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Class Revamp 2020 - Feca

By [Ankama]WAKFU - ADMINISTRATOR - December 13, 2019, 16:00:00
AnkaTracker

Hello everyone,

Share with us your feedback about the proposed changes for Feca.

Reply
First Ankama intervention

Hello,

There was a Live on the 18/12. We wanted to focus on your feedbacks and give your some answers, as well as giving some more information on our vision.

Feca


This class should cover a lot of possibilities.

You will be able to keep the current strong tank role of the Feca, or be a strong and reliable protector, but you won’t be able to keep both roles at their maximal potential. You will still be able to cumulate the two roles in a fight, in a more jack-of-all-trades manner because you won’t be as efficient as a character that specialized itself in one of the roles.

For the protector role, we would like to take some inspiration from the older versions of the Feca. Certain « Shields » could be activated in fights, to give you ways to adapt and respond to certain situations. The Tank role should stay close to what it looks like right now.

We will consider adjusting the game's content if we think it's necessary (because of a potential loss in the player group average strength).



You can find the whole summary of what we said during the live, as well as a link to the english part of the live here : Click here

Thanks a lot for your feedbacks,

Siu.
See message in context
Reactions 158
Score : 837

Just throwing this out there as a suggestion because I may as well. One of my favourite concepts I've seen in other games are spells/passives that reduce the damage your allies take if they are behind you. Always thought it was cool having a protector class that jumps in at the last minute and protects everyone behind them. Maybe some sort of teleport that gives an ally armor based on missing hp or a shield that you can place down like Iop Standard  (That you can walk on top of so it doesn't block your abilities) that reduces damage behind it. 

4 -2
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Score : 63

Those looks like nice suggestions, however... A teleport that gives armor based on missing HP would either be too powerful on some characters or too weak on others.
And well, a Feca can already do something similar right? Using Teleportation and then Immunity/Peace Amor or maybe Orb to protect nearby allies a tactic I've seen sometimes. But I'm not gonna lie, it would be cool if they created a passive giving nearby allies armor after casting teleportation (Since they want to give each class between 15 and 20 unique passives, while still having the same amount of active spells).

The thing is - it sounds cool - but can't wrap my head around a mechanic reducing damage to allies behind you. It looks overly complicated and probably hard to implement when a Feca can just use Resillience + Leather Plating to place a Flaming Carpet that reduces foe's damage and then combo with some Feca Staff to reduce damage even more...

0 0
Score : -108

It seems again Ankama are taking the best quality of a class and making it weaker so it can be more versatile. You don't have to weaken their strong points to make them versatile (if done wrong, this could make the class overpowered). I feel like that their new abilities should be on the level as their great tanking - making both equal, so there's no downside from changing your playstyle - making it versatile.

Feca players chose Feca or continue to play feca because it's a good tank, changing it (making their tanking weaker) would destroy a reason/ the reason why they put the effort into the class. So if you're going to change the feca, then don't make it a worse tank than it was before the revamp.

4 -9
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Score : 1632

rip feca

9 -5
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Score : 9518

Feca needed a rework
Most of you agreed that this was the case and it was too powerful
Dont go crying now its actually getting a rework
Just provide all the feedback you had before about how you would have reworked the class
Now you have what you wanted, you have gotten the rework, now show why you wanted it by giving your concepts

8 -12
Reply
Score : -108

Feca is a powerful tank. Sacriers are powerful in most PvP ( battlefield brackets), so you'd be okay if Sacrier got revamped? A class that you invested a lot of work in, to be altered - to make it fairer. Because that's what would happen if the topic were about Sacriers and Fecas.

0 -8
Score : -108

Suspect has a point. I guess it will happen, so we might as well tell Ankama how we want our new Feca (it has to be realistic).

3 -2
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Score : 63

"[...] In theory, we'd like the Feca class to no longer be a tank and for it to instead help others tank. [..]"
"[...] That way, a protector Feca would be further from the front line but could help their [...]"

I guess they would need to give Feca's "protector/support" spells big enough range (Like Drip Armor) since if he can't most effectively be a tank and a protector/support at the same time... He would be kinda squishy? Unless they decide to not change the Refection passive, of course.

1 0
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Score : 63

Also, I can't wait to see what secondary mastery protector/support Feca's spells will benefit from; Single Target or Area of Effect?
I'm expectant since at the moment tank Feca's benefit highly from melee and ST mastery, so if they don't want Feca's stacking roles then they will of course need to use a different kind of mastery from tank Feca for their other roles (distance mastery and ???).

0 0
Score : 9518

 

Grook66|2019-12-14 15:43:00
Feca is a powerful tank. Sacriers are powerful in most PvP ( battlefield brackets), so you'd be okay if Sacrier got revamped? A class that you invested a lot of work in, to be altered - to make it fairer. Because that's what would happen if the topic were about Sacriers and Fecas.

