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[1.81] Ecaflip Class

By [Ankama]WAKFU - ADMINISTRATOR - August 17, 2023, 12:30:48
AnkaTracker
Hello everyone,

Please post your feedback here.
First Ankama intervention
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 :
  • 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.
See message in context
Reactions 53
Score : 20406
-Ouginak God Tarot Card doesn't affect Feline Leap AP cost. Intended?
-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.
1 0
Score : 2577
Too much critical hit bonuses in elemental and neutral spells, due this all builds are forced to invest on critical hits points, critical mastery and similar gears. I suggest replace some of that bonuses with damage bonus because the new ecaflip has lost a lot of damages.


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)
 
0 -6
Score : 469
looks like ecas difficulty star should change. i dont think its difficulty level 1 star anymore lol
2 0
Score : 17302
Life Token is very situational to use and won't save anybody to be honest. Reviving someone with 1 HP and a dream will just die to the next enemy's action. Monsters can take multiple actions in a turn, the ally won't survive.

I think the spell either needs to:
  • Grant more HP on the revived ally
  • Grand some armor
  • Trigger "The Croquette" (tarot card) stored heal so when the ally get revived through Life Token they get a burst of healing. It would have a nice synergy with the card and actually save a dying ally. Rewarding preparation and usage of the tarot.

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
3 0
Score : 1103
Like Token maybe could be used to activate Berserk? But then that's very situational, because why do that and have to pay the 2 AP + 1 WP when you could just start the fight at < 50%?
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.
2 0
Score : 1969
oh wow i don't really understand how to play the new eca's with all the new passives and skills, but it definitely feels more like what i imagine ecas to be, agile, gamblers, strategic, jack of all trades.

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.
2 0
Score : -64
New eca is sooooo gooood. Good job.
2 -1
Score : 17302
Ok so, second day of testing.

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
  • Meowtyrdom: A Sacrier-like card and the only way for Eca to apply a shield on the allies. It is strong, it is a strong AoE support card indeed, but it plays with the HP too much and don't fit the class theme imo. You can heal back up but that also means increasing your own Heal Resistance which isn't ideal in long battles.

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:
  • Craps: Cheap direct fire damage. I hope a new effect gets added. It is just normal cheap damage.
  • Loaded Dice: Low damage. I can see that it is meant to increase the Lucky Star (?) state so you get bonus dmg for every point over 100 CH% but there are so many ways to increase CH% already through actives and tarot.
  • D-Six: It isn't very appealing. Correct me if I'm wrong but having a base total of 42 Fire damage + an extra damage that can range from 31 - 68 (at level 200)... Even if you do get the max value of 68, isn't the damage average? 42+68= 110 => 110/4 (AP) = 27 which is the normal ap/dmg ratio for ST spells.
  • Dice Roulette: I was actually waiting for a  change to this  spell. Maybe a different effect could happen according to the number of the cell.

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:
  • Hairy Moon (30%)
  • Wheel of Fortune (sets CH% to 50%, has other effects)
  • Ecaflip god (20%)
  • Loaded Dice (25%)
  • Topkaj (35%)
  • Clubs (20%)
  • Battle (20%)
  • Spellstrike (30%)

+ 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. 
1 0
Score : 27
 
Bluhen#6777|2023-08-26 05:38:12
Might be an unpopular opinion but isn't there are TOO MANY ways to get more CH%?
  


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.
2 -1
Score : 70
Would just like to say the new class feels a lot more versatile compared to old eca, loving it so far, the water spells especially are quite fun, the bounce damage, long range tp ect, 

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
1 0
Score : 2577
1. No defensive tools (no resistance or block bonuses from passives).
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.
1 -5
Score : 17302
1.- You can turn 100% CH into 100 Block with the Tarot card Misfortune. That's a guaranteed 20% Damage Reduction for 1 turn, there is also a card that gives you 75 resistance to every element.

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.
1 0
Score : 2436
ya i agree that the class identity is a lot better... they feel more agile/gambler/tactile.
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. 
0 0
Score : 1969
thats true. a lot of the skills heal but none of them armour unless you use the card, and none of them can armour yourself. I would have liked to see something in the earth branch armour self and allies.
0 0
Score : 2577
Changes to do in passives:
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.
0 0
Score : 1157
Personally, I'd like to see fleaflea as a decaying status be kept in some shape or form, especially if its maintain as a vessel through the new controllable Bow Meow.

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.
1 0
Score : 2436
hmm yeah i did like a fleaflea dealing delayed damage too. its a good counter to invisibility, if u can cast it 
1 0
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 :
  • 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.
Score : 6804
Looking good - Curious about the doubled effect of a played tarot card. All of the bonusses 'and' all the malus' ? - Would Meowtyrdom just outright kill you? wink
And what about the cat tree and bow meow?
1 0
Score : 1
So, i was testing and by using the cart "Ecaflip's destiny" on myself i killed an enemy far away, got some prints. It was suposed to happen this way?
0 0
Score : 258
Few things to say about soon to come changes. 
"
  • 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.
2 0
Score : 17302
I'm excited too see what becomes of All-In. I just hope the spirit of the spell is kept somehow and doesn't become deterministic. I actually enjoyed that gamble.

Keep it up! Nice work.
0 0
Score : 1969
we'll just have to wait and see...
0 0
Score : 20406
Might be very very very excessively broken but, may I suggest a "let it ride" effect for All In?

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.
0 0
Score : 17302
Hmmm, I feel like that would be a downgrade for the spell. The current version allowed you to deal extra free damage if you won the gamble. Considering the low dmg/ap ratio of the spell, if I'm not mistaken, you'd need it to repeat itself at least 3 times to make your AP worth, there would be no AP refund as in the current version, you'd need to win 3 50/50s instead of just 1.

 
0 0
Score : 17302
At the moment, I see a lack of passives for the Earth Branch, so I was thinking: How about adding a Cheating passive?

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
3 0
Score : 6552
Yeah, cheating RNG is a big part of the ecaflip theme, hope to see more of it
0 0
Score : 6552
I like the new D6, if only for the gimmick of playing a non-tarrot ecaflip

Probably not a good tactic, but i respect that it's an option
0 0
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