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Member Since : 2008-05-13
752 Posts (0.57 per day)
Most active in : Character Classes
posté Today - 15:13:05 | #1
I received an e-mail and they told me that the other departments were taking a look into my account to resolve the problem. Well, I am still waiting :3


This post has been edited by Niddhoggy - September 17, 2014, 15:19:06.
Thread : Technical Issues  Preview message : #777017  Replies : 36  Views : 780
posté Today - 03:16:44 | #2
There is no issue in bringing the 100% hp totem back, they nerfed it so much just because of UB and now UB's are so unimportant in the game lol

I'd love to be able to have more totems out, would fit awesomely with the water branch effects.


Thread : Sadida  Preview message : #776856  Replies : 125  Views : 3371
posté Today - 01:49:23 | #3
Thank you guys, I think we can discuss there these changes.

Kakenshu has some interesting thoughts, for example Powder. I wanted to add this powder version to wakfu too, but I had another idea different from Dofus. I have to agree that this one you suggested works perfectly well. Maybe if my powder version added a powder even if cast on a target, it would allow better combinations, but I still like yours more.


As for Critical Sight, that was the only idea I had for the air branch. I think that if the critical hit effects were better it could work, I had no idea to change the branch's role though. I added it to empower the hybrid builds, you use some air spells, increase your crit rate for the next turn and during next turn you can use the other branch with higher critical hit rate.

About the Earth Branch, you've got some really interesting ideas, I did not think about that really, I will see if I can bring a new suggestion to the branch based on yours (I'll post it here).

About Bazooka, I wanted to make it possible to do damage and activate bombs at the same time, but maybe if it dropped the bomb charges by 2 it could work better with the purpose. Barbed Fire also has a 2 cast limit (I forgot to put it). The idea for Molten Shot also looks interesting, let me see if I got it:

Deals X Damage
Boosts the bombs damage by Y% per bomb detonated in the previous turn

Is that what you mean? If it is it sounds interesting, the main reason I wanted to add this spell was to give the fire branch reliable spell that doesn't cost MP. I wanted to add to it some sort of bomb damage effect like every other fire spell but I had no better ideas, I suppose your's is nice, let's see what others think

EDIT: I just noticed I forgot to put piercing shot, i'll update the main post. Piercin Costs 1 MP, I was afraid when adding the MP cost because of Fusillade. But I think that Fusillade + New Piercing would be a fearsome combo, that's why I brought the MP cost. I'd like to hear your thoughts on this. As for the other earth branch ideas, I will see if I can post it by the end of the week.


This post has been edited by Niddhoggy - September 17, 2014, 01:58:15.
Thread : Rogue  Preview message : #776830  Replies : 3  Views : 134
posté Today - 01:16:47 | #4
You can't have everything. Dolls can be extremely powerful since they can surround enemies and make them unable to move, forcing them to spend action points to get out of the zone.

All I have to say is that maybe it is you that plays or think that the Sadidas should be played in this way. I rather have quality over quantity, if you buff dolls resistances they're going to be even more powerful in PvP right now. Yes, they are strong. In PvE they're weak and useless, so the best way to leave both cases balanced is to limit and buff, and I have seen other Sadida players asking for that in beta server. It doesn't mean if you don't agree with that, what means is if we're going to have a balanced class that fits its initial purpose or not.


This post has been edited by Niddhoggy - September 17, 2014, 01:19:35.
Thread : Sadida  Preview message : #776823  Replies : 125  Views : 3371
posté Yesterday - 20:20:32 | #5
To make Sadidas a better summoner they have to buff dolls and limit them, because if the current dolls get buffed on resistances they're going to be good in PvE but extremely overpowered in PvP. Unfortunately we have to look at both sides right now, since they're expanding the PvP system.

A limit of 3 dolls, considering they're strong enough, would be fair. I'd only accept that if the Dolls were decently buffed though.


What to do with the control points that remain after summoning 3? I don't know. I just don't want to see my favorite class becoming the new pvp god. Let's wait for the sadi rerevamp, I think we've already discussed too much here in the international forums.

Edit:

The resistance issues are not only happening with Sadidas. Osamodas can't use some low level summons in PvE because they die in one shot, Rogue's boombot is usually 1 shoted by srambad mobs.


This post has been edited by Niddhoggy - September 16, 2014, 20:25:15.
Thread : Sadida  Preview message : #776720  Replies : 125  Views : 3371
posté Yesterday - 18:19:26 | #6
@Sabi

The last reply I had from my ticked (ticket number 1169202) closed it. They have answered me like that:

''Hello,

Thank you for your bug report #1169202.

This problem will be quickly reported to the Development Team, and as soon as they have corrected the error, the Ankama Support Team will post it at the forums or at the website.

We appreciate that you took the time to help us improve the game, and we hope this report will lead to better gameplay for you and other in the future.

Please be reminded that we cannot tell the turnaround time on when will this problem will be resolved. So we would like to ask for your patience and understanding.

Best regards,

Ankama Customer Support''


Does that mean that I have to submit another ticked or just wait till they fix my account?


