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Rebalancing Week: Ecaflip, Enutrof, Osamodas

Rebalancing Week: Ecaflip, Enutrof, Osamodas
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If there is one subject that has been highly expected these days, it has got to be class rebalancing! During the next days we will provide you with information on this topic. Each day we will unveil an additional part of the changes applied to the 13 classes of WAKFU.


Before making a final decision on these changes, the Game Design team took your feedback into account, and discussed with the Circle of Heralds.  Some of these changes were expected, others might surprise… Balancing, as you know, is a recurring theme in MMOs and even if perfection is really hard to reach, we hope these changes will match your expectations.

First good news: This rebalancing will be deployed with the next update
Second good news: It will come with a complete restat (spells and specialties/abilities points). This should allow you to consider these changes without worrying too much about their impact on your current build.
Third good news: We will conclude this week with a little surprise…

Discover now our first batch of changes starting with the Ecaflip, the Enutrof and the Osamodas! We also added comments from the Game Designer Freyrr that should explain the choices the team had to make, class by class.

Note: changes should be read as follows
“new dmg lvl0”>”new dmg lvl max” (instead of “previous dmg lvl0”>”previous dmg lvl max”)

Ecaflip

Water

Rough Tongue: 2>28 (instead of 2>30)
Fleabag: steal2>steal22 (instead of 2>17)
Fleahopper: steal1>steal17 (instead of 1>15)
Fleeches: steal2>steal37 (instead of 2>34)
Love Flea: steal2>steal23 (instead of 2>20)

We wanted to give more value to the water tree with an increase of the HP stealing, and reducing slightly the damage of Rough Tongue.

Fire

Loaded Dice: 3>44 (instead of 3>38)
Craps: 2/6>21/63 (instead of 2/6>18/54)
Cost changes from 2AP to 1AP+1MP; 2/target
Die Alright: 8>110 (instead of 6>76)
Cost changes from 6AP to 6AP+1WP
Dice Roulette: 10hp/1heal>120hp/10heal (instead of 5/1>55/10)
Same damage in case of Critical Hit (but then hits all cells surrounding the Eca)
This tree needed a lot of care, especially the spells Dice Roulette and Die Alright. We also thought that Fire Ecas should have more combo possibilities, which is why we changed the cost of Craps.

Earth

Heads or Tails: As Ecaflip God: deal damages x1.5 instead of damage x2
3/6-1/3heal>25/52-3/9heal (instead of 3/6-1/3>22/44-3/9)
All In: 1>11 (instead of 1>13)
Battle: 6/1heal>86/10heal (instead of 3/1>40/6)
Cost changes from 3AP to 4AP+1MP
As Ecaflip god heals 50% instead of 100%
All or Nothing: 2>25 (instead of 2>30)
Three Cards: 5>80 (instead of 4>74)
 
Our main intention was to offer more build possibilities to the earth players, instead of the usual All In Eca.

Support

Double or Quits: now limited to 2/turn (instead of 3/turn)
lvl0 = -25% damage; lvl9 = +25% (instead of +0%>+50%)
Roll Again: now limited to 1/turn
Paws Off: chances to apply lvl 1 = 2%; lvl 20 = 30% (same as before, but they progress more linearly)
Now limited to 1/turn and per opponent
 
Concerning Roll again we thought that the Ecaflip tarot should keep a good random aspect. However, with Roll again unlimited, the Ecaflip could too easily get the Ecaflip God card. We wanted to rebalance this.

Enutrof

Water

Cutting: 3>45 (instead of 3>40)
Rascalry: 4>43 (instead of 4>35)
Limited to 2/target
Chances to apply Broke: 5%>40% (instead of 5>35)
Purge: 2>28 (instead of 2>20)

Fire

Fusion: 4>56 (instead of 4>48)
Burning: +0lvl>+50lvl (instead of 0>100)
The chances to apply Burning don’t change
Meteor: 2>31 (instead of 3>26)
Ember: Cost changes from 3AP to 2AP+1MP; limited to 2/turn
Burning becomes Explosion, if on a mine > explosion triggers with 100% chance
Explosion: 2>27
Hot Magma: 8>110 (instead of 8>102)
Cost changes from 6AP+1MP to 6AP+1WP
 

Earth

Smacker: 3>49 (instead of 3>46)
Shady Shovel: 4>69 (instead of 4>66)
50% chance to steal a second MP
Shovel Shaker: 5>70 (instead of 5>60)
 
We tried to give more value to all three trees, and a few tweaking of the tree spells (particularly on the states applied), and an additional WP cost on Hot Magma to give it a slight damage boost.

Support

Treasure Tracker: 2% pf the PP turned in damage bonus at level 1; 50% at level 20 (instead of 2%>40%)
 
This slight boost to Treasure Tracker should help the elementary damages of the Enutrof!

Osamodas

Air

Crobak: 2>28 (instead of 2>22)
Scaraleaf Wing: 2>31 (instead of 2>28)
Whip: 4>40 (instead of 4>35)
No longer double summons damage, bonus is now elementary damages.
A summon must now be targeted to apply the effect (20% of the whip damage), but all summons are buffed.
Lvl0= +6% elementary damages; lvl100= +80%
No longer gives Aerial under the Dragon form but a damage bonus instead: lvl 0= +2; lvl 100= +20
Bwork Trump: 2>17 (instead of 2>12)
Feather Tornado: 3>30 (instead of 4>42)
Cost changes from 5 to 4AP; range changes from 2-4 to 1-4
The spell cannot damage the Osa
 
Improving the damage of Whip under the Dragon form should give more interest to this specialty. Furthermore, the change of Feather Tornado’s minimum range should allow the Osamodas in Dragon form to get out of melee more easily.

