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Update 1.76.3

By [Ankama]WAKFU - ADMINISTRATOR - July 21, 2022, 11:00:00
DevTracker AnkaTracker

1. Dungeons

  • The void aura won't change shape when Ar'Nan dies.
  • You can no longer be affected by the void aura multiple times in one turn.
  • New items earned in 3-player dungeons (e.g. Gladiatrool or Macho items) are properly identifiable and actually have sockets.
  • There are no more linked items to get from Ultimate Bosses. Previously earned linked items have not been unlinked. These can be broken or used at the enchantment table with a non-linked item.
  • The key is properly consumed at the start of the fight against Sham Moon.
  • Ashdragon is no longer immune to ranged damage in phase 2.
  • The Risk Taking state only affects damage from Kali, not from all mobs.
  • Dead mobs properly respawn if the players lose or surrender the fight in Flaxhid's Sanctuary.
  • The odds of seeing a Mimic have been rebalanced for the new Stasis difficulty curve.
  • Companionship stones no longer drop in the Grandmeow's House dungeon.
  • Drop rates for companionship stones have been halved.
 

Remington Smisse

  • Animations have been fixed.
  • Fixed certain cases where he would not make 3 mists appear on the battlefield at the end of his turn in phase 2.
  • Remington only becomes invisible if he was not found on the previous turn in phase 2.
 

Stasis

HP increase curves have been changed to make the difficulty more reasonable.
  • There is a significant increase starting at Stasis level 8 for all dungeon formats and ultimate bosses.
  • Smaller increases have been applied.
  • Ultimate bosses at Stasis 1 have less HP now.
 

Ultimate Bosses

  • Excarnus, Milkar the Moowolf, Magmog the Gobbalrog, and the Black Crow gain a resistance bonus.
  • Nogord Wungleezared and Shadofang have reduced HP to offset the increase in HP starting at Stasis level 5.
 

Excarnus

  • The skeletal gobballs are no longer disembodied when Excarnus dies. Also, their stats are consistent with their level.
  • The Evil Earth Totem grants 300 Elemental Resistance to its allies while active.
  • The Fire and Wind totems deal more damage and penetrate armor.
 

Milkar the Moowolf

  • Milkar has a resistance bonus under the influence of the Waxing Crescent.
 

Magmog the Gobbalrog

  • At Stasis 5+, the Gobbalrogs are properly summoned if an attack kills Magmog bypassing his HP caps.
 

Black Crow

  • At Stasis 8+, the Black Crow will land on the ground with his Windy Protection (+1000 Elemental Resistance).
  • The battleground where you fight the Black Crow has been enlarged.

2. Classes

Flaming

  • It is no longer possible to suffer damage from multiple explosions at the same time caused by the flaming effect.

Osamodas

  • The description of Whip has been corrected.

Rogue

  • It is no longer possible to summon a 4th bomb of the same element with the boombot.
  • The Explobomb passive does increase damage inflicted on critical hits at level 6 and up by 50%.

Xelor

  • Damage inflicted by the Cog on itself passes through any form of immunity.
  • The Cog can no longer be healed.
  • Damage from Hammhour is no longer replicated by the Voodoll spell.

3. Interface

  • Added a notification that shows what preferences are changed in the audio settings.
  • The invisible item that would freeze inventories is no longer accessible.
 

4. Miscellaneous

  • The drop rate for key fragments from dimensional rifts to craft the Shadowed Potion has been increased.
  • The Royal Puddly does summon barrels in the Frigost Ultimate Rift.
  • The Gunsho Belt's characteristics have been rebalanced.
  • Mobs do spawn in the Whisper Crisper.
  • User preferences load correctly now.
  • The shop is once again accessible on all versions of MacOS and Linux.
  • The name change service is available again.
  • The option to disable the background FPS cap can be selected again.
  • Gnat is once again available in Astrub for the Madrague event. To make up for his absence, the event will be a week longer; that means it will end on August 26 at 10 a.m. (Paris time).


https://www.wakfu.com/en/mmorpg/news/patch-notes/1491446-update-1-76-3
First Ankama intervention

Replying to Darzia

Hello,

" you have forgotten the 100-190 range "
" you only do things for people 200+ "


We changed dungeons on every level range for this very patch. Some of them were changed a lot, going so far as to turn into 3 player dungeons because they're more accessible and provide more interest.
Last year, the rifts were also a huge improvement on accessibility. Of course, there are rifts for every level range + it doesn't depend on ALS.

