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[1.69] Masqueraider Revamp

By [Ankama]WAKFU - ADMINISTRATOR - August 14, 2020, 07:59:45
DevTracker AnkaTracker

Hello everyone,

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First Ankama intervention

It's there !

Complete revamp of the Masqueraider class


This class was one of our priorities for the year 2020.

The goal is to add more depth and choice of specialization to Masqueraider's roles. We also want to rework the masks of the Masqueraider. They can be sometimes rigid and can become richer and deeper mechanics.

Summary of the modifications, and generalities

Changes to the mask system.
Masks spells are now unlocked at the beginning of a fight. They offer a considerable bonus to the wearer, as well as to allies in the vicinity of the Masqueraider when he wears it.
The masks last 2 turns.

Wakfu Points regeneration.
The Masqueraider regains 1 WP at the end of each turn, if he doesn't wear a mask.

Masks

Psychopath mask (melee offensive)
  • 1 WP - 0 RA
  • Wearer: +50% Melee damage (2 turns) and -50 Elemental resistance (2 turns)
  • Allies (4 cells or less at spell cast): +20% Critical Hit (2 turns)

Coward mask (runaway pusher)
  • 1 WP - 0 RA
  • Wearer: All spells that inflict damage push targets in line one square. -15% Heals performed and -30% Armor given (2 turns)
  • Allies (4 cells or less at spell cast): 1 Range (2 turns)

Classic mask (protector)
  • 1 WP - 0 RA
  • Wearer: enemies in contact with the wearer have -15% Damage inflicted.
  • The wearer also has -10% Damage inflicted (2 turns)
  • Allies (4 cells or less at spell cast): 50 Elemental Resistance (2 turns)

 

Spells


Fire spells

Whipkick
  • 3 AP - 1 to 3 RA in line - not modifiable
  • Fire Damage
  • Turns the target around
  • 2 uses per turn

Fracture
  • 3 AP - 1 RA - not modifiable
  • Fire damage in cone size 1
  • Reduces armor and heals received by targets
  • 3 uses per turn

Hornito
  • 4 AP - 1 to 3 RA in line - not modifiable
  • Fire damage in horizontal line size 3
  • Allies in the area earn a damage bonus for 1 turn
  • 2 uses per turn

Neurosis
  • 4 AP 1 WP - 1 to 2 RA
  • Fire Damage
  • Reduces target resistance (1 turn)
  • 1 use per turn

Cabriole
  • 6 AP 1 WP - 3 to 5 RA - cast in line - no line of sight
  • On empty cell:
    • Teleports to the cell
    • On the way: Fire damage (melee)

Water spells

Coughing
  • 2 AP - 1 to 4 RA - not modifiable - no line of sight
  • Ally: Water heal
  • Enemy: Water damage
  • 4 uses per turn

Reinforcement
  • 4 AP - 0 to 3 RA
  • Ally: +Armor and Lock
  • 2 uses per turn, 1 use per target

Rescue
  • 3 AP - 0 to 5 RA
  • Enemies: Water damage in square of size 1
  • Allies in the area: Water heal and dodge bonus
  • 2 uses per turn

Fierceness
  • 5 AP - 1 RA - cast in line
  • In vertical line of size 3 :
    • Allies : Armor
    • Enemies: Water damage

Saraband
  • 5 AP 1 WP - 0 to 3 RA - cast in line
  • Enemy: Water damage and -1 WP
  • Ally: Water heal and +1 MP (1 turn)
  • 1 use per turn

Air spells

Fugue
  • 4 AP - 1 to 3 RA - cast in line - not modifiable
  • Air damage in vertical line size 4
  • Move the caster back 2 squares
  • 2 uses per turn

Pursue
  • 2 MP - 1 RA - not modifiable
  • Air damage
  • Pushes two squares, then follows
  • 2 uses per target

Somersault
  • 2 AP - 1 to 4 RA - online throw - no line of sight - not modifiable
  • Attracts 1 square and then moves to the other side of the target.
  • Air damage
  • 2 uses per turn

Repulsion
  • 3 AP - 1 to 3 RA online - not modifiable
  • Air damage
  • Pushes the target precisely 5 cells away from the Masqueraider
  • 2 uses per target

Dislocation
  • 4 AP 1 WP - 1 to 3 RA - cast in line - not modifiable
  • Moves closer two cells
  • Air damage
  • Pushes back two cells
  • 2 uses per target

Non-elementary spells

Masked spirit
  • 4 AP 1 WP - 1 RA - not modifiable
  • Summons a Masked Spirit
    • Copies the characteristics of the Masqueraider
    • Has 6 APs + the APs not used by Masqueraider
    • The Masqueraider also receives the Damages received by his Spirit.
  • 5 turns cooldown

Small novelty: the Masked Spirit will also possess the passives of the Masqueraider. This feature is unfortunately inactive for this Beta.

Motivational dance
  • 2 AP 1 WP - 0 to 3 RA
  • 2 MP (2 turns)
  • Gives Armor at the beginning of the turn (during 2 turns)
  • 4 recharging turns

Dance of death
  • 2 AP 1 WP - 0 to 5 RA - cast in line
  • Cast on oneself, if the Masked spirit is present:
    • Resurrects all allies
    • The Masked spirit is uninvoked
  • Cast on a dead ally:
    • The ally is resurrected with 10% of his HPs
    • +2 AP (1 turn)
  • 3 turns cooldown

Flying
  • 3 AP - 6 RA - cast in line - no line of sight - not modifiable
  • There must be a target next to the target cell.
  • Teleports to the cell.
  • Connection: 100 Elemental resistance at the end of the turn.
  • 2 turns cooldown

Aura of brutality
  • 2 AP 1 WP - 0 RA - not changeable
  • Deploys an aura on the caster (1 turn)
  • Allies in contact gain 20% damage inflicted
  • 3 turns cooldown

Strength
  • 2 WP - 0 to 5 RA - cast in line
  • Stabilizes the target (1 turn)
  • 2 turns cooldown
 

Passives


Passive 1: Footwork
Masqueraider's Dodge is doubled and he gains 1 MP, but loses 50 elemental resistances.

Passive 2: Charade
Changing mask regenerates 1 WP.

Passive 3: Violent collisions
Collisions on pushed fighters do not cause AP loss, but inflict damage.

Passive 4: Art of revenge
Lock is converted to melee damage.

Passive 5: Life mask
Transforms face damage into lifesteal, but reduces the heals and armor received.

Passive 6: Carnival
The masks don't consume any WP but they have 4 shared cooldown turns.

Passive 7: Single Armor
Targets without armor receive 100% more armor, and targets with armor receive 50% less.

Passive 8: Anchor
The Masqueraider's Lock is doubled but he loses 1 MP.

Passive 9: Brute
Increases damage but reduces armor and heals given.

Passive 10: Support collisions
Collisions on non-pushed fighters do not make them lose AP but make them gain AP (1 per fighter and per turn maximum).

Passive 11: Spin
Increases side damage but reduces front damage.

Passive 12: Regenerative Collisions
Collisions on non-pushed fighters do not cause AP loss but heal them.

Passive 13: Catch me if you can
Ending your turn in contact with at least 1 enemy gives a bonus of elementary resistance and damage inflicted.
Otherwise, gives a malus of elementary resistance and damage inflicted.

Passive 14: Art of flight
Dodge is converted into distance damage.

Passive 15: Masked vision
+1 MP but sets the minimum range of elemental spells to 2.

Passive 16: Hindrance collisions
Collisions on pushed fighters do not cause a loss of AP, but do cause a loss of MP.
See message in context
Reactions 89

It's there !

Complete revamp of the Masqueraider class


This class was one of our priorities for the year 2020.

The goal is to add more depth and choice of specialization to Masqueraider's roles. We also want to rework the masks of the Masqueraider. They can be sometimes rigid and can become richer and deeper mechanics.

