Huppermage flux and reflux missing part
Hello , I have noticed that flux and reflux doesn't give us 30% dammage for the next spell , it only give us 50 resistance or least the 30% part is missing in the in combat flux and reflux ui

Hello everyone,
Please post your feedback here.
Huppermage flux and reflux missing part
Hello , I have noticed that flux and reflux doesn't give us 30% dammage for the next spell , it only give us 50 resistance or least the 30% part is missing in the in combat flux and reflux ui
You guys outdid yourselves with this update! Fantastic, highly welcomed changes all around.
If there's one thing I can suggest, would be that i'd like to see some love given to Inflexibility (Now inflexibility 1!?)
It lost so much of its power and space in the last few updates with recent changes, and especially with the rise of higher AP builds. Even Iops who became the only niche class that would use it, are now starting to move away from it as well.
So a little damage increase to it would be much appreciated.
Well, other than that, great stuff guys!
Bug, choosing modulated 215 from characteristic page makes the character have 14.000 masteries 38.000 hp
other modulated levels from character page give more masteries than the sets of those levels
-Dungeons were made awesome. So fun and balanced dungeons now, addictive.
-Dungeon mobs room taking boss mechanics is fun.
-The ability to craft sublimations is interesting.
-The recipes to craft relic/epic sublimations are fair and versatile, encourage to do different content of the video game to craft relic/epic sublimations.
-Limiting flaming to twice the character's level is fair. New flaming is interesting.
-Removing relic/epic sublimations from the stasis chests is a great move to discourage exploiting and make the content more interesting for players. Being able to craft relic/epic sublimations means the players would grind more and would enjoy it, to keep testing different relic/epic sublimations, especially the players who don't have time to gether kamas and who like to play Wakfu for the video game itself not the trading aspect. For instance dungeons are the main attraction content in Wakfu and they are supposed to remain rewarding and fair.
-The new epic/relic sublimations are interesting, but I think that Sentinel is a bit overpowered, it's fair for healers they needed a good epic/relic sublimation, it also sounds like it's for Cra who converts range to dps%, since it gives 15% dps 15% heals 3 range if character has not moved. But it might be exploited by some classes that don't need to move at all to do dps and who are already top dps like Xelor who doesn't need to move and who converts range to dps%. Xelor is already top three dps in the video game, the gap between the top three dps and the other dps classes is vast, doesn't need to increase more. Cra and Hupper are left behind dps wise, and elio's forced berserk made the class abandoned by most players. Eni needs a huge revamp, the class can't compare to Masq, healing alone on eni and giving wp is not enough in high level content.
-The exchange system modifications sound good.
-The new stasis system is less confusing and more organized.
-Unlocking Ultimate Bosses dungeons and making them doable on stasis 1 encourages players to do them and train on them. The new Ultimate Bosses dungeons key fragments system is fair fun and interesting. The new update makes the grind more fun, reduces the obligation to grind, and encourages the players to grind more, because the grind became rewarding.
-Pandora needs mechanics nerf, the dungeon is too much for three players. The dungeon didn't change except that the mobs spawning from barrels are one now instead of three. The boss mechanism and hp didn't change still same it was for six players that weren't modulated, now it's modulated. Mineral Tower 200 dungeon is way easier.
-Rogue class having bombs cooldown made the class unplayable.
>>>>Bug, choosing modulated 215 from characteristic page makes the character have 14.000 masteries 38.000 hp
it's intentional. there are no level 230 items and in order not to add them they did better, they just improved the autolevel emblems for testing content
if u have lvl245 planned. please don't do it. ever.
My feedback can be described in two words (if briefly) : half hype
Let me explain why.
ok, now what I like (hype):
Thanks for your work. And remember that criticism is one of the desires to make Game better and should be viewed through the prism of logic, and not through the of interpersonal relationships.
P.S.
Spoiler (click here to show spoiler)
Regarding auras, I think you are wrong with that.
It's not coming back to the old times. Getting a relic is not difficult at all given that you can drop the fragments or get them easily. The only exceptions are auras that are from achievement or quests, but given the difficulty of those relics, it's still a nice feature and reward for them.
