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Random info from the FR side

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WAKFU Community Manager * Member Since 2012-03-01
posté June 14, 2012, 17:37:59 | #1
Random info from the FR side Hi there,

Since it happens that information are provided on the French side as part of a discussion that doesn’t exist on our side, I decided to open a thread where I will post all of them, without their context.

The idea is to provide you with a better overview of what the devs and French team communicated to their community, without the need to find the most appropriate thread.



WAKFU Community Manager * Member Since 2012-03-01
posté June 14, 2012, 17:43:08 | #2
Eskarina, about the storage space


Azael came to me this morning with good news!

In a next update, the team plans to integrate a new Ikakit in the Haven-Bag chest that will be for resources only. They don’t know yet how many slots it will have, this is still under discussion.

Additionally items stacks will be increased from 999 to 9999 to limit the amount of slots required to store your resources!




WAKFU Community Manager * Member Since 2012-03-01
posté June 14, 2012, 17:48:11 | #3
Kwoac, about heals


We will integrate heal spells in the Water branches of some classes, in order to have more secondary healers.

So far 4 classes are being considered and I can already tell you that the Sadida is one of them.




WAKFU Community Manager * Member Since 2012-03-01
posté June 14, 2012, 18:11:09 | #4
Azael, about politics, PvP, and Masqueraiders


We will modify some politic and pvp rules in order to fix some problems and give more depth to some systems (Outlaws).

These are points on which the community gave a lot of feedback, it is very important for us to improve these two systems as they are part of the heart of the game.

However these features have a deep impact on the game, and we will not be able to modify them quickly (it shouldn’t take us 6 month either, don’t worry).


Concerning Masqueraiders and any other classes, we prefer to focus on balancing and fixing the existing classes before adding new ones.




WAKFU Community Manager * Member Since 2012-03-01
posté June 15, 2012, 10:39:50 | #5
Freyrr, about the current tasks of the playtesters


After spending a lot of time on the spell xp revamp, we come back to our main responsibility: class balance and PvP.

We’re currently working on a first overall balancing, which will mostly consist in a nerf of the biggest abuses currently ingame, in order to prepare future PvP content.

Note that this first balancing will not be complete, and will mostly focus on the spells that are currently game breaking in PvP. So there will probably not be any “up”.

I want to precise that the nerfs we’ll apply are not definitive; we first want to rebalance the spells and support spells that we consider too powerful, but we may improve them again later if need be.



Concerning classes revamp, we made good progress on Sadida, Osamodas and Feca. However we had a lot of work lately besides those, so we cannot guarantee that they will be coming in the same time as this overall rebalancing. But it is underway!





WAKFU Community Manager * Member Since 2012-03-01
posté June 19, 2012, 13:29:41 | #6
Freyrr, about the new Worldboss feature

I cannot really communicate on this but I can at least tell you that the new Worldboss system is progressing at good speed, all principles have been established, Game Design is ready, only the biggest part is left: development.



WAKFU Community Manager * Member Since 2012-03-01
posté June 19, 2012, 14:18:35 | #7
Freyrr, about Xelor changes

I wanted you to know that Temporal Burn and Rollback are being discussed on our side.

Here are the changes we would like to implement:

Temporal Burn goes from 1/1ch per AP - 16/24ch per AP
to 1/1ch per AP – 12/18ch per AP

The initiative removed goes from -2/-3 per AP - -10/-15 per AP
To -2/-3 per AP - -8/-12 per AP

Rollback now gives 20% chances to gain 1AP for each AP used, with a maximum of +3AP per turn.

These modifications should have an important impact on giving more value to the spell Hand, and give Temporal Burn its real purpose back: to be a small spell to use when we have a couple of AP left.
Concerning Rollback it should make the support much less random and game breaking, as it will trigger more but for 1-2AP mostly (so no more rollback for 10AP leading to a one shot). 