Summary of the modifications, and generalities

Changes to the mask system.
Masks spells are now unlocked at the beginning of a fight. They offer a considerable bonus to the wearer, as well as to allies in the vicinity of the Masqueraider when he wears it.
The masks last 2 turns.

Wakfu Points regeneration.
The Masqueraider regains 1 WP at the end of each turn, if he doesn't wear a mask.

Masks

Psychopath mask (melee offensive)
  • 1 WP - 0 RA
  • Wearer: +50% Melee damage (2 turns) and -50 Elemental resistance (2 turns)
  • Allies (4 cells or less at spell cast): +20% Critical Hit (2 turns)

Coward mask (runaway pusher)
  • 1 WP - 0 RA
  • Wearer: All spells that inflict damage push targets in line one square. -15% Heals performed and -30% Armor given (2 turns)
  • Allies (4 cells or less at spell cast): 1 Range (2 turns)

Classic mask (protector)
  • 1 WP - 0 RA
  • Wearer: enemies in contact with the wearer have -15% Damage inflicted.
  • The wearer also has -10% Damage inflicted (2 turns)
  • Allies (4 cells or less at spell cast): 50 Elemental Resistance (2 turns)

 

Spells


Fire spells

Whipkick
  • 3 AP - 1 to 3 RA in line - not modifiable
  • Fire Damage
  • Turns the target around
  • 2 uses per turn

Fracture
  • 3 AP - 1 RA - not modifiable
  • Fire damage in cone size 1
  • Reduces armor and heals received by targets
  • 3 uses per turn

Hornito
  • 4 AP - 1 to 3 RA in line - not modifiable
  • Fire damage in horizontal line size 3
  • Allies in the area earn a damage bonus for 1 turn
  • 2 uses per turn

Neurosis
  • 4 AP 1 WP - 1 to 2 RA
  • Fire Damage
  • Reduces target resistance (1 turn)
  • 1 use per turn

Cabriole
  • 6 AP 1 WP - 3 to 5 RA - cast in line - no line of sight
  • On empty cell:
    • Teleports to the cell
    • On the way: Fire damage (melee)

Water spells

Coughing
  • 2 AP - 1 to 4 RA - not modifiable - no line of sight
  • Ally: Water heal
  • Enemy: Water damage
  • 4 uses per turn

Reinforcement
  • 4 AP - 0 to 3 RA
  • Ally: +Armor and Lock
  • 2 uses per turn, 1 use per target

Rescue
  • 3 AP - 0 to 5 RA
  • Enemies: Water damage in square of size 1
  • Allies in the area: Water heal and dodge bonus
  • 2 uses per turn

Fierceness
  • 5 AP - 1 RA - cast in line
  • In vertical line of size 3 :
    • Allies : Armor
    • Enemies: Water damage

Saraband
  • 5 AP 1 WP - 0 to 3 RA - cast in line
  • Enemy: Water damage and -1 WP
  • Ally: Water heal and +1 MP (1 turn)
  • 1 use per turn

Air spells

Fugue
  • 4 AP - 1 to 3 RA - cast in line - not modifiable
  • Air damage in vertical line size 4
  • Move the caster back 2 squares
  • 2 uses per turn

Pursue
  • 2 MP - 1 RA - not modifiable
  • Air damage
  • Pushes two squares, then follows
  • 2 uses per target

Somersault
  • 2 AP - 1 to 4 RA - online throw - no line of sight - not modifiable
  • Attracts 1 square and then moves to the other side of the target.
  • Air damage
  • 2 uses per turn

Repulsion
  • 3 AP - 1 to 3 RA online - not modifiable
  • Air damage
  • Pushes the target precisely 5 cells away from the Masqueraider
  • 2 uses per target

Dislocation
  • 4 AP 1 WP - 1 to 3 RA - cast in line - not modifiable
  • Moves closer two cells
  • Air damage
  • Pushes back two cells
  • 2 uses per target

Non-elementary spells

Masked spirit
  • 4 AP 1 WP - 1 RA - not modifiable
  • Summons a Masked Spirit
    • Copies the characteristics of the Masqueraider
    • Has 6 APs + the APs not used by Masqueraider
    • The Masqueraider also receives the Damages received by his Spirit.
  • 5 turns cooldown

Small novelty: the Masked Spirit will also possess the passives of the Masqueraider. This feature is unfortunately inactive for this Beta.

Motivational dance
  • 2 AP 1 WP - 0 to 3 RA
  • 2 MP (2 turns)
  • Gives Armor at the beginning of the turn (during 2 turns)
  • 4 recharging turns

Dance of death
  • 2 AP 1 WP - 0 to 5 RA - cast in line
  • Cast on oneself, if the Masked spirit is present:
    • Resurrects all allies
    • The Masked spirit is uninvoked
  • Cast on a dead ally:
    • The ally is resurrected with 10% of his HPs
    • +2 AP (1 turn)
  • 3 turns cooldown

Flying
  • 3 AP - 6 RA - cast in line - no line of sight - not modifiable
  • There must be a target next to the target cell.
  • Teleports to the cell.
  • Connection: 100 Elemental resistance at the end of the turn.
  • 2 turns cooldown

Aura of brutality
  • 2 AP 1 WP - 0 RA - not changeable
  • Deploys an aura on the caster (1 turn)
  • Allies in contact gain 20% damage inflicted
  • 3 turns cooldown

Strength
  • 2 WP - 0 to 5 RA - cast in line
  • Stabilizes the target (1 turn)
  • 2 turns cooldown
 

Passives


Passive 1: Footwork
Masqueraider's Dodge is doubled and he gains 1 MP, but loses 50 elemental resistances.

Passive 2: Charade
Changing mask regenerates 1 WP.

Passive 3: Violent collisions
Collisions on pushed fighters do not cause AP loss, but inflict damage.

Passive 4: Art of revenge
Lock is converted to melee damage.

Passive 5: Life mask
Transforms face damage into lifesteal, but reduces the heals and armor received.

Passive 6: Carnival
The masks don't consume any WP but they have 4 shared cooldown turns.

Passive 7: Single Armor
Targets without armor receive 100% more armor, and targets with armor receive 50% less.

Passive 8: Anchor
The Masqueraider's Lock is doubled but he loses 1 MP.

Passive 9: Brute
Increases damage but reduces armor and heals given.

Passive 10: Support collisions
Collisions on non-pushed fighters do not make them lose AP but make them gain AP (1 per fighter and per turn maximum).

Passive 11: Spin
Increases side damage but reduces front damage.

Passive 12: Regenerative Collisions
Collisions on non-pushed fighters do not cause AP loss but heal them.

Passive 13: Catch me if you can
Ending your turn in contact with at least 1 enemy gives a bonus of elementary resistance and damage inflicted.
Otherwise, gives a malus of elementary resistance and damage inflicted.

Passive 14: Art of flight
Dodge is converted into distance damage.

Passive 15: Masked vision
+1 MP but sets the minimum range of elemental spells to 2.

Passive 16: Hindrance collisions
Collisions on pushed fighters do not cause a loss of AP, but do cause a loss of MP.
Reply
Score : 1294

Fire path is really good now, I like it. Water path is very interesting. Will need more testing

Yup, Masqueraider is much stronger now, definitely a much better initial impression compared to Feca's first Beta Revamp Changelog.

2 -9
Reply
Score : -27

Fire path is horrible now. The live Fire Branch spells all play into each other allowing for very strong gap closure and AOE that pulls everything in close allowing for ever greater destructive power from your AoEs. Now that is all gone in favor of significantly worse spells. New hornito is like a neutered version of the previous one that instead of giving you flaming, buffs your allies damage. Outside of that it hits less tiles and is significantly weaker overall. Whip kick feels so out of place it is unreal. With so little emphasis placed on rear mastery in the passive slots now taking an enemies back is much less important for masq players. Whip kick just feels out of place in the kit entirely. Take into consideration we lost our best fire spell, psykotik, for whip kick to beocme a fire spell is not a decent or fair trade even remotely. Fire branch feels significantly worse compared to live and that is after trying everything I could think of on the beta to make it work. 