Also I think handyman is okay like this. It needed new recipes, it was an almsot useless profession. Now it's not anymore.
Huppermage flux and reflux missing part
Hello , I have noticed that flux and reflux doesn't give us 30% dammage for the next spell , it only give us 50 resistance or least the 30% part is missing in the in combat flux and reflux ui
Hello,
The sublimation Counterattack fails the challenge Focus. I do not believe this should be the case, as the attack is triggered upon enemy attack and is not an active player decision.
Thank you.
There are a few sublimations that regularly fail challenges, some of which are fair and some not so much. E.g.:
I'd love for some of these things to change, but I'm inclined to just say...it's a price we pay for using sublimations. Similar to how some passives make certain challenges difficult or impossible (cough massacuring mark cough).
Just saw some of the changes to the Nogord Items.
I'm a bit disappointed if i'm going to be honest here. Those are some extremely minor changes that barely improve anything at all.
Increasing a bit of HP or a mere 20 elemental mastery to some already insanely underused and weak items won't bring much new interest to these items or to Nogord as a UB overall whatsoever.
Really hope you give this some thought and consideration, and give those items some much more deserved and needed love.
Wanted to give my two cents on Elemental Bombs real quick, will update this post if I have any more feedback.
TL;DR - 2 turn cooldown malus for bombs just makes the class slower and more boring. I suggest a minus to Critical Mastery for Elemental Bombs' drawback.
I can assume the devs already know a lot of what I'm about to explain, but I think it's important for anyone reading this to understand the context and stuff.
The 2 turn cooldown for bombs for the ability to have 4 bombs of the same type out isn't terrible in my opinion. With that, the type of Rogue that actually uses Elemental Bombs would still be able to do exactly what it does now, it would just take longer. That's still a problem, because it makes, for lack of better or more polite phrasing, a tedious and boring rogue build even more tedious and boring.
The main rogue build that uses Elemental Bombs right now is one that is meant to kill bosses. The Rogue sets up bombs and does basically nothing else until it's time to kill the boss. Then the Rogue or their allies gets the boss vulnerable and positioned in the Rogue's bombs, buff the Rogue, and then the Rogue kills the boss.
The 2 turn cooldown would, in a way, benefit a Rogue by giving them a turn between bomb casts to do something else. The problem with that is that Rogues don't have anything else to do to really contribute during those off turns, so at the moment with how Bomber Rogue currently is, the 2 turn cooldown just makes things more boring and take longer. This would be a much better malus if it came with changes that gave Bomber Rogues more ways to support their set up between bomb turns, or support their team between bomb turns. I'll make the assumption that's definitely not happening this patch since that's a much bigger change.
So I think a malus, drawback, etc. that would still make Elemental Bombs easier to use would be that it decreases Critical Mastery, which is still in the same spirit as the original drawback but doesn't come with the difficulties of making the passive work with gearsets that often contain -Crit Chance gear that therefore need the Rogue to end up with more than -10% critical hit chance.
Alright so Elemental Bombs 1.76 beta take 2 plus Explobomb buff:
Rogue
I'm going to have to do a lot of testing with this to see how deep the potential of this goes but I like this a lot. Might have to ask a few questions on the beta discord if that's still around.
Okay some feedback on Elemental bombs: it's slightly weaker than having 4 bombs of the same element was, but if the damage boost was increased by 5% to 25% damage inflicted per element of the bomb in a detonation on the next turn it would be just slightly stronger than 4 bombs was which I think makes up for it.
Aside from that, and this is a huge shot in the dark I expect to go nowhere, I originally thought this passive's cap on damage inflicted (60%) might have been a soft cap. If you don't have Minesweeper equipped, the Detonation spell can be cast twice in a turn. I needed to test to see if separate explosions gave you separate damage buffs, but they don't, which makes sense. I did think it'd be cool if it did, as it would be an alternative to just always using Minesweeper, but I understand why it doesn't.
a few other things:
you can still summon 4 bombs of one element with Elemental Bombs equipped
If you detonate one bomb, the passive (Elemental Bombs) will stop working and any detonations after that will not give you the buff.