Speaking of ALS.
We wanted to push ALS just a little on the 1.76 patch since it's a feature that is unique and special. To my knowledge, only Wakfu has this feature - at least done that way / to this degree hence the extra 10 pages.

I agree that a lot of players would find that ALS does not fit their playstyle. For many players, it can go against the core feature of the game (increase your level / become more powerful).

But it's also a feature that a lot of players like. It sparks a lot of competitive interest, the data we have since the patch are very good and the game is in a healthy spot no matter what you might say. We also have higher win rates for most 141-200 dungeons which is something we intended since they're not endgame anymore. I believe it's due to the gameplay changes we applied.

UBs.
From our point of view, Ultimate Bosses can only be Ultimate. And they won't be Ultimate anymore the second they get out of ALS.
We feel like they just wouldn't be as interesting if we applied a random buff like we do on rifts. The mechanics are designed for the level range they're in and it's okay if they're niche and don't interest you : there is PLENTY of content to enjoy on Wakfu.

That's what the 1.76 was all about : providing more gameplays and different experience so everyone can enjoy their preferred content while getting good rewards.

Group search.
The group search function wasn't working properly on a technical side. The current team thinks a group search function is actually a bad thing since it makes player depend on a tool : we actually want the natural, social interactions to play this role.
It was also dead last (by far) on the last feature survey we conducted in the list of the players expectations.

We think that the game is better without it.

Siu.
See message in context
Reactions 21
Score : 7184
Cogs can't be healed anymore? Well, so much for class synergy
1 0
Score : 31
Well your little innocent class synergy got people declaring terrorism in pandora's dungeon ranks.
0 -5
Score : 14456
Yes, Hammer is quite a unique spell for this game and some players knew that the Hammer limitation could be easily bypassed with Sadida.

But as for the Cog... this limitation shoots Xelor's gameplay even more. The Cog is now only used by Xelor in PvP (and PvP content is not in priority on Wakfu), Cog gameplay is not en masse used in PvE..You wrote an explanation of the changes in another topic, but did not say anything about Cog.
Cog abuse recorded in UB? From what I see in various level 200+ dungeons, Сog gameplay is meme, without any depth. Even the old hydrant boosted Xelor's spell and helped him, the current Cog does not help the team and Xelor.

Is it possible to integrate an effect that will reduce the cost of Cog, but remove its all damage in the passive for example? This will make Cog almost like a Cra beacon, Xelor is really need of a cheap positioning tool.Given that some of his passives are movement sensitive and the class is still listed as a positioner on the character select screen (cough, positioner with no push)...
2 0
Score : 71
It amuses me that they think that forcing the Ultimate Bosses to be modulated is a good idea, when literally no one is doing UB because there are no groups for it.

And let's see if we start to develop things for all levels, that you have forgotten the 100-190 range, that you only do things for people 200+, there are more people who play wakfu who are not at that level, I don't know if you are aware or what
3 0
Score : 3696
 + And the group search function is completely removed from game in 1.76 XD
1 0
Score : 116
I would like to express my indignation regarding the dungeon (Grandmeow's House), they could have solved the problem in several ways, as well as other 3 player dungeons, it should be necessary enchantment (key) to enter the dungeon, which along with the "nerf" in the drop-rate from the stone of companionship would be enough to decrease overfarming.
They just killed another dungeon where it gave a chance for a novice player to make some profit in the game.
0 -4
Hello,

As you perfectly described, it's a dungeon for novice players, so we didn't want to gate the dungeon behind an incantation / key.

That left us with not so many solutions. It was best to simply remove the stone loot.