3 -3
Score : -36

The masks are strong and I like how the Psychopath mask is well done - it feels balanced and good. But they seem shallow, they don't interact or alter the spells much or interact with the passives. Like the coward mask giving you 1 mp if you dodge from a target like how it currently works in the live version, maybe make it so that can happen through a passive.

If Masque ever feels shallowing adding extra effects that correspond to the masks and their spells or passives would help give it complexity (in a good way) and diversity. Like the Psychopath, mask adds extra damage or flaming to the Neurosis spell, but the Masque loses res himself as he's psychotic and the Neurosis spell harmed him when he cast it.

The Classerole spell got removed due to it not being seen as interesting. But you could pull off some tactical moves if you had the mp for it. My idea for it to be made more interesting, thus adopted as a spell would be to make the classeroled target move behind you when the Masque would cast a movement spell to move itself/ move towards enemies or allies.

Spitbull will also be a missed spell. Rest in peace spitbull. (Maybe Saraband could swap the Masque with the target ally, healing the ally as the ally gets swapped, as Saraband is also single target. Coughing would also work in my opinion).

3 -5
Reply
Score : 4627

A new flying spell...Lol

0 -3
Reply
Score : 5087
Passive 3: Violent collisions
Collisions on pushed fighters do not cause AP loss, but inflict damage.

Passive 10: Support collisions
Collisions on non-pushed fighters do not make them lose AP but make them gain AP (1 per fighter and per turn maximum).

Passive 12: Regenerative Collisions
Collisions on non-pushed fighters do not cause AP loss but heal them.

Passive 16: Hindrance collisions
Collisions on pushed fighters do not cause a loss of AP, but do cause a loss of MP.

I think the pushed passives should be renamed to kicks/pushes (Violent kicks, Hindering kicks) and the blocking passives should be renamed to slams/collisions (Support slam, Regenerative slams) to make them easier to tell if they apply to the pushed target or the non-pushed targets

Also maybe call the +AP one "Motivating" or "Rushing" because Support is a bit vague

PS: Also why is it still called a whipkick if it's ranged now, how long are masqaraider legs?

PPS: Dance of death
  • 2 AP 1 WP - 0 to 5 RA - cast in line
  • Cast on oneself, if the Masked spirit is present:
    • Resurrects all allies
    • The Masked spirit is uninvoked
  • Cast on a dead ally:
    • The ally is resurrected with 10% of his HPs
    • +2 AP (1 turn)
  • 3 turns cooldown

Is the +2 AP to the target or the caster?
 
3 -3
Reply
Score : 2055

Whipkick was ranged before, under classic mask.
Cool ideas for names btw.

The +ap is on the ally ressurected.

0 -2
Score : 2055

I gave a good look on beta and I'm ready to give my feedback. There are a few things I couldn't test because they are not working, like heal/ap buff pushes and double sinergies. But here I go.

Overall Thoughts:

I was pleasantly surprised to find a lot of things I enjoyed and summed up to masqueraider. Here are a few:

  • Tank position: First and more obvious one is tanking and locking capabilities, the only thing it currently has working for it is psynapse's mp removal. On beta it has lock possibilities, self-resist gain and stronger -mp options if mob is not stabi and has a wall behind. There is also a self-stabilization and mob stabi to further consolidate this possible position that masq can take, usually with classic mask. Lastly, it also has shielding possibilities to help allies and to protect self  via double, a double edged sword. If you want to tank properly you will certainly sacrifice a bit of mp and mask's prized mobility.
 
  • Solid Buffing and Debuffing: Mask won quite a few extra buffs along with the masks and a more solid -resist when compared to current renewal. And ofc shielding, -mp and -final dmg on enemies when in contact, along other possible buffs and debuffs.
 
  • Distance Viability: From the passives, it's possible to work out a pusher/healer from distance, which is a concept I enjoy a lot on masqueraider and was actually my first build on the game, a while back. Glad to see it back!
 
  • In the middle of the crowd: Passives, spells and a lot of things works into an image of masq that fits it completely: being close to allies, enemies or anyone, in the middle of hectic combat. I really like how there are useful passives, actives and effects that gives cool mechanics for this feel. Well done!
 
  • Colision is back: And with a lot of options, heck yeah!


On the other hand, I feel there was several things that were lacking or flawed. It is work in progress so it's bound to have work to be done. I do understand changes are being made, but there is a lot of good that is going away. I will list the ones that jump the most to me:
  • WP regen: To regen WP you have to either not use mask, which is completely agaisnt the class concept (and they last 2 turns, which make it harder to predict the need to not have them) or use a combination of 2 passives to regen up to 3 WP each FOUR turns. Not only that, but there is 4 elemental spells that drain up WP, along with 3 types of masks that use up WP and 5 actives that also use WP, making masq have a whole lot of 11 WP spells with a really bad WP regen behind it, if not unexistent for most of the combat. This is the most urgent aspect on the class and, even if its a way to limit masks and spells, I certainly feel it's the wrong approach to limiting skills.
 
  • Masks feel stale: On current patch, masks define the gameplay and the mechanics the masqueraider can benefit on his skills. They have each interactions with a few spells and have a passive effect that dictates a playstyle (mp on dodge, buff on crit and lifesteal on dmg). The beta masks are incredibly powerful, providing strong bonueses and buffs for the team but, except for the coward mask that promises to push on line, have no interaction with the rest of the class. Sure, they have sinergies and work torwards some goals, like damage, collision and tank, but they feel bland, as if they're more a sack of buffs than a meaningful choice in situation. They feel like they don't change anything on the gameplay of the class itself, to the point that masqueraider's WP regen demands we don't use a mask and that is supposed to be no problem. That is very far from what current masqueraider feels like.
 
  • AoE is very bad: Current mask has little AoE options, and it's one of its flaws. But they all work torwards a destructive, clueless and inconsequent character of a psycho. It has an amazing spin-pull that sets up aoe with ease, hits a huge area and wrecks the battlefield, and Hornito, that wrecks the whole region around the masqueraider. The other AoE spells were maintained on beta mask but those two were not, two that contributed the most to the wreck the class made. Beta masqueraider has ZERO multidiretional AoE. It's always a line in a way, a shape on some side or something of the kind. Not the say a lot of them are even clunkier than what current masq has. Plus some of them don't even punish mispositioned allies or setup. Even if the dpa is better, and that there is two new AoE spells, it feels very bad.
 
  • Less Positioning: Classerole and Spitbull are two spells that allow some pretty meaningful positioning. Backbeat manages some weird things as well. Spin that pulls too. Beta masqueraider lost all 4 of those and is restrained to pushing with air branch and pulling one cell with classtanet (with a new name). The positioning in beta is wrecked, while it was supposed to be one of the main roles of masqueraider, if not the main role. Sure, it has a ton of mobility, but mobility doesn't drag people or mobs into a more advantageous situation.


I also felt that passives are a bit weird, lacking backstab and healing options and that mask was still lacking in damage. Base damage remained pretty much the same and the only way to have final damage for decent damage is with psycho mask on, and even with that it still feels subpair. I know numbers will be tweaked and mask in beta is more support oriented, but it still hurts a bit.

This concludes my overall thoughts and first impressions of beta mask. There is a bunch of things I couldn't fully test. I will make a second post with more in-detail things on specific spells, mechanics and passives.

Thanks for reading this through,
Rori
 
5 -2
Reply
Score : -27

I agree with all of your thoughts at the beginning, distance damage, buffing/debuffing, tanking all feel like they have much more options to build around. They all feel significantly better albeit I still think that in most situations they wont see much use. The playstyle that I feel has been removed is the in the middle AoE style. I agree that being close to enemies, allies, whatever is very good now but what good is it to put my self in the middle of all the fighting when they have removed all of the best aspects of AoE which thrived on being in the middle. This is a huge problem for me. 

