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Mox-Jackal's profile
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Member Since : 2008-09-26
144 Posts (0.12 per day)
Most active in : Advanced Gameplay
posté December 22, 2014, 16:08:38 | #1
wondering if devs read the suggestions? like ever


Thread : Suggestions  Preview message : #813512  Replies : 21  Views : 697
posté December 22, 2014, 16:02:08 | #2
Regardless of the obvious negativity it still would work
and it would make the game better
mainly because the only people ruining the game are the pvp players
who because of whining all day nerf every other class
a simple fix that just splits all the spells into PVE and PVP versions will help
Theres so many things wrong with the game..

For one i think all Eni heals need to surpass all Heal resists
This would definetly make their spells work better, as heal resist is a crappy idea implemented not for pve but pvp
so in PVE Enirispa spells would not stack heal resists
in pvp however they would

Feca as an example would shield 100% in PVE
But only 50% in pvp
a nerf implemeneted for PVP yep ... wow because people complained

OSA summons 3 times a turn in PVE but only 1 time a turn in PVP

this application can be applied to all scenarios of nerfs due to PVP
every nerf every time has only ever been added because of PVP
some guy complained and they nerfed the class
with the PVE and PVP versions they could rebalance the lame overnerfed nonsense of PVE
and pvp could complain and whine all they wanted while not effecting THE ENTIRE GAME

ive asked dozens of people and they all agreed with it
all ankama has to do is listen...
to the right players, they only have listened to pvp people

imagine it like this
All spells would get a +10 damage boost to crit and non crit damage basicall for PVE fights
but lose that 10 in PVP fights

In pve fights some spells would have less limitations and restrictions that had been added for you guessed it PVP
such as the Cra who was destroyed for PVP "balancing" but ruined in pve
to me i think they need to just remove the per use per turn nonsense that every class has had added to their spells
In pve wed lose most these limits and be able to actually have fun now
With some spells cost maybe 1 less ap in PVE but 1ap extra in PVP
opening up the game for players
such a feat of design would definitely make alot of the players happy
Because they could actual have more fun in PVE combat without the nerfs thrown at them constantly through PVP
iam thinking about all the classes though
That have been messed with only for PVP "balance"
its all thats ever really been looked at


This post has been edited by Mox-Jackal - December 22, 2014, 16:06:41.
Thread : Suggestions  Preview message : #813507  Replies : 2  Views : 71
posté December 22, 2014, 01:10:57 | #3
PVE and PVP Spell Version's Its a pretty basic idea, suggestion, or whatever
This simple ideas is meant to make the game fun for PVE players
While retaining the balance forced upon people by PVP
No longer do pve players have to become over nerfed due to PVP people complaining all the time
This little fix will allow players to have decent spells that change for PVP and PVE

An honest example is the Osa summoning
PVE version its cap is 3 a turn
PVP it would be 1

With this update we can empower all under-powered spells for PVE
while nerfing and ruining pvp all together will now only effect PVP people

So they could essentially edit PVE for PVE players
and PVP for PVP players, without ruining it for either side

This will definitely be a great thing to have and would open up the game more for non-PVP people
as due to the massive amounts of nerfs, it makes fighting mobs generally impossible at times for the nerfs are to much

Just look into it... PVE version and PVP version of all spells will be the best thing ever for everyone, both sides win


Thread : Suggestions  Preview message : #813210  Replies : 2  Views : 71
posté December 19, 2014, 23:22:19 | #4
This nerf was only implemented for PVP not PVE because they never have once thought that the effects of the nerf would destroy PVE, they only put on blidners and focus PVP
because the 90% of the players complaining are always PVP nuts
i like to use my osa to run dungeons
but with this nerf its impossible now
the summons die on the same turn they are summoned
with only 1, then its pointless to be an osa now
especially end game dungeons wise


Thread : Osamodas  Preview message : #812157  Replies : 15  Views : 1178
posté December 19, 2014, 23:18:44 | #5
why not just scale the stats with levels Yes
Why not make it at least 2 per turn Better
1 is not enough to even play Pve anymore
pvp just needs removed from the game since it ruins it with nerfs
every nerf that has ever been added to wakfu was PVP based
always pvp based never any other reason to it
this is why pvp kills all games
unbalanced flow of class in pvp so the nerf them to unplayabilty
then it makes PVE impossible
but they dont care about pve only pvp
hence why ai is so broken


