There are three major groups under the heading “Characters”:
Each of these groups has its own unique attributes. We won’t be discussing monsters in this article, but don’t worry, we’ll get to them soon enough.
When they start the game, players each receive a hero (class character) of their choice. Each player’s “hero” is their main character, the one they control. As you can guess, heroes are very important because all the most important GD concepts center around them. Each hero belongs to a class and is therefore connected to a god. At this point, you may be thinking, “classic, just like in DOFUS and WAKFU”, but I recommend you read the rest carefully to understand how this will be set apart from what already exists.
- Moving Around in the World: Players move their heroes around in the universe, and to do so they have a 3-Zaap interface that lets them go from one place or game mode to another very quickly. One of our first goals was to avoid the need to travel long distances, along with allowing players to quickly access the content that interests them. So in the world of WAVEN, you’ll move your hero, and only your hero, even if you have several companions. Companions will join you in combat only when you want them to. I emphasize this here because we considered whether we should move just one character or the entire group.
- Combat: In combat, if a player’s hero is KO’d, the player loses the match.
- Spells: Each character class starts with a few spells, with the ability to obtain many more by advancing in the game. Spells won’t be unlocked by leveling up, but through drops or quest rewards. This system will let us regularly add new spells to the game without having to reboot the classes every time. But that’s not all – the end goal is to allow for many different play styles within each class. Each spell will have roughly 10 levels. Level progression will happen on spell recovery. On this point, our current reference is “Clash Royale”. But please note this is an area we still need to think about.
- Spell Pool Creation: Each player will create their own spell pool by choosing nine spells out of the 50 or so offered for their class. Obviously, only Iop heroes will be able to use Iop spells. This spell pool is similar to a deck of cards. We will use concepts that we briefly explored with Krosmaga. Please note: Even though I occasionally use the word “deck”, you should be aware that we will never show a draw pile or discard pile in WAVEN. Therefore, we’re not really talking about a card game. If I had to sum up the concept, I’d say it’s more a mix of Krosmaga and Krosmaster, with exploration and leveling systems similar to our MMOs.
- Changing Classes: This point is also very important, and it also uses concepts related to card games. Unlike our current MMOs, you as a player will be able to change your “Hero” at any time. The aim here is to allow players to change classes without having to create a new account. I predict a multitude of questions popping up on this topic. Basically, with the exception of spells, inventories and Dimensional Havens will be “shared”. I can even imagine a specific area exclusively for this purpose in each player’s Dimensional Haven.
- Inventory: Once again, we want to develop something simple and user-friendly, so everything will be in a central location. Players will manage both spells and items in a single interface.
- Leveling Up: Heroes have “infinite” levels. These levels don’t unlock specific powers, but symbolize the time a player has spent in the game and their exploits via achievements (for example), without making them more powerful. However, customization rewards will be reserved for leveling up: colors, auras, titles, a hot date with Kam…
- Gaining Power: This is a fake title to draw you in. In reality, we absolutely want to avoid excessively large power gaps between players. The differences will occur only on the 10 spell levels, for both “PASSIVE” and “COMBAT” spells. For now, we’ve opted for a factor of x4 or x5 between a character using level-1 spells and another using level-10 spells. In addition, we want reaching level 5 or 6 to be very simple. This decision grew out of several observations:
- eSports/Tournaments: It will be much simpler for us to balance the game for a tournament if we don’t have 200 power levels… And of course, you, the players, can get there much more quickly without devoting 50 hours a week to WAVEN. In “tournament” modes, we will even be able to give you access to all the spells and items, going back to a concept closer to DOFUS Arena.
- Addition of New Content: All dungeons will be available from the start to ALL players, regardless of their level, and will have five difficulty levels. In our current MMOs, when a new dungeon or item is added, it has to be for a category of players. We have to decide: Will the next update focus on level-50 players? Level 200? This frustrates everyone, players and creators alike. The idea here is to start with the principle that dungeons are accessible, and every time you complete one, you can access the next, more difficult, version.
“Companion” cards allow players to add characters in combat. You can have up to four in addition to your hero. These characters progress by gaining experience, and most of them are as rare as “Shushu” weapon cards. The “big idea” behind companions is to allow players to play a group or a hero, based on preference or what they want in the moment (or simply for when, eyes shining with excitement, you realize your hero can’t survive alone against three amped-up Chafers). When you enter a fight, only your hero arrives on the field. Companions can then be “called” in exchange for a few action points. And each companion corresponds to a specific “deck” composed of three of the four available spells.
You can have them progress and unlock new skills, which will be able to combine with those of your hero. However, I want to make it clear that a companion will NEVER be as strong as a hero of the same level.
