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Spell System Revamp

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Much more than an optimization, the spell system is going to undergo a revamp that will spice up your fights and allow you to use some real strategy. By establishing a “deck” principle for active and passive spells, choice will once again be a central element in combat, making it possible to select weapons depending on the opponent!

While we’re waiting for the WAKFU beta test tomorrow, here’s a preview of the spell system revamp for you.

Several reasons lie behind these changes, the chief of them being that the current spell system was based on 100 levels. At level 175, several issues became obvious, namely, the absence of player choice. Furthermore, having active spells spread over ten levels and passive spells spread over twenty levels created far too many restrictions for no real reason.

We have therefore decided to make changes to the system by reintroducing the concept of choice, by implementing active and passive spells across fewer levels and by rewarding the player with power spikes for unlocks (of spells, passive spells, “slots,” etc).

DECKS This is a set of spells and passive spells that you select at the beginning of a battle depending on who your opponent is. It will replace the old system and... will change everything! Effectively, it lets you put your strategy in place through the management of your spells and passive spells. Even so, there are still some rules:

  • You must have added a spell to your deck before you can use it in battle.
  • You must have added a passive spell to your deck before you can use it in battle.
  • You can change the spells in your deck at any time, except in combat!
ACTIVE AND PASSIVE SPELLS In the past, active and passive spells used to span several levels. We have removed the part where you had to build up your active and passive spells at each level with points.

From now on, active spells have only one level. As for passive spells, these will have only one or two levels.

Each active and passive spell is unlocked at a specific character level and passive spells level up by themselves at certain character levels. Here’s an example: a passive spell that is unlocked at level 20 and adds +60 Dodge would level up automatically at level 120 and would add +180 Dodge.

All of these unlocks take place as a character levels up, from level 1 to level 200.

ELEMENTAL SPELLS

These have also undergone some significant changes. We increased the number of playable elemental spells by increasing the XP attributed to spells. For reference purposes, we began with a base of 5 elemental spells at level 1, increasing up to a total of 10 elemental spells at level 200. At the same time, we removed the limitation that meant a single-element character had less playable spells than a multi-element character, which has no purpose in this new system.

We also decided to replace the “spell lock” (padlock) system at level 100. The reason for changing this is to make this one of the level 100+ rewards, allowing players to easily alter their builds as they so wish.

In actual fact, all the changes made to this element in the previous patch mean it’s now quicker to decrease a spell’s level in favor of others if players want to change direction.

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FAQ How do you add spells or passive spells to a deck? Simply open the deck management page (the default shortcut for this is S), which is about to replace the old spell interface. When you’re in the interface, you have two ways of adding a spell:
  • Click on an empty spell slot, which opens up the spell page, then select the spell you want.
  • Click on the spell tab, which opens up the spell page (which looks like the current interface). You can then drag and drop the selected spells into the empty slots.

Tip for pros: You can also drag and drop spells from one deck to another to swap spells!

Spells you add to your deck will appear in exactly the same order in your spell bar.

This will work in exactly the same way for passive spells, but via the passive spell page.

How many spells and passive spells can I put in my deck? The number of spell and passive spell “slots” that are available will increase with character level.

We haven’t yet decided at which levels each spell and passive spell slot will unlock, but we can already tell you that at level 200–which will soon be unlocked–you’ll have up to 12 spell slots and 6 passive spell slots.

You mention “spells” and “passive spells,” but what’s the deal with “elemental spells” and “active spells”? What we are now going to be calling “spells” includes elemental spells AND active spells.

This means that for each spell slot, you’ll be able to allocate either an elemental spell or an active spell!

However, you’ll only be able to allocate passive spells to passive spell slots.

Are these new active and passive spells going to be as good as my old active and passive spells? The new active spells will be pretty nearly as strong as your old active spells at max level. The new passive spells are different than the old ones. We removed some of their bonuses, but we also separated them out into different passive spells, and we added quite a few new ones at the same time.

Among these new passive spells, some are “simple” characteristic bonuses, some are game mechanic-based–either existing or new–and the others are spell modifiers. The latter will change how a spell works, either to make it better or just different.

The new way this works has enabled us to create more clear-cut builds for characters, with greater emphasis on character speciality preferences.

It’s great that you’re increasing the number of elemental spells! But isn’t that going to be a bit too much? Uh, no, since the limit on how many spells are actually playable is already managed by the deck system. In any case, even after players have reached the max level–whether it be level 200 or the current max level–they’ll continue to gain spell XP and, with a lot of effort, they’ll be able to acquire every elemental spell at maximum level.

For more details and to see it first-hand, log in to the beta starting tomorrow, Friday the 22nd of May!

