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WAKFU Community Manager * Member Since 2012-03-01
posté July 16, 2012, 16:50:34 | #21
Freyrr, about the class changes

We now got the approval from Tot.

We are currently reviewing the changes in case mistakes appeared, and then we will forward this to the CMs so they can communicate on all these changes.

All in all, you should know more soon.




WAKFU Community Manager * Member Since 2012-03-01
posté July 16, 2012, 17:44:15 | #22
Freyrr, about class changes (again)

All the modifications will be communicated by the CCM team as Devblogs.

Unfortunately it will not happen this week due to the translation time required to synchronize the information within all communities.

Also, since these modifications are very important, we want to have a proper communication listing all the actual changes, and not just give you a rushed version.




WAKFU Community Manager * Member Since 2012-03-01
posté August 22, 2012, 10:11:15 | #23
Grou, about Sadida and their dolls

Dolls are very sensible since they can be spammed, if they would need 15AP to be killed, we would end up with the opponent focusing all his attention on one, while the Sadida takes no damage, or focusing on the Sadida and end up overwhelmed with dolls.

Concerning the revamp, many changes are still pending for approval by Tot so everything I say might change.

Dolls will take the mastery of the Sadida into account. I wish to add a passive to let them give you the WP back when they die. However other spells will therefore require WP to be cast.

This is how we create a doll:
We establish the minimum cost to summon it (4AP for the Greedy, 2AP for the seed + 2AP to activate it)
Then we count that the doll will deal damages equivalent to 2AP, and tank damages equivalent to 2 AP.
The Greedy therefore ends up with an attack at 30 damages, taking the mastery of the Sadida. (Similar to a player attacking with a 2AP spell)
Then we consider that it will require 2AP to be killed.

A Greedy will be killed by an attack costing 2AP. It might not look much, but in the end the Sadida will have spent 4AP to deal 2AP damage and waste 2AP of the opponent.

If the opponent doesn’t kill the Greedy, summoning it will become a very good investment since it will deal damages equivalent to 2 additional AP per turn, for an investment of 4AP. (WP are only used to limit the amount of maximum dolls to 6 and force tactical decisions).

Hope this will help you understand why we don’t give the PvP bonus to dolls. Although it might sound like a good solution right now, it will create a lot of balancing troubles later.




WAKFU Community Manager * Member Since 2012-03-01
posté August 22, 2012, 10:13:44 | #24
Freyrr, about Sadidas

We wanted that unlike Osamodas that will base their gameplay on 1 or 2 summons, with higher resistance, Sadida will be able to summon a lot of more fragile dolls.

Grou already said that dolls will give back their WP upon death.

This means that balancing must be done on their AP cost, since the WP cost only limit the maximum amount of dolls.

If for a cost of 4AP + 1 WP you have something that deals damage similar to a 2AP spell, can receive an equivalent to 2AP damage, and gives you back the WP upon death, it seems balanced on paper.

It becomes more complex when they survive more than a turn since they become much more profitable, but on the other hand someone who kills 2 or 3 of them with an aoe spell will make them less profitable. In the end we have a subtle balance that will vary depending on the gameplay of everyone and classes available in the fight, which contributes to the tactical aspect where some classes are better against others.

To summarize, the Sadida post-revamp will (if approved by Tot) base its gameplay on many fragile summons, and inexhaustible if you don’t spend your WP in other spells.




WAKFU Community Manager * Member Since 2012-03-01
posté August 22, 2012, 10:16:10 | #25
Grou, about Sadidas

A little explanation on the WP limit and Leadership:
WP is the dynamic limitation. It won’t be possible to summon more than 6 dolls at max. It will also decrease depending on the amount of trees, totems and other WP spells.
Leadership is used to reach the maximum potential of 6 dolls in the same time and will be more limiting since Savoir-Faire will only give 2 Leadership.

