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Troyle, what about this quick fix for the spell EXP system?
posté May 12, 2012, 09:59:38 | #1
Troyle, what about this quick fix for the spell EXP system? Let me see if I have this at least halfway right:

  • Ankama wants to limit the amount of maxed spells so that actual buildmaking is encouraged and players can't be overpowered jacks-of-all-trades.
  • Players want to have flexibility, and not be limited to the faulty choices they made when leveling up.
  • The balance issue of players leveled with the old system vs players with the new system must be taken care of.


So here's my solution:

At level 105, you do gain experience for spells. However, at the same time, you lose experience at your least used spell (higher than level 1).


This means that you can "reshape" your character by using certain spells while the underused ones keep getting de-leveled. There is no net win or loss: your character has the same amount of spell levels, just distributed in another way.

As you can see, switching from one tree to another would take effort, but it's still doable and gives the players their desired flexibility without the necessity for a lot of code. Also, the old players would only lose EXP for a while until they reach the normal cap, which may seem like a dick move but will be understood as necessary for balance.


This post has been edited by Zudelc - May 12, 2012, 10:00:42.
posté May 12, 2012, 12:06:08 | #2
crap

i like old system when i can leveling anything what i wanna leveling without any limits. i payed for this feature when i select this mmo. and i hate gamedevs, who broke "old" game's features for some strange reasons or for "new/better" features. burn in the hell with Square Enix and FF XIV. =)


posté May 12, 2012, 12:07:20 | #3
A couple of problems I can see with this. Certain skills would end up getting locked again, certain skills you need but are limited to one use per turn would be in trouble.

I really want to see what Ankama have planned. The joy of having only 5 skills per element means being
versatile for certain situations but people will always favor 1 skill over others as their main form of damage, which really can limit creativity.

The current system is so terribly flawed >_


posté May 12, 2012, 13:30:39 | #4

Quote (Shiraf @ 12 May 2012 12:07) *
A couple of problems I can see with this. Certain skills would end up getting locked again, certain skills you need but are limited to one use per turn would be in trouble.
Nope. I mean least used in a global scale. As in... The last skill you ever used with that character, not in the battle.


posté May 12, 2012, 14:05:25 | #5

Quote (Zudelc @ 12 May 2012 13:30) *

Quote (Shiraf @ 12 May 2012 12:07) *
A couple of problems I can see with this. Certain skills would end up getting locked again, certain skills you need but are limited to one use per turn would be in trouble.
Nope. I mean least used in a global scale. As in... The last skill you ever used with that character, not in the battle.

If you for example have a combo with three spells and the cap now is (hypothetically) lvl 80 for each one of them. The spell mostly used will raise to 100..while the lesser one used will drop to 50...  


posté May 12, 2012, 15:29:25 | #6
hows about, when you reach lvl 105, you get a message about a quest.
you go on the quest, receve a vessel (container, bottle, barrel ect) which can hold something. then (as part of the quest) you need to go visit some special enchanter NPC, who sends you to gather items, who then enchants the vessel for you.
at the end of the quest, he/she teaches you how to store your spell EXP inside the vessel.
(then later, once you can learn spell exp again because the caps gone up to 105+, you can use is)

once the spell exp lock is turned off again (and again in later patches perhaps?) you can choose to allocate the spare stored spell EXP to whichever of your skills are not at the same level as current max (so if the new level max was lvl 120 as an example, you could only raise skills that werent allready 120)


posté May 12, 2012, 19:50:09 | #7

Quote (Kissemisse @ 12 May 2012 14:05) *

Quote (Zudelc @ 12 May 2012 13:30) *

Quote (Shiraf @ 12 May 2012 12:07) *
A couple of problems I can see with this. Certain skills would end up getting locked again, certain skills you need but are limited to one use per turn would be in trouble.
Nope. I mean least used in a global scale. As in... The last skill you ever used with that character, not in the battle.

If you for example have a combo with three spells and the cap now is (hypothetically) lvl 80 for each one of them. The spell mostly used will raise to 100..while the lesser one used will drop to 50...
Sorry, again, I wasn't too clear.

What I meant is... The skill that will get negative exp is the one you haven't used for the longest time, in all battles. Therefore, it's easy to prevent skills you actually want from getting deleveled, you just have to use them every now and again.


posté May 12, 2012, 20:58:53 | #8
I hear what you're saying, and agree that if implimented correctly it would be a great way to balance out spell usage. However I doubt that most people would want to perform a balancing act with there spells. The simple fact is that there is nothing in the game that decreases exp currently, it only goes one way and thats up.

Better that ankama add a dungeon, quest line where you can reset your points like they did in dofus.