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Αναφορά προβλήματος μετάφρασης
The strongest spells I have on one of my characters currently is one that sacrifices my little soul (iop) to deal a HUGE damage, and one that requires positioning to cast.
It is meant to be more casual, but to reward combo & synergies.
I hope they change that at some point.
Not by nerfing brain dead builds but by buffing builds that require combo & strategy.
Srams' traps are so incredibly weak.
I play Scalpel Eni and he does really well with the right build allowing him to activate ~7*2 (100% attack) passive every turn. And for such a gameplay, you don’t need to say that you need a brain, you just want to take damage and at the same time never remain at full health.
However, there are also disadvantages, such gameplay is difficult to control and fulfill the conditions, focus on especially dangerous enemies (Arrow skeletons that receive a bonus damage for the death of allies are very problematic) and such tactics force you to heal yourself and not allies, although this could be fixed by finalizing the conditions for passive targets (Heal yourself for high health damage / Heal an ally for low health damage)
I actually just tested Sram and Xelor yesterday, placeable elements like traps definitely feel more big-brainy, if underpowered. I assume once you get more push and pull spells this may change.
There's a brasser that grants a free push spell on attack, so it's pretty easy to push enemies into your traps.
But even after setting 4 traps the damage output is meh...
Sram really feels like too much work for a not so good outcome to me.
Not only with the damage of the problem, but also with the tactical part. In Wakfu you have a bigger map and enemies move cell by cell + there is stealth which allows you to move a lot and manipulate enemies. In Waven, enemies literally teleport, ignoring all the cells in between, small maps and the limited range of traps, and due to the fact that enemies teleport sometimes you have to guess where exactly (there are enemies that cannot attack at all if they don’t make a move and just stand around your character) . In my opinion, the trap mechanic is not suitable for Waven as a main source of damage, a standard assassin with trap tools would be more practical and easier to learn with such a simple and straightforward mechanics and tactics that are present in the game.
With a small map and traps that can be seen (I believe the enemy team can see them) I think you have a good way to make traps work, especially since most enemies have to come in melee range to hit you.
I especially like the "assembly" mechanic (no idea what it's called in english, when you place traps next to each other and they trigger together).
But I think it would work a lot better if traps did bigger damage.
It's true placing them isn't very expensive, most traps cost 2 or even 0, but spending turns making big traps and they won't even one-shot a single enemy is a bit disappointing.
Right now the only efficient way to make good use of them is to manage to trigger them on more than one enemy at once. Sadly there aren't many spells that can allow you to do that.
Maybe I have it all wrong, I'm focusing too much on traps and they're not supposed to be the main source of damage.
And anyway, a lot of enemies have spells that move players.
The AI is quite clever and will push you on your own traps to disarm them.
I just checked, squeezing myself in a corner, screwing up traps, I was attacked only by spells and an archer, and my neighbors stood motionless until their death, they attacked and stepped on the trap only when it became possible to inflict mortal damage on me and kill me
Although not all enemies stand as idols, some enemies attack and step on traps, but I don’t understand what it depends on
PS: J'utilise moi-même un traducteur pour parler anglais
We'll soon get the open beta.