Unlike heroes, companions earn skill points spread out over 100 levels. It’s up to you to distribute them well.
Here’s a glimpse of how fighting with your companions would go:
- First, note that your hero is in the center and has three spells. The hero’s AP gauge and health points are on the right. The “end turn” button is on the left. The Wakfu gauge, which I haven’t yet mentioned and will be covered in its own article, is missing.
- As you’ll see below, close-combat attacks are free for heroes and their companions.
- Spells, however, have a cost. For both your hero’s and your companions’ spells, this cost is paid via your action point gauge.
- If you look at the image above, you can see that the “SRAM” companion all the way to the left is transparent. This is simply because the player didn’t play her, but did play the other three companions.
- We’re aiming for approximately 50 companions for the start of the game.
What Types of Items and Spells Come with Your Hero?
First, you should know that there will be much fewer “types of items” in WAVEN than in our existing MMOs. But that doesn’t mean there will be fewer total items, just fewer TYPES of items. Your inventory will have just three slots: a ring, a Dofus, and a weapon. As you’ll come to realize very quickly, this last element will be the most important one for heroes in WAVEN.
- DOFUS: Each player has a Minor Dofus when they first enter the game. These Dofus have no effect on combat; they allow players to supply their Dimensional Haven with energy. Finding more powerful Dofus will allow players to enhance what their Dimensional Haven can do. There is a lot to be said on this subject, but that is for another day. I’ll cover it in an article for you soon.
- RINGS: Rings make it possible to adjust one’s characteristics. In theory, they are very similar to passive spells, but they don’t evolve. The most powerful ones provide 1 additional AP (that should bring back some memories), increase damage from weapons OR spells, etc.
- WEAPONS: As I was saying above, weapons are very important. In combat, this is a FREE action that players may perform, provided they are within attacking range. Pay close attention to this section, because it’s fundamental to your playing habits: By “free action”, I mean that in WAVEN, heroes and companions can use their weapons without spending action points. Spending action points ONLY applies to casting spells and summoning companions. I’ll explain why we made this decision later, but you’ll see that it’s very liberating. It is therefore crucial to choose the right weapon for your hero based on your chosen fighting style. Another very important choice related to your habits is that classes will only have two or three preferred weapons. Iops will have to choose either a two-handed sword or a sword and shield. Osamodas must choose between a hammer and a whip. These two classes will not be able to use bows, for example. Some weapons will, however, be shared by several character classes; for instance, Sacriers and Iops will be able to equip the same swords. They are also the only items whose appearance carries over to your character.
- SHUSHU WEAPONS (and customizing characters): So, reading the descriptions of the various items, you probably noticed there are no hats, capes, belts, etc. This means there is ultimately no way to “customize” your character other than with weapons. I’ll explain why we made this choice, and also talk about the alternative. The alternative is: “Shushu weapons”. That is what we’re going with for now, but once again, everything to do with BG could still change. These weapons are very important, because if we adopt a free-to-play model, they will be central to the economic model. These weapons will let you completely change your character’s appearance. When I say “completely”, I’m talking about a new skin that could be much bigger or smaller. Something has been frustrating me about our MMOs for a while: All classes at the same level wear the most effective sets once they get them. Whether you’re a CRA, XELOR, SACRIER, or any other class, there’s a 90% chance you’ll end up wearing the Gobball Set within your first few hours of the game. And all the classes end up looking the same. Luckily, the animations make it possible to keep things separate. And don’t get me started on the technical and graphical issues this will cause. So, the idea to overcome this is to allow players to get weapons that fully change the way their character looks. Thus, we’ll be able to have the physiques we want for all classes. Ultimately there’s just as much work for us, but the advantage comes from a real proliferation of styles within each class. Below are examples of many possible skins, even if none are final yet.
- “PASSIVE” Spells: Passive spells will simply make it possible to increase a hero’s characteristics passively (as the name indicates). The player will thus be able to choose between having extra AP, HP, lock, greater damage, etc. This all seems pretty nice, but there are only two slots. So you’ll need to choose your passive spells based on the spells making up your deck. This is simple on paper, but much more complex than it sounds.
Players will have to choose two “PASSIVE” spells.
- “COMBAT” Spells: These spells make up your hero’s “rotating” deck. They cost action points on use. Along with placing your companions, they are the only thing to have a cost. When a player casts one of these spells, the spell goes back into their invisible draw pile after use. These can also create “surprises” in combat. They have 10 improvement levels and determine a hero’s fighting style. For example, an AIR IOP will tend to empty their hand very quickly to cast many “small” damage spells.
Players must choose nine “combat” spells out of roughly 50 available per class.
Excerpt from Tot’s blog, September 27, 2017.
Read the original post (in French) in its entirety.