
During the week of 12/8 – 12/15, we held the first portion of our fourth "Ask the Devs" community feature.
In respect to many major game changes that took place during the last few months, we selected ten questions which were graciously answered by:
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"Azael, Game Designer"
Do you have any future plans for Haven Bags? Maybe more (interactive) furniture to make it seem like a home? (View Post)
Answer: The Haven Bag is an important and unique element that we are planning to progressively evolve. At game release, we hope to have a slew of items allowing players to customize the interior how they want – with almost as many choices as in an IKEA catalog (and we all know how big that is).
In the longer term, not only do we want to give the players the opportunity to create their dream home but also real stores, casinos, taverns, etc.
Currently, we are also working on making the Haven Gems more accessible from the very beginning (as apparent from the last patch). This will allow more people to discover all of the wonderful functionalities the Haven Bag has to offer.
I'd like to know if the rest of Icarnam will be added. (The Professions areas, like in V1/2/etc)? (View Post)
Answer: Incarnam will not be modified as it works well as a tutorial location. Instead, we are working on improving Astrub to facilitate some aspects, such as professions and particularities of each nation so that players can make a more informed decision.
As of Content Update 0.311, you will find two unique creatures types and in the center of Astrub, three new dungeons highlighting the three Astrub clans: Destiny, Respite and Trouble. Each clan has its own purpose and the player is able to discover them through these three dungeons! Other many surprises will be available at launch...
Are we ever going to see more character customization options, such as more hair/ clothing styles and colors? (View Post)
Answer: For now, no new core customization options will be made available. Although, instead, we are adding lots of new equipment pieces allowing the player to customize its character whether it be power customization or purely a cosmetic change. After all, armor will cover-up the base body so this works out in the long run.
A "badge" system will also allow users to change character appearance without modifying equipment (and its characteristics).
Will you give Wakfu and stasis more meaning? The game is based around it, will there be more use for it? (View Post)
Answer: Yes! We are currently working on reinforcing the Wakfu/Stasis system. Our goal is to provide a system where the orientation of the player gives him some bonus and allows access to special places (which is already the case with the Wakfu and Stasis islands). In addition, some items may be only worn with a certain Wakfu or Stasis level.
Why does every class start with 3mp 6ap and 6wp?
Wouldn’t it make more sense to customize them to better suit their role? (View Post)
Answer: These three characteristics greatly influence class balancing which is one of the most important things in a tactical MMORPG like WAKFU. Players are able to increase them through Skill Points (obtained at each level) and through equipment pieces. To avoid destabilization, we prefer to have a common starting point that the players can modify as they wish.
Will PvP, the guard and outlaw system, and griefing be worked on and how will it be changed? The North American server is very opinionated on this topic. (View Post)
Answer: Currently there are two types of PvP:
We are planning on strengthening these systems and in the meanwtime, closely monitoring feedback and expectations of the community.
Right now everyone seems convinced that HP is the way to go in terms of level-up points distribution, with the occasional dissenter saving up for an extra AP. What about the other options for point investment, will they be made more attractive, or will HP perhaps be made less attractive to ensure a greater array of useful options? (View Post)
Answer: Health Points are indeed a crucial element of the game, but we have added new characteristics that allow even more variation to builds such as Strength, Intelligence, Luck and Agility. These grant an increase in damage and elemental resistance. For example, Strength increase damage and Earth resistance.
Willpower is a characteristic that increases the chance to apply and withstand various states (ex: Stun state). Block gives more chances to decrease damage received (30%). Perception on the other hand allows one to pass stealth checks or reversely, detect a stealthily enemy.
At this time, the more the spells are diverse, the more you will gain attack power.
Will weapon proficiency (for example, if you use an axe a lot, you can get damage bonuses with axes) ever be used? (View Post)
Answer: This is an evolution that we are thinking of but unfortunately requires a lot of development. We have set it aside to focus on what we believe are more important at the moment (improvement of some of the class spells, especially), but will keep it in mind.
Do you have any intention of taking a look at the mobility of Iops? As it stands, an Iop is the most mobile class in the game with excessive jumps and elemental charges. The Jump spell as a whole has been nerfed down to a healthy level, but the elemental charge spells allow the Iop to keep constant contact with their opponent, while relying on Expert locker to keep them there. As it stands, an Iop easily outpaces an Enutrof.
I personally believe the problem relies in their elemental charge range. The spells are cool, I like them, but they give the Iop the power to hunt down faster targets. Let's look at numbers.
It's easy for a fire build Iop to get 5 mp through a Munster shovel, and 1 point into MP / AP, by level 90. Having upwards of 9 ap, an Iop can use jump twice, giving them 4 more effective MP. Then, the elemental charge is capable of closing the gap 3 more spaces. That's 12 effective movement points, and roughly 200+ lock. You're not going anywhere the moment they touch you. Thinking you can outrun them for 6 WP is unrealistic thinking. (View Post)
Answer: It's indeed a subject that we are closely monitoring, and which will be revised and balanced in the upcoming weeks.
What roleplaying capabilities are you considering giving to players? I'm not sure if I mean that literally, but I'm saying are you considering anything special for outstanding heroes, villains, thieves, vigilantes and the like? Since Wakfu has no goal per say, I would very much like to see a focus on storytelling power given to the players. Not just concerning preservation of the dying world, but also each player's individual cultures and interactions and disputes, even regardless of their own nations... Like the series. (View Post)
Answer: The whole concept of WAKFU is based on the freedom that is given to the players: they can do whatever they want, and use the rich background of the World of Twelve to create their own events. Today, it is already possible to go to war against another nation, to become outlaw, to influence a nation by choosing the laws and challenges (ok, you must become a Governor to do that and that is a lot of work...). Also, who says that there won't be any new information soon on the ultimate WAKFU quest?
