Hello,
Thank you very much for your feedback. Following your posts, we're planning to tweak some parts of the rework. Unfortunately, the Beta server won't be updated soon. We would like you to take notice of the following changes before continuing discussing the class :
Thank you very much and please enjoy the Beta.
Siu.
See message in context
Thank you very much for your feedback. Following your posts, we're planning to tweak some parts of the rework. Unfortunately, the Beta server won't be updated soon. We would like you to take notice of the following changes before continuing discussing the class :
- Roll-again
- Costs 1 less AP
- Lucky star doesn't remove Heals received (and the passive Generous Dice doesn't remove Damage inflicted)
- Black Bow Meow
- The Black Bow Meow now has consistent resistances (on par with the ecaflip's)
- If the tarot card Black Bow Meow is cast on a target, the target gains 66 elemental resistance for 1 turn
- The Black Bow Meow now possesses 6 AP and their AP doesn't increase with passing turns
- Wheel of fortune
- The Lucky star level stays applied on the Ecaflip even after using that card
- The bonus / malus of the card becomes 50 / -50
- D-six
- Costs 6 AP 1 WP
- 203 Fire damage
- The next D-six costs 1 less AP until the next time the tarot cards are shuffled
- Stackable effect
- 1/turn
- Loaded dice
- Removed the crit gain effect
- Inherits D-six's former effect (fix damage + variable damage), with a higher damage per AP ratio
- If the spell kills the target:
- Ecaflip gains 2 AP next turn
- Heads or tails
- Cannot be cast on Ecaflip anymore
- Cast on ally:
- Earth heal on the ally + Ecaflip
- Cast on enemy:
- Earth damage + lifesteal
- Paws off
- Costs 2 AP
- Up to scratch
- Costs 4 AP
- Lucky Day
- Removed former Lucky day effects
- When Lucky day hits level 100 :
- The next tarot card is free and its effect is doubled
- Lucky day is then consumed
- Felintuition
- Can now be cast in critical hit (it will properly take crit mastery into account)
- The glyph's damage is indirect (go under armor)
- Topkaj
- Now gives 2 max MP (2 turns) in addition to resurrecting a target
- When used on oneself, gives 1 max MP (1 turn) to target that gain the CH bonus
- All In is also going to change, but so far we haven't decided on a concept
Thank you very much and please enjoy the Beta.
Siu.
-Feline Leap doesn't allow targeting the Cat Tree once you get down from the Tree a first time.
-The Hairy Hermit fails to cast a second tree on self after getting down from another one earlier.
-Spell Strike bonuses by consuming cards (based on white or black cards) do not work. Nor on self (burns cards and adds critical buff only), nor on enemy (damage to enemy only, no cards burnt).
-Life Token doesn't work. Tested on summon and on secondary hero char, can't test on sidekicks. Either it disappears right before than the Ecaflip turn begins, or there is something broken there.
-Ecaflip's Fate Tarot Card seems to have a weird effect while on the Tree. If the target is not killed, and can't target the Ecaflip on the tree, the affected enemy seems to cause the damage to self, with its own elemental mastery value.
MISC:
-Sidekicks not appearing at all anywhere during combats. Intended?
-Hairy Moon Tarot Card value is 0, should be 4?
MINOR STUFF:
Yowling: same values displayed for normal and critical hits. Real damage seems to be OK.
All In: description mentions AP removal from target, no longer happening.
Winning Streak: icon potato, description Ecaflip Precision, no longer happening. (I miss the potato...)
About the passives, I am disliking almost all of them except 3 (Ecaflip's Fate, Cheat and Graceful Feline). Mainly because they are tied somehow to the new Lucky Day mechanic, which is virtually useless? (Only reducing 1 WP cost at 50 or 1 AP cost for reroll at 100? Some minor use for healer builds but, that's all?)
I see all active spells well, except All In and Double or Quits. Life Token will need some more time to test.
Craps: Add its old push effect when the objective is in line.
Yowling: Replace "Steals 10% of damage inflicted as health and armor" with "Remove X% of foes armor" or a second line of damage which ignores armor.
(A high number of armor because it costs 6 AP and 1 WP, or reduce it)
Up to Scratch: Change heals to resistance or armor to ecaflip and allies.
Paws Off: Remove the repel effect and make this a short-range and strong damage or poison spell.
Fleahopper: Too much powerful and mandatory, maybe just rebound once but increase the spell range or make it modifiable. And add a passive to allow a second rebound but reduce spell's range/non modifiable range.
Fleeflees: Change heals to armor.
