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The Beta is online: Huppermage rework!

By #[Owlie] - ADMINISTRATOR - February 16, 2018, 17:00:00
AnkaTracker

The Beta server has been updated this Friday, February 16th. Come and discover the latest developments and changes, share with us your feedback. Be careful, the Beta will close on Monday!

The Huppermage gets a makeover in Update 1.59! Come try this new version in our new Beta. Attention, it closes on Monday at 3:00 PM CET!
 

The year 2018 is still fresh, and fighting rages on in the new Battlefields, but you may already be wondering what the next update has in store!

Without revealing everything, we'd like to go ahead and share some of the class balancing that's to come. Given that these changes will be implemented gradually, we propose to do the following: one class at a time, we'll present our intended changes and allow you to test them successively in the Beta!

Huppermage

Released in early 2016, the Huppermage class has taken quite a while to reveal its potential. Easy to learn but difficult to master, this class features complex gameplay, the potential of which is unlocked progressively as the Huppermage levels up.

It nevertheless suffers from flaws that we'll attempt to correct with this update:

  • Lack of damage early in the game
  • Lack of fluidity in Rune management
  • Effects requiring setup over several turns without much reward

As such, here is a brief description of the improvements we'll be making:

  • Damage early in the game: Increasing the ratio of elemental damage to AP.
  • More fluid gameplay: Reducing the AP costs of numerous spells (Resonance, Collapse, Eclipse, Diurnal Butterflies, Dancing Shadows).
  • Choice of dominant Mastery: A spell of each element costing 2 AP steals Mastery of the element used. Also, the Mastery generated now depends on the last Rune generated, not the Runes possessed.
  • More distinct elemental branches: Secondary effects of elemental spells will be updated.
  • Willo-the-Wisp and Visio Imperum will be fully reworked.

Test all the new features offered by our Game Designers this weekend and give us your feedback in this topic. Your opinion is very important for our team! It allows us to know if we are going in the good direction. So do not hesitate to tell us what you think about it.

Here is the detailed changelog of the Huppermage changes.

Changelog Huppermage


The Runes mechanic:

  • The runes no longer generate %Mastery bonus/penalty.
  • The last rune applied by the Huppermage grants them a mastery bonus in the rune’s element (10%).

 

Elementary spells:

We increased the damage of all the elementary spells.
 
Energy Flux

  • Steals fire mastery (2 turns) to the target in addition to the other effects.
  • We increased the damage by 20%.

 
Resonance

  • Now costs 3 AP instead of 4.
  • Limited to 2 uses per turn.
  • We balanced the damage due to its cost being reduced.

 
Light of Dawn

  • No longer applies incurable.
  • We increased the damage by 5%.

 
Downpour

  • Steals water mastery (2 turns) to the target in addition to the other effects.
  • Downpour is now cast in line.
  • No longer teleports the target onto the Will-o-wisp.
  • Can only be cast 3 times on a same target per turn.
  • We increased the damage by 20%.

 
Walloping

  • The spell no longer removes % critical hit to the target but give a %critical hit bonus to the caster instead.
  • Walloping is now cast in line.
  • We increased the damage by 20%.

 
Vestige

  • No longer removes AP but removes %critial hit to the targets (in area) instead.
  • We increased the damage by 20%.

 
Collapse

  • Costs 2 AP instead of 3.
  • Steals earth mastery (2 turns) to the target in addition to the other effects.
  • No longer removes armor to the target.
  • Can only be cast 3 times on a same target per turn.
  • We balanced the damage due to its cost being reduced.

 
Backband

  • Costs 3 AP instead of 4.
  • No longer steals armor. Instead, the huppermage will gain armor for each impacted target if the Huppermage has the fire rune.
  • We balanced the damage due to its cost being reduced. 

Rift (Faille on the Beta)
  • Replaces Eclipse. Rift (Faille on the Beta) is a single-target distance damage spell that costs 4 AP. It consumes the earth rune to generate an earth armor on the Huppermage.

 
Diurnal Butterflies

  • Costs 2 AP instead of 3.
  • It requires an air rune to push from 1 cell or a water rune to attract from 1 cell.
  • If the Huppermage has a fire rune, the spell’s capacities will de doubled. As an example, it will push from 2 cells instead of one.
  • Can only be cast 3 times on a same target per turn.
  • We balanced the damage due to its cost being reduced.

 
Dancing Shadows

  • Costs 3 AP instead of 4.
  • We balanced the damage due to its cost being reduced. 

