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Ankama Trackers

Letter to the Community: June

By #[Azael]#4180 June 15, 2015, 16:00:00
DevTracker

Hi everyone! For those who aren’t familiar with my articles, I’ll be giving you an insider’s perspective on the major changes in the works for WAKFU. I’ll try to explain our choices, our constraints, the directions we’re taking, etc.
 

 

The Spell Deck

 
I’ll start with the spell deck, since the beta’s already been out for a while and it will be included in the next patch.
We’ve been reading your feedback and I think it’s important to talk a bit more about this project and explain the reasoning behind some of our choices.
This feature can be divided into two parts, which I will address separately
  • The deck system
  • Class improvements


The Deck System


The deck system is almost finished. This week, we added the deck tab system and we have to create the last graphic elements. We’re currently integrating the tutorials and unlock notifications to give a feeling of progress.

The most negative feedback we received was mostly related to the limited number of spell slots (12). First of all, this change can’t be analyzed without also considering all the modifications we’ve made. 

With the deck system, it’s now possible to have all your spells at the maximum level, which gives you access to your class’s full potential. However, if the system didn’t have a spell limit, there would be no difference between two characters from the same class. Our goal is to put a system in place where players can change builds depending on what they like playing, their group, and the enemies they face. With this system, players are no longer restricted to playing the same spells all the time; instead, they will be able to adapt quickly.
That’s why we’ve also added new passive spells to help you specialize your characters even further.

This brings me to tri-elemental characters, the “jack of all trade” characters that can “do it all.” Characters who can “do it all” reduce the tactical scope of the classes, which is the opposite of what we wanted to accomplish with this feature. For example, with 12 active spells, you can keep playing a tri-elemental character, but you’ll have to make concessions in terms of non-elemental spells. You’ll increase your offensive abilities while reducing your tactical abilities. Conversely, using your class’s full tactical potential will reduce your offensive abilities.

This is the basis of classic tactical RPGs: tactical choices are made depending on the make-up of a group, with each character being highly specialized. We can’t completely apply that model, since each player must still be able to play alone, but having access to all possibilities in the game considerably reduces the motiivation to form a group and destroys the concept of roles.

I am aware that it will be a major change for some of you, but this system will create new possibilities in the overall game, especially a progression towards more tactical combat.

 

Class Improvements


We’re progressing slowly but surely with the classes. Our goal is to get through the majority before the release of the beta in mid-June. I won’t go into detail here, but please give us your feedback in the various topics in the forum’s beta section. The work on the classes turned out to be more complicated than we expected. Within a short period of time, several unexpected issues slowed down the game design team’s progress. But don’t worry, you’ll see the results in the next patch.

I was able to read some comments from players who are worried that “their class will be nerfed.” Just like with the deck system, you have to look at all the additions together to get a more accurate idea of the changes. The damage inflicted by some spells has been reduced, because new passive spells have been added. For example, base healing spells have been greatly reduced, because a specific passive spell that increases all healing (at the cost of damage) has been added. But players who specialize in healing will have the same healing abilities as before.

More comprehensive adjustments have been or are being made, but the goal of the new system is not to nerf classes.
 

Nation Quests

 

 
The group working on this project is making excellent progress. Despite a week-long delay due to internal technical issues, this project will be finished in time for the upcoming patch. Graphic production and animation are finished, and we should be able to continue integrating the different elements this week. Check out the beta on the weekend to see for yourself!
 

Very High Level Content (VHL)

 
Graphic pre-production started last week. The work group’s goal is to conduct research on environments and monsters. I can’t say much right now, but this big project has been launched and is expected to be completed in time for the third major update of the year.

The game design team will meet with pre-production at the end of June (that’s the team that’s currently working on the class improvements). However, we wanted to let you know that we’ve decided to put the majority of VHL content on a new island... I’ll be able to tell you more over the course of the coming weeks!
 

Heroes System

 
And last but not least, Heroes! As a reminder, the Heroes system is separated into a few major projects:
 
  • Company system
  • Review of quests

Despite a lost week last month (and a lot of public holidays), we’re making progress and expect to finalize the system in about a month. That doesn’t mean that the work will be done, but that all the components will be present. We’ll still have to debug and make improvements based on your feedback.
 

Company System

 
The Company level and reward system is almost finished. The rewards themselves have already been integrated!

And may I say they’re pretty awesome! We’re going to post a whole Devblog explaining how the system works and showing you a few of the rewards that will be available when it’s released.
 

Review of Quests

 
We’re still reviewing the scripts for different quests in the game. The team is currently working on Calamar Island. On the Hero side, we can see the light at the end of the tunnel, even though we’re not there yet.

We’ll be putting out a Devblog that will explain each aspect of the feature in more detail. So there you have it: the next community letters, even though it took a bit longer than usual to get to you. 

See you next time!

http://www.wakfu.com/en/mmorpg/news/devblog/tickets/435847-letter-community-june
3 -3
First Ankama intervention
Ashescreed|2015-06-15 16:54:23
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.
I 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 XD

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. smile
See message in context
Reactions 104
Score : 820

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.

8 -6
Score : 7180

Thanks for all the hard work smile

0 0
Score : 3075
Azael|2015-06-15 16:00:00
The work on the classes turned out to be more complicated than we expected. Within a short period of time, several unexpected issues slowed down the game design team’s progress.

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 sleep. And in the end he just combined playstyles/mechanics of few characters (the worst thing that game dev can do) instead of coming with something new or sticking with current playstyle and just improving/fixing it...
1 -2
Score : 1743
Eettt|2015-06-15 16:05:35
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.

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.
4 -6
Score : 217

Thanks man! Hopefully we can see it by then. We'll be waiting. biggrin

0 0
Score : 756

Well, maybe August for the heroes system. So hard waiting!

0 0
Score : 18

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.

1 0
Score : 61

"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.

1 -1
Score : 3075
Eettt|2015-06-15 16:05:35
Well, no matter how I look at it, my main class is nerfed and limited.
>checks char
>I guess Sacrier is main

[Text Removed] 
0 -1
Score : 820

Lukinerx, I have an osa too, I feel for you. smile 

0 0
Score : 799
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.
I 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 XD

click here

found it :p
0 0
Ashescreed|2015-06-15 16:54:23
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.
I 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 XD

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. smile
Score : 17957

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!

0 0
Score : 13131

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.

0 0
Score : 494

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.

1 0
Score : 2815

I can't wait smile Thanks for the info and hard work guys smile

0 0
Score : 296

Looking forward to it thanks alot ankama! just got a new job so ima be buying ogrines like smile mad

0 0
Score : 9081

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.

4 -1
Score : 13131

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

4 -2
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