The accompanying graphic allows us to view the results of this first survey for the Osamodas class.
In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.
Like most classes, Osamodas have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.
It is noted, however, that you feel that the class is far too powerful compared to what it should be, except for its buffing capabilities (improvements). This is part of the information we'll take into account when balancing classes. Your comments will also help us to put the diagram into perspective by providing us with a more-concrete vision that is closer to the in-game reality.
We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.
You can see the class comparison on the main topic.
See message in context

- Dommages - Damage
- Survie (soin, protection, et tanking) - Survival (healing, protection, and tanking)
- Amélioration - Improvements
- Placement - Placement
- Entrave - Debuffer
- Vision actuelle - Current vision
- Vision idéale - Ideal vision
In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.
Like most classes, Osamodas have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.
It is noted, however, that you feel that the class is far too powerful compared to what it should be, except for its buffing capabilities (improvements). This is part of the information we'll take into account when balancing classes. Your comments will also help us to put the diagram into perspective by providing us with a more-concrete vision that is closer to the in-game reality.
We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.
You can see the class comparison on the main topic.
Most of my gripes with Osamodas TODAY is that they are visually unpleasing. Their animations and transformations look lazy and uninspired. Also, as of when I last played the game, the Tofu build for Osamodas really wasn't that viable, and the Gobball transformation was actually useless.
For Osas, I would recommend rethinking a lot of their abilities, like below:
First: Redo all their transformations. In my personal opinion, you can use the horns on their heads as a sort of "transformation" aesthetic, also in all transformations the would still be wearing their clothing rather than a full look transform.
In their Tofu form, they have a light feather down on their skin, and a large plume of feathers instead of their horns.
In their Gobball form, they would be wearing a Gobball wool vest, wear a cowboy hat, and have humongous Gobball Warchief horns instead of their usual horns.
For their Dragon form, use the one you have in Wakfu. That form is BAD-ASS.
Toad form I actually have no idea what it looks like, since I was not around when it appeared. Do whatever I guess.
As for useability:
Tofu Form: Tofu form gives lots of MP, but fixes their resistances to 0%. They would also be able to switch positions with their summons (without killing them), summon many tofus in rapid succession (AoE summon maybe?) and their whip would deal air damage while moving enemies back with MP removal. They also get a dodge buff.
Gobball Form: Gob form would greatly increase the Osamodas HP (Maybe double it?) and give it 10% final damage reduction. However they lose a lot of range on their damaging spells. They also gain a Lock buff.
Wyrm form: In Wyrm form, the Osamoda would simply gain a fat %damage bonus, and possibly reduced AP cost on offensive spells.
Toad: I honestly have no idea. Tofu has mobility, Gobball has durability, and Wyrm has damage. I guess Toad would give range, and MP/AP reduction?
And finally, the one gripe that I really only care about, the change that will make me come back to the game and start playing consistently again:
It is very necessary to nerf the plucking spell.
My problem is that I despise these total transformation visuals. All four appearances are goofy looking. They completely ruin the feel of playing your unique character in battle.
I think the transformations should be done away with. Instead make simple changes to the Osa's depending what form they are in. These more simple designs can still properly serve as a visual cue to easily tell which form the osa has adopted.
-Dragon form: Could just have two wings grow out of the osa's back. The wing would take on the color of the individual character. So for example, my Osa's wings would be a light blue as its my skin color. (Sorry Ray the full wakfu transformation is ugly.
-Gobbal form: Two large gobbal horns grow from the osa's head. The osa also holds a large gobbal hammer. (Don't make the hammer so rounded, clunky, and awkward as it currently is though.)
-Tofu form: I say you should take inspiration from the picture in Ray's post. Have a tofu sitting on the Osa's shoulder and some perched on the osa's arms.
-Frog form: Maybe a tadpole by the Osa's feet. (Not a black, albino, or slimy toad that could be confused for a summon. Just a different looking immature frog )
I recall some years ago when you gave the Sacrier class two new visual forms to show their state (one was a weird purple form, the other looked like the skin was inside out). These didn't go over well so eventually you made the change to the very simple, class lore appropriate designs we have now. Sacriers look like themselves again. Please make those kind of changes for Osa's next. No more full body transformations!
What's the point of an osa costumising themselves ( like every other class can) if they spend every fight in a different form that removes all forms of customisation (your colours, pets, mounts, mimis, ect...) we all look the same
Also, whirlwind will never be used by a chance osa in serious play. No other "big summon" ( podgy tofu, gobball, red wyrmling) has a spell variant that only the element that summon is would use (Takeoff is borderline useless, but atleast it can give some mobility to earth, fire and water osa)
This spell variant needs to be changed to something else's that earth, fire, and air osa can benifit from cause ain't no osa giving up the main summon for a low range, average damage spell with a delayed side effect.