Some information (nothing is approved yet):

Water tree – based on life transfer:
From opponents to the dolls
From dolls to the sadida
From dolls to another player

Air tree – bind support

Earth tree – totem damage
Earthquake, this spell won’t change but a new mechanic is created to make it more interesting.

Supports:
Nettled: gives additional effects to buff the dolls depending on their role (+ %dmg, stabilize, more chances to remove MP) and MP. This should avoid conflicts with the dolls AI.
Savoir-Faire: chances to gain WP upon death of the doll.




WAKFU Community Manager * Member Since 2012-03-01
posté August 30, 2012, 16:49:03 | #26
Grou, about potential changes for the Ecaflip

None of this information has yet been approved.
Also, we don’t have any timeframe yet concerning their implementation.


Here are the overall ideas for changes:

Feline Leap: free support spells that don’t need to be leveled up to provide their bonus will disappear since they go against the idea of creating a build. Therefore it will now have an evolving cost and a limitation in cast/turn based on its level.

Black Bow Meow: useless. I’m going to try to make it useful.

Ecaflip Die: Modification to have a positive ratio if the spell is leveled up.

Ecaflip Precision: I’ll try to make it apply random effects instead of a random dmg bonus, which should create a more interesting mechanic and will push the Eca to adapt to the situation. Of course, game breaking effects such as stun will have a very low rate.

Paws Off: will be changed to keep the push in case of contact with the eca and no more application of Critical Failure in case of proc. Instead the Eca will have an aura giving Critical Failure chances to the opponents close by.

Water branch: modification to turn the eca into a secondary healer. HP drain for him and his allies (random dmg and heal).




WAKFU Community Manager * Member Since 2012-03-01
posté August 31, 2012, 14:10:12 | #27
Grou, about potential changes for the Enutrof

None of this information has yet been approved.
Also, we don’t have any timeframe yet concerning their implementation.

Water : Strong in PvP

Earth : Low dmg, high MP removal capacity

Dhrellzerker: high Dmg on a non-moving target, removal of Hypermovement

Dhrellzerker: No longer cost WP at max level. No more heals. (could be that under this form the Enutrof has only contact attacks), the Enutrof will now have the possibility to cancel the transformation when he wants it.

Mine Mover: Evolves with the lvls of mine transformation

Mass Clumsiness: Costs 1WP, loss of 1MP on the Map, the evolution lowers chances of removal on the allies (around 10% at max lvl).
As Dhrellzerker: +2MP at max lvl (no loss for the Map)

Prime of Life: cost changes from 4 to 1AP: +1MP +75 dodge at max lvl (1/turn and 2/turn at max lvl)

Geology: gives less PP via treasure tracker and is limited to 60PP max


Faking It becomes “Dhrelltection”: if the dhreller is in a range of 5 cells or less: 20% chances that the dhreller changes position with the Enutrof when the Enutrof is hit (as Sacrifice of the Sacrier).
As Dhrellzerker: 20% chances to recover 1MP for each MP used (max 3 or 4/turn)


Combat Trained: unlocks new attacks each 5 lvls
Lvl 5 – claws (dmg + sets the dhreller on fire)
Lvl 10 – Fast Mine Mover (moves a mine, doesn’t change the type)
Lvl 15 – Tunnel: transposition of low range (2Range)
Lvl 20 – MP removal


Enutrof's Blessing: +40PP at max lvl plus all the former effects


None of these values are definitive, all are subject to changes.




WAKFU Community Manager * Member Since 2012-03-01
posté August 31, 2012, 14:28:19 | #28
Grou, about potential changes for the Osamodas

None of this information has yet been approved.
Also, we don’t have any timeframe yet concerning their implementation.


Air
: No notable changes

Fire: No notable changes

Earth: We keep the costs and dmg but the spells no longer give orders. Now, if they’re cast on the Gobgob, they will give a charge to him that will unlock a specific spell.

Armored wish: Gives one charge of Starry armor.
Speed wish: Gives one charge of Shooting star.
Cheering wish: Gives one charge of Cheering Star.
Protecting Wish: Gives one charge of lucky star.

