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after survey ideas

By JonTurk#2901 - MEMBER - March 21, 2023, 10:05:50
i still believe adding new combat masteries(side front)  will cause too much complexes to create characteristic and it will make dungeons more hardest in mechanics for this classes.we already have "% damage recieves as distance or melee or line etc." and rear attack mastery is making "front mastery" by default.
not really important but what i can agree is making all spells work with elemantal mastery instead of single-area based. so you can add area effect as side effect to spells like sadida's drain or panda's light fire(flaming).
my other idea is alllowing all spell decks in combat and you can seperate each masteries in characteristic as (fire,air,earth,water). so people will use characteristic points into elements and they will use their highest elements decks, even a rogue can use water element to use his "sword spell" to damage to blopzart boss.
And about interface , tbh im tired to mis-click on tiles cause of skip button transparenc eachtime or resetting each spellbars. we really need a good user-interface even you can create an event for new interface ideas like i can draw how to see my interface. thanks
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While i agree with most of this, you have to remember that most masteries are optional, so you could still make a build that doesn't use th new masteries, just like you can make a build without melee, ranged or backstab, sacrificing a bit of power but not beng forced to follow their gimmick, adding flexibility to your build.

I just wish the cost of this flexibility a bit lower, currently your skill points give you almost 30% less general mastery per point you spend over Ranged or ST mastery.
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above picture is a scheme of my an alternative idea adding extra combat style without making everyting complex.
Developers can remove all these combat ="single,area,distance,melee,health,berserk,rear,critical" masteries  (except elementals and elemental resistances) from characteristics (maybe block,critical percantages etc. too) so all these combat masteries can be stick with on gears.
no need call "single mastery" but we shud call "area attack without making a mastery" can be an additional direct or indirect damage with small damage values as in spell picture.
And i want to explain a bit about wakfu and stasis mastery in my mind.
for 1 characteristic point;
fire,earth,air,water mastery section gets 8 mastery points.
wakfu mastery gets 5 points (it increases all elements,it doesnt reject spell card's element)
Stasis mastery gets 3 points (it rejects spell card's element and attack to lowest resistance of target)
 
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What's the point of stasis mastery if only 1 class can even use stasis (and it lready takes your strongest mastery?

Imo they should instead just add Weapon mastery so people would actually use their weapons for once

PS: Wakfu mastery is a weird name, I'd call it light mastery instead since light is chromatic damage
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cody5#2705|2023-03-22 18:34:57

Imo they should instead just add Weapon mastery so people would actually use their weapons for once

That's interesting. I always forget weapons exist. 
But rather than making new mastery I think it would be more cool to rework weapons in general.
Like - give them custom attack bar. Attacks depend on weapon type. Make them useful and maybe give players an option to play around their weapons.
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cody5#2705|2023-03-22 18:34:57
What's the point of stasis mastery if only 1 class can even use stasis (and it lready takes your strongest mastery?

Imo they should instead just add Weapon mastery so people would actually use their weapons for once

PS: Wakfu mastery is a weird name, I'd call it light mastery instead since light is chromatic damage





tbh i would call it as "light" too, i just want to show it as opposite of stasis mastery
About your stasis and wakfu mastery question, stasis will be like extra mastery ;
There is no "area mastery" in my idea so there is 1 target for caster hero,
you know, a "rogue and osa" only has fire,air,earth but no water spells.so a water mastery option won't be in their characteristic window.

if target has got resistances like "Fire Resist:50 ;Air Res:49;Earth Res:49;Water Res:49"
(You can imagine any class as caster with fire spell)
when caster cast "fire element" spell on a target; 
First damage will be =(Fire)
(game will process all other elemental damages out of spell's element (earth ,air,water) results at background and process will take highest damages on target);
if highest damage results are more than 1 element "like above resistances may cause this problem" "air earth water is 49"
So process will take water for rogue or osa , cause this classes are out of this element and as i said next damage will be spell's  element "fire".
it will show like in game chat;
Rogue hero:cast execution: 500 hp (Fire)
Rogue hero:cast execution: 600 hp (water stasis)
thats why stasis gets 3 mastery for 1 characteristic point.
 

if water mastery result is lower than air and earth and if earth and air masteries are equal each other game can show any one of them as stasis damage;
Rogue hero:cast execution: 500 hp (Fire)
Rogue hero:cast execution: 600 hp (stasis)

so it wont mess up challanges

maybe this 2 fire and sstasis damages may shown as 1100 stasis
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Wait you want to add a mastery that makes part of your damage bypass elemental resistances?
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cody5#2705|2023-03-23 15:01:01
Wait you want to add a mastery that makes part of your damage bypass elemental resistances?






idk what you meant by saying that but it is "stasis mastery"and i want it to cast "4th element " for heroes and what i believe is it will allow new mechanics. Stasis mastery will have less %20 damage inflected than 4 elements and equal to wakfu(light) mastery. even if lowest resistance was fire in example,stasis mastery will damage less than fire mastery if it is  chosen in characteristic screen. stasis mastery doesnt ignore resistances, it decides lowest element resistance.
Fire 20*8=160 mastery
with lowest resistance fire on target,
Fire stasis (20*3)+(20*3)=120 mastery as multiplier
 

btw best rogue spell deck made by this developers biggrin

Note:i may side by removing elemental damages from  gears and only combat styles  like "melee distance ,rear, (maybe side) etc.
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I don't really have a strong oppinion on keeping elemental mastery, but I think stasis mastery isn't a good idea, cause it removes the uniqueness from foggernauts.
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semis#7243|2023-03-23 17:05:33
Im done with the game after they remove AOE and ST and turn them into crappy multiple different things instead. For some reason the game has been going downhill for some time now, I dont know why or what the heck is going on but its not working. I just learned they plan to remove the prayer bonus too soon.
Did Wakfu get sold forward and now the new owners are screwing everything over? that would be one possible explanation to all this nonsense they are up to these days.

They are removing the prayer bonus because if you have 5 characters, you could get 5 times as much profession bonus due to shared professions.
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But jobs arent shared?...
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cody5#2705|2023-03-23 18:32:12
I don't really have a strong oppinion on keeping elemental mastery, but I think stasis mastery isn't a good idea, cause it removes the uniqueness from foggernauts.



fogger still unique by casting strongest stasis mastery because wakfu and stasis characteristic masteries will not be on gears. as i said ,these are just extra damages to pass mechanics and use your deck cards.  
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