WP regen: I dont see this one as the problem you do. On beta I tried it out and if you use charade every turn you can cycle your masks all the way through and reapply their buffs to all teammates free of charge. This one passive allows all of your allies to receive 20% crit, 1 range, and 50 resistance. In my opinion very worth the passive slot for all these stats for the cost of WP at the beginning of the fight. 

Masks feel stale: I completely agree that the synergies on the masks feel poor. Coward synergizes with collisons like a dream but psychopath and classic are just spells. they stat drop and that's it. I feel like they need to add synergies or on hit/triggerable effects to these masks to make it feel like the masks are effecting gameplay and not just providing a stat drop. 

AoE: the amount I agree with this is unreal. Brutality AoE has been scrapped essentially and the two best fire spells pyskotik and hornito are just gone in place of a very poor new "hornito" and whipkick which feels very forced and out of place in the fire tree. Similarly, rear mastery is less of a focus now and there for I feel like whip kick as a spell for the class is just much less important. Really feel like they need to bring back the current live hornito and psykotik. 

Positioning: I actually think there is more positioning then before. The difference is that the level of preciseness is drastically down. You can move stuff alot more through coward mask and your air tree but the ability to get it exactly where you want it is drastically diminished. Overall kind of a net even in my book but I prefer the precise movements of the live masqueraider. 

3 -3
Score : 17
6 -4
Reply
Score : 5087

I personally think the masks are too passive.
Coward mask is ok because it has a push, but psyco is just more damage and classis is just a protective aura. I think they could use some sort of start of turn or on hit effects, something that makes you see that your mask is doing something instead of just background effects

2 -2
Reply
Score : -27

I don't know if start of turn effects are the right move but the fact that the masks just provide stat drops is very true. Coward synergizes well with the class in the fact that you can now generate collisions with nearly every action you make. The other two masks have no such synergies which makes you feel like they arent doing much. My suggestion would be finding ways to make them synergize with your ahbilities more. An example could be for the psycho mask for each unique enemy hit in close combat, increase lock/dodge/res/etc. This would really play into the melee offensive mentality that they are pushing with psycho mask and make you feel like there is an actually synergy for getting into the offensive and middle of the fight. Realistically I think the masks are fine but the synergies on classic and psycho are just not existent. On the beta it sometimes felt like these masks were helping my allies more than they were helping me which as the person wearing the mask, it felt kinda bad. 

2 -2
Score : 2055

For a more in detail feedback, I will go through every spell and passive. I also find it weird that most spells had their name changed, while there was no need to it.


Fire branch:
  1. Whipkick - 3 ap that turns target around. Same as before, but it doesn't need classic mask to have 3 range. It also deals fire damage instead of air. I can see how the air spell can be transposed into fire, but it feels like just stealing a slot from a fire spell. Not a big problem tho.
  2. Félure - 3 ap aoe with incurable and armor removal. I think it wasn't changed. Maybe they addec max 3 uses per turn? I don't remember that. A fine spell that wasn't much touched,
  3. Detraquage - 4 ap AoE with good DPA, that buffs allies in it but has the clunkiest AoE I ever saw. If close to a wall, sometimes you won't be able to hit a mob in front of you with it. Why not target a whole side like an axe attack? The cell on distance is pretty wasted. I would take Hornito instead of this new spell pretty much every time, even if it hits allies.
  4. Nevrose - 4 ap 1 wp, avg DPA with -100 resist. A great and reliable spell that must be used on direct melee to work. It can also be used in double to stack -200 resist. In the place of Psynapse, that was kinda moved to non-elemental active. Still feels a bit out of place on masqueraider, maybe move this effect to a passive and swap this for a good AoE spell for the set?
  5. Cabriole - 6 ap 1 wp, line move-AoE. Same as current psyck out under the effect of psycho mask, which means it is actually slightly better. Great spell, glad to still see it there. With bad WP regen it can be a complete waste tho, Im assuming WP regen will be fixed.

Overall Fire branch feels a bit lacking. In current masq, it is focused on AoE and destruction, based off on psycho mask. On beta, whipkick was smashed into the branch, the most useful AoE spell was removed and a superb - resist was pushed into it, which is actually fine, but I wouldn't mind it being trade for a better AoE spell. It also has a terrible spell that is Detraquage in the place of a bigger AoE spell.

Suggestions for fire branch:
  • Place Whipkick as an active spell and bring another AoE back or Psynapse back.
  • Add flaming mechanics, it fits contact masq playstyle completely
  • Add a multidirection AoE instead of Detraquage. I would love to see fire-spin-pull back, I love it.

Water Branch:
 
  1. Toussotement - 2 ap, ranged spell that requires no LoS. Great DPA both on heal and damage. Great spell.
  2. Armature - 4 ap, buffs lock of target and gives a good deal of armor. Great spell that can be used for improving tanking and shielding allies or self.
  3. Rescousse - 3 ap aoe heal/dmg. Renamed spitfall that doesn't damage allies and doesn't heal enemies. Still buffs dodge. Great spell that was improved.
  4. Acharnement - 5 ap line AoE that damages enemies and shields allies. I couldn't use this spell in beta, not sure what's wrong in it. Great spell. I ressent it cause it is taking the slot that Spitbull used.
  5. Sarabande - 5 ap 1 wp linear Single Target. Spitoon that also gives mp to allies after healing, removes WP from enemies instead of old chains buff. Arguably better spitoon.

I quite like water branch, but I noticed it has 0 mobility/positioning. I certainly miss spitbull and backbeat from this set and would love to see it squeezed in somehow. There are 2 shielding spells, 4 healing spells and 4 damaging spells. 2 AoE and 3 ST.

Suggestions for water branch:
  • Add an effect of Armature when you cast it on enemies, maybe add spitbull effect to it, swapping places with allies and shielding them and the same for enemies.
  • Fix Acharnement so it is actually castable.
  • Maybe add some movement to Toussotement. Not really needed tho.
 
Air Branch:
 
  1. Fugue - 4 ap linar AoE of 4 cells. Pretty big AoE. It pushes you back 2 cells after usage. I like the extended AoE option, but the only use I see for it is when you can't psyk-out to the other side. It's pretty expensive for a disengage spell. I would rather have 2 ap disengage or another AoE spell that doesn't overlap with something the other branches have.
  2. Poursuite - Scherzo with no changes. Amazing.
  3. Culbute - Classtanet with one more range. Amazing.
  4. Répulsion - 3 ap that pushes target up to the 5th cell away from masq. Amazing push distance from melee, I like it a lot. But I liked classerole a lot as well and it's on the slot of it.
  5. Dislocation - Rename of classablanca, no changes on it. Great spell.

Air branch is currently amazing and it is no different for beta one. I miss classerole possibilities, even more if spitbull isn't an option anymore. In the other hand, Répulsion has a top-pushback ability and Fugue is a long AoE air spell, which I kinda also asked for. Overall Air branch is also solid.

Suggestions for air branch:
  • Tweak Fugue for a more useful meaning, it's too expensive for a disengage and the AoE is similar to Psyk-out. Some AoE push might be a good idea. Maybe it's worth to remove AoE spells from air branch and keep them only on water and fire. Maybe bring whipback to it and add a fire AoE spell back.
  • I will really miss classerole possibilities. Maybe add some condition for some of the spells to trigger classerole effect? A non-elemental spell with it's effect with no damage and 2 ap cost?
 
Active Spells:
On current masqueraider, active spells are dominated by the masqs. Now there is space for other things which is really nice.
  • Double: Beta still has nothing on it. On changelog it states that it will benefit from masqueraider's passives, that alone already makes the revamp worth it. Amazing.
 
  • Danse Motivante: Was a parte of dance of death but was detached from it and improved. It costs less and can target allies. It also gives some armor based on max HP of the target. Great ability.
 