Light Spells:
 

Shiny Orbs

  • We reduced the basic range of the spell (1-4 instead of 1-6).
  • We reduced the spell’s area of effect when cast on a Will-o-the-Wisp: the spell will deal damage in a cross shaped AoE (size 1). The propagation visual will be different.

 
Moonbeam

  • Is now part of the earth branch (instead of Light Arrow).
  • No longer spreads on the Will-o-the-Wisp. Lifesteal: 30% of the damage dealt to the targets in the spell’s area.

 
Light Sword

  • We increased the life steal potential of the spell from 20% to 30% for each active rune. The spell now deals two lines of damage (for the same amount of damage dealt by one spell before). 

 
Light Arrow

  • Is now part of the water branch (instead of Glistening Halo).
  • Limited to 1 use per target, per turn.

 
Glistening Tears

  • The Huppermage’s critical damage are increased by 60% (instead of 25%) but loses 20% critical hit for one turn.

 
Glistening Halo 

  • The spell no longer puts a mark dealing AoE damage around the target. Instead, the spell now inverts the target’s amount of dodge and lock. It also inflicts light damage if the target is an enemy. 

 

Active spells

 
Will-o-the-Wisp 

  • Costs 1 AP. The spell can be cast twice per turn. Range 1-3 (cannot be modified, no line of sight).
  • Onto an empty cell: Puts a Will-o-the-Wisp and transfers the last rune created by the Huppermage onto it.
  • On a Will-o-the-Wisp: Removes the Will-o-the-Wisp. The Huppermage receives a random spell from the rune’s element (that they don’t already have in their spell deck), the rune and 2 AP.
  • The number of Will-o-the-Wisp on the field depends on the Huppermage’s control.

 
Visio Imperum, is renamed as Principio Valere

  • Costs 3 AP. Cooldown of 2 turns. Range 1-4 (cannot be modified, no line of sight).
  • Praecipio Valere applies an effect to the target depending on the last rune created by the Huppermage.
  • Fire: Applies “incurable” (level 5) and “sharing” (Partage on the Beta): When the target receives healings, everyone around it in a size 2 circle will also receive them (for 1 turn).
  • Water : Teleports the target onto the closest Will-o-the-Wisp (maximum 6 cells).
  • Terre : Stabilises the target (1 turn). 
  • Air : Teleports the Huppermage onto the targeted cell.

 

Passive spells


New Breath

  • No longer removes elemental resistances.
  • When the Huppermage has an air rune, when dealing air damage, the Huppermage will also apply levels of a new state " New Breath" depending on the level of the passive spell.
  • New Breath increases the damage received by the target (that have the state) during the next turn of the Huppermage.

 
Soul development

  • No longer heals the Huppermage depending on the earth damage dealt. No longer deals damage to the Huppermage depending on the Light spell they cast. 
  • Unlock the spell “Eclipse”. 


Eclipse

  • Costs 2 AP, range 1-4 (can be modified).
  • Eclipse removes a big amount of armor in an cross-shaped area (size 1): from -100 (level 1) to – 3000 (level 200). Cooldown: 4 turns.

Antithesis
  • Increases Light Arrow's limitation to 2 uses per target, per turn.

Dynamo
  • We decreased the amount of damage given by the passive (from 15 to 10 at level 1, and from 20 to 15 at level 2 of the passive).
 

Miscellaneous

  • The client now works with Java 8 instead of Java 6. It is no longer possible to launch Wakfu with a version of Java less than 8. The code is however not compiled in Java 8, but still in Java 6. The Linux updater will now work with a JRE. Do not hesitate to report any problem encountered!
  • The launch parameters of Wakfu have been modified accordingly, it is likely that you note improved performance during your gaming sessions. Feel free to report any problem encountered!
First Ankama intervention

 

EloyAcebes|2018-02-16 22:57:42
And for when the Osamodas changes. He need changes

 
FireCooler|2018-02-18 01:51:35
so no rework for rogue huh?.. sad 

 
akyl13|2018-02-19 00:45:17
Any news for xelors?


Hi guys,

The team would like to implement balancing changes once class at a time. For now the focus is on Huppermages.
See message in context
Reactions 47
Score : 1

thr r any comments...

0 0
Score : 4210

HERE I AM WITH MY NINJA HUPPER CLAN, HUPPER CLAN, HERE WE STAND!

YO MY DUDE! I am so ready!

2 0
Score : 515

LIGHT SWORD IS PRETTY COOL.

MOON BEAM, THE BEAUTIFUL.

0 0
Score : 4784

The number of Will-o-the-Wisp on the field depends on the Huppermage’s control. Super wisp fights!