We are planning soon to integrate a more global challenge in order to refocus players’ goals, this in addition to an overall increase of the amount of achievements that revolve around the progression of WAKFU’s history.

In closing, we'd like to take a moment to thank everyone who participated in this event and we hope to see you around the forums and in-game!
[View original announcement and player-submitted questions.]
I personally believe the problem relies in their elemental charge range. The spells are cool, I like them, but they give the Iop the power to hunt down faster targets. Let's look at numbers.
It's easy for a fire build Iop to get 5 mp through a Munster shovel, and 1 point into MP / AP, by level 90. Having upwards of 9 ap, an Iop can use jump twice, giving them 4 more effective MP. Then, the elemental charge is capable of closing the gap 3 more spaces. That's 12 effective movement points, and roughly 200+ lock. You're not going anywhere the moment they touch you. Thinking you can outrun them for 6 WP is unrealistic thinking. (View Post)
Answer: It's indeed a subject that we are closely monitoring, and which will be revised and balanced in the upcoming weeks.
Me, myself, and I state the following:
I can't find your whine thread about Sacriers and Srams. I've tried desperately to find these posts were you argue the strengths and weaknesses of each of the classes with some form of map manipulation.
All you've done is shown the pros and cons of an enu fighting an iop. I'm sure this doesn't read like bias, and the Wakfu developers should take this post to heart. The fact you've even acknowledge this scares the hell out of me devs.
Also I've noticed Hazel trees are growing near extinction. I think this is because players don't get citizenship points for planting them(at least not in Bonta).
And there's not yet enough coins in the gov. to declare them endangered. I think people should be able to donate to their governments, perhaps for 3 cit points per kama.
I know I didn't get a chance on the actual Q&A but maybe someone will see this and answer.
I want to know if Eliatropes will be added and if they'll have dragon siblings?
Also I've noticed Hazel trees are growing near extinction. I think this is because players don't get citizenship points for planting them(at least not in Bonta).
And there's not yet enough coins in the gov. to declare them endangered. I think people should be able to donate to their governments, perhaps for 3 cit points per kama.
I know I didn't get a chance on the actual Q&A but maybe someone will see this and answer.
Also will Shushu weapons, like Rubilax, be in the game or are they already there?
I very much doubt that Eliatropes will be added due to their place in lore. The Eliatropes are a rare race and if everyone and their sister was an Eliatrope they wouldn't hold a godlike place as they do now.
As to donating to your government, I think its a great idea, but 3 cit points per kama might be too much, as people would be less concerned with balancing the ecology because of being able to buy themselves out. (My government has a law that causes you to lose cit points for chopping down something that is below the midpoint, so you have to plant it back again to equalize.)
Shushu weapons would be interesting.. But would possibly have to change users every so often and only have one of each per server. Thinking of an idea for how they choose their owner might be difficult, but put an interesting spin on the game. Maybe a weekly arena, or a specific challenge that occurs every few days.
Also I've noticed Hazel trees are growing near extinction. I think this is because players don't get citizenship points for planting them(at least not in Bonta).
And there's not yet enough coins in the gov. to declare them endangered. I think people should be able to donate to their governments, perhaps for 3 cit points per kama.
I know I didn't get a chance on the actual Q&A but maybe someone will see this and answer.
I want to know if Eliatropes will be added and if they'll have dragon siblings?
Also I've noticed Hazel trees are growing near extinction. I think this is because players don't get citizenship points for planting them(at least not in Bonta).
And there's not yet enough coins in the gov. to declare them endangered. I think people should be able to donate to their governments, perhaps for 3 cit points per kama.
I know I didn't get a chance on the actual Q&A but maybe someone will see this and answer.
Also will Shushu weapons, like Rubilax, be in the game or are they already there?
I hope this is true! But if it involves not letting us wear more equips then......
Wakfu and Stasis should have a central role. Wakfu is based on wakfu (and stasis), other than the islands having lead it really plays no role at all. The equips are not that great either.
The answer is good though since they're working to reinforce wakfu/stasis. Can't wait to see how they'll reinforce it.
100HP with 15d vs
50HP with 30d?
50% of 20 is 10 not 5...
Hence the quotation marks around "+50%"... since it's actually a 25% boost in the model shown
[edit]I will expand briefly on this:
Every character has 100% base damage.
Damage is then [Base]*(1+% from items+% from skills+% from passives+% from stats)
The two values I gave on the example-model are simplified from:
10*(1+.5)= 15
10*(1+1+.5)= 25
[/edit]
In actual in-game values, you can end up with stat point values that end up being even less significant when you stack skill level %boosts with class ability %boosts and item %boosts especially since higher level equipment and skills yield higher boosts.
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Main point I am trying to get across is this:
"You can't merely look at an overpowered stat and tell someone to nerf it in order to fix a problem. Stats must be looked over as a whole while taking into account item values, skill values, as well as character stat values." After all... what if equipment and skills gave significant numeric* boosts to health instead of damage?
*there are several skills that give actual percentage boosts to health.
If you Nerf Iops anymore..people wont play them..god..just leave them alone. Go nerf Srams...
100HP with 10damage versus
50HP with 20 damage
In this match up, it's up to who goes first, but wait... add items into the mix:
100HP with 15damage versus
50HP with 25damage
Who wins? The "+50%" received from damage is more significant to the person who stacked health than it is to the person who took damage. (Yes, I realize that I'm comparing 3.333 turns to 4 turns which both translate to 4 turns, but you can go beyond these numbers to significant turn differences.)
That's the issue I've heard and read people ignore/overlook.
Wouldn't +50% damage make that:
100HP with 15d vs
50HP with 30d?
50% of 20 is 10 not 5...