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Class revamps: Sadida and Ecaflip
2013-04-08 16:00 By [Troyle] 159


A new class revamp devblog appears, about Sadidas and Ecaflips. With these modifications applied on April 16, Eniripsas will no longer be the one and only healing class, since these 2 classes will get their own healing abilities!

Sadida

How will these changes impact you?

With these modifications, Sadidas will now have the ability to stand up to other classes. Overall, we clearly enhanced its support role. Sadidas will now have many gameplay possibilities, which should give them adaptability to many situations. However it will take a bit of time to reach its maximum potential in combat.
 

Pretty dolls

Dolls are one of the center pieces of the Sadida gameplay, and are of course the firsts to benefit from this revamp! Our first goal was to give more dolls to the Sadida, in order to help increase its capabilities in game.

Here’s a summary of the biggest changes:
  • Doll: This spell now works differently. It’s no longer only the element of the spell cast on the seed that will decide which doll is created, but also the spell (you’ll see when reading further). New dolls have also been added, while existing ones have evolved. Here’s a list of the modifications:
    • AoE damages will now be reduced by 50% on the dolls.
    • Greedy: 4MP, 3AP, 17% of the Sadida’s HP, 100% of the Sadida’s Masteries, has a melee attack spell.
    • Inflatable: 2MP, 3AP, 28% of the Sadida’s HP, 100% of the Sadida’s Masteries, Dodge bonus, has a heal spell.
    • Madoll: 3MP, 3AP, 9% of the Sadida’s HP, 0% of the Sadida’s Masteries, has a spell removing 1MP from the opponent.
    • Block: 1MP, 3AP, 32% of the Sadida’s HP, 0% of the Sadida’s Masteries, has a spell that pulls the opponent.
    • Ultra-Powerful: 4MP, 6AP, 17% of the Sadida’s HP, 60% of the Sadida’s Masteries, receive each turn the air spell that was stored on it by the Sadida. If another air spell targets it, it will replace the previous one.
    • Lethargic: 3MP, 3AP, 9% of the Sadida’s HP, 0% of the Sadida’s Masteries, has a spell removing 1AP from the opponent.
    • Sacrifical: 3MP, 3AP, 5% of the Sadida’s HP, 1% of Masteries per level of the doll, triggers a melee spell with cross AoE when blowing up.
  • Voodoll: The totem no longer exist, or at least not as before. The Sadida can now summon a Voodoll and link it to a target. This target takes all the damages or heals dealt to the Voodoll. At level 0 this spell has a cost of 6 AP & 2 WP, a range of 2 in line, and the Voodoll has 11% of the target’s HP. At level 9, this spell has a cost of 4 AP & 1 WP, a range of 2-4 in line, and the Voodoll has 20% of the target’s HP. This doll will have a behavior forcing it to run away, cannot be controlled by the Sadida, also cannot become Nettled. AoE damage and heals will be reduced by 50% when focused through the doll. Damage and heals cast by your allies will be applied to the Voodoll and the target, while damage and heals cast by your enemies will only apply to the Voodoll. This doll takes 1 Leadership point, and the Sadida can only summon one at a time. The Voodoll has 2MP, 100% of the Sadida’s Masteries, 100% of the target’s resists and cannot lock or be locked. We wanted to make it simpler than the previous one.
  • Dolly Sacrifice: Cast on a doll, it will transform it into a Seed while healing the Sadida depending on its level (the element of heal will be the one in which the Sadida has the highest Mastery: this new mechanic is called Chromatic heal/damage). Cast on a Voodoll, it destroys it. Cast on a Seed, the seed is destroyed and the Sadida receives AP based on the level of the spell. This change should give a better capacity for the Sadida to manage his dolls, while ridding us of the “heal in percentage of HP” that was becoming troublesome when trying to balance PvE and PvP.
  • Sic 'Em More: Still applies Nettled. Its cost has been reduced and its range increased. Keep in mind that Voodoll cannot be Nettled. The new bonuses/penalties applied by the state are: +X% Water Mastery, +X% Air Mastery, +X% chances to remove 1AP/MP, +X% chances to be stabilized at the beginning of the turn, +X MP. This rebalancing should boost the dolls in each of their roles. This will also allow us to avoid having to add an attack that, on some support dolls, could lead to strange behavior (sticking to targets they should avoid, for example).
 

