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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.
Category: Game design

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Comments (159) Comment on the forum...
Lord Madgobb
Kikuihimonji 19 July 2013 20:43

(DerSwitcher @ 19 July 2013 14:42) *
A Sadida is not a mass-summoner and i don´t want it to be! If you want to summon a large number of npc´s with stupid AI than play Osamodas.
It is absolutly possible to handle a Sadida and make wonderful damages and supports for your team you just have to think about what sadida is now, just think about your builds.
Actually Sadida was designed to be mass-summoner aka summoner of many, wich is why it is possible to summon 6 dolls, while osamodas was designed to play with 1 summon (recently it got changed so you can have 2 strong summons instead of 1 but i wouldnt call it a mass-summoning if its just 2 summons).

"With stupid AI" you say - well i just hope they fix the AI.

The fact that its possible to handle current sadida doesn't change the fact that it's not what it should be and that some passives are not working togather with each other like they used to before the revamp. Now you either have half of passives activated or other half, before you had all passives available at any given time and you just had to choose wich ones you want to get for your oryginal build. Now builds are less of a choice and its just too obvious what you have to level that is just boring.

And some passives are ridiculously underpowered like Explodoll. Also Doll Link is not really showing the proper link as, like i said, there's no link between Sadida and the voodoll it places. It's just awkward logic. It's the all other dolls that should receive dmg for Sadida, even in anime madoll of Amalia suffer pain when Amalia get hurt by wild roses. And when i ask people around they all would love to have dolls taking part of the dmg for them aka the way they should. It was lovely mechanic that made Sadida special. Removing it was the worst thing ankama did to this class.

Also promoting to not use summons while playing summoner class by making it have more dmg they it would with dolls is also wrong. And loosing all the dmg bonus gathered for 5 turns of not having summons when you place just 1 doll is another bad thing. Fights doesn't last long enough to make Sadida able to swap between "2 builds".

And you know its possible to play foggernaut well or sram with invisible build, but it doesn't change the fact that, just like Sadida, they need changes (improvements) as some things are simply broken by current design.
Lord Madgobb
Neneko88 19 July 2013 21:03

(DerSwitcher @ 19 July 2013 14:42) *
I am a Sadida Player since Dofus and in Wakfu since the open beta and i realy dont understand some of your complaints.
Atm i play 2 Sadidas, one is Air and one Earth, a third Sadida in Water-Build is planned and it will be great!. I realy dont miss dolls the most time at the game although i can cast them and have a win of them in some situations.
I realy would hate it to cast dolls to increase my damage. Lone Sadida is one of my favorite passives, as well as doll link as it is now. Even if you dont cast Dolls (in previous versions) or a Voodool (new version) you get -10% on all damages.
Tree is also a very great spell as it is now... if you need more heals than increase your elemental dmg and bp.
Both of my Sadidas are 12ap 4mp builds on the way to 12ap 5bp.
Yes, AI of dolls is ultra dumb and yes the sadida needs improvment in details but as a very experienced player i can read that you played Watersadida-Builds which just spit Waterdolls to punish your enemies.

A Sadida is not a mass-summoner and i don´t want it to be! If you want to summon a large number of npc´s with stupid AI than play Osamodas.
It is absolutly possible to handle a Sadida and make wonderful damages and supports for your team you just have to think about what sadida is now, just think about your builds.

sorry for my english, it is not my nativ language.
You're wrong, if you don't want to be a summoner don't play sadida. After they turned osas into a dragon class, sadida was the only class that was a real summoner. It should stay that way, why do you think they gave us more dolls to use? All specialties but 1 are about dolls

Kam himself wouldve never made sadida into a dragon osa like grou did. Kam is the one who created the sadidas.

You missed closed beta when he was the one rebalancing them. I think I know why you don't understand the problem.

@Kikui
Totem used to cost 1wp and 2ap. I don't understand why you're making the cost higher in your solution..It's sadida's best support spell. It should be as good as it used to be, not worse.

Change UBs as much as you want, maybe make it so when you totem an UB it becomes the 40% of target's hp totem. But you need to make totem as good as it used to be, you're taking away the one spell that made them the best support class.
Short Strich
Neneko88i 08 September 2013 18:24
Since Grou doesn't look at the sadida forum let me post this here

Osas can summon with 3ap. Sadidas having weaker summons and having a higher cost to summon is a bug. I did the math so summon a specific doll is always the same cost.