Three Cards: In a 3-cell vertical line:
115 Earth damage (enemy)
60 Armor (ally)
(No more effects because you can give armor in zone)
I think the spell either needs to:
Eca's healing role was buffed a lot in this rework, I see it viable to use one as your main healer now, I know there is Rekop which is the actual revive spell of the class, but yeah Life Token exists too and I dont see too many benefits from it.
A nice strat would also be to do the opposite, to give the token to an ally who is at full HP to fully heal the Ecaflip on the next turn, but the spell is bugged apparently atm so could'nt test it, but even if you could Life Token isn't doing the cut as a good support spell
Topkaj seems like a pretty standard revive, but in my opinion: having to choose between the +35% Critical Hit or saving the spell for a simple revival with no additional effects is weird because of the cooldown.
i havent spent a lot of time messing around, but its kinda hard to heal and armor, but maybe thats just me.
I really enjoy the characters identity a lot more though.
The rework is pretty cool. The new Ecaflip has a better identity than the live version, the TCG mechanic on the Tarot is very fun and, overall, you can feel the RNG more in the playstyle.
But there are some things I don't fully agree with:
Tarot: Just 1 card
Besides that one, I really like the rest. They are powerful and situational, they have interesting effects and also drawbacks that are well balanced imo like the Hairy Hermit which gives you a nice boost to heals and range at the cost of MP, or Wheel of Fortune which has a very interesting effect.
Fire Branch:
In general, I don't feel anything special about it. It doesn't seem to have a theme around luck which is kinda weird considering it is based on Dices. I'd love to see more rng and better effects to be honest like additional effects depending on which number the dice landed (1-6) getting a stronger on 6:
Critical Hit%:
Might be an unpopular opinion but isn't there are TOO MANY ways to get more CH%?. Don't get me wrong, it is awesome to land critical hits consistently but maybe you could try to diversify more the playstyle through different bonuses and make it more engaging. You can get CH% through:
+ 20% from stat points + sets + sublimations + Hyppolyre who can actually buff CH% bonuses (haven't tested the sidekick but he does buffs CH% gains).
Maybe some of them could be replaced for other things to make the class more spicy. Like, guaranteeing a critical hit without the actual need to build into CH% ("your next spell is a critical hit" sort of effect) or a winning hand with Battle or All-or-Nothing. Just brainstorming here.
Animations:
I would love to see more new animations tbh. More usage of the cards like the Critical Hit on All-In, or an animation for when you use the tarot cards.
Very unpopular. I myself think it's appropriate because Lucky Star (+0.5% DI per CH% above 100) is the most consistent way for Ecaflips to get their damage inflicted bonuses, since Tarot cards are RNG.
100% CH is free +25% DI and it's very easy to get it if you don't mind the AP costs and cooldowns, but I doubt Ecaflip would be able to keep up with other damage classes with only that i.e. without printing the right Tarots and bonuses from Lucky Star.
The one bug i found was not being able to get back on the cat tree, or I'm doing it wrong, also don't know if its intentional but there is no safe way to get rid of tiny cat
Really fun, thanks for working on eca
2. No defensive and offensive face ant same time.
3. No offensive and healing face at same time.
4. Expensive spells.
5. Too much waste of time to read, evaluate and choose a card.
6. Too much critical hit dependency.
7. Too much healing spells (which doesn't benefit from critical hits).
8. Has lost a lot of damage.
9. Not funny to play.
The old ecaflip was in the right way, just it needed slight changes.
2 & 3.- Not sure what you mean
4.- Some might be expensive but there are a good amount of cheap spells. Plus, you can gamble to reduce the costs and even get AP back with Battle and All-In respectively. All-or-Nothing has an awesome AP/dmg ratio if you want to take the risk, the card Ecaflip god gives you 3 AP, there is also the passive Weighted Dice to lower the cost of your fire spells. There are ways to combo.
5.- Well, that's part of the learning process that every class has. You need to study them outside battle.
6.- The healing spells are also damage spells depending if you cast them on an ally or an enemy. So it is ok, they have double purpose. One of the class' role is Support so they need the heals.
7.- Yeah, I'm a bit concerned about that too.
8.- Healing spells do benefit from Critical Mastery as well as Healing mastery and Distance/Melee.
9.- I haven't done the comparison but I am mostly positive the new Eca hits harder than the live version. There are too many ways to increase their dmg now but I'm not 100% sure. It should.
