahha...fire sacs without SA? yeaahh right we hit hard which btw *cough nerfed* n also lose our SA?....I guess now we really are meant to die after dealing dmg...


Iscariot 


Grizzled Dandelion * Member Since 2011-07-09
posté July 11, 2012, 08:56:50 | #15

Quote (Kyusan @ 07 July 2012 11:12) *

Quote (aeroniel @ 07 July 2012 09:13) *
"Clinging to Life will only be a nerf if the sacriers Initiative is lower than the one of the killer."
Is this means that if I have 20 ini and the killer have 30 i can't apply Clinging ? This is not going to be fair, because Cling is one of the best things in Sacriers + if the Sacrier is fire he needs it a lot.

[*]Clinging to Life: no longer applies at the end of the turn of the player who killed the sacrier, but one turn later.
It means that the Killer will have 1 extra round to run away from you if he has more initiative. Because they want to change Clinging to life so that it will apply in the next round rather than right after the Killers move, which can cause a double round for the killer if it's a 1v1.

What if, instead of running away, the opponet uses his turn to attack the Sacrier? Would it make Clinging to Life useless unless u have higher INI?

Finally got it, u can't be killed if u are already dead -.- but yeah, in cases the other player is cra, xelor, osa, sadida etc they would've better chances of survival (which is fair) cos they could easily block the way and causing trouble to the sacrier.


This post has been edited by christinebr360 - July 17, 2012, 08:09:06.
Reason for edit : changed my mind
posté July 11, 2012, 12:55:23 | #16
Don't worry too much about damage. Sacriers will still deal loads of damage with all these nerfs... albeit it'll be lower than it is today. But that's not really worrisome.

The real problem is the change they plan to make to Sanguine Armor. This affects survivability of fire and air Sacriers... especially fire Sacriers.
Backfire damage from fire spells will be considerably more lethal since you can't stop it with your Sanguine Armor. Punishment already punishes a fire Sacrier at 105 with 70+ damage... imagine having to deal with that without Sanguine Armor.

In the end we'll be forced to play as earth if we want to maintain our tanking abilities. Two skills will be "earth only" - Sanguine Armor and Tattooed Blood (basically... even though the block bonus from "Tattooed Blood" might come in handy for other elements, too... but there are better options).
Earth profits from all spells while the other two elements don't... that's a fundamental design flaw (I know - other classes suffer from this problem, too).

EDIT: We still don't know the other changes they want to implement... so all of this is just speculation based on the information they provided so far.


This post has been edited by VanillaCantata - July 11, 2012, 12:57:12.
Reason for edit : Added information...
Grizzled Dandelion * Member Since 2011-07-09
posté July 11, 2012, 22:47:43 | #17
Just like Vanilla Cantata said... I'm an air sacrier and still do reasonable damage without spending any points in agi. When you get the right support skills u can easily dominate the map and stand very good chances against most of the classes in pvp, BUT, without being able to get Sanguine Armor I won't last more than 2 turns, maybe 3, and I don't think an air sacrier could kill a player whithin 2~3 turns. The point is, I can be a good damage dealer, but compared to classes like cra fire, iop, sacrier fire, eniripsa, xelor, sadida, I don't think I would stand a chance.

What you guys think?


Scary Polter * Member Since 2012-02-09
posté July 11, 2012, 23:56:00 | #18
I think it's unbalanced, if you can tank, have amazing utility and do great damage at the same time, but that's just me...


posté July 12, 2012, 00:28:44 | #19
Don't forget that Sacriers only deal top damage under very specific conditions. Most of the time those conditions aren't met.

The limiting factors of Sacriers are limited range, only being able to deal hefty amounts of damage at low HP, managing Wakfu Points and getting hurt when other team members die.

I agree that fire Sacrier damage is too high at the moment. Their tanking ability is too strong, too... but losing all benefits of Sanguine Armor smells like overkill. This will basically force all Sacrier players into earth builds which will remain almost as durable as they are right now.
Killing a whole active ability for two of three possible specs just doesn't sit well with me.

Nerfing is a necessity, but it should be done with caution.


Grizzled Dandelion * Member Since 2011-07-09
posté July 12, 2012, 00:34:53 | #20
Well, maybe they should just nerf Sanguine Armor, even why it's not all air and fire sacriers that choose to get this ability, cos it only works fine when it's lvl 20; IMO it's a fair price to pay.

Anyways, I'm starting to accept this new nerf, after a while we can always adapt and sometimes things can get better than before. Even if Sanguine keeps useful for all sacriers I wouldn't get it... I would go for Moribund instead, considering that Angrr won't give the multi-arm effect anymore ^^