No class has ever been reworked with PvP as a focus
Not only would i be ok with a Sacrier revamp, i would fully support and give all my notes, tweaks and improvement ideas to help make it as good as possible
"A class you invested a lot of work in to be altered to make it fairer"
"To make it fairer"
A class should be Fair at the very begining, the fact that you address that Feca currently has an unfair advantage only proves my point

 
11 -3
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Score : 2402

Feca was already nerfed like 50 times already, every class change so far just screems "We at Ankama want to sell more reclass scrolls, so we'll nerf the classes that do something".

2 -5
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Score : -2781

because it is the class which has got the one rubbish spell to suffer higher damages in melee posiition and stops the boss summon remove spell and kills boss mechanics in every dungeons that other classes cant.

3 -1
Score : 1488

I sincerely hope the spells in the feca kit will not change drastically, because as the devs stated; a lot of the game content is structured around it. Feca being given a split in its roles is something that seems balanced indeed, but the thought of a feca with a branch purposed for damage dealing seems unnatural. Now i am not going to argue that the current glyph damage isn't something that can be strong in a specialised build, but i will argue that its something that may overload its kit again, in addition to it being something an average six man team does not need. 
I hope the devs realise a lot of content of this game is resting on the shoulders of the current feca. Trying to divide the roles of the current feca seems fair and balanced, but a flat nerf will just be problematic and make the game even harder as it currently is. 

0 0
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Score : 4881

The game balance resting on a feca is just circular logic, if they nerf feca, then the dungeons will be harder and they will have to rebalance the dungeons to a reasonable difficulty.

1 -3
Score : 41

I am cautiously optimistic about the changes to Feca, although i am rather new and i dont really play one (yet ^^). As i understand it, the feca currently tanks AND buffs (supports) which is rather strange, since normally every support-class character trades bits of its own damage/survivability to enhance his allies.
In almost every resource i can find on youtube etc. the feca should get to the boss and lock it, because he is the only one who can survive the damage. That in turn excludes most melee fighters from being viable, because they are built for damage and so their survivability suffers.
If the feca could somehow transfer (part of) his high resistance, lock etc. to another (melee-)player, this one could tank like the feca before, while the feca becomes vulnerable and weak as a support character should be.
Another upside of a skill like this would be, that the tanking gear, the high level players have built up over the years, would not lose their meaning on feca. At the same time it could unlock many new team combinations, which seems to be the goal of the feca-revamp.
The Fecas WP-regeneration might have to change though (or be expanded) since most of it is tailored to a tank feca with CC,locking,blocking,..
All in all this seems to be a good proposal, enabling many combat styles for other classes in pve.
Be careful though to not just make the feca player spend 5 secs in his turn buffing the currently tanking melee char and then pass wink. it would get boring fast. Maybe you should make the damage branch for fire into a (damage) buffing branch instead. The Feca player would have to pay careful attention which of his allies will need which buff this turn and who will take priority. It would transition the boring tank feca (as i gather from various comments of other players) to a really demanding support, who needs to have an understanding of all classes, so he can best support the character who currently needs it. Of course the damage buffing should be a secondary role, only used to optimize the team damage while doing just enough to keep the team alive.

If i drifted too far from reality here, just ignore me...after all i have never been in a high lvl fight biggrin

Laudividni

3 -1
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Score : 657

I main a high level Feca and really do like that they are tanks, can save their teammates, buff teammates, and do damage through their temmates instead of themselves. A well played Feca is a godsend to the team but they are regularly under appreciated socially.

As far as the new changes, im torn - I want to continue tanking with my Feca but I dont want to miss out on my buffs either. Since it seems they are focusing on this class not tanking now.....really hard yank on our collars it feels....then I'll be forced into a Eniprisa's job or a range support which...Meh I can play something else that fills that roll better.

All in all 3/10 for the Feca change.

0 0
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Score : 4881

I mean you'll still be doing tanking, it will just be someone else standing in front of the mobs instead of you personally, so a tank by proxy.

0 -8
Score : 6284

I am simply voting against a Feca rework for as long as there is no promise to alter game content (bosses) along with it. I don't want another 'Rogue' situation where a class revamp is designed around a hypothethical game-enviroment that does not actually exist yet.

Even simply making 'tanking' a two-man job instead of a one-man's job will be too much of a gimp for certain dungeons at the moment.

6 -1
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Score : 1

Yeah... Who will tank that boss from pandalucia's cemetery effectively now? What about Shadofang? Want to try tanking them using Sacrier or Panda? Then you are very much welcome to try now.