Gobgob:
Resists,lock, dodge and CH equals those of the Osa
Cannot only be summoned if no other creature is on the field.
Transfers all the dmg received to the Osa

Mechanic: if a wish is cast on the Gobgob, the Gobgob can cast the spell as many times as charges he has, for 0 AP. Spells of the Gobgob are of an equivalent level of the one of the wish, and Black Hole has a lvl = to the level of the Gobgob . A wish charge only lasts one turn on the Gobgob.

Black Hole: dmg spell that can be used with his AP. On the Gobgob: un-summon it
Starry Armor: low heal and low shield like coagulation
Shooting Star: swaps position with the target
Cheering Star: low heal + AP bonus
Lucky Star: low heal + resists bonus

Summons: you can have only one creature in each slot of the Gobgob, but you can have twice the same.
If a creature dies in combat it cannot be reused for the duration of the fight, but will be available again for the next one.

Gobup: same

Possession: same

Critical Synergy: 1WP / condition: have a Gobgob or be in Dragon form
CH bonus to the bonus and parry bonus to the gobgob or the dragon form

Symbiosa: +50% dmg / +20% resist / +1 Range / +1MP / +1AP
Change to dragon form

Osamodas Blessing: +20 in Art of Summoning (the Osa can summon 120% of his level in summons. A summon’s lvl cannot exceed the level of the Osa)
Under Dragon form: +40% to critical dmg

Animal Guard: On Summons or Gobgob during an attack; Animal Guard (lvl 20) (40%)
Animal Guard (lvl 1): +0.25 MP / +2% dmg all / +4% resist all

Prespic Hair: On Summons or Gobgob, mirrors 20% of the HP lost

Animal Link: On summons, upon death, heals 20% of HP
Adds 100% of the earth mastery of the Osa to the water mastery of the Gobgob

Phoenix Spirit: On summons, comes back to life once (40%)
Under Dragon form 100% chances to come back to life with 20% HP.




WAKFU Community Manager * Member Since 2012-03-01
posté August 31, 2012, 15:41:38 | #29
Grou, about potential changes for the Iop

None of this information has yet been approved.
Also, we don’t have any timeframe yet concerning their implementation.


Jump: Preparation becomes Power

Defensive Stance: lvl 9 = 2AP +100 Parry on the next attack

Bravery Standard: lvl 9 = 3AP +50 dmg glyphe/stabilizes/end the turn/+50 dmg for next turn

Locking Pro: +45 to lock / 20% chances to apply “cannot be teleported to opponents that start their turn in contact with another character”

Show Off:
if an ally has a critical hit: +7 to Preparation.
If an ally kills: +10 to Preparation

Preparation: +5% dmg on the next attack

Increase: Chances to Stun increase with the level of the spell




WAKFU Community Manager * Member Since 2012-03-01
posté August 31, 2012, 17:10:35 | #30
Freyrr, about potential changes for the Pandawa

None of this information has yet been approved.
Also, we don’t have any timeframe yet concerning their implementation.


Water branch:


This branch becomes a real support tree that can heal in aoe, apply Dizzy et deal low damage.
Water spells that hit allies don’t apply Dizzy but Euphoria instead. Euphoria gives a bonus to resists, the same way Dizzy gives a penalty.

Milky Breath: Can now heal if targeted on an ally. Low heal

Splash of Milk: Damage to one target if the barrel isn’t targeted. Heal aoe if the barrel is targeted. Applies Dizzy and Euphoria. Cross aoe.

Bubble Trouble: Damage to one target if the barrel isn’t targeted. Heal aoe if the barrel is targeted. Applies Dizzy and Euphoria. Square aoe (3x3).

Milk Wave: Damage to one target if the barrel isn’t targeted. If the barrel is targeted, creates a glyph (circle area of 2). Allies in the Glyph area in the beginning of their turn are healed. The glyph is destroyed if a barrel is placed or destroyed.
Has a WP cost.

