VoidSettler|2019-12-17 13:59:06As for the AP drain mechanic - I personally don't believe in this mechanic working anymore in Wakfu
Hello,
I took some time to check if the game really was in the state you describe. We know it has some downsides such as the lack of visibility and feedback, but we believe it is part of the game to know the AP costs of your enemies to time your AP debuffs accordingly.
I searched for every standard monster and boss in the game, so it's mainly your typical families and bosses, archmonsters, quest monsters... I found 570 monsters (there are a lot more monsters in the game acting as NPCs etc, let's just say these are the "main" ones).
It depends of a lot of things, so the following list was a little tricky to make because of the cooldowns and spell conditions, and because a lot of monsters can gain APs in fight. However, we think it could give us some global idea about what it could look like.
And so, here we are :
356 monsters can't use all their spells if they lack just 1 AP.
43 monsters can't use all their spells if they lack 2 AP.
44 monsters can't use all their spells if they lack 3 AP.
24 monsters can't use all their spells if they lack 4 AP.
Only 51 monsters require more than a 7 AP loss to be able to cast one less spell. In this 51 monsters list, there are 17 "quest" monsters who have a specific gameplay, which would leave 34 "normal" monsters (6% of the total) being very hard, almost impossible to influence with AP losses.
They might get some more polishing in the future.
Here's my analysis :
A lot of monsters have "X use per turn" spells. It is made so that monsters don't destroy solo characters, and scale a little against multiple enemies (because they can use more spells). It also rewards your positioning.
For example, White Gobbly can use White Slobber once per target. It's a 3 AP spell and he has 6 AP. Removing him 1 AP can prevent a second cast of White Slobber.
Most of the times you want to tank it with your character so that it doesn't even get the chance to hit anyone else. If you lock the monster, since White Gobbly can only hit one enemy anyway, any AP loss under 4 won't have any impact, which is why you often think of it as inefficient.
Thank you all very much for your feedback on our proposals, I will react on your feedbacks about Xelor and everything else on the AnkamaLive stream tonight. There will be a written retranscription if you're not available to watch it.
Siu.
I do like their new feature of controlling time and having double the wakfu. Hopefully, that feature gets implemented well.
The TL;DR of the Xelor Revamp is, This class is high skill cap and complex, too strong for those who knows how to play it well, let's just nerf it and make life difficult.
I do not agree that the dial has no downsides. Wakfu is being spent on his call. You do not think that Xelor is at level 200 need to do dial once in a battle? Mobs do not stand still and we need to constantly move. Bosses hight lvl easily destroy the dial.
Otherwise, I’m interested in trying the new Xelor ~
Spoiler (click here to show spoiler)
3. They didn't say there would be no AoE spells, just that it won't be the focus of the branch
5. Again, it probably won't be exclusivey mobility
6. Not really? It's not like the xelor can give other classes their WP, sure WP gear won't be as good on them but eliotropes and huppermages already have diferent WP mechanics and they work just fine
making Water branch ST is also a contradiction to the very ESSENCE of Xelors being mostly AoE DPSs, we already have Cras for that ST style, thank you very much.
The changes Xelor REALLY need:
-Reposition of Dial, Sinistros and Hydrants (or temporary presence so you can reposition once it's gone). Also, Hydrants need it's friendly fire removed.
-Better use of AP removal rather than just be a gimmick for lv1-40 players.
-A mechanic more independent of the Dial such as increasing the range of Tempus Fugit to equal the Dial-less mobility.
-Creation of teleporting glyphs without needing the dial, even if limited to allies only.
-Regen WP if Dial is destroyed.
-Different bonuses on the dial's current hour instead of just a damage boost.
-Revamp on Mumification. Reviving in the game is limited to a few classes, and Xelor's rev is too discouraging to use because of the 1/3 of HP lost on 3 turns, meaning without a healer, your revived target is on a death row anyway, and since reviving is limited once per battle and linked to the reviver's life, these limitations are more than enough to make any form of revival balanced, Mummification needs it's DoT REMOVED.
Here is my proposed Revamp:
-Dial: Now indestructable, lasts for 3 turns, once it's gone, there is a 2-turns cooldown before a new dial can be created. Hour starts where you cast or real server hour (because I think this is a really clever gimmick), changes every turn. Casting Timekeeper on one of the dial's inactive hour will make it active and cost 1WP.
-When casting a spell over the selected hour, your damage will improve 2.5% x hour. (2.5% on I hour, 30% on XII hours).
-Visualy, I would update the new dial to no longer have the pointy tower in the center, but rather the Xelor's symbol with it's hand pointing the active hour or just spinning on it's own.
-Tempus Fugit: +2 range if not on a Dial hour.
-Sinistro and Hydrant: if cast over an existing Hydrant/Sinistro, you instantly delete it for 1AP, new one is cut 1AP of it's cost.
