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Hello everyone! From now on I will regularly (after each update if possible) publish a “Letter to the Community” to talk about WAKFU and announce important information or modification brought to our previous plans.
With the Wabbit Island out, we talked with the Community Managers about your feedback and expectations. Here’s what came out of it. We tried to identify the most important subjects: we won’t be able to address all demands that will be posted in the comments but we will try our best to answer.

Too many bugs

The “bug issue” is not new, as you keep reporting them and the team, support and Community Managers keep monitoring them.

Lately, we asked the Community Managers to send us a list of the most regularly reported bugs: fixing these bugs will now become our number one priority on the same level as class revamps. This list has been published on the forums. Our goal will be to keep it updated to let you know the progress made.

The revamp of the Wild Estate and classes are maintained, but all other additional content will be in stand by for now.

Therefore, the following content that was planned for October will be postponed to a later date: “Captain Amakna” Dungeon, “Alkatrool” Island, new Haven World building. We’re also looking into opening the Beta server to more players on specific periods of time, allowing us to track bugs earlier. This project is only in its reflection state, but it should give you a better idea of our plan.
 

Classes

It’s a fact that the Eniripsa revamp didn’t go as well as the Xelor’s. We want to improve the way we work on classes in order to limit the issues upon release, while still communicating with you. Classes will remain a priority, and we hope that the next update will see many bugs fixed, allowing a healthier basis for class revamps.

I wanted to add something: the entire team cannot work on classes. These tasks mostly rely on Game Design and Development. What this means is that we can still release new content without impacting the class revamps. In other words: this work wouldn’t be faster, should we stop to work on additional content. If it were that simple, we would have done it already!
 

Global Restat

We will no longer offer global restats since ingame alternatives exist for those who did not receive significant modifications.

However, we know that the current alternatives are not so much “fun” and we will look into adding new ones (with the Almanax for example).

Unfortunately we cannot give you any date for the moment.
 

Items

Many players manifested their dislike of the items offered on Wabbit Island.

We will have a look and reevaluate all items level 65 and higher to ensure the progression of all equipment.

We want all items to have as much use and impact on the game as each other. The Wabbit items led us to develop a new item creation tool, but this tool wasn’t used to rebalance the old items. We will be doing just that to make sure all items are balanced. The tool itself will also be adapted to increase the damage bonus on mono-element and make sure that this type of item improves.

This work, as well as the bug fixing, leaves us no choice but to postpone the craft revamp. We first want to make sure that all items are balanced before we can start working on this revamp.
 

Smithmagic

Smithmagic needs to be modified to limit the random aspect, but our current priorities will not allow us to work on it right away. We will let you know as soon as we can start working on it: we want you to be involved in these modifications.
 

Experience curve

Many comments mentioned the experience rate, especially when it comes to experience needed to reach the highest levels. We will look into the experience curve and the game content.

This will also be a good time to limit the effects of Power Leveling and reevaluate the experience provided by each monster family, to make sure that each batch of content becomes more interesting than the previous one.

This however will not be fixed with the October update. Here again we will let you know when we have more elements to give you.
 

Talk to you soon,
Aza