Milk Fountain: Damage to one target if the barrel isn’t targeted. Heal aoe if the barrel is targeted. Applies Dizzy and Euphoria. Square aoe (3x3).

Fire branch:

New mechanic that gives Critical Failure to the opponent when hitting him. From now on, applying states requires only the target to be Dizzy. Strength of the state only depends on the level of the spell, and no longer on the Dizzy level of the target.

New state: Ethyl’hic Burn. 1lvl=+1CF, lasts one turn, the state is improved by a new passive, as coagulation of the Sacrier.

Flaming Burp: Applies Ethyl’hic Burn +1lvl

Light My Fire: Applies Ethyl’hic Burn +1lvl
Applies Burning if the target is Dizzy.

Dairy Springer: Applies Ethyl’hic Burn +3lvl
Applies Blindness (with a % success rate) if the target is Dizzy.

Explosive Flask: Applies Ethyl’hic Burn +3lvl
Applies Explosion if the target is Dizzy.

Milking It: Applies Ethyl’hic Burn +4lvl
Applies Burning if the target is Dizzy
Now cost 1WP, damages increased.

Earth branch:

No big changes except a new passive dedicated to earth, and better gain on earth spells based on the level of Merry.

Lactic Acid: Now cost 5AP+1WP, for much higher damage.
The Quake state will have higher applying chances.

Support spells:

Karchamrak: Will no longer debuff the allies carried, the resist penalty will now be limited to -40% per target.

Barrel: Will contain more liters thanks to this support (20 liters at lvl 9), to make sure Pandawas are not forced to level the passive to increase its capacity.

Ether: No AP cost, Worn-Out removal will be 10 at max lvl.

Barrelhop: becomes limited to 1/turn. However it will now be possible to increase Merriment thanks to Bamboozle without WP cost.

Bamboozle: No more WP cost. Applies Merriment to the Pandawa, Dizzy to the enemies and Euphoria to allies. Circle area of 2.

Passive spells:

Incadescent Milk (revamp): Improves application of the Ethyl’hic Burn effect as Tattoed Blood of the Sacrier.
Also gives resists to the Pandawa when he carries an ally (a carried ally cannot be touched).
The idea is to make the fire branch a tanking branch (with CF debuff and resist bonus) that will protect an ally by carrying it.

Master of Merriment (revamp): This passive will give Dodge and Lock, and also allow Worn-Out to decrease more quickly.
Currently Worn-Out decreases by -20/turn. It will now be -10/turn and -30/turn if maxed.

New passive: Open Bar
This passive dedicated to the Water branch gives the state “Open Bar” to the barrel, allowing allies to heal themselves when they hit it.
This passive increases the capacity of the barrel by +10 at max lvl (+30 with barrel at max lvl).

New passive: Leaded Barrel
This passive dedicated to the earth tree will give damage bonus when the barrel is carried.

Milky Instinct: no changes.



WAKFU Community Manager * Member Since 2012-03-01
posté September 03, 2012, 17:41:27 | #31
Grou, about Enutrof changes

Modifications (pending approval)

Killer Spade: same

Deadly Nightspade: (lvl 100)
Enutrof: 3AP/1MP, Range 1-6, Dmg 31, -1MP 100%
Dhrellzerker: 4MP, Range 1, Dmg 52, -20 Hypermovement

Shovel Kiss: (lvl 100)
Enutrof: 4AP, Range 2-4, Dmg 46, Cross area, +2MP 50% for the Enu (if in the area)
Dhrellzerker: 4MP, Range 1, Dmg 46, Cross area, +2MP 50% for the allies (if they are in the area)

Shady Shovel: (lvl 100)
Enutrof: 5AP, Range 1-2, Dmg 50, steals -1MP 100%
Dhrellzerker: 5MP, Range 1, Dmg 75, steals 20 Hypermovement

Steal only gives 1MP if the hypermovement loss is succeeded.