Time steal- i would like to see if xelors can stop mob(s) by dial at turn.
xelor moves on a number and casts time steal and loses ap amount on dial,
if spended ap on trial is higher than randomize numbers (1..12) ,target loses this spended ap and
xelor restores randomized ap.examples
xelor at 12, randomize number 1 - xelor and mob loses 12 ap ,xelor restores 1 ap
xelor at 5 , randomize number 3 - xelor and mob loses 5 ap ,xelor restores 3 ap
xelor at 12, randomize number 12 - xelor and mob loses 12 ap ,xelor restores 0 ap
xelor at 2, randomize number 5 - xelor loses 2 ap ,xelor restores 0 ap
xelor at 12, randomize number 11 - xelor and mob loses 12 ap ,xelor restores 11 ap
Time Hand -
xelor and allies move on a number and xelor casts time hand and lose ap amount on dial,
all allies and xelor recieve % damage inflected of dial number where they spot on for their next turn,
all allies lose ap amount of dial number where they spot on,
example:
xelor spot on number 12,
ally 1 spot on number 3
ally 2 on number 1 etc.
xelor loses 12 ap (and probably skips this turn) and waits next turn. next turn xelor's all damage will be included by %12. ally 1 %3 and ally 2 %1.
>removing aoe from water branch....... what? we already have a ton of dd's that can do st damage
>fire branch for dmg, this is ok
>air branch for mobility, this is ok too
Slowdown mechanic, it didn't even come live but i already don't like it.
Xel is fine, it might be very strong but why not make other characters stronger instead (probably) making it weaker?
i donnt care downvotes but i havent revamp xelor,just included buff spells.
Maybe taking less damage if you have more FoW than the target
And dealing more damage if you have less FoW than the target
Some more usage out of Sinistros would be good aswell as they didnt scale well with the new updates
Im just throwing ideas out here though, as there is very very little to go off from the devblog
Why did this get 8 downvotes? He's right.
1. Water branch currently only has 1 AoE spell? Not sure what you are talking about?
2. Doesn't tempus fugit already do that?
3. What.
4. I'd personally just make it linked to the caster's HP like in beta, but I do like the hour changing every turn, being linked to real time is a bit too meta for me
5. Honestly a visual revamp of the dial would be sweet, the current sundial design just feels weird
6. OR just make it that casting time control on them instantly kills them, that would be good enough for me, but I hope they expand sinistro mechanics
Anyway here's some ideas for potential xelor mechanics I've been thinking about.
-Replacing hydrants with just sinistros, but they are summoned passive and have to be wound up with spells (cost only 2 AP) and have charges instead of HP
-water spells heal him and make him apply slowdown stacks
-fire spells make him deal damage in an AoE
-air spells make him move forward and stabilise (like the robots in the frozen tower)
-Air being a more melee focused branch, using the slowdown stacks for different effects instead of AP removal (like delayed damage, pushing, teleportation, etc.)
-Time anomaly: a glyph that generates slowdown stacks whenever an enemy moves across them using MP (like harebourg's trap in season 3 of the anime)
-Scrap armour: destroys all allied mechanisms in an AoE and gives him armour equivalent to the number of destroyed mechanisms
-Temporal clones: Xelor teleports 3 cells in a direction and spawns 3 identical clones in the other 3 directions, if anyone damages the clones they disappear and generate a slowdown stack
-Dial home (passive): Xelor can cast spells from the dial's location as well as his own, but any damage taken by the dial is transfered to him
-Borrowed time: Gives you 2 AP but you loose 3 AP and some FoW next turn (once per turn)
-Frozen air: water spell that consumes slowdown stacks to apply a MP poison to enemies
-Ontological inertia (passive): whenever you teleport, you get 1 MP
2 - Tempus Fugit have too short of a teleporting range, plus it relies on your allies WALKING over it, while I prefer the hand glyphs where you create one and cast Time Control on the target to bring him over, if Ankama is hellbent on ruining the dial, they better allow us to create the glyph without the dial.
3 - Forget my ideas for Mummification, its fine as it is. (plus I love it's animation)
4 - Linked to the caster's HP could make it a little too hard to destroy on higher levels and too fragile on lower levels, considering it can't move on it's own, making it temporary but indestructable seems more efficient, its the same mechanic on Fogger's rais anyway.
I also like some of your ideas, they seem very interesting in how you lose something to gain something else, I would just change Dial Home to, instead of taking damage from the Dial, your spells cast from the dial just have less damage or are limited to a straight line from the dial's center. As for the clones, not sure if 3 isn't too much, why not grant the Xelor a simple Masqueraider/Sram clone to play with, having some basic spells at his disposal and being a summon for you to use like any other, maybe a nice detail could be when the clone dies, he spawns a Sinistro in his place.