Water that heals

With his water branch, the Sadida can now fulfill a healer’s role. Enough to make it a centerpiece of your group strategies!
  • Vaporize: Cast on a seed, this spell allows you to summon a Greedy. If you use it to control the doll, it will give you back 1 AP. Its damages have also been increased. Our goal is to reduce the cost of the dolls.
  • Sadida’s Tear: Cast on a seed, this spell allows you to summon an Inflatable. Its range can now be modified and its damages have been reduced. No matter the target of the spell, if the target is linked to a Voodoll it will take damage and heal. This modification allowed us to improve the first purpose of this spell: inflict damages to a precise target while still allowing a low healing ability.
  • Mudoll: Cast on a seed, this spell allows you to summon a Greedy. Cast on an ally or a doll, it will heal them. On a Voodoll, heals are improved. Its range is increased to 0-4 (instead of 1-4) and damages are slightly improved. This modification should help offer a real healing spell to the Sadida, which can turn into a powerful heal when used with a Voodoll.
  • Rust: Cast on a seed, this spell allows you to summon a Greedy. Cast on a doll, this spell will increase its Water damage (to a maximum of 150%). Its range is reduced to 2-4 (instead of 1-4) in order to make sure you won’t hit yourself with the spell.
  • Drain: Cast on a seed, this spell allows you to summon an Inflatable. This damage spell can also heal the cells next to the target. Its range becomes 2-4 (instead of 1-3) requires no line of sight but will no longer be modifiable. Damages are also reduced. This spell was completely changed in order to offer a proper support spell useful with your dolls and allies.
 

These toxic breezes…

The doll mechanics of the Air branch will not change: the doll still “stores” the air spell that the Sadida casts on it for one turn. Only the Ultra-Powerful has a specific mechanic that can be read above.

Let’s have a look at the modifications:
  • Woodland Stench: Cast on a seed, this spell allows you to summon a Lethargic. Its cost is increased to 3 AP & 1 MP (instead of 2 AP & 1 MP), as well as its range changed to 1-4 (instead of 1-2). The spell now applies “Poisoned” which deals damages at the beginning of the target’s turn and sees its effects removed if not applied again. The damages have also been increased. This modification should offer poison damage dealing abilities to the Sadida.
  • Poisoned Wind: Cast on a seed, this spell allows you to summon a Lethargic. Its cost and damages have been reduced (2 AP instead of 3). The spell now applies a state “Tetatoxin” which deals damages depending on the MP and AP spent by the target. This simple improvement should simplify the use of this spell while also affecting AP.
  • Sudden Chill: Cast on a seed, this spell allows you to summon an Ultra-Powerful. Its cost and damages are increased (4 AP instead of 3). The spell also applies a penalty to elemental resistances (up to 60%).
  • K'Mir: Cast on a seed, this spell allows you to summon an Ultra-Powerful. K’Mir binds the target with the Sadida (without inflicting damages to the allies): the target cannot lock, and is stabilized as well as the Sadida. The link is removed at the end of the Sadida’s turn. The spell now applies the state “Poisoned”. When moving, the target loses HP per MP spent. Damages of K’Mir are also increased. We removed the Stabilization offered by the spell in order to keep a simpler Poisoned state, while still offering several options with Tetatoxin.
  • Gust: Cast on a seed, this spell allows you to summon a Lethargic on the center cell. Its cost and damages are reduced (3 AP instead of 5 AP & 1 MP). Its range changes to 0-4 (instead of 1-5) and its use is now limited to 2 per turn. It cannot hit the caster or his allies. Finally, it now applies Poisoned. This should make the spell much more flexible.
This air branch should be a real damage dealing option, with poison options able to perturb your opponent.
 

Like a rock!

The famous Tanking spell of the Sadida is also revamped:
  • Tree: Dolls on the field no longer receive the Nettled state and instead of making him invulnerable, Tree will now allow the Sadida to heal himself based on his level and the MP consumed to cast it (the heal element will be the one in which the Sadida has the highest mastery). His resistances will also be increased. At lvl 0 the spell costs 5 AP & 1 WP (+MPs left), at lvl 9 it will cost 1 WP (+MPs left). When using this spell, the Sadida stays stabilized.
 