Shovel Shaker: (no more effect with the dhreller) (lvl 100)
Enutrof: 5AP, Range 1-2, Dmg 46, Line of 3, -1MP 100%
Dhrellzerker: 5MP, Range 1, Dmg 65, Line of 3, -20 Hypermovement

Phone a Frhend: same
Dhrellzerker: gives +5% to +35% of Dmg per MP used for the movement (for the turn)

Mass Clumsiness: (possible rename) (max lvl)
Enutrof: Ennemy 2x -1MP (100%), ally -1MP 100% -1MP 10%
Dhrellzerker: Applies Accelerated (+2lvl)

Prime of Life: (max lvl)
1AP, +50 dodge, 2/turn

Faking It:
15% chances to switch position with the dhreller before an attack
Dhrellzerker: 15% chances to regain a MP when spending a MP (max 3)
 


WAKFU Community Manager * Member Since 2012-03-01
posté September 04, 2012, 17:18:23 | #32
Grou, about Ecaflip changes

Pending approval

Rough Tongue: same

Fleabag: (lvl 100)
4AP+1MP, Range 1-3, Dmg 7 to 27
Heals a random ally with a range of 3 cells around the target, for 7-27

Fleahopper: (lvl 100)
2AP, 1-4 Range, Dmg 2 to 22
Heals allies in contact with the Eca for 2-22

Fleeches: (lvl 100)
4AP, 1-4 Range, places a glyph of the size of Temporal Dust
If an enemy starts his turn in the glyph, he received 10-40 Dmg and an ally in the glyph is healed for 1-40 (only if an enemy is present)

Flea Love: (lvl 100)
6AP, 1-4 Range, place a flea on the target (1/turn, target doesn’t alreay have the Love Flea state)
Each beginning of turn (3 max) deals 3-23 damage and heals the eca for 9-69

Note that it isn’t considered as life drain but a heal and therefore receives heal bonuses. All these spells have a critical hit effect

Double or Quits: limitation changes to 1/turn and 2/turn at max lvl

Feline Leap: cost from 4 to 2 AP
From +5 to +50% dmg all for the next attack (max 50%)
Move one cell
Limit 1 to 3/turn

Black Bow Meow: (max lvl)
4AP+1WP
HP not changed
50% chances to cast +20CH on an ally
50% chances to cast +10CF on an enemy

Roll Again: limited to 1/turn and 2/turn at max lvl

Cat Tree: 2WP and 1WP at max lvl
Chances to trigger are 50%+0.5% per level of Winning Streak

Ecaflip's Tarot: same

Ecaflip Die: (max lvl)
Result=6: Winning Streak +12
Result=4-5: Winning Streak +6
Result=2-3: Winning Streak -4
Result=1: Winning Streak -8

Ecaflip Precision:
40% chances to have a lucky hit
20% chances to have an unlucky hit

Lucky hit:
1% Stun
3% Immobilization
5% Blind
8% -1AP
8% -1MP
15% push one cell
15% 50% life drain
15% +10 CF
15% -30% to all resists
15% Incurable

Unlucky hit:
1% +6AP
3% +4MP
5% +6 Range
8% +1AP
8% +1MP
15% Pulls one cell
15% mirrors 50% dmg of the attack
15% +20CC
15% +30% resists
15% +50% to heals

Flealine Army:
20% chances to cast the spell Fleabag
+40% to heals

Paws Off:
+15CF Aura of 1 Range
If an enemy comes to contact (30%):
-Push one cell
-Turns to face the attacking character




WAKFU Community Manager * Member Since 2012-03-01
posté September 13, 2012, 18:29:50 | #33
Grou, about Rogues

Here is what I have in mind about Rogues


Earth
Lacks of support useful to this branch.
Improve gameplay with the Boombot.
Check Ranges that could be troublesome.

Air
Became slightly too weak since the last update.
Develop its gameplay (CH bonus).
Give it more supports.