10.- Personal prefference. For me and many others the new Ecaflip is way more fun and dynamic than the current version.
ya i also agree they do feel more complicated to play. that might just take some getting used to because of all the new abilities and passives.
the class used to have the ability to be offensive and defensive at the same time. healing+damage or shielding+damage, or full healing, or full damage. that type of play style is gone in this update. its either heal or damage now, and i feel like because of that, there are a lot more abilities and skills to cast vs previous ecas. ecas are a *1 star* difficulty class, so merging abilities to have both offensive and defensive helped a lot in terms of having less to cast.
i feel like there are a lot of healing abilities, 2 in fire 5 in water 2 in earth... 9 out of the 15 spells heal, but only 1 half shields. i would prefer that heads or tails or some spells in earth skill to deal damage to enemies or apply shield on allies or self instead of heal. applying armour only comes from that fire ability and it heals as well but heads or tails should be pure shield for ally or self.
I like the 50% chance of refund ap for earth skills... that risk for reward makes this class fun again.
remember when double or nothing doubled the damage and you could cast it twice at no cost. those were the good old broken days lol. when you can deal 5k damage double it and deal 10k and double it again for 20k. literally 1 turning pvp if youre lucky lol or just full heal the enemy up again... and everyone rages at you lol. oh how i miss those ecas lol.
1. Feline Tarot: It is very situational because there are very few cards to use on foes and Ecaflip doesn't like to be stabilized.
2. Fortune Favors the Bold: Few people will take this passive because when you are below 50% HP, you need resistance, armor or heals and that incurable malus is not attractive.
3. Add passives to increase tank builds.
4. Put into a unique passive the 3 extra card passives spells (Misadventure + Misfortune + Ecaflip's Fate). There is no overpowered because you will not use that cards every turn, you don't know when you will have them available.
5. Lucky Day concept: Check its "bonus", are not interesting.
6. Remove the innate passive "Per critical hit above 100, 1 level of Lucky Star: 0.5% damage inflicted and -0.5% healing performed" because currently is a natural effect, you should create 3 passives to choose. E. g.:
Healer: Generous Dice : Critical hits above 100 now grant: 0.5% healing done + 0.5% armor done (if you change some spells). [This passive nullifies the effects of other 2 passives]
Damager: New passive: Critical hits above 100 now grant: 0.5% damage inflicted + 0.5% critical damage inflicted. [This passive nullifies the effects of other 2 passives]
Tank: New passive: Critical hits above 100 now grant: 1 Block and 1 Resistance. [This passive nullifies the effects of other 2 passives]
Or a support or passive spell which allow us to choose our rol for 1 turn.
Maybe something like the -120 res it applies decay by 40 res per turn for 3 turns, but it can hop between enemies within 3 cells and/or back (for allied fighters, only to the) Bowmeow at the end of the turn. It slightly incentivizes tactically gathering enemies together.
There are sublimations to nudge players to be certain distances from each other but late dungeon mechanisms often emphasise on keeping enemies apart, making it harder to use AoE spells.
Thank you very much for your feedback. Following your posts, we're planning to tweak some parts of the rework. Unfortunately, the Beta server won't be updated soon. We would like you to take notice of the following changes before continuing discussing the class :
Thank you very much and please enjoy the Beta.
Siu.
And what about the cat tree and bow meow?
"
- Lucky Day
- Removed former Lucky day effects
- When Lucky day hits level 100 :
- The next tarot card is free and its effect is doubled
- Lucky day is then consumed "
I find this useless as now the class wont have any efficient way of gaining DI The Crit Gain On the "Loaded dice" Carried the Damage inflicted for the class and seems like more of a Support class than anything else.Keep it up! Nice work.
Same current lower-damage-per-AP-ratio, 50% chances of repeating the damage again (with the same amount of used APs) and again, until the roll fails (or until capped at 3 or 5 successful rolls?) or the target is dead.
And no idea, when the roll fails it somehow backfires on the Ecaflip? Damage returned = Spell Damage * Number of Rolls * 2 ? Or suffering the Enutrof's "Broke" effect? You know, that's how it works when you bet it all on a slot machine, or on a chained bet: The more you go up, the harder the kick to the nuts when you lose it all.
It would work similar as Weighted Dice: When you lose Battle, All-In, All or Nothing, and maybe Wheel of Fortune, you stack a state that can go up to level 6. At max level, your next gambling spell (the ones named before) will win.
Or maybe a passive that changed the functioning of Lucky Day: at level 100, your next gambling spell will win. Consumes Lucky Day.
I think it would be an interesting passive to make Earth spells maybe more enjoyable for some players
Probably not a good tactic, but i respect that it's an option