  • Bramble: Cast on a seed, this spell allows you to summon a Block. On the target of Voodoll, applies a penalty of -20 Hypermovement. On an ally, gives a bonus of +2 to +30 levels of “Bramble Shell” allowing him to rebound 1 damage to the caster, to a maximum of 100 damage. Its damages are slightly lowered.
  • Fertilizer: Cast on a seed, this spell allows you to summon a Block. It is now cast in a line. Transfers 1 MP from the target to the Sadida. On the target of Voodoll, gives a penalty of -20 Hypermovement. On an ally, gives a bonus of +3 to +40 “Bramble Shell”.
  • Wild Grass: Cast on a seed, this spell allows you to summon a Block. The cost is changed to 3 AP & 1 MP (instead of 3 AP), its range is now 0-3 (instead of 1-3) and its use is now limited to two per turn. On the target of Voodoll, deals +1 to +10 additional Earth damage. On an ally, gives a bonus of +1 to +10 “Bramble Shell”. Damages are increased.
  • Earthquake: Cast on a seed, this spell allows you to summon a Madoll. The cost is now 1 MP (instead of 2 MP) and its use is now limited to five per turn. Damages are applied randomly to one of the cells in front of the Sadida. The goal is to make this spell easier to control while limiting collateral damage.
  • Manifold Bramble: Cast on a seed, this spell allows you to summon a Madoll. Its range is now 4-5 (instead of 2-4). If there is no enemy in the targeted area, a glyph “Thorny Ground” is placed for one turn and the Sadida gains 2 AP back. This glyph has a chance to remove 1 MP from those who enter its area. Only one Thorny Ground can exist at a time. The damages of this spell are also increased.
The Earth tree is meant to be a distance damage and movement impairing tool. It can now also offer tanking options.
 

Hyperactive passives

The passives of the Sadidas are also modified as follows:
  • Explodoll: Additionally to dealing damage, this passive also allows your dolls to heal your allies around them when they explode. The element of the damages and heals is the one in which the Sadida has the highest mastery. This change to Chromatic effect should offer a better control over the spell. The addition of heal is based on a strong request from the community to improve the support aspect of the Sadida: as you saw in this presentation, we wanted to address it.
  • Doll Link: This link can only be created with a Voodoll. Without Voodoll, the damages of the Sadida are only reduced. The rest works as before but is slightly reduced.
  • Savoir-Faire: Since this concerns the Voodoll (and no longer the Totem) its bonuses are rebalanced. It will still give Leadership, but only half. To compensate, instead of increasing redirected damages, this passive now gives a chance to regain 1 WP when a doll dies, while boosting the HP of the Voodoll.
  • Green Guard: This passive is unchanged.
  • Still Life becomes Lone Sadida. Gives a damage boost to the Sadida at the beginning of his turn when he plays without dolls (except the Voodoll and with a maximum of +150% damages). The bonus ends when a seed is placed. This modification was necessary to offer an option to Sadidas wishing to play without dolls.
 

More information

If you want to read all of the proposed modifications in more detail, you can visit the thread created for the Sadida revamp here. Note, however, that the values may change before we implement them. The final values will be provided in the changelog.
 

Ecaflip

How will these changes impact you?

As we announced some time ago, the main change of the Ecaflip is the modification of the Water branch becoming a healing branch. Eniripsas will no longer have monopole over heals! Our furry friends will now also be able to take care of their allies.
More modifications have been made, especially to active and passive support spells.
 

A cat in the rain

  • Fleahopper: The cost of this spell is increased (3 AP & 1 MP instead of 3 AP) and its range reduced. It also becomes limited to three uses per turn. Its damages are increased and it now heals the Ecaflip or an ally placed up to 3 cells away from the target.
  • Flea Love: Now cost 6 AP and 1 WP (instead of 5 AP and 2 WP) and has a lowered range of 1-4 (instead of 1-5). It also becomes limited to one use per turn. The mechanic stays the same with lower values, but Flea Love also heals the Ecaflip and his allies in contact upon its return. Furthermore, the spell can now be cast on an empty cell in order to place a glyph “Fleeches” with a circle area of 2, and 3 charges (it loses one at the end of each turn). If an enemy begins his turn in the glyph, he will take damages, while an ally in the glyph will be healed.
  • Feline Leap: Its cost is now more progressive (4 AP at level 0 and 2 AP at max level). The damage bonus becomes general (instead of only Water damage) and it also gives a bonus to healing. It becomes limited to one use per turn at level 0 and 3 uses per turn at level max.
  • Flealine Army: This passive now gives chances to cast Fleahopper instead of Flea Love and also grants bonuses to heal (+2% at level 0 and +40% at level max).
With this revamp a lot of care has been focused on the water branch in order to turn it into a real healing alternative, allowing it to fulfill a proper support role in group.
 