0 -1
Score : 20

Ah crap and I sent my hupper to remington recently in exchange for my rogue. Ah well, maybe the server merge will mean I get them both on one server soon. And if they'd make a booster where I could just make a full 6 man party of me and alts...commence dream team. Never gonna happen but still cool to think about.

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Score : 581

WHY limit water spells in line?

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Score : 32

who cares about the rework, men this is... PURE DINAMITE XD!
The client now works with Java 8 instead of Java 6. It is no longer possible to launch Wakfu with a version of Java less than 8. The code is however not compiled in Java 8, but still in Java 6. The Linux updater will now work with a JRE. Do not hesitate to report any problem encountered!
The launch parameters of Wakfu have been modified accordingly, it is likely that you note improved performance during your gaming sessions. Feel free to report any problem encountered!

1 0
Score : 415

nice the Java upgrade sounds interesting but i still don't know where to get the linux beta

0 0
Score : 146

These changes remind me a good deal of the Dofus version of the Huppermage. I am excited for having the number of wisp increased on the field and it does seem like the changes to Light Arrow will just allow for more spell options. I just hope those other options will suffice. Overall, I'm ecstatic about this revamp!


I wonder if the Java upgrade will allow me to use game capture on OBS instead of a window capture. Doubt it but I still dream..

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Score : 75

Let us shed tears of joy my brothers and sisters... Our Time as Huppermages has finally come....
But seriously though everyone, let’s make sure we get what we need. Was getting tired of people trashing our family name. Everyone participate
-Gruffis (Scoria Roots)

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Score : 184

Would be nice for Huppermages to finally not be in constant god mode. :^)

0 0
Score : -265

Well i maded that class the day it came as DLC on steam it was kinda fun to play but always felt kinda lacking even tho these changes look ok i probably never gonna use Huppermage again.

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Score : 59

This isn't gonna help us... It's just shuffling around the whole class. Are they trying to make us a support/dps class? Because our damage will probably be lower. They are also destroying so many spells.
Shiny Orbs? What reason do I have to include this in any spell deck? We can't go the resistance debuff route. Aoe is minimal, and range is absolutely horrible. Also making most of our spells Line while giving them a little damage increase? Why..
No more debuffs with wisps? They are interesting though and gives Hupper a use for ctrl.
Light Arrow once per turn? (twice) This was the only good thing...
Please explain this...
"Glistening Tears: The Huppermage’s critical damage are increased by 60% (instead of 25%) but loses 20% critical hit for one turn." - Oh here's a big shiny sword - But it's made of balloons.
Glistening Halo? It was too expensive anyway, so what it does now is actually interesting and could be useful.
Light Sword, Moonlight Beam - 30% of 0 is 0

It seems to me that all we'll be doing is pushing/pulling/tping things around and literally spamming low cost AP spells that deal no damage. Wasting turn time.
Principio Valere has every function now, is more straightforward and saves spell slots, but if it has a turn use limitation, I will stop playing this class sad

2 -1
Score : 3

And for when the Osamodas changes. He need changes

0 0
Score : 628

i hope they add some new animation to spells on huppermage, especially this badass move when they cast runification in dofus wink

0 0
Score : 1008

Please stop reworking classes one at a time. You will never get this game balanced that way. Stop, take a look at EVERYTHING: every class and all mobs. Make sure this game actually gets balanced instead of just applying bandages that most of the time don't fix anything and just piss the community off.

1 0
Score : 780

No more Glistening Tears healing? Seriously?

1 0
Score : 149

Nice to see that the Java version was finally bumped from 6 to 8... Although, by now version 9 (released around last November, I think) is quickly becoming the default install.

I'm playing (mostly) on a Mac (High Sierra), and Java 9 is currently the default. To get the regular client working, I had to install Java 6 alongside the default version, which was not so trivial. (To the point where it nearly kept me from giving the game a try - luckily I was persistent, wonder how many people missed this gem due to this issue.) Now, upon trying to install the Beta, it insists that I "upgrade" to Java 8, just as the regular client used to insist that I "upgrade" to Java 6. Neither client accepts Java 9. Isn't there a way to make the client work with a range of JVM versions? Or, bundle a matching JVM, as it is an option in the Windows client?

I know that Mac users make up just a small percentage of Ankama's customer base... But please - it's the month of Eniripsa after all - give them some debugging love too.

1 0
Score : 16

RIP huppermages

1 0
Score : 65

I don't know. Some of the Hupp's changes sound intriguing. Chaining spells and utilizing mechanics may be key, but limiting Light Arrow kinda blows. I hope they revisit the QB system and light energy costs though.

0 0