Unfortunately - at the moment - much content is only bearable because of the quality of life easily provided by the Feca (Some dungeons were even developed having a Feca on the team in mind; what about those?).

0 0

Hello,

There was a Live on the 18/12. We wanted to focus on your feedbacks and give your some answers, as well as giving some more information on our vision.

Feca


This class should cover a lot of possibilities.

You will be able to keep the current strong tank role of the Feca, or be a strong and reliable protector, but you won’t be able to keep both roles at their maximal potential. You will still be able to cumulate the two roles in a fight, in a more jack-of-all-trades manner because you won’t be as efficient as a character that specialized itself in one of the roles.

For the protector role, we would like to take some inspiration from the older versions of the Feca. Certain « Shields » could be activated in fights, to give you ways to adapt and respond to certain situations. The Tank role should stay close to what it looks like right now.

We will consider adjusting the game's content if we think it's necessary (because of a potential loss in the player group average strength).



You can find the whole summary of what we said during the live, as well as a link to the english part of the live here : Click here

Thanks a lot for your feedbacks,

Siu.
Reply
Score : 760

My personal play style is that I love being a support role, I love mobility, and I have no interest in being a tank. I'm interested in the idea of being able to delve more into support, but I'd like to keep some level of mobility! In the end, as long as I feel like I am actively contributing to the fight in some support-type manner, I'll feel fulfilled in my role. 

0 0
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Score : 2025

I would really like to see more glyphs, but only be able to use a certain amount of them, like eliotrops can only use 4 portals... This way it would be more situational for offensive, defense or support, maybe debuffing your enemies if they stay on your glyphs or buffing allies. 

0 0
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Score : 462

Hello everyone!
I want to make a suggestion in my opinion of a reform to the branch of the land of feca.
I thought it would be interesting to take back the effects and armor provided by the feca's ground skills during the game's open beta, because I found it extremely entertaining and tactical.
That is why I have reformed the spells so that each one provides a specific type of armor, as well as its completely tactical and strategic use of them.

0 -2
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Score : 191

Think it would be cool to have a shield wall or something.

0 0
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Score : 4881

I mean that's already a huppermage thing and they are lacking in identity as is.

2 0
Score : 2025

 

cody5|2019-12-27 01:16:33
I mean that's already a huppermage thing and they are lacking in identity as is.

for me glyphs are feca's identity, so  they should focus on those
0 0
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Score : 4881

Maybe some support glyphs, aside from tonic?

1 0
Score : 7587

First of all, I think that it is important to defines Roles, Gameplay and decompose terms.

Fecas are Tanks/Protectors by nature, whose gameplay revolves around Shields/Glyphs and give support to their team through them. A Support can be someone who can give/remove stats from a target, prevent actions from the enemy, heal, buff allies, debuff enemies, move targets, redirect damage, etc. Critical actions that contribute to the victory. A Support shouldn't be able to do everything said before but rather excel at an specific type and this is the problem that the actual Feca has: it is the ultimate support of the game, a box of buffs (except for MP) that excels at other roles.

As for the Tank/Protector roles, the way Tanks do their tanking should be defined too: through resistances, shields, devices, HP, summons, etc. Having 18 classes in the game gives you space to give specific roles to each one of them and not having to mix functions. A good example of this are the Sidekicks Treacherose, Trunk and Protoflex, each of them have their own way to mitigate damage; Treacherose can absorb hits as heals and endure spells that would usually be a 1 hit k.o, Trunk can Lock enemies in place and have a big amount of HP while Protoflex can generate a decent amount of shield and have insane resistances, each one of them has something that the others lack and that contributes to their Identity and in no way that means that one is better than the other: Sometimes it is crucial to retain the enemy, others you need high resistances while others you need a good pounching bag to enternain the enemy.

All that being said, I'd like to see Fecas using shields as defending tools rather than buffs. Shields that could store or reflect damage, give protection against debuffs or reduce the effectivity of MP/AP removals, a shield that absorbs part of the damage mitigated as HP. A Tank and Support gameplay that plays around mitigating damage and doing interesting stuff with hits. I dont feel like Feca necessarily need a huge amount of base resistance to do their job to be honest, just improve the shields.

As for glyphs, maybe they can be the weaker AoE version of shields BUT with the advantage of affecting more allies and giving the possiblity to extend their effects to others while they create a strategic area on the map. Maybe add new ones like attracting enemies to the center of them or pushing them. Since the game has a Lock/Dodge system, I think that the ones that remove MP/AP should be kept IF their Tanking aspect if going to be untouched.

So, to summarize: Fecas should be Defenders that use the right shield for the right attack, are able to protect allies and themselves though them and their support side revolves around the damage mitigation rather than buffing allies.

2 0
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