A cat in the air

  • Up to Scratch replaces Fleabag. The spell becomes a damage spell also allowing you to get closer to your target. It costs 4 AP and 1 MP, has a range of 3-4 and much improved damages. The Ecaflip gets closer to his cell, inflicting half damages to the cells he moved through in the process, and full damages to the target cell.
  • Hunter replaces Fleeches. The Ecaflip takes a hunter stance and jumps on the enemy if he steps in a given area. The spell costs 1 AP and 1 MP and has a range of 1-3. The area is defined by a glyph with range 1 placed by the Ecaflip. This glyph lasts one turn. If the enemy steps in the glyph, the Ecaflip is automatically teleported to him and hits him.
  • Cat Tree: This spell is completely modified. Upon use, the Ecaflip places a Cat Tree on the ground, surrounded by a glyph with a range of 1. When the Ecaflip is hit, he has 3% chances (30% at level 9) to teleport to a Cat Tree cell. The effect of these cells increases the resistance of the Ecaflip by 3% (30% at max level). If he lands on the center cell, the Ecaflip becomes immune to damage until the end of the turn. Cat Tree uses 1 point of Mechanisms, it blocks the lines of sight and moves, and there can only be one at a time.
These changes have a simple goal: give more mobility to the Ecaflip. Thanks to these various modifications, the Ecaflip will now have the possibility to play cat and mouse with his prey.
 

Lucky cats

  • Black Bow Meow: becomes a unique summon that can be controlled and applies a “Cuddle” state to its owner. This state allows the Ecaflip to gain levels of “Winning Streak” when an enemy is defeated (+9 at max level) and up to +2 levels of “Winning Streak” when the Ecaflip deals a CH. Also, if a positive card is drawn from the Ecaflip’s Tarot, he gains +5% to his Earth Damage (+50% at max level).
  • Roll Again: This spell now has a chance to give back its cost to the Ecaflip when cast (3% at level 1, 30% at level 9). It also grants a bonus of maximum +30% damage.
  • Ecaflip's Tarot: Additionally to its usual bonuses, this passive now grant a boost to the Earth damage of the Ecaflip when he is under a Positive Card (+2% at level 1, +40% at max level).
  • Ecaflip Die: Starting from level 10, this spell also applies a bonus to CH damages equal to 1 time the level of “Winning Streak” (two times at level 20).
  • Ecaflip Precision: The maximum damage bonus is reduced to +150% (instead of +500%) but has more chances to apply.
  • Card: God Ecaflip: the Ouginak effect now damages the Ecaflip for 25% of his HP (instead of reducing it to 1).
  • Card: God Ouginak: the Ecaflip effect now heals the Ecaflip for 25% of his HP (instead of bringing him back to life).
  • Paws Off: Upon triggering, it no longer directly applies CF but gives an aura with 10% chances of CF to the Ecaflip.
  • Dice Roulette: No longer hits the central cell of the area in order to limit the risks linked to the use of this spell.
  • Loaded Dice: Its range becomes 2-3 instead of 1-3.
The “luck” aspect is one of the main mechanisms of the Ecaflip, and we wanted to keep it that way while still playing with the “Winning Streak” mechanic, in order to save the peculiar gameplay of this class.
 

More information

If you want to read all of the proposed modifications in more detail, you can visit the thread created for the Ecaflip revamp here. Note, however, that the values may change before we implement them. The final values will be provided in the changelog.
 

This covers the main changes brought to these two classes. We will try our best to answer your questions with Grou and Zeorus who both worked on these revamps.