Fire
Spells other than bombs are too expensive or too weak.
Balance the value of the 2 bombs.
Improve the gameplay with placements.

Actives
Magnetic Claw: too much constraint.
Boombot: Problems with the walls of bombs/explosions. Need to be able to turn the boombot during the turn.
Detonator: useless.
Pyrotechnics: too random.

Passives
Runaway: Remove the effect when in contact
Bomber Fan: too weak.

In order to improve the logic behind the bombs gameplay I would like to limit the possibility to place bombs and make them explode in the same turn only with the Boombot. Meanwhile, I would give more possibilities with specialties others than bomb-orientated.




WAKFU Community Manager * Member Since 2012-03-01
posté September 19, 2012, 14:17:46 | #34
Grou, about Cra

Here is what I think, based on the various feedback we had:

AIR
- 50% on Storm: it should be removed in the next update but we will add a limit in casts/turn
- I’ll look into adding more synergy with the beacon

FIRE
- I plan on nerfing this branch a bit

EARTH
- I’m looking into adding more synergy with the Riddling effect. I might also change Arrow Blow and replace it with a spell with Range and improve the beacon.

SUPPORT
- Long-Distance Combat: needs to be reviewed
- Powerful Shooting: I’ll try to get an indication added to make it clearer
- Unbeacon: Needs to be reviewed.

These are the main points. I’ll come back to you as soon as I have more concrete PROPOSITIONS (keep in mind as usual that none of this is sure to be implemented into the game).




WAKFU Community Manager * Member Since 2012-03-01
posté September 24, 2012, 10:41:10 | #35
Grou, about Eniripsa


Here’s what I see, based from your feedback

WATER
- Looks like you wish to have real combat efficiency, I’ll see if we can do something that doesn’t impact the balance. However, I’m not sure this will fit the vision Tot has for the class.
- A mechanic will be implemented to avoid a virtual “invulnerability” due to a too high potency of the heals (in a general way in the game, not only the Eni)

AIR
- I’ll look into improving the gameplay to make it more usefull in PvE. I’ll also see if we can have more AIR passives.

FIRE
- Concerning the problems with the marks and summons, this is due to balancing issues. I’ll see if we can do something, but I can’t promise.
- I’ll see if I can improve the gameplay. The idea would be to implement a mechanic allowing to consume marks and get special effects.

SUPPORT
- Heal Drain will probably be changed since it is of little interest and usually leads to abuses (like teams with many Enis).
- The Coney might become controllable, and I’ll see if I can give it more synergy with each branch.


Once again, these are only suggestions and propositions.




WAKFU Community Manager * Member Since 2012-03-01
posté September 26, 2012, 14:29:12 | #36
Grou, about Sadidas


WHAT FOLLOWS IS JUST A PROPOSITION AND HAS NOT YET BEEN APPROVED

WATER
Vaporize: no change
Sadida’s Tear: Life drain on a doll
Rust: area of effect = 2 cells in a line
Drain: same
Mudoll: on an ally: transfers the life from a doll

AIR
Woodland Stench: Applies the Infected state
Poisoned Wind: Now triggers with K’mir
Sudden Chill: Applies a penalty to Air resist with each attack from the opponent.
K’mir: no MP cost
Gust: Cost changes to 3AP&1WP. No push on the center cell, doesn’t damage the Sadida and his allies. Range 0-4

EARTH
Bramble: On Voodoll -1Range on the linked target
Fertilizer: On Voodoll deals additional damage to the linked target
Wild Grass: On Voodoll applies Incurable lvl 1 on the linked target
Tremor:
An earthquake emerges from each ally in the fight.
Cost: 3MP – 1/turn – doesn’t hit the center (in other words, the ally from whom the earthquake comes from).
Range: 0 Range – targets all allies
Damage: -15 Earth damage (lvl 100)
I can’t promise it will stay, for two reasons: Tot might disapprove, and this spell could lead to abuses with the Mimik dolls.
Multiple Bramble: No effect on Voodoll

Dolls: there will be 8 rolls in total. Two for each elementary branch, 1 in support and one for fire element. I’m working on various possibilities to establish their life but overall they will have low HP, since the Sadida can summon them en masse.
Each elementary spell will summon one of the two dolls of its element. Any other attack will turn the seed into a Sacrificial.