The xelor would regain his wakfu points by removing ap from a target. Now its not known if this is gonna be paired with normal or sub-normal damage, but its something to keep in mind that in your average pvm content ap reduction is worthless. Most enemies and bosses seem to be designed in a way that they need very little ap to cast all their attacks and thus making ap removal a mechanic that cannot really be (ab)used to your benefit. Now there are maybe some exceptions that come to my mind, namely shadofang and the ethernal dungeon boss. But in the average case the xelor will not remove ap from the enemies, but actually from his dial to buff ap of other teammates and to keep the force of will of enemies lower for something that actually has use; mp removal.
To conclude: there is a proposed new core mechanic of xelor and it will be important to regain wakfu points in order to use it, but if the way of regaining these wp points is paired with shallow damage it will be a forced and 'useless' mechanic (for pvm mind you) to regain wp.
For the fire branch it might be a bad thing to have casting and range constraints for it is seemingly (for now) the only way xelor can deal damage. For now it seems like a block to the current use of a xelor, which is ofcourse its direct damage. Its also something people are probably afraid for, because the devblog makes it seem like the changes are gonna take a lot of firepower away from the xelor.
The air branch focusing more on mobility is actually interesting and i am curious to see if it will work better as it currently does.
my biggest fear is that the average pvm players will have to make a mono element xelor to be remotely effective, but then still are held back by casting and range constraints.
My 2 cents, perhaps you have yet to play long enough to fully gasp what late game is like. 12 WP 6 Turns is like saying 1+1=2. But in the real world, it's closer to
Simple scenario, an ally got pushed into a death tile by enemies due to poor RNG, a simple saving combo would be Self ATC, move up to teleport ally closer to you (due to limited 7 Cell Teleport nerf, hence needing to perform twice opposed to once), before teleporting said ally again further back into a safe spot, before moving back yourself. Normally that alone would be a 12AP 3MP combo. In some cases of saving two ally or moving a mob / boss along the way, 17 or 22AP 5~6MP combo. Now change that to the new 12WP system, it's easy to see how these movement can easily burn through all those WP in a moment notice, as none of those move will generate WP. Such scenario are not uncommon too, many dungeon incorporate death tile, RNG Mobs push & teleport mechanics like Sugnuf and Robowl. In some dungeon like Xelorium past, you have even have to Revive before teleporting (no longer able to corpse teleport nerf), another added layer of complexity. I could ramble forever, but simply put, Xelor is more than just a damage machine, and dial is more than a forth and back range extension tool. The current iteration suggested on Devblog is generally downgrade for the Xelor gameplay experience, making life harder than it already is, a.k.a, hard nerf.
and this is only the MP to WP required for Dial movement rant, don't get started with the other "improvement" suggested in Devblog. It's like all the collective suggestions made by actual players who've played the game the last 4 years since the last actual sensible Xelor revamp, thrown out the window all together. But why do I even bother now. The progression system is screwed by RNG, my server population is screwed region lock (Wakfu APAC to Wakfu Asia for those who've played long enough to know), feels like none of the feedback actually matters.
The devs probably made up their mind long before publishing this Devblog, and giving the illusion of choice to make players feel like their voice matters. Speaking as a dev & creator, I understand how easy and exciting it is to get carried away with your own project, the sense of having full control over the visions and ways you'll shape your creation, and watching how the world reacts to it. The sense of power & in control.
- Reg
Personally I'd just make them use AP to teleport instead of WP, it would be more thematic imo.
Honestly I just wish we would get some alpha experiments on the beta server to try like how they did with ouginak, so we could actually have something to complain about, instead of this ephemeral "official theorycrafting".
Actually it's 33% of the heal they recieved, not of their max HP, so if you rez them with low hp, you can heal them and they won't loose much
I consider the Dial an integral part of the Wakfu Xelor design - As integral as an Eliotrope's portals, an Osa's summons, a Masqueraider's masks or a Panda's barrel. Instead of making it more optional and penalizing to use, you should make it even more integral to the all-round mechanics of the Xelor.
Simply make it a third bar spell and balance the Xelor around the concept that he needs the dial for his proper worth.
Using Wakfu for moving around however feels terrible and unintuitive - Please come up with a different solution for that.
As for the AP drain mechanic - I personally don't believe in this mechanic working anymore in Wakfu, and it should be revised entirely: It is incredibly unclear when AP drain actually results in something worthwhile, and more often than not, it is only noticeable when being capable to do so in large chunks. More often than not however, AP drain on enemies results in.. well.. nothing!
My own advise is to turn AP drain into Damage Drain, weakening enemies' damage and/or healing output. Sure, enemies would still take all their actions at all times (No change really there btw..), but at least every point of AP drain would hamper their output noticeably.
Also I was thinking, fire spells could apply an AP poison or a glyph that deals damage whenever someone uses AP while standing on it.
Better and having more synnergy, but I'd still prefer for the teleporting to be tied to a Skill when alternate pools are being used for moving around. Left-click moving should simply always use movement to me. I wouldn't like getting used to weird exceptions using more important resource pools I wouldn't want to be wasteful on.
(Also, why doesn't the quote button on a reply add to the reply..)