WAKFU Community Manager * Member Since 2012-03-01
posté June 21, 2012, 15:27:04 | #8
Freyrr, about PvP equipments

Basically (if this gets approved) we will have exclusive PvP items, in dedicated slots, and they will only apply in PvP.
Concerning balancing with summons, this is part of the difficulties we’re facing, and are thinking about. Of course we will take them into account.




WAKFU Community Manager * Member Since 2012-03-01
posté June 25, 2012, 15:34:44 | #9
Azael, about politics and outlaws

I answer here since we just discussed the PvP subject with the devs.

The first issue comes from the lack of rules and purpose in PvP to border this feature. (Note from Troyle: the thread was about aggressions 6vs1)

There are 3 pvp aspects that we’d like to improve:
  • Pvp within nations : guards/outlaws
  • Guild versus guild
  • Conquests

We worked and improved 2 of these PvPs (I’m starting the third one, GvG).

You will soon have some news about the conquest islands, although these modifications will not come quite soon.

I recently worked on the Guards/Outlaws system and the positive thing is that the team really liked it.

However bringing this whole new system requires more work than anticipated and we don’t want to rush it and have to do it again in a few month.

This system is based on 3 very important axes:
  • Politics system
  • Class and PvP balance
  • New quest system

As you know, the politics system will be slightly improved (we will come back to it later) but note that all cases of gain/loss of citizen points will be reviewed and this is the basics of the Guard/Outlaw system.

Then class balance, we plan on having a first modification of the classes. We are still evaluating what we can improve and more importantly, when.

The goal is not to have an overall reworking but a small revamp of the most imbalanced spells. When I say small, it means that there will not be huge class revamps, the goal being to have stability as soon as possible.

PvP balance should come in the same time, and by PvP balance I mean changing the possibilities in game to avoid having PvP fights that only last one turn and that are only a matter of initiative, leading to chain kills, etc…

The new quest system (it’s a real new system, not just new quests) will allow us to bring more depth into the Guards/Outlaws system and be a game within the game for all players (even those who don’t necessary like PvP :p ).

As you can see, the Guards/Outlaws system depends on a lot of other systems, therefore we decided to work on these first, for the next months.

However we try to progress as best as we can to provide you with these new PvP rules for the last trimester of the year.

We will keep you informed on the evolution of these big points aforementioned.

I will also work on an article explaining the new Guards/Outlaws system and I think most of your will really like it… I even give you a small spoiler here: nation Outlaws would be able to choose to become Bandits…

I hope this addressed most of your concerns.
 


WAKFU Community Manager * Member Since 2012-03-01
posté June 25, 2012, 15:42:24 | #10
Azael, again about politics and PvP

Nation territory conquest by defeating the Clan Member will not be brought back.

I wasn’t here when it was implemented, but since it was an interesting idea I decided to mention this subject.

If it is no longer possible to take these territories, it is due to a design and technical decision.

However, Pvp within a nation (Guards/Outlaws) should bring objectives that you should like (although they will appear in pvp within a nation, it will also be a basic of pvp between nations).

I don’t say more, but I will work on an article and see with our lovely CCMs when we can talk about it.




WAKFU Community Manager * Member Since 2012-03-01
posté June 25, 2012, 15:58:07 | #11
Azael, about politics changes

The next patch dedicated to politics will only be a first part of the improvement; others will come as time goes by.

For example, everything that touches Guards will not be treated but will be part of another patch that will focus on Guards and Outlaws (a big patch).

One of the things that I’d like to improve (but is unfortunately more complicated) stays the visibility between citizens and government.

I agree with you that politics is currently hidden in the game, and that we have to bring it into the light.

Although it might sound simple on paper it is much more complicated on the development side, at least in a short timeframe.

On the other hand, if it was too easy, it wouldn’t be fun ^^. All of that to tell you that we’re working on tools bringing you a better communication and better visibility.

We’re still evaluating what we will implement in the next politics patch, but we will come back to you to let you know.