ALSO, why does albindo road only have 12 mp/ap res? It should be higher since every level 200 player has atleast 350 wisdom making it almost garenteed for that player to get the full mp/ap reduction onto albino toad without them even trying to.
ALSO can we get a damm summon preview on spiritual leash??
I am not saying that rework was bad (actually it was necessary and made him much better as a class), but it just doesn't really fit my style of playing.
At the moment I don't have enough experience with the class to speak about his statistics/spells, but I want to make a point about his visuals. His forms are really disappointing. Using them is crucial part of Osa's gameplay and as Dofus is an RPG game, I'd like to keep the appearance of my character the way I've designed it. You cannot imply your look into battlefield as you are constantly in one of the forms (and imo those look rather weird than cool).
Couple comments above, CoolRay mentioned Osamodas' look in 1.29 and I AM LIVING FOR THIS. I just loved the way Osamodas used to be. I would be insanely grateful if he looked like this again. It has to come back! Pleeease!
You give Osas way too many tools Ankama, something to get out of every situation - they need a general blanket nerf, not one or two changes. There is a reason a level 100 osa can easily kill a level 150 non-osa in kolo, and that problem only gets worse with plucking at 135.
It feels so easy beating every other class. You don't even need level 200 to be on top of the ladder.
In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.
Like most classes, Osamodas have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.
It is noted, however, that you feel that the class is far too powerful compared to what it should be, except for its buffing capabilities (improvements). This is part of the information we'll take into account when balancing classes. Your comments will also help us to put the diagram into perspective by providing us with a more-concrete vision that is closer to the in-game reality.
We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.
You can see the class comparison on the main topic.
I think the main problem I have with this figure is that the roles of every elemental path are widely different, so the osa as a whole CAN score very well on each role. However, this does not mean that an osa by default is very strong in every regard, while that's the way it looks in the picture above.
For example, no matter how you build your iop, it's main use will always be damage. Therefore it makes sense for iops to score well on the damage role. Likewise, eni's are well known for being healers, so it makes sense that they're on top in that category. For osa this is different. Int osas heal, cha does damage, agi is for positioning and str is for tanking. It's not immediatly clear where to put the class as a whole in the role ranking.
I do agree that some aspects of the osa could/should be changed and nerfed (which has already happened practically every update after its revamp), but I fear the devs might look at this and think a nerf of every path is in order, while this is not neccesairily the case in my opinion (altough I am biased as I am an osa main). By nerfing every role, you run the risk of turning the osa into a jack-of-all-traits, master of none, which would be a big problem since it's extremely difficult to make use of multiple roles in the same fight, let alone in the same turn.
If they want to keep the class interesting, they should take these multiple roles into account, but I have confidence that the devs will see the bigger picture and not nerf us into the ground.
We note, however, a slight difference for the fire and earth modes, which you find much less fun to play and less interesting for PvE combat.
In the forums:
The discussions on Osamodas contained many questions on the summons system and the air path, which seems to predominate with the use of the Plucking spell.
The changes and topics addressed widely by players also showed a need for an overhaul more than simple balancing for this class.
I find the class very nice and I love being able to support my friends when playing in a group against monsters (I don't do pvp).
I find fire osa not so powerful in solo fights (but that could also be me... I have never been good with solo fights!).
I hope the new changes will not make osa too weak. I'm looking forward to trying the new version in beta!
Having alot more variation of summons Like the crackler, boar, bworker. It would be great if The class could me more focused on the summons then having core spells that just do hard damage. Like iop are meant to deal alot of damage, eni are meant to be rotated around healing. Osa is a summoner. If we can have more variants of summons then what we currently have. We use to have spells that buffed the summons and allies but it was balanced. The summons benefit more from the buffs then actual players. I find that this type of play style was more fun then the current version of osa we have now. I enjoy the fact that we can control our summons but dislike that we only have 2 -3 type of summons for each version of osa. Like for example Transforming by merging with a tofu , there stats get increased by 50% of our agility and air damage. Thats fine, but why not use some of the monsters in the game as summons also. Like for example give us acces to more types of dragons that are useful or make it that we can summon our version of mastogob that does water damage and attacks from range. Bringing back spells that we can buff the summons also other then just having energy shot only. The buffs dont have to be OP but just for example like eni have 1 spell that gives 2ap to all there allies. Why not have a spell that gives like 40 damage to all allies and 80 to summons. (doesnt have to be these exact numbers)
To sum it all up, more variation of summons(like squarls, dragons, koala etc..), focus more around the summons, and be more of a support class with buffs for the summons. and keep the way we control them.