Fire

General: Bonus applied are no longer transferred from the Osamodas to his summons. Fire spells now boost summons without leading to stats loss for the Osa
Magpie: 4>52 (instead of 4>44)
Gurgling: 2>19 (instead of 2>16)
Lvl0= +10 lock and dodge; lvl100= +50 (instead of 5>30)
Mooing: 5>70 (instead of 3>38)
Lvl0= +10% resist; lvl100= +100% (instead of 5>30)
Cost changes from 4AP to 4AP+2MP, now limited to 1/turn
Croak: 4>45 (instead of 4>40)
Lvl0= +1MP; lvl50= +2PM; lvl100= +3PM, inc 0.02
Boohowl: 6>80 (instead of 5>60)
Lvl0= +10% damage; lvl100= +120% (instead of 5>30)
 
For the FIRE tree we decided to allow Osamodas to boost their summons without loss for them, which should make it much more interesting.

Earth

Skedaddle: 3>32 (instead of 3>28)
Lvl0= +10 dodge; lvl100= +100 (instead of 0>50)
Collision: 4>52 (instead of 4>48)
Lvl0= +10 lock; lvl100= +100 (instead of 0>50)
Costs changes from 4AP to 2AP+2MP, 1/target
Savage Anger: 5>63 (instead of 5>52)
Lvl0= +8% damage; lvl100= +100% (instead of 0>50)
Instead of killing the creature, this one will just skip its next turn (applies stun at the end of the summon turn).
Still gives +3 AP
Curve: 5>54 (instead of 5>57)
Lvl0= +6% resist; lvl100= +80% (instead of 0>50)
Cost changes from 6AP to 4AP
Crackler Punch: Damages don’t change
Lvl0= -10% resist; lvl100= -50% (instead of -1>-30)
 
We wanted to make Savage Anger become a real interest and more useful by avoiding the loss of the summon. Overall we opted for a general damage boost, as well as a buff on summons. These changes should make the Osamodas much more interesting.
 

Let us know what you think, and see you tomorrow with the Sadida, the Sacrier and the Cra!
Your comments
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DeMetz88 08 August 2012 - 15:06

(KamOlaZ @ 08 August 2012 01:24) *
Feather Tornado acts weird in melee.
Mob in front don't get pushed, I do, one cell backwards.
If a mob is standing by my side, it gets pushed along with me one cell backwards, keeping its lock on me.
In the mob's turn, it sort of ... "glides" very fast to it's destination and attacks normally.

Example:

A mob is directly in front of me, in melee range, let's call it "A".
Another mob is at my left side, in melee range, let's call it "B".
Yet another mob is at my right side, in melee range, let's call it "C".

In my turn, I throw a Feather Tornado at "A".
"A" stays in its cell.
Me, "B" and "C" move one cell backwards.
"B" and "C" stay at my sides, in melee range, locking me.

In "A" turn, "A" moves very fast, almost like flying, to its destination.

This can be reproduced easily in Wild Praries or Wild Estate, or any map where mobs need to get in melee range to attack.

Is it supposed to work like that?
I guess it is, and its a nice touch.
KamOlaZ 08 August 2012 - 01:24
Feather Tornado acts weird in melee.
Mob in front don't get pushed, I do, one cell backwards.
If a mob is standing by my side, it gets pushed along with me one cell backwards, keeping its lock on me.
In the mob's turn, it sort of ... "glides" very fast to it's destination and attacks normally.

Example:

A mob is directly in front of me, in melee range, let's call it "A".
Another mob is at my left side, in melee range, let's call it "B".
Yet another mob is at my right side, in melee range, let's call it "C".

In my turn, I throw a Feather Tornado at "A".
"A" stays in its cell.
Me, "B" and "C" move one cell backwards.
"B" and "C" stay at my sides, in melee range, locking me.

In "A" turn, "A" moves very fast, almost like flying, to its destination.

This can be reproduced easily in Wild Praries or Wild Estate, or any map where mobs need to get in melee range to attack.

Is it supposed to work like that?
P4k170 07 August 2012 - 23:56
My critical boowoll is not working after the upgrade appears 0 damage
Expectations 07 August 2012 - 12:09
Sargent-Wiggest 02 August 2012 - 12:55
20% of Whip damage goes to summons.

So if I hit 400 with whip in total 20% goes to summons? Example : 200+200 , using 2 whips

Stedefus ~


Are you a total deep? 20% of 400 is 80. 2 x whip = 160.
[Troyle] 07 August 2012 - 10:04
A little change for the Enutrof:

Meteor: 2>31
Sargent-Wiggest 04 August 2012 - 00:22

(Chrolo @ 03 August 2012 20:28) *
Where does it say that 20% of your whip damage goes as %damage to summons?

It says your whip does only 20% of its normal damage when you hit your summons to apply the effect which is: level 0: +6% to level 100: +80% Damage
Oh, thanks!
Chrolo 03 August 2012 - 20:28
Where does it say that 20% of your whip damage goes as %damage to summons?

It says your whip does only 20% of its normal damage when you hit your summons to apply the effect which is: level 0: +6% to level 100: +80% Damage
Sargent-Wiggest 03 August 2012 - 20:25
IT was not a math. I was asking basicly if the damage to summouns would stack for each whip, but thanks
Aireon 03 August 2012 - 20:02
That maths is wrong 20% of 400 is 80, the summon would gain 160% damage from two whips at 400 damage.
Sargent-Wiggest 02 August 2012 - 12:55
20% of Whip damage goes to summons.

So if I hit 400 with whip in total 20% goes to summons? Example : 200+200 , using 2 whips


Stedefus ~
 
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