During next update, alongside the class changes that were already announced last week, we will implement improvements on PvP. Our Lead Game Designer, Azael, tells you everything you want to know about these changes.
Hey party people!
I'm very pleased to announce the
modifications we're going to make to the PvP system with the next update, alongside the balancing changes.
These are only the first changes we're going to make. We plan to really
develop this aspect of the game in future, rules-wise as well as in terms of the PvP content we're going to add.
For this
first phase of modifications, we have tried to
make combats longer and
reinforce the tactical aspect of the PvP game.
As always, we'll be looking forward to hearing what you think so that we can develop a PvP system that you like.
Balancing and HP bonus for PvP fights
One of the changes we're going to implement is a very simple way to balance basic PvP: by
raising the number of Health Points you have!
The way it works is simple:
when a player enters a PvP fight, his Health Points are automatically multiplied by 3. The player can view his PvP Health Points in his health bar whenever he likes - they'll be displayed in a different colour.
This means that even if your opponent plays first, you'll both have to
fight for longer and play more tactically. Similarly, you'll have to
pay more attention to your stock of Wakfu Points. Gone are the days of hot-headed PvP fights which are over in two turns!
Oh, one little thing... During fights between players, the calculation of certain spells' effects will be based on the players' basic HP rather than on their total HP with the PvP boost taken into account.
Here are the spells for which this is the case:
-
Sacrier: Coagulation
-
Ecaflip: Black Bow Meow, Hairy Moon Tarot, Meowtyrdom Tarot, The Croquette
-
Eniripsa: Sadist Mark, Regeneration, Transcendence, Coney, Massacuring Mark
-
Enutrof: Drhellzerker, Phone a Frhend, Combat Training
-
Pandawa: Master of Merriment
-
Sram: Torment
-
Sadida: Doll
These modifications will make fights longer and more tactical. Combined with
the class balancing changes that you have been reading about this week, they should enable us to
set down some solid bases to help PvP in the right direction.
New Timeline system
This system is going to
have an impact on both PvP and PvE, so it's important that we explain it in this devblog.
We have decided to
alter the current Timeline system to put
more emphasis on strategy and
prevent killer combos that depend entirely on players' Initiative.
The Timeline is the Initiative gauge displayed on the right-hand side of your screen during fights. It determines the order in which players and their opponents play.
We are going to change
the way the Timeline calculates game turns. Now, these calculations will take place
at the end of the preparation stage and will be done in
two steps:
If several players have the
same Initiative, they will be
put in order as follows:
-
The player with the highest level will play first and so on.
-
If the players are the same level, turn order will be decided at random.
If one team contains
more players than the other, the turn order will still be defined
as described above. The bigger team might therefore have
several characters playing in a row.
Here's a little example of the system:

We are aware that
this new system will reduce the importance of Initiative in the game. However, we are planning to
review the Speed system in an upcoming update in order to:
-
Make it easier for players to understand how the game works;
-
Make Initiative more important in the combat system again;
-
Give fights a better rhythm, with Initiative bonuses appearing sooner and more regularly.
We will let you know when this review is under way.
"No aggro" state
Many of the community's players have spoken to us about experiencing constant aggro. That's why, in this update,
we're going to implement a "no aggro" state.
When a player is
killed as a result of a PvP attack, he will
automatically enter this state.
For 5 minutes, it will be
impossible to aggro him.
If the player engages in
any kind of PvP activity during this 5 minute period, the state will disappear. That means that if you attack a player whilst you're in the "no aggro" state, you will lose the state.
This restriction will be developed over the course of future PvP updates to take data and findings into account. Our aim is to curb behaviour that is detrimental to your in-game experience, not to introduce immunity to PvP or other flaws in the PvP system.
KenKO
I'm almost done here, but first up, I have a modification to report concerning KenKO, the item that allows you to revive someone outside battle.
This item will now apply the De Darm state (like after coming back to life using a regular Phoenix).
That's all for now! As I mentioned earlier in this devblog,
these changes are only the beginning. I'll be in touch soon to let you know how we're progressing with regards to these issues and to tell you about other improvements we're planning to make for PvP!
Also note that almost all classes have some kind of push spell (if i'm not mistken only feca and enu don't have one). That way xelor can get easly out of the dial wasting wp really fast.
So. Xelors.
I like the added HP: I think that it has improved fights and opened the way for strategy based PvP, but something really does need to be done about Xelor's Dial. I play a Xelor, but so often players either knock me off my dial or destroy all 6 charges in one turn with low level spells. Just like that, 2 WP has gone in one turn.
As others have noted (see quotes), this is almost always a death sentence for the Xelor. In some cases, you can endlessly use tempus fugit to escape and attack with your remaining AP, but this is very slow and frustrating for both players.
Solution: improve dial or improve Xelor. If the Xelor is less dependent on the dial, losing it won't be so bad.
Or, make the dial harder to destroy. Right now, 1 damage on it will destroy one charge. Maybe each dial charge could be given HP that is dependent on the Xelor's level (because the higher level the Xelor, the higher their opponent is likely to be and thus able to deal higher damage).
As for pushing Xelors off the dial, perhaps Xelors could have some sort of resistance to being moved? Like the way the dodge system works...
I'm not asking for the dial to be invincible, but just made strong enough that players can't destroy the whole thing in one turn. Make it so that they're better off focusing on the Xelor and not smashing dials.
Bonus will be 25 block? + few block from gears. + coagulation and SA.
Now try to kill this fatass.
I already hate this lil milimowolf
Haha
No
Best now +50ini cat,better then tofu and all others.
Block bonus ussles.what U set-+50ini and U move first(make dmg first) or +10 block(new wolf give it) and ok-you have 100% block all hits-it only -30%dmg...and lose turn...look bad.
Like Kikuihimonji said this is really lame for those classes. Sadida's main play style is summoning dolls, if their hp is not count on this why would people even bother playing a sadida, or a coney based eni?? Seriously Troyle can you pls tell this to Ankama.
Sadida still remains weak and this changes won't help them either.
Also note that almost all classes have some kind of push spell (if i'm not mistken only feca and enu don't have one). That way xelor can get easly out of the dial wasting wp really fast.