Dolls


  • greedy, should give back 1ap if summoned with vaporize, 2ap if summoned with mudoll, 3ap if summoned with rust
  • inflatable, should give back 3ap if summoned with tear, 2ap if summoned with drain


  • lethargic, should give back 2ap if summoned with woodland stench, 1ap if summoned with poisoned wind, 2ap if summoned with gust
  • ultra powerful, should give back 2ap if summoned with sudden chill, 2ap if summoned with k'mir


  • the blocker, should give back 2ap if summoned with bramble, 3ap if summoned with fertilizer, should give back 2ap if summoned with with wild grass
  • the madoll, should give back 4ap if summoned with manifold bramble


When we do the place seed + cast an elemental spell the cost is always consistent. Only exception is aoe spells like rust and manifold bramble

greedy = 3ap

inflatable = 4ap

lethargic = 3ap

ultra powerful = 4ap

the blocker = 4ap

madoll = 3ap

Totem
This is their best support specialty and its cost or effect needs to change. You need to choose from one of these options.

*40% of target HP.
Cost 2AP (will not cost WP)

*100% of target's HP
Cost 2AP and 1WP

*Bring back beta totem which blocks LOS but if you push something onto it then it breaks
100% of target's HP
Cost 2AP and 1WP
Lord Madgobb
Kikuihimonji 10 September 2013 13:58
I also think that it is unfair that other classes can benefit well from AP received from Xelor, but Sadida cannot do all it could with that AP. What i mean is the limitation of dolls to be 2/turn. Even if we build ourself for 12AP, we will be still unable to summon 3 dolls at time (2AP seed, 2AP vaporize). The revamp given to sadida few new tools to play with but it didnt balanced Sadida - it is still underpowered and some passives work against the other passives. This is really bad design. Not to mention the awfully low scaling of Explodoll and destroyed doll link.


(Troyle @ 08 April 2013 16:03) *
Our goal is to reduce the cost of the dolls.
You know, the cake is a lie...
Featherless Piwi
gutsytoe 07 November 2013 19:55
"You're wrong, if you don't want to be a summoner don't play sadida. After they turned osas into a dragon class, sadida was the only class that was a real summoner. It should stay that way, why do you think they gave us more dolls to use? All specialties but 1 are about dolls"

actually your half write people do play the osa for the dragon but he is still a summoner class it's just he cant mass summon like he is suppose to if he/she would try to do that vs anything equal lvl and or in pvp they would lose witch in my opinion is a bunch of bull, what they did is take the summon out of his class and try to pass it off as an osa personally the dofus osa is better than the wakfu osa but that's just me, don't get me wrong I like the fact that the osa can turn into a dragon it's kinda like playing a druid from Diablo 2, and as for the sadida she is a support/summoner that's what I believe to be her role and the osa dmg support/ summoner/tank(cuz of the dragon from is why the tank was thrown in).
Scary Polter
Karakedi 21 November 2013 23:01

(gutsytoe @ 07 November 2013 19:55) *

actually your half write people do play the osa for the dragon but he is still a summoner class it's just he cant mass summon like he is suppose to if he/she would try to do that vs anything equal lvl and or in pvp they would lose witch in my opinion is a bunch of bull, what they did is take the summon out of his class and try to pass it off as an osa personally the dofus osa is better than the wakfu osa but that's just me, don't get me wrong I like the fact that the osa can turn into a dragon it's kinda like playing a druid from Diablo 2, and as for the sadida she is a support/summoner that's what I believe to be her role and the osa dmg support/ summoner/tank(cuz of the dragon from is why the tank was thrown in).

Except you are very wrong about the concept of both summoner classes. Do you even have a high lvl osa and a sadida?

Osa has always been a summoner + dragon class. Since day 1 I always played an osa, I love the playstile of the summoner aspect of this class. Osa's are damage dealers through summons or changing into dragon form. The concept of an osa is also being able to change into a dragon, this has always been like this since day 1 that Ankama implemented this class into the game.