WAKFU Community Manager * Member Since 2012-03-01
posté June 25, 2012, 17:06:56 | #12
Freyrr, about the possible upcoming class changes

Here is the list of nerfs and changes we want to apply.

Please note that these are still under discussion and nothing is definitive.

Also note that this list only shows the nerfs, since we first want to limit the current abuses in the game, but we’re also working on several improvements, that will be added as time goes by.

General

  • Minimum damage (when elementary dmg < resists) go from 25% to 100% of the spell base

Cra

  • Blinding Arrow now has a minimum range of 3 instead of 2

Ecaflip

  • Roll Again is now limited to one use per turn
  • Paws Off only triggers once a turn per opponent

Eniripsa

  • Constitution only increase allies HP (and no longer the Eniripsa’s HP)
  • Unnatural Remedies: Zombification state changes from -5/-10/-15/-20/-25/-30/-35/-40/-45/-50% resists to heal to +50/+45/+40/+35/+30/+25/+20/+15/+10/0% resists to heals
  • Transcendence no longer gives Hygiene bonus and heal bonus
  • From now on 1 lvl of hygiene = +2% chances to applied an effect from the air tree (instead of 1%)

Feca

  • Peace armor: now gives +5/+10/+15/+20/+25/+30/+35/+40/+45/+50% to elementary resists (and no longer +50% resists). Example: The feca has 120% fire resists, peace armor lvl 9 will give him 120+60 = 180. Peace armor no longer gives final resist. Peace armor no longer deals the damage that was prevented when it disappears
  • Glyphes: it is no longer possible to cumulate bonuses from the same glyphs
  • Spell rebound: becomes a damage rebound effect of 10%, will probably be renamed
  • Defensive Orb: Nerf of the willpower of the glyph

Pandawa

  • Bash Barrel: now limited to two use per turn
  • Blisskrieg: The pandawa now teleports up to the 6th cell in a line (not changeable), and deals damage in a line to the cells he went through

Rogue

  • Runaway: No longer applies to ranged attacks, and moves you of 1-2 cells (instead of 1-3)

Sacrier

  • Burning Blood changes from 5/8 – 77/115 to 4/6 – 68/102
  • Assault: turn the opponent to face the Sacrier
  • Sanguine Armor revamp
    • Gives 1 lvl of coagulation for each 2 lvls of coagulation of the Sacrier at lvl 0-8, and 1 for 1 at lvl 9
    • Also gives 0/1/1/1/2/2/2/3/3/3 coagulation (added after the first bonus)
    • Bonus to lock doesn’t change
    • Sanguine Armor is no longer affected by Tattooed Blood (it stays indirectly since it doubles coagulation
  • Angrrr revamp
    • Angrrr no longer gives +0.7% elementary damage per 1 Angrrr by default
    • From now on Angrrr gives +0/0.5/1/1.5/2…/10% elementary damages per 10 Angrr
    • Angrrr no longer gives the Multi-Arm effect (see Moribund)
    • Max Angrrr increases as before
  • Moribund revamp
    • Now gives the Multi-Arm effect lvl 0/1/2/3…/20 when Sacrier has less than 40% of his HP. Multi-Arm lvl 0/2/4/8…/40 when Sacrier has less than 20% of his HP. Multi-Arm lvl 0/4/8/16…/80 when the Sacrier has 1HP (Multi-Arm lvl 80 = +80% damage and +80 lock)
    • Replaces the old effect
  • Clinging to Life: no longer applies at the end of the turn of the player who killed the sacrier, but one turn later.