If explobomb's state level goes over 50, the damage inflicted on critical hits reads as 25% instead of 50%
I thought about how Elemental Bombs might make Jackpot more viable but upon further testing, because Jackpot only saves you 1AP overall (something that Boomarogue can also do) it's still not very useful. If Jackpot's connection was to make the next bomb not cost any AP though, Jackpot would be incredibly useful in this passive combination.
might have more feedback soon but yea i still like both these changes a lot
I agree. Rogue is the most unlucky class, it gets patched and fixed far more often than any other class. May be the devs still can't decide on its concept?
The rogue currently lacks any flexibility. It's weird, isn't it? Yes, we can use melee/single/aoe/berserk/distance build, but in practice, in dungeons it always comes down to pretty much the same sequence of actions. Simply because that sequence is the most effective. The rogue's current role is that of boss killer
and Horridemons dg cheat. For other dd roles, like full melee, ranged or aoe he's a poor fit, simply because there are other classes that do it much better.So of course, just increasing the cooldown, without other useful changes (not just removing the malus) will only add to the boredom. Because we will continue to do the same thing as now, but it will take twice as long.
Hi!. While I need some deeper tests in the 'revamped' dungeons, this update brings to the player some really nice changes. So here, my humble opinion about some of them:
Also the change to how it works makes it clearer for every player to avoid misunderstandings (AoE mastery all the time).
Well... I think I'll miss the good 'ol days of chain exploding the mobs but this was very much needed.
[*]Rogue: while it's clear you're reducing the potential dmg extending the needed time to 'farm' the bombs I think this change is effectively telling you: 'do not play this passive' which is not really good.
It should be any other way to solve this. All players are aware of this class' "efficience" to bring down every boss in the game with no HP locks/phases. But also there's no other true gameplay to this class so that's their way.
[*]Sacrier: tbh, I don't see at all the change to the passive. I mean, a passive with a cooldown is very harsh even if we're all know that this class' dmg output is astounding. It'd be better a lesser bonus than this.
Or if it's about of being too powerful bonus for a low level character (due to it's available from lv50), then the Impending Death state that grant the bonus might have a variable level depending on the character level. So a low level sacrier cannot have +3APs but +1/+2...
[*]Epic & Relic sublimations: some of the changes are really great but I think many of them still won't be used at all or very little (as Robust).
About the new ones I have some concerns on Sentinel. This one makes you to rely even harder on "positioners" although it's a win-win for a Xelor (+29%DI you said?!? XD).
[*]About the new stones and the competitive mode (revamped stasis): I find myself with some doubts about it. The idea to get rid of the abusable current ladder is great. But I don't know if the rewards are appealing enough.
The complete lack of something of interest in the chests is not a great value for some of the less popular dungeons which will propably remain almost forsaken.
I hope the new stones bring some balance for some of the most wanted sublimations. It seems that sooner than later the market will have enough stock and the stone's prices will come down to the ground. We will see if this is good or bad.
I'm looking forward to the next beta update to see new changes. Bye nee!!
Aura/Relic bug? I'm unable to craft Mori Momento relic from fragments, assuming because I already have the linked aura in my cosmetics inventory (obtained from the cosmetics machine). It gives an error about usage conditions. Hopefully this isn't intentional, as it locks out achievements and possibly being able to craft multiple relics/auras to sell or share. I will test this in a moment but I have concerns.Edit: Fragment description reads that we need a blueprint to craft Mori Momento. I'm guessing this is the cause for usage conditions error. Sorry I'm a derp.
Alternative solution to the aura achievement link. The achievement should give a linked aura. Add a machine in Astrub Basement that allows for exchanging of a completed relic for that relic's aura (unlinked). The relic is consumed in the exchange. If we want another unlinked then we either collect frags again or craft them from.. handyman?
revive some passives, like this:
This will make it possible to deal damage now, and not later.
Passive "JACKPOT" will make it possible to save 2-4 AP.
Which is comparable to other classes that have ways to increase ap.