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Ankama Trackers
Hi everyone,
After studying the various solutions that we could reasonably implement into the game to fix the issues you shared with us regarding the current Huppermage gameplay, we have decided to modify the Huppermage class in the upcoming 2.34 update.
With these changes, our aim is to make the Huppermage gameplay more fluid and efficient, without necessarily having the Huppermage feel a need to use their runes or elemental combos. We have decided to remove the manifestations and to relocate some of their effects in the "Propagation" spell, which will now work on runes.
Furthermore, the Huppermage class will benefit from new effects on its 4AP elemental spells (one per element). These new effects aim to offer the Huppermage class a certain level of efficiency, without having to trigger an elemental combo, all the while improving its potential if used with said elemental combos. This should provide a better complementarity between these spells (that were, up to then, deemed not interesting enough) and the other spells the class has to offer.
We wish for these modifications to allow the Huppermage characters to better set themselves apart from other classes, while retaining their particularities.
Here is a list of the modifications:
These modifications will be available for testing in the 2.34 beta.
Side note:
For players who haven't yet had the opportunity to test the class, you can take advantage of the beta server and its "Test-a-Beast" NPC that will allow you to test the class at level 200. When you do, please don't hesitate to tell us what you think.
After studying the various solutions that we could reasonably implement into the game to fix the issues you shared with us regarding the current Huppermage gameplay, we have decided to modify the Huppermage class in the upcoming 2.34 update.
With these changes, our aim is to make the Huppermage gameplay more fluid and efficient, without necessarily having the Huppermage feel a need to use their runes or elemental combos. We have decided to remove the manifestations and to relocate some of their effects in the "Propagation" spell, which will now work on runes.
Furthermore, the Huppermage class will benefit from new effects on its 4AP elemental spells (one per element). These new effects aim to offer the Huppermage class a certain level of efficiency, without having to trigger an elemental combo, all the while improving its potential if used with said elemental combos. This should provide a better complementarity between these spells (that were, up to then, deemed not interesting enough) and the other spells the class has to offer.
We wish for these modifications to allow the Huppermage characters to better set themselves apart from other classes, while retaining their particularities.
Here is a list of the modifications:
- The Runification spell no longer summons manifestations. The runes that do not trigger an effect (because no entity is located on them) are not consumed.
- The cooldown time for the Propagation spell is now 2 turns. It consumes runes and triggers additional effects if cast on a rune:
- Fire: Halves the heals the enemies benefit from, for one turn, at two cells or less from the targeted rune.
- Earth: Reduces the duration of enemy bewitchments by one turn, at two cells or less from the targeted rune.
- Water: Applies the Gravity state on enemies for one turn, at two cells or less from the targeted rune.
- Air: Applies the Unable to Lock state on enemies for one turn, at two cells or less from the targeted rune.
- Deflagration: The range is now 3. The spell now reduces the duration of bewitchments on the target by one turn. It no longer deals damage to allies.
- Astral Blade: Increases ally range and decreases enemy range. It no longer deals damage to allies.
- Striking Meteor: Now pushes back the target. It no longer deals damage to allies.
- Icy Shards: Now pulls the target for two cells. It no longer deals damage to allies.
These modifications will be available for testing in the 2.34 beta.
Side note:
For players who haven't yet had the opportunity to test the class, you can take advantage of the beta server and its "Test-a-Beast" NPC that will allow you to test the class at level 200. When you do, please don't hesitate to tell us what you think.