Sadida's however have always been summoners and summoners only. Only thing is, Grou ruined this class completely after the latest Sadida revamp. Before that revamp, when you create a sadida the description says "Summoner of many" "Sadida uses plants and war dolls in all he does"
I play Sadida since early beta, I have always been a summoner water sadida. Their ability is to summon as much dolls as possible on the battlefield in order to survive. But since the latest patch Grou is trying to make Sadida as a second "Dragon Osa" which is totally not the concept of the class at all...

Sorry to disappoint those Lone Sadida's around but if you want to be an Iop-like Sadida, go play an Iop or some other dd because Sadida is meant to be Summoner of many. That Grou totally ruins this class doesn't mean it's the actual class concept!!
Featherless Piwi
gutsytoe 25 November 2013 11:03
and now you have it wrong, osa's were originally are beast summoners coming from dofus the first osa they would mass sworm the field better than sadi would cuz thats what they did no if ands or buts, going into wakfu they lost that ability to do so effectively (I was making a comparison before) but gained the dragon ability. The sadi is a support /summoner the best dolls the class has is the inflatable and the ultapowerfull (one heals and one reduces mp) thoughs two are supportive summons, the class only has two offensive summon and the one you need fire to summon it this is why i say support/summoner, and in dofus they were played as a lone sadida so this is nothing new they dealt allot of damage by them selves. So all in all the way the two classes are played have been switched around in wakfu that is how I see it and I'm sure most of the people coming from dofus to wakfu will agree.

PS: the whole point to an osa is to summon beats that will aid him and his allies in battle the dragon form is there so the class can be more than just a summoner, interpret this how ever you want.
The Sinister Six
axemangx 25 November 2013 11:46
Nice necro, buddy.
Lord Madgobb
Kikuihimonji 25 November 2013 12:44

(gutsytoe @ 25 November 2013 11:03) *
and now you have it wrong, osa's were originally are beast summoners coming from dofus the first osa they would mass sworm the field better than sadi would cuz thats what they did no if ands or buts, going into wakfu they lost that ability to do so effectively (I was making a comparison before) but gained the dragon ability. The sadi is a support /summoner the best dolls the class has is the inflatable and the ultapowerfull (one heals and one reduces mp) thoughs two are supportive summons, the class only has two offensive summon and the one you need fire to summon it this is why i say support/summoner, and in dofus they were played as a lone sadida so this is nothing new they dealt allot of damage by them selves. So all in all the way the two classes are played have been switched around in wakfu that is how I see it and I'm sure most of the people coming from dofus to wakfu will agree.

PS: the whole point to an osa is to summon beats that will aid him and his allies in battle the dragon form is there so the class can be more than just a summoner, interpret this how ever you want.
1. Ultrapowerful is not reducing MP, its applying poisons. The one that reduce MP is madoll and its pretty much useless past 20th level.

2.Sadida have 3 offensive summons: the ultrapowerful mentioned above, the Sacrificial doll and the Greedy doll.

3.The Sadida had high damage itself because the dolls it had were not doing damage. Here in wakfu the damage of Sadida is divided between Sadida and its dolls, wich is why people say that the "Lone Sadida" damage increase should also increase when we use dolls, or else we loose like half of the potential of damage output that we would normally have.

4.The fact that we may or may not use dolls should be up to us. There are some situations where dolls are not needed but making Sadida loose damage increase when it summon a doll for support is just killing the class concept and make it underpowered vs other classes.

5.You are also wrong about the concept of the Osamodas and Sadida. The Osamodas is offensive summoner, while Sadida is defensive. This is why Osamodas have high base dmg of spells and why Osamodas's summons are dealing high damage. Meanwhile Sadida before revamp was one of the best tanks in game. It lost this ability after the revamp, wich just ruined the class as tank. Now we can still use Brambly Armors on ourself to tank but we cannot do any reasonable damage while doing so, unlike a Sacrier or Feca who can deal high damage while having high tanking abilities in same time. They simply messed up Sadida too much and now people claim that it is "support summoner". Tanking is a way to support too. The dolls are there to tank the damage for allies as well. However they lose HP and their resistance hasn't been changed since beta days, wich leave them underpowered. They changed a lot about Sadida, but they forgot to change many important things while they made some mistakes and changes something that they shouldnt: the Doll Link passive.
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