By [Troyle]

Categories Game Design
Your comments
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Plutosbane 10 April 2013 - 07:13

(TheGrotesque @ 10 April 2013 01:17) *
What I forgot to mention before, Flealine Army will pretty much make no sense, since water Ecas will rarely use fire or earth spell after the revamp. (I can imagine using All In with 1AP in some rare cases, but Hunter will probably do just fine as a the-very-last-AP-waster). This is not the case for now, as Craps and All In allow to easily trigger current Fleeches - and a free Flea Love is more than enough to make me pump 20 points into this passive. Actually, along with the Feline Leap, it was one of these skills that you raised without questions, as they were essential for this build. Now? Sure, I could use the extra healing buff, but I don't think I'd EVER benefit from the chance of casting Fleahopper.

Fleeches were a unique glyph, with the possibility of healing your allies - isn't it what you were going for? I say leave it as they are - triggering after hitting your enemy. What you could or even SHOULD change is that caster's water damage bonus should apply to the glyph damage, no matter who triggered it in the first place. It would make heals less randomised and manage to keep the unique mechanic around. Eca wants to heal somebody in the team? He sets a glyph and buffs his damage/heals with the jump, while the person who needs healing simply attacks the enemy standing on the glyph. Simple and less randomised.

Don't remove the steals, please. There are so many ways to turn water Ecas into more efficient healers, without making them secondary healers - they were designed to be self-sufficient tanks, after all. Here's an idea - make each level of Flealine Army raise 2% of Eca's steals, give 1% chance to cast extra Fleahopper after an earth/fire spell and make it transfer 1% of stolen HPs as a heal to the closest ally. If there are 2 or more in the same range, make it choose the one with less % of his total HPs. So yeah, healing buff applies to the transfer, but not to the steal itself. Fleahopper should stay as a 3AP steal raising critical hit chance. Flea Love should become a continuous steal instead of a delayed heal; it could still place Fleeches, but it should cost 4AP and 2WP. Without the new proposed (and pretty boring) glyph, water Ecas might actually want to use some of the fire/earth spells.

Let's face it - without additional damage from Feline Leap, which was THE BOMB by the way, water Eca's spells shouldn't be more costly than they already are. I thought it was the reason for every spell being so weak in the first place - a few jumps and you could say hello to additional 300%-400% water damage. If you nerf the class by removing its main buff, why would you nerf it even more by making the spells more costly and still pretty much as weak as they were before?

To sum up, I think the spells should be changed this way:
- Rough Tongue: as proposed, but possibly with an additional effect (-%resist?) to make it more useful;
- Up to Scratch: as proposed;
- Fleahopper (3AP): steal (100% of damage done) instead of damage+heal, still raises CHs;
- Hunter: as proposed;
- Flea Love (4AP+2WP): on TARGET: steal (100% of damage done), hits the target immediately after use and at the beginning of target's turns (3 times total), returns HPs according to the damage done instead of a fixed healing. Can affect a target only once at a time, no stacking. Heals allies standing next to the Eca by 50% of the stolen HPs. WP cost returned after the heal. On a FREE CELL: places current Fleeches, which last 1 turn and require a hit to trigger additional water steal (100% of damage done). If an ally triggers the glyph, he gets 100% of the damage stolen, but the Eca's water damage bonus applies to the steal. WP cost returned after the Fleeches disappear.
- Flealine army: each level: +1% chance to cast Fleahopper after hitting with an earth/fire spell, +2% to stolen damage (only the healing part), +1% of damage stolen transferred to the nearest ally with the lowest HPs' %.

Also, when you calculate the damage, consider that now Feline Leap isn't as useful as it used to be.

My spells suggestions wouldn't completely remove the tanking abilities of water Ecas, while SUBTLY affecting their role in the team, without screwing up the whole playing style and the idea behind this build. Also, every spell would be worth considering: Flea Love is a no-brainer, Fleahopper for the CH buff and additional damage from Flealine Army, Rough Tongue for being so cheap, Up to Scratch for mobility and Hunter for being an interesting last-AP/MP-waster.