Thread : Osamodas  Preview message : #812156  Replies : 9  Views : 996
posté December 19, 2014, 23:14:44 | #6
dude the osa has always been hit by nerfs constantly
this was just the fork in it
everyone that plays osa should either class change or just quit
stop giving these ingrates money
they dont seem to understand that people all dont play pvp
alot of people, most play for pve
pvp is just dumb regardless and full of morons who ruin pve with nerf whining
so what if the osa summons 3 a turn
just make the spell work differently per PVE or PVP
making the spell summon 1 a turn for pvp but 3 a turn in pve
the stupid sheep isnt a big deal, but still if you can only summon 1
it just dies and has no point because all summons are weak and pathetic regardless
meanwhile the sadida can summon 2 dolls a turn and have like 8 or more
why dont they jsut remove summoning all together
nerf the doubles nerf nerf nerf nerf everything
like seriously just make every have 1 hp and never gain anything
and all the enemies at 100+ are overpowered so its already like haivng 1 hp


Thread : Osamodas  Preview message : #812153  Replies : 83  Views : 3968
posté December 19, 2014, 22:36:18 | #7
Dear Ankama yep


This post has been edited by Mox-Jackal - December 20, 2014, 18:29:42.
Thread : Osamodas  Preview message : #812144  Replies : 0  Views : 179
posté November 20, 2014, 00:32:50 | #8
my guess is foggernauts opposite, with Wakfu, Water, Air trees to the Fogs Stasis fire earth, calm


Thread : News  Preview message : #798684  Replies : 417  Views : 9698
posté October 07, 2014, 14:19:46 | #9
Ive been having issues with haven worlds
First issue is that the dungeons take keys but do nothing
The second is the Contrabandits lair will not tax at all
Also another was the % plant chance, it was 56% and went to 45% again
I posted in bug forums no response
I posted is support no response for like a week now
The support system is just largely ignored it seems =[


Thread : Suggestions  Preview message : #785325  Replies : 9  Views : 635
posté October 06, 2014, 12:50:26 | #10
ogrines never work at all
you can only purchase the 10 dollars amount always only
the lower or higher never seem to work


Thread : Technical Issues  Preview message : #784869  Replies : 2  Views : 316
posté October 06, 2014, 12:49:38 | #11
Haven world problems I got a Contrabandits lair... it doesnt work
I got a Gobball dungeon.. it also doesnt work

The lair wont collect taxes at all or do anything
The dungeon takes keys but also does nothing
I had a plant chance of 56% for like 5 minutes for no reason
Then it drops back down to 45%
I keep lagging or the place goes full on black screen sometimes
I have to leave and re enter for it to load

Another issue with haven worlds besides those is that the flags never show up
Only if you enter and exit the place will the standards show
It should show all the time, not just when we leave them

I posted a support to amakna thing like a week ago
No response

This is nonsense that the haven worlds costs so much kama and resources
Then nothing works at all... the lair wont tax, the dungeon wont let me in

I want to know if anyone else has had any major problems like this
This is just ridiculous (Nox Server)

if anything they need to give us the option to refund for 100% on things
Since nothing works, we should be allowed full refunds on haven world items
Theres just no reason why they made haven worlds this damn exspensive
400,000 kama for some things, another 2 mill kama for others
like really?


Thread : Technical Issues  Preview message : #784868  Replies : 0  Views : 64
posté October 03, 2014, 15:18:04 | #12
i hated that lame pizza quest
its nice they are trying
but it just sucks...

just like the horrid pac man and plants vs zombies minigames
way to hard  


Thread : Suggestions  Preview message : #783892  Replies : 8  Views : 664
posté October 03, 2014, 15:16:57 | #13
it would be great to be able to actual see when a guild mate was last online
its a feature ive been hoping for, makes tracking members easier

maybe set it as an option as well for ranks.

Can see members last online time. Option yes/no
it would be nice for guild leaders


Thread : Suggestions  Preview message : #783891  Replies : 9  Views : 635
posté September 26, 2014, 13:08:40 | #14
Nation Bonuses or Bwak Pets? It would be cool if each nation had a specific bonus, and land to itself.