Honestly a bit apprehensive about this - took the time to look at how many spells I use on my Sram in any given dungeon room or boss fight and it's...15. 10 Elemental and the 5 actives, guaranteed in any fight.

Thoughts?

Edited by Orionolle

Avatar was drawn by the wonderful Zoeduhu! Thanks Zo <3

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I'm very, very worried about this. Hopefully beta will really be updated tomorrow and not be as derpy as usual so we can really fiddle with this thing. On one hand, being able to switch around your build is nice, but then how many encounters do you really need to do that for? Yeah, not that many. In case we simply have to because we can't have all the hitting/utility spells we want in our bar anymore, despite perhaps being able to max them. Also from the sound of it, you'd have to put a ton of work in spell levelling action to have builds to switch to begin with, unless this new spell xp shizzle makes it far much easier than it is now. I do sort of like the idea of being able to max a ton of spells again though - 2012 here we are again. No matter what I don't see how this won't be limiting compared to now, the question is to what extent. I weep for fecas/xelors and any elemental utility-heavy character, seriously. Also really not digging the sound of this splitting up passives. Like, what? Passives we have now will be split into two instead, requiring more space to achieve the same result? This "your spells will almost be the same in strenght as before when maxed" or something along those lines in one of the OF thread is worrying too, in regards to the specialities I think it was. Minor nerf to specialities because we're not 200 yet? What? But yeah, this is all speculative as hell. Really need to try this out extensively during the weekend hopefully, I'm very far from being convinced this is in for the better as it stands now. And Ankama's general awkwardness about explaining things isn't helping, either.

These spell modifiers sound interesting, I must admit. Just the whole limiting aspect of it all is the point that stands out to me the most, after doing some simple math of how many spells I use myself, on some characters. This will hit elemental utility guys hard. My tribrid enu on the other hand couldn't care less about this change, unless they split up my passives into 15, or something. Guess we'll know more tomorrow. Hope for the best!

EDIT: Adding to the wall of text

Edited by Cajun
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What about feca? QQ

Some spells I purely use for glyph teleportation, or the armor, like drip armor Etc.

Hopefully the work around this before it's implimented.


Im Drunk;Feca;Remington


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Fecas were also my first thought that came to mind while reading this. This game is long overdue for some sort of refreshing of the spells system (currently it's anything but intuitive and way too easy to screw up). Not sure if I like this update as is though, will have to see once I get to test it.

I'm not inherently against having to choose a "deck" of spells before fights, I actually kinda like it. But it has to be done right. This mechanic undeniably works significantly better on some classes and hinders others that rely on using an array of random low level off-element spells as utility spells.

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Quit? Break? Too lazy to log on?

 

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Move to Zato. Build a wall. Make it great again. Make Solarians pay for the wall.

 

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Fecas were also my first thought that came to mind while reading this. This game is long overdue for some sort of refreshing of the spells system (currently it's anything but intuitive and way too easy to screw up). Not sure if I like this update as is though, will have to see once I get to test it.

I'm not inherently against having to choose a "deck" of spells before fights, I actually kinda like it. But it has to be done right. This mechanic undeniably works significantly better on some classes and hinders others that rely on using an array of random low level off-element spells as utility spells.

Time for you to get back on wakfu sugar :wub: I predict a trannymovement coming to Remington soon :D

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Time for you to get back on wakfu sugar :wub: I predict a trannymovement coming to Remington soon :D

I really wanna play but this game seems to have lasting appeal for 1-2 months after which I'm back to dofus :D Maybe after an interesting update...

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Quit? Break? Too lazy to log on?

 

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Move to Zato. Build a wall. Make it great again. Make Solarians pay for the wall.

 

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I personally don't see a way they could alter this enough in time for me to be content with it. I feel its very limiting for support built classes and also for general utility. It won't effect high level players too awfully but classes such as Feca, Sadida, Panda (and others) will have a fair bit of trouble maintaining their current builds. I'm especially worried about the effect this is going to have on low level players. Will the lack of skills as you level up keep combat fresh and exciting? Leveling from scratch as a brand new player in Wakfu is difficult enough but will it continue to be interesting enough to push through the hard spots? I'm just not sure anymore.

I do like the idea of being able to swap your spells on the fly. I like the idea of having more passives and actives. I don't like the harsh limitations it comes with.

Won't somebody think of the lowbies?

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I really wanna play but this game seems to have lasting appeal for 1-2 months after which I'm back to dofus :D Maybe after an interesting update...

Come play in the summer for 1-2 months then, Jav and I did some mobs together the other day and it was a really fantastic experiene :D.

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This sounds like I might not enjoy Wakfu soon. :c

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