Greedy: Uses the Sadida’s masteries
Inflatable: Uses the Sadida’s masteries, low movement, healer
Madoll: Uses the Sadida’s masteries, removes MP
Lethargic: Uses the Sadida’s masteries, removes AP
Block: Uses the Sadida’s masteries, low movement, pulls
Mimik: Uses a part of the Sadida’s masteries. Keeps the last spell cast on it and uses it during its turn.


Doll: Increasing the lvl of this support spell will no longer change the HP of the dolls but only the cost of the spell and Range
Doll Sacrifice: Max lvl = 1WP. Sacrifices a doll to gain a huge damage bonus
Voodoll: Summons a doll that will have a percentage of the targets HP, the resists of the target and a low MP amount
Damages inflected to the doll are transferred to the target. Doesn’t transfer the effects. Can be controlled with Vaporize
The doll has one attack that can be used on itself to damage itself
Tree: Max lvl = 1WP. Consumes MP, heals the Sadida of a percentage of its HP per MP
Cancels the next damage or effect received
Sic 'Em More: Max lvl = 1AP. Seeds the doll
Explodoll: changed; becomes a passive that gives CH to the Sadida and the dolls
Doll Link: 10% of damage rebound for the Sadida, redirected to the Voodoll
Savoir-Faire: 100% of WP regain upon death of a doll. +2 Leadership
Green Guard: 40% chance to Nettle a doll
Nettled: +100% water and earth elementary damage, +50% to AP/MP removal, stabilized and +4MP
Still Life: 100% chances to turn into an Ultra-Powerful (20% of the Sadida’s HP)
Ultra-Powerful has all dolls spells and some earth spells. Takes the mastery and the resists of the Sadida




WAKFU Community Manager * Member Since 2012-03-01
posté September 27, 2012, 12:20:59 | #37
Grou, additional info on the Sadida


Multiple Bramble: I also added a MP loss on Voodoll and decreased the damage a bit.

Mimik: Mimik can only save earth spells.

AIR
Spells cast on the Voodoll will apply poison on the Voodoll and the target.




WAKFU Community Manager * Member Since 2012-03-01
posté October 09, 2012, 12:13:30 | #38
Kwoac, about the Aesof Mace


Unexpected circumstances led to the comeback of a game experience that we wouldn’t want to see appear again (T.N.: camping and aggressions). To fix it we will implement a monster with a unique design and a random respawn, locations and times.

It will drop a consumable component (probably a pick or a reamer) allowing you to loot the Grampar's Tooth.

For the rest of the quest, nothing will change for the moment.

Note that these changes should be implemented in the next patch.


PS: the respawn will not be of 24h, in order to give as much player as possible the opportunity to find it.




WAKFU Community Manager * Member Since 2012-03-01
posté October 11, 2012, 19:49:02 | #39
Freyrr, about the Seal of Companionship

I just talked to Azael and the Seal of Companionship will be changed from +10% to +50% bonus in gathering, and will also become not tradable.

We might also add a speed bonus for professions (about 20% I think) but this is not yet confirmed.


Also, as some already mentioned that it might be bugged, I believe that I may have found what caused this issue. So it should work properly soon.




WAKFU Community Manager * Member Since 2012-03-01
posté October 12, 2012, 17:58:03 | #40
Freyrr, about taxes

I discussed with Azael and negociated a decrease of the minimum taxes from 10% to 5%.

We won’t make it lower than that for a moment, since we first want to see the impact it will have with 5%, but I think it will have a good effect on the economy.




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