TL;DR: We don't need another (and randomised) Eni, we want CURRENT water Ecas to be more efficient. Yeah, that's pretty much it.
A thousand times this. Please take this into account Ankama!
Avocadro 10 April 2013 - 03:15

(KamOlaZ @ 10 April 2013 02:28) *
Gust no longer hitting caster and allies: no more pushing out of locking dangers (Big Whispered Crackler, Whisperer Infantry).
They still have K'Mir, but does not get them out of unwanted melee situations.
Sadidas just lost their life-saver-push spell.
Well there's a lot we don't know about the idiosyncrasies of each spell and how they interact with other spells. As you said, maybe it's not that bad. I think it's not. In fact, I'm pretty excited about bonus damage in the air tree and lots of buffs in the water tree too.

As for Gust, keep in mind that it now has a 0 in its range. That means the sadida can cast it on herself and push away all surrounding enemies without damaging herself. And it only costs 3 ap now, which is a 2 ap/1 mp discount from the old cost. Also I think there's room in the description for the possibility that it will push allies. It says, "Doesn't hit the sadida or his allies." That could mean it doesn't hurt them, but does push. There could be something lost in that translation.
KamOlaZ 10 April 2013 - 02:28
Way to go on nerfing Sadida's Tree spell.
They can no longer become invincible for 1 turn (allowing for allies to AoE it in certain key occasions, or to survive that turn when the sadida must absolutely stay alive or the team gets screwed).
Instead they get heals and stabilization ... what good is it if they get hit by a massive crit and die anyway - Moowolf critting Light Speed anyone?

Also, a moving Voodoll? With the current doll/summons AI, I predict hard times in certain fights (Excarnus - Voodoll moved away from that perfect spot to AoE both it and the UB; Moowolf - Voodoll turning into an enemy weredoll, also moving away from the sweet spot; whispers - Voodoll walking on the edge tiles, due to it's "run away" AI).

Gust no longer hitting caster and allies: no more pushing out of locking dangers (Big Whispered Crackler, Whisperer Infantry).
They still have K'Mir, but does not get them out of unwanted melee situations.
Sadidas just lost their life-saver-push spell.

Maybe it's not that bad, maybe they just have to change strategies, maybe they'll have some other use in UB fights.
Maybe ...
I don't like these specific changes, but I'm giving the benefit of the doubt.
We'll just have to wait and see.


PS: I don't play Sadida, perhaps all this ranting is for nothing and Sadidas will become real powerhouses with the right builds.
But I have Sadida friends, and we are used to certain playstyles and defined strategy plans.
The previous revamp messed up with our UB strategies, and many runs were wasted trying to figure out a new successful strategy.
Just when we came up with one, this revamp is announced ... it will mess up our hard earned plan ... many more wasted runs ahead.
Thanks Ankama ...
Rokugatsu 10 April 2013 - 02:16
I've got 2 questions about the Mimic doll.
1) The doll has 6ap. If i use Woodland Stench on it, is it gonna cast it 2x?
2) Woodland stench takes 3ap but also 1mp, will it take 1mp from a doll as well? If yes, then what if the doll moves first and use all her mp, it wont cast the spell?
FuzzySyd 10 April 2013 - 02:04
I want to give Grot a hug - that's exactly how I feel about my water Eca.
TheGrotesque 10 April 2013 - 01:17
What I forgot to mention before, Flealine Army will pretty much make no sense, since water Ecas will rarely use fire or earth spells after the revamp. (Well, I can imagine using All In with 1AP in some rare cases, but Hunter will probably do just fine as a the-very-last-AP-waster). This is not the case for now, as Craps and All In allow to easily trigger current Fleeches - and a free Flea Love is more than enough to make me pump 20 points into this passive. Actually, along with the Feline Leap, it was one of these skills that you raised without questions, as they were essential for this build. Now? Sure, I could use the extra healing buff, but I don't think I'd EVER benefit from the chance of casting Fleahopper. I don't feel like spamming Craps+All In+Double or Quits, even though it will probably be the most efficient way of healing and dealing damage. Flea Love made SENSE as an extra spell that you could cast additionally to your other attacks, as it was limited by the 1 per target rule.