  • Dance of Death: Now has an option of ressurecting dead allies without losing/having double, and also giving them AP on the process. The ressurected HP is pretty low, on the other hand. Neat, if not overpowered. Great changes. I still could see this and danse motivante merged back, but I can enjoy them having different cooldowns.
 
  • Voltige: A very weird spell, but I love it. It teleports you exactly 6 cells away to the side of an enemy or an ally for 3 ap. If you imediatly end you turn after moving, you gain +100 resist until your next turn. Super neat. It allows kiting, backstabing, it reinforces a group feature and it allows some better tanking, if you set it up nice enough. Double truly becomes a friend with this. I feel that the fixed 6 range is a bit too rigid, maybe make it 5-6? We no longer have psynapse for ranged jump and this spell doesn't deal damage. Maybe add a passive that changes the range, lowers the cost but removes the possible resist gain? Psynapse used to close a 6 tile gap, but it needed sight, costed 4 ap and dealt damage.
 
  • Aure de Brutalité: A bad active, wouldn't take a spell slot for it ever. Costs valuable WP, along with 2 ap and it gives 10% final to allies when they are standing next to you. When they move, they lose it. It only lasts one turn. It's a bit cooler on double but still uses precious WP, for a slim buff with hard setup and kinda meaningful ap cost. If it didn't cost AP or WP, if the aura lasted more turns, if the buff was higher or if allies kept it after moving past you, it would be a more viable spell to use. As it is, it's plain bad or desperate.
 
  • Solidité: The amazing Stabilization that mask never had. Amazing. It has a heavy 2 WP cost, a low cooldown and can be cast on self or on another target.
 
  • Masks: Masks are in a third bar and have a bunch of unique effects, they provide a passive effect for 2 turns when worn, cost 1 WP, and provide a buff for every ally within 4 cells when it is applied to self. The bonueses are pretty epic.
    • Psycho: +50% melee dmg inflicted, -50 resist, +20% crit for allies. Insane buff at the cost of precious resist. Apart from those big buffs, psycho has ZERO effects with passives and spells. Thats all there is to talk for psycho.
    • Coward: Elemental spells push target 1 cell if they are in line, -15% heals given and -30% armor. Allies get +1 range. The push effect simply doesn't work on Beta, but this is the only mask that has sinergy with passives and colisions, so I don't have much to say about it. I find the +range buff pretty meager when compared with other masks but it's by far the most useful mask out of the bunch due to its sinergy with other things.
    • Classic: Enemies in melee have -15% dmg inflicted, you have -10% dmg inflicted, +50 resist to allies. Epic tanky/support mask. Again, thats it. ZERO effects with passives and spells, but it contributes to a melee chaser playstyle.
  • To sum it up, they feel bland and interact little with the rest of the class but provide incredible buffs. It sounds as if they're supposed to be used in burst turns instead of the whole fight, which goes in a completely different dirrection than current masqueraider, and I quite dislike it. Why is a classe named MASQUEraider having masks that barely dictate its gameplay?

That was my view on actives. I feel like whipkick could be moved here, some tweaks could be made and masks should have more impact on gameplay. I overall enjoy the added options to the class, but it all sums up to being very WP hungry with a nonexisting regen. Lastly Brutality aura needs some kind of tweak, it can be done in a passive of some sort, but as it is it's pretty sucky. I wouldn't mind at all to have it removed and something else added in its place, like a classerole-effect.

That was it for spells.
Again, thanks for reading it through, I hope this is of help,
Rori

 
4 -2
Reply
Score : -27

I actually agree with a large amount that you brought up here. We seem to have similar thoughts on things. One thing you hit on was the fire AoE spells. I feel like they have completely ruined this playstyle and have not been able to create a successful build for AoE mask. I really believe they should remove the whip kick spell and replace it with the iconic and most commonly used spell in psykotik. The changes to fire are brutal and I feel like that is going to really hurt those of us that played AoE fire moving forward. It really feels like there is less emphasis as a class on rear attacking in the beta which to me makes the spell whip kick feel out of place even further. I definitely like the air spells and think they can do some great things but I feel like without spitbull and classerole the ability to precisely position enemies is drastically lower. As far as water is concerned I like the ability to heal or damage not being trapped behind a mask. This opens up your turns more and allows for the spells to be used more fluidly. Also yeah, Archanement isn't even currently usable but it sounds like it will be decent enough. Overall, I still think that the numbers are low at base and that the Fire branch has been tossed out for no reason. This really hurts build diversity in my eyes. Thoughts?
 

0 -2
Score : -27

Overall, I would like to say that I think that the revamp looks pretty good. There are a large number of great new passives and the mask system looks alright, albeit I think the passives the masks grant you the player are poor compared to the live ones and don't synergize well. After playing around in the beta the class feels pretty good. There are some things that I have some concerns with and some things that I like. 
I like the mask system and the different unique ways that you can use the masks. The masks not being tied to specific spells also broadens their uses but removes the synergies they have with spells. This is a double edged sword I guess. Also WP for masks rather than AP is a great trade off. Previously I never had issues with running low on WP so I like this change a lot. Also the allied buffs in range is a great change that makes swapping masks to spread buffs a viable way to play. I think the passive buffs are great but outside of the psycho mask they don't provide very good incentives for the player wearing the mask which is the most important as the buff should make me the player feel strong and on the beta they kinda just give a stat drop that doesn't synergize with my spells.  My biggest complaint was with classic mask. What used to be the crit mastery love of a masqs life is now an awkward damage debuff for enemies and a weird off tank mask? Not only does it not feel good to use but trying to use it reduces your own damage output and makes you feel like a less useful tank class. Obviously there are niche situations that it could be used but I think overall it just feels bad to use. I haven't tried it yet but if coward mask push back applies collisions then this could actually be a wild mask if trying to maximize your collision ability. These changes = good but classic mask feels awkward and it feels like the buffs from the mask is helping my allies more than it is helping me sometimes. Suggestions to change would be to bring back those old synergize or find a new way to make the masks synergize like how coward does with collisions. 
The ST build seems like it will be in a better more balanced spot which I like. However crit/rear mastery seems like it is way less emphasized. I find the dodge and lock to distance and melee mastery passives to be really interesting. Also along with the multiple passives that effect collisions this is going to be really entertaining. Being able to collide an enemy with an ally and in the process damage or debuff the enemy while buffing or healing my ally is going to be nice. This is a double whammy in the scenarios were previously I could not move a fighter or I would risk debuffing my allies by causing collisions into them. Now this is less of a concern. In this same line I found some fun ways to take the traditional ST melee build and adjust it to be ST distance which was fun in the Beta. Along this same vein the new spell  Neurosis with its ST -100 res is extremely strong and a great addition no matter how you play as a 4 AP 1 WP spell that does decent damage and has that debuff is very good considering that was a thing the class lacked previously. Overall these changes = neutral.
The mixture of shielding and healing that masqs now perform is also pretty interesting. There were some situations where I was able to give 5-6k in shields all at once. The passives that effect the way you shield are good additions. I am currently a huge fan of the Single armor passive. Using a build centered around this I was able to apply massive shields when needed and then do so again once that ally had their full shield depleted. ALl of this while still applying solid ST damage through my other spells. Now it just feels like there is a good one off spell to keep yourself and allies alive. These changes = definitely enjoyable.
My biggest complaint here is that it feels like you have completely ruined AoE fire builds. Previously psykout and psykotik were the best spells in fire by far. I would even argue them to be some of the best AoE/Utility (movement and mob grouping) in the entire game. These spells were so good and when combined with the old hornito once you got everything in close this build felt so good and fun to play. Brutality AoE on masq was the whole reason I played the class and this is the only class I even play regularly. Now the new fire spells have whip kick which feels very out of place in the fire tree and does not seem to have a good use as a fire spell. This seems like a cop out to not get rid of the spell but you needed to move it somewhere else. New hornito is horrible compared to previously it hits less targets and now has a damage buff for your allies? This makes no sense as a spell to me. On top of that the targeting and how it selects the times to be hit feels awkward and trying to have your character face different directions to change how the tiles are hit also changes nothing. This feels really bad due to the fact that hornito is completely changed and psykotik is just outright gone in favor of having whip kick become a fire spell for no reason. The current live mask lacks a wide variety of AoE tools but when used in conjunction with your positioning tools and together you create this amazing whirlpool that pulls everything in and then unleashes incredible damage in a variety of unique AoE's. When you take these things into consideration I have not been able to make a AoE build function at even a fraction of what I can on the live server. For someone who has put a ton of time into this play style it feels miserable. In my opinion you should revert hornito back to the live version and if you want to change something about it give it the increase like you want from the beta and adjust the numbers. Similarly as I already said with whip kick, this spell feel out of place in the fire tree both thematically and in the way the spells work. I truly and honestly believe that whip kick should be replaced with old psykotik as that spell is what defined many AoE play styles and was an iconic part of the class that I saw many players use and enjoy. These changes = horrible, they make brutality AoE builds nearly impossible to make work and the spells and builds just feel frustrating and awkward compared to live. If these changes stay I honestly believe that AoE builds on mask will be utterly useless and along with that a lot of those players equipment and time. Definitely do not like these changes. 
As for the rest of the AoE spells fracture and psyk-out are relatively unchanged so there are no complaints there. On top of that now I can AoE damage and heal/shield without worrying about what mask I am wearing with the changes to the water spells. This is really nice. As previously stated I can also make different things happen with my collisions that can effect this build only in positive ways as far as I can tell. These change to AoE = good since not much has changed and only in good ways. 
I still believe that the numbers feel kind of bad for the whole class. Base damages feels kind of low while at the same time the best way to have reliable final damage is if you strictly use the psycho mask. The psycho mask definitely helps things along but the damage still feels low or at least sub-optimal. Obviously numbers can be tweaked but the more I played on the beta the more it felt as though Masq was being forced into this weird place of being a buffing character than what it currently is which is a Damage dealer first and foremost. 
I also feel like our use as a positioner is completely shot. Your own description of the class is that they are a class focusing on positioning, heals, and damage. With the removal of classerole and spitbull you lose a ton of your positioning ability. Take away psykotik and that is even more, then you are left with a few options but they are very expensive AP wise and don't lead to true positioning that lets you get things right where they need to be. In the beta spells like dislocation and repulsion are hard to actually utilize for proper positioning and cause more harm then good due to how much they move stuff. 
To sum my thoughts up I feel as though the revamp is successful and I like many things that you have done. The mask system changes are relatively alright, the double getting our passives is a huge and needed buff, the new passives, a unique way for collisions to work specifically for this class, shields are better in my opinion, and many more apsects and combinations that are yet to be discovered. The revamp looks good. However, I am super disheartened and demoralized to realize that the AoE build is going to get tossed aside like it feels it is. This feels really bad and if these changes go live I know for a fact I will no longer be playing AoE and fire. In all honesty since that is the sole build that I play on the sole character that I play I prolly will no longer have a reason to play. Obivously if these changes stick its because the community really likes them but I personally feel like you are killing off a play style that players like and utilize regularly. I feel as though if you had just given us the collision passives, the mask spells revamp with better synergies, a tune-up to the numbers on our abilities, and our double getting our passives I would have been much happier. For not a lot of changes that are supposed to be done this seems like a complete over haul for the class that no longer even feels or plays like the current masq. 