It's more of a tutorial dungeon than an actual dungeon anyway. We didn't "kill another dungeon" and you don't have to be "indignated" regarding such a change.

Siu.
Score : 18102
First, I want to say that I agree with what Siu says. Before the Dungeon Rework I was in a 5-6 months break (?) because nothing in Wakfu really appealed me, it didn't matter what I did 3 Heroes just wasn't enough, all I did was log-in to say Hi to my guildmates, check the market, kill 1 or 2 things and leave, all that in less than an hour. After the rework, I can say that I'm actually enjoying Wakfu: Daily ALS, leveling, farming and, specially, clearing 3-player Dungeons, because now you can actually do stuff on your own BUT, of course, this is comming from a BP player perspective. A lot of dungeons became easier and more consistent to do, including UBs. I think the game in in a way healthier state.

The only thing I do not agree with it this:
[Siu]|2022-07-21 14:38:24
Group search.
The group search function wasn't working properly on a technical side. The current team thinks a group search function is actually a bad thing since it makes player depend on a tool : we actually want the natural, social interactions to play this role.
It was also dead last (by far) on the last feature survey we conducted in the list of the players expectations.

We think that the game is better without it.

Siu.


Wakfu is all about dungeons. It is everything in this game. From leveling up to making money and even improving your professions, Dungeons play a big role in Wakfu, it isn't just a side content that you can ignore, it is one of the (if not THE) most important aspect of the game.

I speak spanish and english natively and have some basic notions of french and yet I've found myself not finding groups as quick as I'd expect. I'm a social butterfly and I'm all about improving interactions between players but the game needs better tools to group players around certain content, the game has over 100 dungeons, different communities, different time-zones, a multi-language recruitment channel, at higher levels some classes are pretty much mandatory, the players are spreaded across 230 levels, it is very unrealistic to think that there will be always someone there to help you.

The game CAN already be played alone. Your own launcher even provides the means to open-up multiple accounts, doesn't it? Multiple accounts which can allow you to have your own team of 6 without paying a single coin or talking to anyone, you can use Heroes and Sidekicks (both services sold at the Store) that can replace other real players. There are known and old ways to avoid social interactions, now we have 3-player dungeons, so I ask: Do you really think a Group/Dungeon Finder would negatively affect the social aspect of the game when players are already playing on their own and being replaced by services provided by the company (heroes and SKs)? Will it really impact the game negatively considering that a good part of the comunitie(plural) complain about not being able to find groups?

I honestly think it would improve the social interactions, it would make the whole grouping process a lot more smooth and relaxing for the players, it IS a good QoL feature that is welcomed in many MMORPGs. The controversies around it come mostly from people who cherish the archaic LFG system and relate it to a way to socially interact with others, but the truth is in 2022 that method is outdated, specially in (and I will say it again) a game with over 100 dungeons at your disposal. Maybe it can be avoided in some action genres but not in Wakfu in my honest opinion.

Also: "But it's also a feature that a lot of players like. It sparks a lot of competitive interest, the data we have since the patch are very good and the game is in a healthy spot no matter what you might say. We also have higher win rates for most 141-200 dungeons which is something we intended since they're not endgame anymore. I believe it's due to the gameplay changes we applied."

I'm curious if this data also shows BP users. I've been doing ALS every day and spamming a lot of the 3-player dungeons as many other players are doing right now, does your win-rate data and increase of interest in ALS also shows BP users? If it wasn't because I can team-up with my own characters idk if I would be playing the game as activaly as I currently am.

Other MMORPGs also provide an ALS/Scaling system, but, granted, Wakfu is the most customizable I've seen so far. Elder Scrolls Online scales the whole world for the player in a way that it is possible to team up with both low and high level players in a challenging way, FFXIV also has scaling for dungeons but it doesn't require you to farm additional gear and the power adjustment is just enough to make every role important in the team. I am not adverstising nor demeaning your system (they are totally different genres after all), but there are games which provides a fluid and smooth ALS/Scaling experience, games that also provide a Party Finder and works wonders in their community and have a high amount of players that's been keeping them alive for years.
4 0
I won't disagree that the group search is a tricky topic.