Fleeches were a truly unique glyph, with a possibility of healing your allies. Isn't it what you are going for with all the changes? I say leave them as they are - triggering after hitting an enemy. What you could or even SHOULD change is that CASTER's water damage bonus should apply to the glyph damage, no matter who triggered it in the first place. It would make heals considerable even for non-water characters and manage to keep this unique mechanic around. Ecaflip wants to heal somebody in the team? He sets a glyph and buffs his damage/heals with the jump, while the person who needs healing simply attacks the enemy standing on the glyph. Simple and less randomised. Even now 2 Fleeches allow allies to nicely heal themselves with some AoE attacks - why would you remove a spell that isn't broken AT ALL?

Also, don't remove the steals, please. I get it, heals can... well, heal for constant amounts of HPs, even when fighting enemies with high resists, but steals are like a SIGNATURE of water Ecaflips. There are so many ways to turn them into more efficient healers, without taking away this unique effect - they were designed to be self-sufficient tanks, after all. Here's an idea - make each level of Flealine Army transfer 1% of stolen HPs as a heal to the closest ally (additionally to raising 2% of Eca's steals and giving a 1% chance to cast extra Fleahopper after an earth/fire spell, of course). If there are 2 or more allied characters in the same range, make it choose the one with less % of his total HPs. So yeah, healing buff would apply to the transfer, but not to the steal itself. Two birds with one stone: steals still around and water Ecas becoming the new healers.

Furthermore, Fleahopper should stay as a 3AP steal raising critical hit chance. No movement cost, it would ruin the spell. Flea Love should become a continuous steal instead of a delayed heal; it could still place Fleeches when cast on a free cell, but it should cost 4AP and 2WP. As I've mentioned, keep the old Fleeches mechanic, though. Without the new proposed (and pretty boring) glyph, water Ecaflips might actually want to use some of the fire/earth spells.

Let's face it - without additional damage from Feline Leap, which was THE BOMB by the way, water Ecaflips' spells shouldn't be more costly than they already are. I thought it was the reason for every spell being so weak in the first place - a few jumps and you could say hello to additional 300%-400% water damage. If you nerf the class by removing its main buff, why would you nerf it even more by making the spells more costly and still pretty much as weak as they were before? They won't stand a chance in any area, be it healing, tanking or damaging. Feline Leap change should be recompensed by making the spells stronger and cheaper to keep the balance, instead of screwing them up even further. After all, the water branch shouldn't be worse than the other ones. Randomised heals aren't enough to make it worthwhile.

To sum up, I think you should consider some of my suggestions:
- Rough Tongue: could stay as proposed, but possibly with an additional effect (-%resist/+%CF?) to make it more useful - without the Leap, it won't be as devastating as it can be anyway;
- Up to Scratch: could stay as proposed;
- Fleahopper (3AP): keep it a steal (100% of damage done) instead of turning it into damage+heal, still should raise CHs;
- Hunter: could stay as proposed;
- Flea Love (4AP+2WP): on TARGET: make it steal (100% of damage done), should hit the target immediately after use and at the beginning of target's turns (3 times total) and then return HPs according to the damage done instead of being a fixed healing. Should affect a target only once at a time, no stacking. Could heal allies standing next to the Eca by 33-50% of the stolen HPs (possibly affected by heal buffs). WP cost returned after the heal. On a FREE CELL: could place CURRENT Fleeches, which would last 1 turn and require a hit to trigger their effect: a water steal (100% of damage done). If an ally triggers the glyph, Eca's water damage bonus should apply to the steal. Ally would get 100% of the damage done, Ecaflip's Flealine Army shouldn't count. WP cost returned after the Fleeches disappear.
- Flealine Army: should give for each level: +1% chance to cast Fleahopper after hitting with an earth/fire spell, +2% to stolen damage (only the healing part), +1% of damage stolen transferred to the nearest ally with the lowest % of HPs.

Also, when you calculate the damage, consider that now Feline Leap isn't as useful as it used to be. Some of the spells could use a little kick.

My spells suggestions wouldn't completely remove the tanking abilities of water Ecas, while SUBTLY affecting their role in the team, without screwing up the whole playing style and the idea behind this build. Also, every spell would be worth considering: Flea Love would be a no-brainer, Fleahopper for the CH buff and additional damage from Flealine Army, Rough Tongue for being so cheap, Up to Scratch for mobility and Hunter for being an interesting last-AP/MP-waster.