1 -3
Reply
Score : 2055

So, on to my last post. This one about passives. There is a bunch of passives and some of them are really cool, adding options for masqueraider. Others are a bit bad, on the other hand.

Overall thought on passives: 4 of them are bout colisions, 1 of them is about staying in contact, 1 is about carnage, 3 are about dodge/lock and mp, 2 are about directions (face and side), 2 are about WP usage (one is very strong and the other sucks). There is nothing regarding backstab, nothing regarding AoE and nothing regarding heals (except collisions with heals). None of them ever mentions one of the masks. I feel the lack of these.

Passive 1: Jeu de Jambes - Gives 200% of level as dodge, +1mp and -50 resist. Cool mobility buff at an ok cost. I hate the - resist but I can cope with it cause other passives can buff it. It's a fine passive tho. I would love to see something like "coward gives mp on dodge" or "classic has an effect whenever you step on the side of something".

Passive 2 : Bas les masques - Gives 1 WP when you change mask. Great passive (Thanks slootyKoala for the things I missed). It pretty much nullifies the cost of masks, allowing swap spam. It also allows change in the same turn for dmg on psycho and classic for debuff at end of turn. It allows massive buffs for allies.

Passive 3 : Colisions violentes -  Collisions deal damage instead of ap removal. EPIC. But thats it, imagine if mask had this without needing a passive for it. Just imagine.

Passive 4 : Art de la vengeance - 1 melee mastery per 2 lock, up to 2x level. Changelog says it convert, but in beta it doesn'y say that and neither applies that. Weaker artful dodger but on lock instead. If it is converted, it's not a huge loss and still makes sense. Good passive overall.

Passive 5 : Masque de vie - Lifesteals for 50% dmg on face dmg. Great passive, love it. Hit for less by not backstabbing but heal some. Situational, tho.

Passive 6 : Carnaval - Masks don't cost WP but have 4 turn cooldown. I think this is the worst passive out of the bunch. It forces you into using at least 2 masks and reduces WP cost by 1 for each 2 turns. If it had any side effect it would be usable. Imagine actually regenerating WP with a passive. I saw someone mentioning a side effect of "masks no longer buff allies" and thought it was a more adequate change. Still would be nowhere great.

Passive 7 : Armure Unique - Doubled armor on targets with none, halved on targets with armor. Really like this passive, makes armor strong and whenever the mobs bypass you can heal the target back up. Fits mask perfectly and has a fitting drawback.

Passive 8 : Ancre - Double locks at the cost of -1mp. Cool. Would be cooler if it had some energy with masks.

Passive 9 : Brute - 20% more damage inflicted at -30% heals and -30% armor. A slight change from Carnage that also wrecks your shield. Also feels it could have some sinergy with the masks instead of pure damage. Maybe flaming, extra mp under certain conditions, effect if you start and end adjacent to enemies, who knows.

Passive 10 : Collisions de support - +2 ap on pushes at some condition I didnt understand. Couldn't trigger it on beta and I know for sure my scherzo won't be giving 2 ap, so I don't understand this passive at all and can't talk about it. Same goes for Heal colisions.

Passive 11 : Virevolte - +25% dmg on side, -25% dmg on face. I don't understand the role of this passive at all. Cool, hitting sides and all. But we can just backstab instead, why not reinforce that role with this passive? Why would I ever want to hit side for a meager buff and debuff on face-dmg? Feels very lacking.

Passive 12 : Collisions regenerantes - Heals on some type of collision. Couldn't trigger it but the idea is nice. But thats it.

Passive 13 : Au Contact - +dmg and resist if you end near someone else, -dmg and resist if you don't. Quite a life changer passive and it feels like it dictates new mask playstyle. I like it quite a bit, it's much better option than current chasing passive and has some severy risk included.

Passive 14 : Art de la fuite - +1 distance mastery for each 2 dodge, up to twice the level. Cool passive, allows different playstyles. Could have some more interaction with masks. I didn't test it tho and heard it was bugged from someone else.

Passive 15 : Regard masqué - +1mp but all spells have +1 min range. This is cool for ranged playstyle, but it's very awkward to play. I would like to see some extra effects on some masks related to this passive. Adds more ranged possibilities.

Passive 16 : Collisions d'entrave - Colisions remove mp instead of ap. Hella cool. But thats it.

Overall I feel that even with 16 passives a few playstyles were complitely ignored.