Sadida

  • Tree: only usable once per fight. No longer leads to HP loss. Always gives the Nettled state. The AP cost doesn’t change
  • Totem: no longer gives bonus to redirected damageSudden Chill: The resists malus can no longer be stacked
  • Woodland Stench: Becomes limited to 2 use per turn

Sram

  • Double
    • The double now has a fixed amount of AP, WP and MP and no longer based on the amount of the Sram
    • The double has 6APThe double has 4MP
    • The double has 3WPThe damage reduction doesn’t change (50% at level 0 and 100% at level 9)
  • Diversion
    • No longer releases the Stabber state
  • Invisibility
    • Still under consideration…

Xelor

  • Temporal Burn changes from 1/1 per AP – 16/24 per AP to 1/1 per AP – 12/18 per AP
    • Initiative loss changes from -2/-3 per AP - -16/-15 per AP to -2/-3 per AP - -8/-12 per AP
  • Rollback now gives 20% chances to gain 1AP for each AP used, with a maximum of +3AP per turn.
  • Mummification
    • No longer gives AP bonus to controlled character
    • No longer gives damage bonus to controlled character
    • The AP cost is changed to 6/5/5/4/4/3/3/2/2/1
    • The Range is changed to 2/2/3/3/4/4/5/5/6/7



WAKFU Community Manager * Member Since 2012-03-01
posté June 26, 2012, 10:13:41 | #13
Azael, about GvG

GvG is a bit deceitful, although it’s orientated Guild versus Guild (as the name states), guilds will set up the battlefield themselves.

And even though the ultimate reward is meant for guilds, nothing will prevent a group of players (in a guild or not) from participating and enjoying it!

PvP for groups will be NvN (Nation versus Nation) with conquerable islands as the heart of the game (nothing comparable with the current conquerable islands).

But before adding mass PvP, we first have to stabilize the basics of PvP.




WAKFU Community Manager * Member Since 2012-03-01
posté June 26, 2012, 10:16:03 | #14
Azael, about the Guards/Outlaws system

We have a lot of plans concerning the Guards/Outlaws system, and for some we went very far.

I want to reassure you concerning the Guards/Outlaws system, we indeed plan on having an intelligent ranking system (like pvp points)… But I said nothing.




WAKFU Community Manager * Member Since 2012-03-01
posté June 26, 2012, 11:46:50 | #15
Freyrr, about class improvements

I have good news for our friends Ecaflips, Enutrofs, Sadidas, Osamodas, etc…

I’m currently working on a general UP of the trees that are deemed too weak to be viable, and I think it will make some of you happy.

I’ll post the modifications as soon as I’m done working on them, and get them approved.




WAKFU Community Manager * Member Since 2012-03-01
posté June 27, 2012, 16:51:09 | #16
Grou, about class modifications

Lastest modifications :

Eniripsa
  • Constitution
Increases HP by 10% on the Eniripsa
Increases HP by 15% on allies

  • Absorption
On the Eniripsa 1/1/2/2/3/3…8/8/9/9/10/10% of absorption
Aura (not on self) 0/1/1/2/2/3….7/8/8/9/9/10 (2 Range instead of 1)

Sacrier
  • Sacrifice
Limited to one use a turn and maximum charge of 10

Rewriting of the description of Sanguine Armor, Moribund and Angrrr to make them clearer




WAKFU Community Manager * Member Since 2012-03-01
posté July 02, 2012, 16:33:35 | #17
Kwoac, about resists cap

I come to inform you that the proposition of changing the resists cap from 25% to 100% of the base damage has been dropped.

Thanks for your understanding.




WAKFU Community Manager * Member Since 2012-03-01
posté July 04, 2012, 14:49:52 | #18
Kwoac, about Initiative

We’re currently rethinking the initiative system but we cannot yet say when this new system will be implemented.



WAKFU Community Manager * Member Since 2012-03-01
posté July 04, 2012, 14:50:26 | #19
Kwoac, about the placement phase and the inability to change equipment or eat

We’re aware of this problem, I will come back to you as soon as I have more interesting information.



WAKFU Community Manager * Member Since 2012-03-01
posté July 13, 2012, 17:11:15 | #20
Grou, about class balance

The update we’re working on should rebalance the trees of each class but the revamps will not come in the same time. Basically we first rebalance PvP and then we will revamp the Osa/Sadi/Feca. However, with the update, summoners should have a nice little boost.



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