Maybe your changes would make playing water Ecaflips easier, maybe they are even closer to the gambling concept of this class, but don't you forget one thing: Ecaflips are CATS. They'd rather save their own butt, doing whatever they can to save their life. They are not altruistic Enis. Sure, they can throw a flea or two to make their allies last longer, but the need of more healers in game is a poor excuse to completely rewrite a fantastic branch. Steals, Wakfu usage, jumping around to be able to actually DAMAGE the enemies, instead of merely scratching their armours - it was, it IS our signature. Don't take this away to make a cheap equivalent for Enis, as no other class can do what water Eca does.

TL;DR: We don't need another (and randomised) Eni, we want CURRENT water Ecas to be more efficient. Yeah, that's pretty much it.
Ink-lookx5 10 April 2013 - 00:42
IM COMING BACK THIS THIS THIS THIS THIS IS EVERYTHING I ASKED FOR
Chrolo 10 April 2013 - 00:28

(Plutosbane @ 10 April 2013 00:18) *

(Chrolo @ 09 April 2013 23:37) *

(Chronotorious @ 09 April 2013 22:32) *
Have you ever done Royal Strich dungeon? Those guys sure like to dodge hits, huh. That's what I mean If you hit, of course the heal goes off. If the enemy dodges your hit, no heal.

There's still the issue of "who does the heal go to if multiple allies / yourself are in range."

That should be independent now. It's not a lifeleech anymore, it's 1 instance damage and 1 instance heal. So even if the Strich dodges your attack you still should heal an ally in range. You basically dealed 0 damage to the Strich and didnt hit the Air.

Also guys your Water Eca is not supposed to be the main healer. You are support healing the front line guys, while doing some Damage.
This is not the case. The spell quite clearly says that the heal only procs if damage is dealt.

Frontline support healer is fine, if we had a smartheal system so that the heal went where it needed to go. As it is in the revamp, our heals are random. You CANNOT be a viable support with a system of chance unless the possibility for massive buffs or heals exists, which is not the case.
Ankama is breaking any kind of team synergy water ecaflips could have had without preserving the unique role they had as support tanks, So I view this revamp for water ecaflips as a massive failure.

Doing 0 Damage is still doing damage for the system. It only means you cant hit in the air and heal someone.

Ecas are luck based, so having this random heal is no problem for me. The only sad part about it is you dont really gain something if you crit, like Battle and Roulette. Would love to see fleahopper heal everyone in the AoE if it crits or something
Plutosbane 10 April 2013 - 00:18

(Chrolo @ 09 April 2013 23:37) *

(Chronotorious @ 09 April 2013 22:32) *
Have you ever done Royal Strich dungeon? Those guys sure like to dodge hits, huh. That's what I mean If you hit, of course the heal goes off. If the enemy dodges your hit, no heal.

There's still the issue of "who does the heal go to if multiple allies / yourself are in range."

That should be independent now. It's not a lifeleech anymore, it's 1 instance damage and 1 instance heal. So even if the Strich dodges your attack you still should heal an ally in range. You basically dealed 0 damage to the Strich and didnt hit the Air.

Also guys your Water Eca is not supposed to be the main healer. You are support healing the front line guys, while doing some Damage.
This is not the case. The spell quite clearly says that the heal only procs if damage is dealt.

Frontline support healer is fine, if we had a smartheal system so that the heal went where it needed to go. As it is in the revamp, our heals are random. You CANNOT be a viable support with a system of chance unless the possibility for massive buffs or heals exists, which is not the case.
Ankama is breaking any kind of team synergy water ecaflips could have had without preserving the unique role they had as support tanks, So I view this revamp for water ecaflips as a massive failure.
Chrolo 09 April 2013 - 23:37

(Chronotorious @ 09 April 2013 22:32) *
Have you ever done Royal Strich dungeon? Those guys sure like to dodge hits, huh. That's what I mean If you hit, of course the heal goes off. If the enemy dodges your hit, no heal.

There's still the issue of "who does the heal go to if multiple allies / yourself are in range."

That should be independent now. It's not a lifeleech anymore, it's 1 instance damage and 1 instance heal. So even if the Strich dodges your attack you still should heal an ally in range. You basically dealed 0 damage to the Strich and didnt hit the Air.

Also guys your Water Eca is not supposed to be the main healer. You are support healing the front line guys, while doing some Damage.