  • There is no AoE and backstab mentions at all, and the only heal buff is on collisions. All these 3 are significant playstyles of masqueraider have been completely ignored on passives.
  • They have little to no interaction with masks. If coward didn't cause pushes, there would be no interaction at all. Ideas for flaming, stepping out of melee, stepping into melee, moving allies or enemies, hitting multiple targets at the same time, damaging an ally. Litereally anything related to current masqueraider that could go into sinergy with theses cool masks.
  • Nothing that gives a good WP regen, just stuff that allows more usage of masks.
  • There is 4 passives regarding collisions. So much focus on this playstyle that was previously abandoned is cool, but at the cost of abandoning all other playstyles? Why not add some side effects torwards other play styles in these same passives? They eat up a whole spot of a passive after all.

So with these problems in minds the suggestions get pretty neat:
  • Add AoE, backstab and heal oriented passives. That would be very neat. There are a few passives I mentioned that can be tweaked to include something for these playstyles or removed to add new ones. Or just add new ones.
  • Passives should have more interaction with masks so that they feel they actually matter, and they should not be just cycled for buffs and specific situation.
  • If WP regen isn't changed, add some passive that actually gives WP regen and isn't bad.
  • Add more uses or side effects for collision passives.

That pretty much sums what I had to say. I like a lot of new prospects that were brought to masqueraider but I am shocked to see some others completely dissmissed. There is a bunch of polishing to do and I haven't even touched the topic of numbers, that I know will change a lot. Good work on the revamp and I hope we make an amazing and balanced class for this game.

With love,
Rori
2 -2
Reply
Score : -27

I think the collision passives are all pretty neat. The hardest part has been getting them to work as intended. In my hours of time today half the time the collisions never occurred. I also agree heavily that the masks need to synergize more with the class as a whole. Literally the only thing that synergizes is coward mask and collisions and as of now I can only trigger the collisions rarely. When you do though you can trigger collsions up to 6-7 times in turn. I stated for full force of will and on my turns with 50 force of will I was successfully chunking AP down from 12-14 to 8-9. that is an absurd amount and just goes to show how neat the synergy between coward and collision is. With that in mind they really need to find a way to make the other two have synergies whether that be through how you position, how you move, what spells you use, or passives. Having only one synergy makes things difficult. 

In the same trend having the option of locking opponents in melee using anchor and art of vengeance makes you very hard to get away from as a melee attacker. I almost prefer this over dodge. Masqs have positioning spells that help them get around the map at the cost of ap but it allows to to generally ignore opponents lock. Being able to lock others into combat with me is nice and I have rather enjoyed it. 

Overall I mostly agree with the rest of your thoughts. Mask swap passive is kinda crazy and allows for the spread of the buffs every turn at essentially no cost and to always get to use the good mask on your turn and have classic for opponents turn. 

1 -2
Score : -356

Let me start off by saying I just spent 6 hours on the beta testing things and well. I'm extremely disappointed.

You started off this year by saying this ankama "To tell you the truth, we don’t have a lot to say about Masque because it shouldn’t change a lot. We hope you will keep on giving feedback on what you think would be great for this class."

I was expecting some new passives, some balancing on old ones and a numbers tweak on our spells. and MAYBE a few new spells. All I'm seeing right now is dofus mask and I hate it more than words can express. If this is the path you're going to be going down I'm not sure I'm going to stick around for long because you as a company are robbing me of everything I love in this game. First you made my class completely useless in moon, then you took my pvp away from me and replaced it with a hollowed out carcass of what it used to be... and now you're obliterating my class?

First off Live masqueraider has incredible spell/passive synergy. I'd argue some of the best in the game. How the passives in game work with your spells (specifically the a water and air branch because fire was not done well) is a close shot off of perfect. I don't know how but you've managed to make mask feel incredibly awkward and clunky when before it was a little awkward but extremely natural. I don't have constructive feedback to give you here because I genuinely don't know how you botched it up. The visual spell animation and what the spells do is completely wrong. I've been playing mask for over 5 years and I literally have no idea why you assigned the spells to the animations in the way that you did. Also speaking of spells why in gods name were they all renamed, this is absolutely unnecessary.

Most of the new passives are interesting and fine. Non of them are good they're all "ok" however unless we're counting the collision ones they have almost 0 synergy between them and they all feel very alien to mask. The mask system themselves is a much needed update however while both coward and psycho mask seem appropriate to me I an baffled and irritated by the uselessness and complete waste that is Classic mask. Once the mask that crit masqueraiders adored, its now something that allows a mask to be a Tank-Wanna-Be which again baffles me because its the only thing in this entire revamp that has the mask geared towards tanking. I'm genuinely frustrated as a crit mask player that I am completely unable to build critical hits from my passives or actives. Meanwhile I can for some strange and incomprehensible reason GIVE IT TO MY ALLIES.

I do however have to congratulate you on what you did right, collision feels good. It is EXTREMELY broken and buggy beyond recognition however assuming it gets patched up I can give you a thumbs up on this one. The air branch actually feels like it has some level of synergy and relationship with the collision focused passives in masks kit. This kind of setup is honestly what I was hoping for for all 3 branches.
Air - Collision and movement
Water - Healing and High ST dmg
Fire - Aoe and Lifesteal

However everything about mask right now just feels extremely offputting and clunky. We're coming from having very low cost spells and not running out of wp often to running out of wp on turn 2 and having ap values that don't really let us combo our spells effectively. the max amount of WP I was able to use with 12 ap was 3 now its much higher and things that didn't require it before require it now. Its unnecessary and very confusing. Mask has become such a complicated class when the premise is so simple.

Finally you have distance mask from rear mastery incentive and I hate it. I absolutely hate it.
Mask was and is a better class for gaining backstab and making use of it than sram... and sram is THE assasain class. However for some idiotic reason we now have passives that encourage hitting from the side and the front? What? Why? I'm not a freaking Iop?

Alot of people complained that mask had "mandatory passives" and that was true... 100% however now our passives just confuse me. I can't decide what I want to take because almost non of them benefit each other. This rework feels like its nothing more than turning masqueraider into a buffing character. The buffs I can give to my allies are better than the buffs I can give to myself and that was literally never the case so I clearly do not understand what on earth gave you the idea to turn wakfu mask into dofus mask. Dofus mask is terrible and everyone I hear who plays dofus only plays mask as a side character. I as a mask main am mortified by this. I'm a damage dealer, its never been practical but here I am. I've made it work for years and now you're taking away my ability tohit things without getting mopped.

All in all half of this is right but half of this is so so wrong it makes me sick.

6 -3
Reply
Score : -27

"However everything about mask right now just feels extremely offputting and clunky. We're coming from having very low cost spells and not running out of wp often to running out of wp on turn 2 and having ap values that don't really let us combo our spells effectively. the max amount of WP I was able to use with 12 ap was 3 now its much higher and things that didn't require it before require it now. Its unnecessary and very confusing. Mask has become such a complicated class when the premise is so simple."

This is something that I also noticed and was very frustrated about. the class does feel clunky and like it doesn't flow together smoothly. Many of my turns I was running my combos well but constantly found my self ending turns with 1 AP left over. This got much worse once my WP fell low due to the sheer number of spells that cost WP now. This became even more frustrating realizing that the only way to regen WP was to take a mask off entirely. Like what? the whole point of the mask is its a class that wears masks. It's the whole identity and you want me to not wear one? Very sad to see. The low AP and WP cost from live allows us to utilize and combo our spells and positiong so much better. Now it just feels like I am always a dollar short of a happy meal. 

2 -2
Score : 5224

I actually liked it tbh.. My main complain with previous Mask is that they were too squishy for melee combatants and also I didn't like what they done with the collisions some time ago, the collision damage was the main mechanic that made me like Masks in the past and seeing it returning is a nice touch, I am not a Mask main and last time I played was before the Collision Revamp so i can't go in-dept on my feedback, I can only comment on how I felt after testing the new Mask and, like I said, "I liked it tbh".

Also, I gonna say the thing.. Can we PLEASE have the Masked Spirit (along with the Sram's Double) to also copy the costume we are currently using as well?!
 