Brakmar (+15% Ore harvests and Mining Speed)
Bonta (+15% Wood harvests and Logging Speed)
Sufokia (+15% Fish harvests and Fishing Speed)
Amakna (+15% Farmer harvests and Farming Speed)
Riktus (+25% Trapper Harvests)

Then each nation has a new addition to the wild Gobbly lands
Bwaks to each nation, Green-Yellow-Blue-Red

The bwaks drop bwak set items L35-45 items that give bonuses to the nations element type
Red Brakmar Fire, Damage Crit focus
Blue Sufokia Water, Heals Pp focus
Green Amakna Earth, Resistance Hp Focus
Yellow Bonta Air, Initiative, Range focus.
Full set equiped gives +1mp
The boots give +1mp
The amulet +1ap

The bwak sets give no range on the hats, but the air one does
Bwaks drop random nation items specific to that nation
Like tree cuttings or animal seeds to that nation
And they would drop emotes from the nation they are in

As well the bwaks have a chance to drop a bwak pet.
It corresponds to their color

Red Bwak Lv.50
70 Hp
20% Damage
2 CH

Blue Bwak Lv.50
70 Hp
20% Heals
15 PP

Green Bwak Lv.50
160 HP
25% Resistance
25 Lock

Yellow Bwak Lv.50
80 Hp
35 Initiative
25 Dodge

It would be kind of cool
But we really need a new revamp of pets, making them tougher or something

It would be dumb to me and alot of people, but depending on the bwak gear
You would have to meet the conditions of being from that nation
i think it could be used for something, but basically only braks could use Red bwak pet and stuff
Bonta uses yellow only, Sufokia blue only, Amakna green only

it sounds lame or something
but would also be like that on riktus with another bwak, pink, white, or black maybe


Thread : Suggestions  Preview message : #781054  Replies : 0  Views : 97
posté September 26, 2014, 13:06:24 | #15
It would be cool if each nation had a specific bonus, and land to itself.

Brakmar (+15% Ore harvests and Mining Speed)
Bonta (+15% Wood harvests and Logging Speed)
Sufokia (+15% Fish harvests and Fishing Speed)
Amakna (+15% Farmer harvests and Farming Speed)
Riktus (+25% Trapper Harvests)

Then each nation has a new addition to the wild Gobbly lands
Bwaks to each nation, Green-Yellow-Blue-Red

The bwaks drop bwak set items L35-45 items that give bonuses to the nations element type
Red Brakmar Fire, Damage Crit focus
Blue Sufokia Water, Heals Pp focus
Green Amakna Earth, Resistance Hp Focus
Yellow Bonta Air, Initiative, Range focus.
Full set equiped gives +1mp
The boots give +1mp
The amulet +1ap

The bwak sets give no range on the hats, but the air one does
Bwaks drop random nation items specific to that nation
Like tree cuttings or animal seeds to that nation
And they would drop emotes from the nation they are in

As well the bwaks have a chance to drop a bwak pet.
It corresponds to their color

Red Bwak Lv.50
70 Hp
20% Damage
2 CH

Blue Bwak Lv.50
70 Hp
20% Heals
15 PP

Green Bwak Lv.50
160 HP
25% Resistance
25 Lock

Yellow Bwak Lv.50
80 Hp
35 Initiative
25 Dodge

It would be kind of cool
But we really need a new revamp of pets, making them tougher or something


Thread : Suggestions  Preview message : #781052  Replies : 4  Views : 278
posté September 26, 2014, 12:55:50 | #16
i was thinking of something along the lines of new guild chest rules to ranks

Basically you can change the option of the rank with 2 parts
1 they can place/remove items from said chests
2 then the amount they can remove per day
1,5,10, or unlimited.
This would allow guild leaders to get a better handle on member ranks
it would allow a player to not take all the keys at one time
but let them have a set amount per day, per chest.

its something to think about


Secondly.
A Guild point progression update
Instead of it being 2GP per player "PER" fight
IT would be 2GP Per kill, per player, per fight.

So if you have 2 Guildies. 1 enemy. its 4 GP
2 Enemies ,2 guildies. 8GP

This is a small change, but makes it much more manageable for all guilds
Small and large, like having 6 members in a fight, with 6 enemies. thats like 72 GP. in one fight
it sounds cool to me, and would really open up all the other smaller guilds
Other than that, id say that the kamas and resource costs of haven worlds could be reduced
it would make it more fun, and less grindy. Maybe something along that line
Some of the stuff just seems really outrageously overpriced.
It should be made more fun. i mean thats what games are for, fun, not grinding 8 months for a million kama
for a lab that gives only a 15% boost....

