Discover the new content that will be implemented with the update of May 21!
Today, we reveal the first part of the new content that will arrive on the game on May 21.
The complete changelog can be read here.
You can already study your opponent by watching this teaser video, until we publish a Devblog dedicated to this Heavy Weight beast.
All Ultimate Bosses will receive significant modifications. Their gameplay will still be the same, but the random aspect of many fights has been reduced, and even removed in some cases.
To compensate, we of course rebalanced some of their attributes. But overall you should be able to build much more reliable strategies.
And the collectors should also be happy since each UB will now have 4 achievements to unlock, granting you no less than 2 Titles and 1 Model per Boss.
As we communicated some time ago, we will now implement a machine allowing you to barter your tokens for Kamas.
You will find it where the Nation Gambling Joints used to be.
And here are the exact conversion rates available:
- 1 Bronze Token = 10 Kamas
- 1 Dungeon Token = Donjon level * 4 Kamas
It’ll now be the case. We now lowered the normal Kama gain but also added and modified some bonuses provided by the CMs.
Each area will now have a bonus linked to this area, additionally to the world bonus:
- Kama gain bonus
- Wisdom bonus
- Prospecting bonus
If no wish is fulfilled, there will be no bonus. If at least one wish is fulfilled, there will be a minor bonus. If all wishes are fulfilled, the bonus will be stronger.
These locations will now have a main square around the CM, and include the main important elements (Drago-Express, specific Workshops, Trade areas, etc.).
Each region will now have a main Zaap, and Drago-Express will be moved next to the main elements of each area.
Since this Guild will become more and more important along the next udpates, we decided to start implementing it right now. It will now settle in all Nations and will offer you daily quests for the moment.
You will first only have access to a single quest. Once you completed it several times, you will unlock another one, which will then unlock a third one. These quests will consist of resources/seeds gathering or killing the Boss of the Dungeon of the area.
You can now wear both! All cosmetic Insignias will be renamed Costumes and will have their own equipment slot. Insignias granting bonuses will still be called Insignia and use the Insignia slot.
Note that a Costume will always display over an Insignia.
As we explained in this Devblog, you will now have two options to find your right place in the World of Twelve.
First: A quest repeatable every 30 days. You will only have to visit Astrub and pay 25.000 Kamas to the Ambassador of the Nation you wish to join.
Second: As the Scroll of Absolution, you will also find a Scroll of Allegiance in the Boutique, available and usable once a week per account.
What will it be? Amakna, Bonta, Brakmar or Sufokia?
But if you can’t wait and want to know directly, the ingame Gazette will reveal them in exclusivity!
Im a sour Susan when it comes to how badly they alter summons for the sake of "balance". First Chafer Lancers were too "over powered" since they had their shields. So what do they do? They get rid of its ability to use the shield altogether instead of putting a limit to its charges, having it only work if they don't attack, making it castable by the creature instead of a passive.
Then it was Cracklers summoning those larva was too much, so they reduced the numbers of larva summoned and lowered the level of those larva; making them weaker. This then was followed by a barrage of other summons just plain old being unable to have access to their summoning spells all together. Though this remains untrue for certain summons. Around this time the crobak was given a restriction on its Tornado Glyph spell and Osamodas were no longer able to use the spell when the crobak was being controlled, since it was far too strong a spell to be allowed to control completely.
More or less when new summons were coming out from whispers they gave them a purely justifiable "nerf" by riding them of their resists passives and lowering infantry counters and other abilities. This was a good thing and I praise them for their decisions when it came to whisper island monsters.
However, my nerve snapped about their decisions when the level 70 crobak was sucker punched once more due to the new summoning arts passive. Now the poor crobak can no longer use the one spell that sets it apart from its other family members, its very reason for existing as a viable and useful summon was stripped away in that moment. There is absolutely no reason to use it now, it's female counter part is merely a few levels higher and can do everything it can do currently from pushing and having the tornado wall passive, but she can also heal and buff damage for the entire group. Can anyone give me a real reason to use a crobak now.
This all points to lazy and time saving decisions in my opinion. Not even trying to come up with compromises before deciding to completely make things unavailable is what many would call lazy.
If you really wish to try and balance summons for the osamodas then try to make things in combat more about intriguing encounters rather than about all summons having a basic function in the form of push, pull, heal, -ap/mp, big damage, big resists.
The variety in a summons spell pool is the most important and appealing element that a summon osamodas has in order to keep game play alive and enjoyable. You gave whispers great tactical depth as summons when they are paired with one another. Blibli are even intriguing with a Glai's support spells. The new Summons also have good synergy.
All I am asking is... Where did Ankama developers in charge of balancing this games creatures get the idea, that in order to "balance" the summons available to the Osamodas, they would have to strip every creature of any form of status aliments (poisons, stuns, etc)?
Why did the entire team decide that it was okay to not even compromise the idea behind these status effects by making things harder to proc or altering spells a bit?
Will they in turn buff these summons in any way shape or form since many of them actually have no real use outside these effects? Will they add more unique spells to their move pools? Will they create a type of synergy similar to more late game summons?
I would love a response but If it never happens then at least I have cleared my mind of this and expressed my views as clearly as I could. No regrets.
Also changing the bonuses available in each nation was kind of nasty. What's the expectation, that you change nation to align with your element? A player might be in a guild aligned with a particular nation - why does it make sense that they're punished for not being in the "right" nation for their element? Nation bonuses really made more sense and were fairer before. Please change this back and reevaluate the transportation changes, particularly removing free methods of transportation and canoons costing 500k, which is ridiculous. Not all players want to spend significant portions of their earnings on transportation, or are so wealthy that it doesn't matter, which is why free options like canoons were so useful.
You guys are basically segregating the nations based on the elemental branches chosen. I mean I understand that Brakmar is "lol the Fire Nation" but this isn't Avatar the Last Airbender, it's Wakfu... I've been Bonta since I played Wakfu in Beta and all my characters are Bonta (except like one Brak on an alt account.) I refuse to change nations just in order to keep my damage. This is probably the stupidest thing on the entire patch, and likely the stupidest thing released on Wakfu so far. You are forcing people, if they want to not be smote by others who get that boost in the area, to switch nations....
"I want to be loyal to Bonta, so I guess I'm going to gimp myself in order to stay loyal." said no one ever.
Change it, please.