Ashescreed|2015-06-15 16:54:23I cant remember where it was mentioned but I know it was(will do some digging and update this with the post). Heal resist is supposed to stack slower than current. it was something like healing a player full 5 times than the current 3 or something along those lines XDIs there a change coming to heal resist? The Eni changes haven't been released yet but doing guess work and watching other classes and your comment above I'm assuming their damage is going down alot due to specking to heals equivalent to what we have now. But if heal resist still exist our use to the grp will dimish over time. Not only that but since dps'ers are gona have to go a bit more squishy to do the dps and healers have less dps that gona draw out fights more with more healing need and higher heal resist. I'm afraid with these changes it might be more beneficial to go full dps groups for faster kill w/o healers altogether. Can we get conformation this won't be the case and if there's a change to heal resist build up speed. Thanks for your time.
Thanks Ashescreed for helping and during the beta server update of the 05/06, we made the following change on heal resistance:
Resistance to healing will increase slower. Before 100% resistance to healing represented a character who was healed 3 x his HP, now this amount will be 5 x.
But please be aware that this is a Beta modification and still subject to change.

Well, no matter how I look at it, my main class is nerfed and limited. With all new stuff deck system adds. And high specializing characters suck for the game that used to give us freedom. Please, dont turn it to another boring RPG, you can't compete with what other developers can offer. Wakfu power is in been very special game.
Thanks for all the hard work
and who's fault is that? maybe players hmm?
Also giving less then 5 days for one of Devs (the worst one) to come up with something for Osamodas who's very complex character (words of Dy7) didn't helped at all
I swear its always one person who wants to be negative, ignorant and especially "IGNORANT" of what the Update/Letter/News/etc. was about.
The key feature to the new spell deck system is to allow "Adaptability" against all types of enemies (including PVP opponents) while making players who pull "do it all builds" that are only abusively overpowered because they can make use of more then 12 spells/actives over all that do not require levels to meet most of their uses at all, be sufficiently put in check. You either play as a Arsenal, Tactics player or a mixture of both, In any Tactical game you're always going to want a character(units) who can fill each necessary role to handle fights that can't be blitzkrieg'd to death. Which alot of Wakfu seems to turn into regardless of any gimmicks enemies have, especially when you include people level blazing past over half the content in the game itself.
Heck let's do a neat little reference to a particular Death Battle Video i remember watching back, "Link Vs Cloud". Link won in the end because his own equipment and 'adventures' required him to use innovative thinking and a variety of items. Though of course Cloud from FF7 has materia, summons and what not, most typically players will skip alot of things and just skip straight to making the characters pull damage nukes thanks to Stat up Materia, High level Magic Materia and powerful Summon Materia. If the 'best' materia obtainable in FF7 was included in the death battle, then likely Cloud would of just practically won by default because of instant kill damage spells/summons, course probably if that happens and Link gets his own end game equipment too, then it would probably end up with Link dodging and avoiding the onslaught with ingenuity and maybe end up with him using his mirror shield to bounce a energy blast right at Cloud, causing him to win the match still.
The point is, when a game just purely focuses on mowing down enemies, even while including 'options' to take other approaches, pretty much the latter gets skipped out in favor of just blowing everything up. Tactical RPGs tend to work by actually "Thinking" and using Skill, not Spam X spell/attack/skill to win all the time, that's for games like poor shooters that make enemies practically run at you while you shoot them to death with a practically endless supply of ammo.
Thanks man! Hopefully we can see it by then. We'll be waiting.
Well, maybe August for the heroes system. So hard waiting!
Is there a change coming to heal resist? The Eni changes haven't been released yet but doing guess work and watching other classes and your comment above I'm assuming their damage is going down alot due to specking to heals equivalent to what we have now. But if heal resist still exist our use to the grp will dimish over time. Not only that but since dps'ers are gona have to go a bit more squishy to do the dps and healers have less dps that gona draw out fights more with more healing need and higher heal resist. I'm afraid with these changes it might be more beneficial to go full dps groups for faster kill w/o healers altogether. Can we get conformation this won't be the case and if there's a change to heal resist build up speed. Thanks for your time.
"The work on the classes turned out to be more complicated than we expected". Oh really? What a surprise!..Why are you guys trying to do all at once and in such a short period of time instead of careful and qualified remastering of each class that needs full revamp? There are a few of successful innovations, but only few, and the rest unfinished, unbalanced and causes a lot of negative and frustration.
Also, if you are trying to become like "other classic tactical RPGs" think about two moments plz. First, you may lose your individuality and lose all players who were attracted by it and stayed in game for ages. Second, you may lose new players in few days-weeks-month who will be attracted by "similarity" with other "classical RPGs" becouse familiar battle system is not the most important thing. You know, usually players have got used that everything is functioning properly. And here... Wakfu is full of bugs, payment system is still broken for many countries and support system is the most awful support system I ever saw, really. People should love this game very much to stay here no matter what. And you are destroying that for which Wakfu was loved and appreciated.
>I guess Sacrier is main
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Lukinerx, I have an osa too, I feel for you.
click here
found it :p
Thanks Ashescreed for helping and during the beta server update of the 05/06, we made the following change on heal resistance:
Resistance to healing will increase slower. Before 100% resistance to healing represented a character who was healed 3 x his HP, now this amount will be 5 x.
But please be aware that this is a Beta modification and still subject to change.
I just want to know what's coming for VHL. The endgame content currently is stagnated and right now we just have people minmaxing anything they have left to level. It's worse when you help people reach endgame content to do SB and stuff, but at the same time other high level friends quit out of boredom, so you're back in the same place.
Can't wait for the devblog!
Thank you for the letter Azael
I like the spell deck a lot and most of the sadida changes, hoping for the best. Is there any way to make SB more accessible? A wakfu mag with the strategy or something?
A UB should not be easy after we know the strategy so that's why I want ankama to make the strategy easier to share. SB should be hard because he can do many different things.
Why is it that this game feels like it is still in beta??? I played the game on and off throughout the years. They keep changing things. Half the time they nerf things into the ground.
What i mean by changing things. I do not mean for the better. I also do not mean they are evolving and moving up. It feels more like a sporadic set of changes based on the dev team having an idea and wanting to try something. This scatter brain type of mentality.
As much as they say they have a plan. It does not seem like it most of the time. They start something but then jump to something entirely different.
This is one of the few games. Where you have and keep the same spells from the start of playing all the way to high lvl content. You rarely get anything new. All they do is change how a spells works, revamps.
I can't wait
Thanks for the info and hard work guys 
Looking forward to it thanks alot ankama! just got a new job so ima be buying ogrines like
mad
No one likes the full freedom being taken away and replaced by some questionable "adaptability". People are unhappy because the core of the gameplay is changing meanwhile Wakfu is living its fourth year that is officially not beta.
Also rushed class changes add to it. I can't approve the sacrier and osa changes at all. Yet to see eni but probably it's gonna be ruined by the healbot concept. As others have said, you shouldn't be putting so few time and effort into class revamps even though they're "mini". You're just showing how little you care about this game.
I'm highly annoyed by all these neverending and poorly designed changes along with abandoned/removed concepts. The thing I'm currently trying to play isn't Wakfu I fell in love with. Less and less freedom, more and more casualization and catering to "generic rpg". This is not right.
I rather be limited and all spells be worth using
Than not be limited and only have a few spells be worth using while the others are just very situational support spells that one uses maybe ONCE per fight.
For example, I will use gust A LOT after spell deck change because it has better damage and bonuses
In live it's weak and only used once a fight if someone needs to be pushed
Effective is better than not effective with freedom
Wish people would open their eyes