"there are games which provides a fluid and smooth ALS/Scaling experience, games that also provide a Party Finder and works wonders in their community and have a high amount of players that's been keeping them alive for years."

Sure, but it's not a miracle recipe. I've seen some big MMOs before/after such a system was implemented and I've seen how the nature of the games changed. It's just not played the same way and the interactions are not the same either.

A lot of the Game Designer job is to decide what should NOT be added in the game.

It's 100% okay to think the game would be better with a group search feature : it all comes down to what exactly the feature is, and in reality, I do agree that a group search comes with many benefits.

But in all transparency, it's not in the team's plans / priorities for several reasons, and that is all there is to it.

 
Score : 4056
my opinion on group finder just to word someone on the other side of the argument: a lot of people mention how well it works in things like FFXIV but may we also remember how contested it is for some other games such as WoW where there are a large number of people who really wish it wasn't implemented at all, even to this day and it was something added YEARS a go.
you won't truly make everyone happy with or without it, its just the nature of MMOs. 

Personally I always felt it didn't fit well in Wakfu, I had tried to use it and my experience was...well I had a lot easier time just asking people in area chats. 

There is a lot of thought that goes into a system like that and when we did have the opportunity to rank things for attention it was low. I would rather the team focus on other things and am somewhat glad it was removed as in the state it was...well it wasn't very clear, I also had instances where it would activate randomly. ( as well as UI elements not working such as the image of the class you are always being male ) 
Explaining how it worked to new players was also a headache.
if the team isn't going to touch it then it wasn't worth keeping it in the state it was in.

 
0 -1
Score : 109
I don't know much about end game content or xelors or rogue, i'm just a simple sacrier that want's it's 4 blood Rush back
1 -1
Score : 17
why not 5? Or even better 5 uses *per target*?
0 0
Score : 11567
Xelor's Cog deserves a redesign. Perhaps more dmg but instead of triggering through teleport, its triggered at the end of the Xelor's turn, furthering the "delayed dmg" mechanic put so heavily in this revamp. It deals MUCH more damage, but loses much more HP and/or have a 2-turns cooldown, so its less useable. (with the Mechanism Passive also changed so rather than 2 cogs, its something else, like an extra trigger without consuming HP).
 
1 0
Score : 17
I was expecting an increase to Excarnus resistances... It was veeeery easy. But I think you exaggerated a little bit... 87% resis? That's more resis than my lvl 230 tank build, of course that he loses 300 resis when you destroy the totem, but even in that case 75% is a lot, it went from 225 base resis before the patch to 625 right now.
I know there were a lot of people doing s6 in 1 turn just by spamming full-damage sacrier/osa classes, but there were also a lot of people who were going in a more balanced way with damage/support, and taking about 4 turns to finish. So it didn't really help the concept of "a good challenge fitting the abilities of players". Because in the way it all is right now, people who took 4 turns to do s6 will be taking like 15 turns to kill everything, being the drop rate for ultimate stones still the same, a half the rate at higher levels while taking the same amount of turns with the same resistances on the boss. Result: we go from "225 base resis? let's everybody farm low level bosses" to "75% resis? No, thanks, I stay with high level stuff".
1 0
Score : 722
Hi
  1. Liked the update.
  2. Dancehall Arena is marked as a 3 room dungeon but still has 4 fights.
  3. How are the changes to foggernaut and sram's character models coming along?
  4. Is there a list of what the dev team will be mainly focusing on for the next updates anywhere on the forum?
  5. Have a nice day o/
1 0
  1. Thanks !
  2. Okay, it will be fixed for the next pach or hotfix.
  3. They're quite tricky to implement after all. We're working on it, it's still planned for this year.
  4. Nope, but we did announce that we were working on a new content extension and some UI improvements (like the cosmetic inventory). A lot of surprises are on their way though. The mono-account server will not be before 2023.
  5. You too \o
Score : 286
Please move Torches to costume tab
2 0
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