The labrartory that increases the plant chance. it should be up to 55% for the first one, then 85% for the second one
It costs like a million to make, but increases it from 30% to 45%? when the dialogue description says 55?
really could use a overhaul on the haven worlds, lowering costs and making it more exciting
haven worlds are awesome, but the costs are insane for anything, the wait times even longer xO


Thread : Suggestions  Preview message : #781042  Replies : 9  Views : 635
posté September 24, 2014, 05:58:41 | #17
THIS IS EPIC... Please Acknowledge this Ankama (Guild Stuff) So my brother leaves wakfu and leaves me his guild into my hands
I find i have a guild and a guildalogem now for no reason
I have a simple and very interesting proposal to Ankama for this
Once only per month or maybe only 1 time
With the use of a Guildalogem we can alter our current guilds
This may only be done by the Guild Owner or Leader.
Only they may use a Guildalogem to alter the guild

With such you will be allowed to Change the guilds Name
Change the Emblem
Change the Emblems colors as well

Just purely Aesthetic but i would love this
My brother never plays anymore and he left us with a lame guild name and emblem
It would be nice to allow the players who own the guild to change it
This may let us fix any color issues or get better emblems somehow


Other than that i had a few things that could be added to suit Guild customization
Mainly for ranks in the guilds.

Privileges i would say.

1. Player can harvest from guild haven world
^They may cut or destroy crops and planted crops, can only destroy

2. Player can plant from guild haven world
^They may plant anything in the haven

3. Player may gather seeds in haven world
^opposite of just destroying, this will allow a member to only get seeds and cuttings

4. Player may aquire keys only from guild bank.
^ Players may take keys from the guild bank slots
^But they may not take anything else from them
^this would really be handy to guilds

5. Limit on keys taken
5 per day.
10 per day.
unlimitied per day.

thats about all for now
but please consider allowing guild leaders to mess with their guilds
by use of a guildalogem. Maybe they could be bought for 1000 ogrines.
it would be really awesome of you ankama
its been a wish of mine ever since my bro quit wakfu and left me with his guild
xO
Please and Thank You xB


This post has been edited by Mox-Jackal - September 26, 2014, 12:56:06.
Thread : Suggestions  Preview message : #779851  Replies : 9  Views : 635
posté September 18, 2014, 23:23:53 | #18
Also another update that would be nice is shared across the accout Emotes and proffessions maybe. Its a pain having to reget every emote and every single proffesion on all charactrs over and over. it would mean a few changes to proffesions. to me its mostly the seal of companionship. instead of having to equip that ring. we should raise it. +1% harvests per level of the proffesion. that means it would be 100% at lv 100 of a harvesting skill. the ring only gives 50%. this way you are actually rewarded on all proffesions at lv100, and not just when you get all to lv100. individually it would be a greater reward. emotes however would be account linked and shared automatically, such that if you got the fart emote you didnt have, it would share on all characters =p xD


Thread : News  Preview message : #777702  Replies : 80  Views : 4620
posté September 18, 2014, 23:20:13 | #19
Ankama, i know this has been mentioned and all, but when are you going to add more character slots per account, i had an idea that we would have the ability to purchase with ogrines for maybe 3000 or 5000 ogrines another character slot, max of 10. with this new steam update id say let us add 2 sidekicks and 1 of our alts. so that means we could use 2 of our characters at 1 time. This could save on multi counting alot, especially if the new steam version lets us only use 1 account at a time... most people tend to use 2 or 3 accounts... some use 6.. it seems lame to have so many characters and only 5 character slots... everyone has asked for it, i think its about time we have more slots, not just 5. maybe a max of 10, or even 15. it would be cool


Thread : News  Preview message : #777701  Replies : 80  Views : 4620
posté September 12, 2014, 01:09:22 | #20
PvP Changed maybe? My first option was an actual lock for pvp
If you opt into pvp you can be attacked and attack
But if you opt out, you cannot be attacked or attack
Its one simple fix so people who wanna be killed all the time can be
While others who don't like how one sided pvp is right now, can opt out

Option 2, its more of a buff to the players lower leveled
This option will balance up the players to meet the higher level players in pvp
Providing a much better balance

You'd get +1% Per missing level vs a player higher level than you
+2% Hp bonus per missing levels to players higher than you
+1% Damage, Resistance per missing levels to players higher than you

Its a simple fix to pvp to sort of even out the unfair advantages people have
It only works on the lower level players in pvp but not the higher level player
It just brings them up to the level of the person who attacks them 40 levels above.
For instance. If they are 40 levels above your level
You get +80% more hp and +40% more damage and resistance
While they still have more power over you, you now have a fighting chance




Another slight small change to pvp as well
If you are killed or lose in a pvp fight
Your mounts and pets will not lose hp, ever
This is just a small change to benefit all players from griefing on our pets/mounts xO


Thread : Suggestions  Preview message : #774640  Replies : 4  Views : 352