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Score : -27

Even from the mask mains that have commented I do not think any of us dislike the collision mechanics they have reintroduced for the class. These mechanics are interesting and unique and provide a variety of play style choices. The problem I think many players having discussed with them is with the rest of the revamp. 

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Score : 187

I’m doing ALOT of TESTING..Because my two main characters are rogue and masq.. I made these characters to compliment each other.

I’m not happy about the removal of spitbull, and backbeat.

Nor am I happy about the removal of mp gain on dodge for coward masq. This is actually a HUGE nerf. No more fluctuation shenanigans.

No more putting coward masq on other classes allowing them to utilize fluctuation shenanigans.

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Score : 2055

Someone in discord made the suggestion to make Elegance the WP regen passive. Each time you collide, push allies or dodge it gives you stacks. at 100 it gives you WP. This could be improved with contact mechanics or some other things, maybe added on passives. I really enjoyed the idea.

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Score : 742

Just as feedback. One of the playstyles I really enjoyed on Masq was a Melee Healer/Support Masq. So I hope the old passive where dodge is converted into heal mastery/melee mastery is kept in some way, even if damage dealt needs to be it's drawback for balancing purposes. 
I really liked that the passive worked well to reward the Masq for using their great mobility to fly around the battle healing people in Melee range, and I think giving the Masq a solid healing passive would go well for people wanting to branch out from more traditional supports like Eni/Sadida. It also helped alleviate some of the lost AP you needed to invest into moving around the fight which lead to an enjoyable healing experience.

Thank you for listening to my Ted Talk.

Ps. I really like the direction you're going with AoE buffing Masks and freeing up the spell deck by having Masks as baseline/free. The masks buffing in an AoE really feeds into what I enjoy about playing a Melee Healer/Support Masq.
 

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Score : 1557

For Wakfu regen,
- Every ally that is collided, healed, or armored by the Masq, the ally becomes "Happy"
- Every enemy that is collided or damaged by the Masq, the enemy becomes "Sad"
- At the end of the Masq turn, for each pair of "Happy" and "Sad" in the fight, you regenerate 1 WP, then both states are removed from all fighters.

Happy state can be applied on any ally/summon including yourself.
Pair meaning, one of each "Happy" and "Sad"

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Score : 125

Why isn't the collision from coward mask not doing any damage when paired with the passive ''violent collisions''? I don't know if it's a bug or it's intended to work in that way but in case of a bug the damage will scale when combined with a collision from an air spells for a double collision or it will be counted only as one hit without any dmg modifier ?

One thing that has pissed me off is how fast you can lose WP and be stuck with 0, once you reach 0 you can't wear masks anymore so you have to wait one turn to use a mask and them get stuck with 0 wp again, this is painful and unplayable rn. People are saying that only the regen that is bad but the amount of wp you waste on elemental spells is bad too, i'm suggesting to lower the wp cost of neurosis to zero so the spell can be included in combos more naturally otherwise this spell will be rarely used even with an decent regen mechanic cause masq combos are already very wp cosuming.

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Score : 1557

the passive is bugged as well as a few others.

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Score : 1352

Here's a collection of thoughts because I couldn't figure out to word them into nice essays like my peers above me
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I have mixed feelings about Masq changes in general. I like the effects on most of the spells but sometimes it feels clunky/strange. I'll admit, I don't know if that's because it's all new or because some of the changes did make it clunky.


The minus armor value on Felure/Fracture should be changed to a minus percentage of armor. It should be changed to –3% to –5% armor and have a cast limit of twice per turn (or ‘only takes armor twice per target’). Removing a small percentage of armor is much more beneficial than taking a flat amount of armor. Honestly I think all minus armor spells should be changed to a minus percentage of armor but that's a different issue

Detraquage/Hornito feels really bizarre as a whole. The range and AoE both feel strange and this spell would need to be changed drastically. I would not be opposed to removing this spell and giving us a different version of Psynapse. Even if it was an Iop's Wrath style AoE with the same effect that would be better.

The Water branch feels fine. It fits the theme of support/healing not much I would want to change off the bat except make it so that Toussotement/Fugue can target yourself because there is only 1 single target heal that you can use on yourself and it’s expensive. 

Air also feels fine nothing I don’t think about needs to be changes. I do miss old Classerole but it’s not a deal breaker. 

For the actives, I like the changes (again assuming it gets passives) to Masked Spirit. Both dances are great. Because the WP regen feels clunky I might improve Danse motivante/Motivational Dance by adding “At the end of the dance, Masqueraider regains 1WP”

 Voltige/Fly is another spell I don’t like. I don’t understand why it needed a connection or why it needs to have a range of exactly 6 Aura de brutalite/Aura of Brutality just feels underwhelming for the restriction it has. It should have an effect based on the mask you are currently wearing to make it more useful than just a restrictive damage inflicted boost   
Cycle Path Psychopath Mask 

  • Gives elemental damage (equal to a percentage of your level) or damage inflicted bonus in a 2-cell circle
Coward Mask 
  • Gives MP and/or Dodge in a 2-cell circle
Classic Mask 
  • Gives a small amount of Block, and/or armor in a 2-cell circle
No Mask (one of two options)
  • Spell can’t be cast
  • A smaller combination of the above options (elemental damage/dodge/armor)
Obviously the name would need to be changed, but this makes it more of a dynamic support tool then just "damage"

Now for all the passive, I tried to group similar ones together for the sake of keeping this post short (spoiler: it isn't short)

Passives 1,8,15: No issues with these except 15. I don’t think 15 should effect Poursite/Pursue 

Passive 2: Given how WP is clunky this passives feels mandatory and I don’t think that going neutral on Wakfu Points (spending 1 to get 1 right after) should be forced into a passive slot.

Passives 3,10,12,16 : Bugged when I wrote this so I can’t comment too much on them.  But they sound good and I might write another post/update this one when they all work

 Passive 4: Outside of it being buggy, no issues with it 

Passive 5: Don’t love it, don’t hate. Makes Wield Type Dagger a more viable option

Passive 6: Same issues with Passive 2. If WP regen didn’t feel weird I wouldn’t mind this so much. 

Passive 7: Seeing as Masq doesn’t have any other armor given passives (outside of medicine) I like this. Gives you the big boost in armor 

 Passive 9:  Kind of bland, it’s a different version of carnage. I don’t think an extra 5% damage inflicted is worth losing 30% armor given. Values might need to be changed or switched out for something else entirely. 

Passive 11: This doesn’t synergize with anything in their kit. All this does is promote my idea that sidestab is superior to backstab. This could potentially be too strong. 

Passive 13: Much better than the current version of Catch Me If You Can and I like it more, but I don’t love it.

 Passive 14: Adding new options for builds is always nice. Masqueraider is supposed to be a versatile/mysterious damage dealer and this would help further that role. But this is the only passive that would support a ranged play style. I think a second passive for a ranged build would help make it a more viable option. 

I also have 2 ideas for new passives, going to just throw them out there 

Passive 17 (Happy Masq Salesman): 
  • The Masqueraider can cast masks on his allies (range 0-4 no line of sight - not modifiable)
  • Masks cost 2WP when cast this way
  • Only 1 type of masks can exist at a time for the duration (example 1 Psychopath mask per Masq per team for the duration of the mask)

 Passive 18 (Star of the show) 
  • When a Masqueraider wears a mask, he gains both benefits (wearer bonus and ally bonus) (For balancing Masqueraider could receive half the ally bonus and/or half the wearer bonus)
  • Range of ally bonus is reduce to 0
  • Masks have a 4 turn cooldown
  • Example Masqueraider puts on Psychopath mask They gain 50% damage inflicted in Melee, -50 elemental Resist, and +20% critical hit (or half these bonuses for balancing)
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Thank you for reading/skimming my wall of text
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Score : 3714

You can also heal yourself with the AoE heal, plus you got the clone.

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