Thread : Technical Issues  Preview message : #776666  Replies : 36  Views : 780
posté Yesterday - 12:55:09 | #7
Still having the problem, 1 week without playing and 1 week of booster pack lost. I won't be able to play this game in two weeks, during the little time I have to play I can't access the game.

Good job Ankama, good job....


Thread : Technical Issues  Preview message : #776566  Replies : 36  Views : 780
posté Yesterday - 03:35:51 | #8
I have updated with some more information  


Thread : General Discussion  Preview message : #776389  Replies : 21  Views : 938
posté Yesterday - 03:08:51 | #9
Oh sorry, I meant the fact that we were going to have a hotfix.

Edit: actually I just realized they have updated. But still, we do not have the changelog in english yet.


This post has been edited by Niddhoggy - September 16, 2014, 03:09:49.
Thread : General Discussion  Preview message : #776381  Replies : 21  Views : 938
posté Yesterday - 02:56:45 | #10
Hotfix 09/16 Hi all.
It seems they've forgotten to update the news. There's going to be a hotfix soon and the french server had the information since last week.

Changelog (FR) at: Click here

So far, what I can understand:

  • Sidekicks getting buffed.
  • % HP bonus skills being changed to fit the new update.
  • Hemorrhage is not going to reveal invisible enemies anymore.
  • Quest changes in astrub.
  • Impossible to aggro in Haven Worlds
  • HP and Resist specialty buffed: from 12 to 15 HP, cap changed to 20.
  • Revamp of some low level mobs to fit the new system (Piwi, Gobball and Tofu).
  • (ECAFLIP): Die Alright's Critical hit changed from 1.5 to 1.25
  • (FECA): Barrier absorbs 50% armor.
  • (IOP): Virility: HP boost based on Iop's level. Ranges from 0% to 400% of Iop's level. I suppose a level 100 Iop has +300 HP from Virility?
  • (SACRIER): Blood Pact: [0 to 400%] of level as HP bonus. Per ally: 0 to 160% of level as HP bonus. If ally dies: 0 to 320% of level as HP loss.
  • (ROGUE): bomb damage displays correctly now (which was increased by 10%)
  • (ENIRIPSA): Constitution: [0 to 200%] of eni's level as HP bonus to the team.
  • (FOGGERNAUT): Stasis Shield: [0 to 160%] of level as HP bonus per ally. [0 to 400%] of level as HP bonus.
  • (SIDEKICKS):
  1. HP changed: +5 per level. Trank and Protoflex changed to +8 per level.
  2. % HP changed: +0.9% to 0.8% per level. Trank and Protoflex +1.1% to 0.9% per level.
  3. Damage Increased: 1~1.2% Damage per level increased to 2.1%. Trank and Protoflext has 1.2% per level.
  4. Resist Increased: goes from 0 to 0.4% per level to all sidekicks (except trank and protoflex). Protoflex and Trank gains 0.6% resist per level. (it says % Resist, but I suppose it is Resist Score? Otherwise level 200 Tranks and Protoflexes would hve 120% final resist)
    • Enurado Dungeon: minimum level changes from 155 to 147.
    • Tofu and Gobbal dugneon: minimum level changes from 20 to 18.



    This post has been edited by Niddhoggy - September 16, 2014, 03:39:11.
  • Thread : General Discussion  Preview message : #776378  Replies : 21  Views : 938
    posté Yesterday - 01:53:47 | #11
    @Kikui

    Simple and effective solution.


    Thread : General Discussion  Preview message : #776363  Replies : 140  Views : 3016
    posté Yesterday - 01:30:56 | #12
    Rogue Ideas Hello everybody.

    Rogues are one of my favourite class in Dofus and what I loved about them is the fact they got strategy. They're the most strategic class in Dofus and I love that aspect.
    When Wakfu came out I was expecting a strategic class (not like Dofus Rogues, but still strategic), however I got seriously disappointed. The class is no more than a glasscannon with no interesting combos. Bombs are just 'throw and explode' mechanic, no real strategy behind the possible combos. I have to say that the class is good, but it is slowly getting behind with the latest class changes, that's the main reason I suggest some changes to put rogues in pair with the revamped classes.

    I think that most of Rogue players would like to see their class being changed in a way that makes them more interesting to play, you've got to agree that 2x Piercing Shot every turn is really boring. The skill is also seriously overpowered in comparison to the other Earth skills, the Earth branch needs a more balanced skills list, right now it looks like that all the power of the branch is centered around Piercing Shot.

    The Air branch is Ok on my view, it works pretty well with the other two branches. With bombs its going to be even better.


    So, basically, I decided to give bombs to every branch and improve each branch gameplay.

    • Earth has MP and Range loss bombs. Piercing Shot only pierces when the enemy has a decent amount of Weakened Armor state.
    • Air Branch has pushback and pullback bombs, the branch gains the ability to boost the critical hits during the next turn.
    • Fire Branch is a mix of earth and air, it has medium ranged spells and area of effect spells that have interesting effects on bombs.

    Brief Changelog and Information about states:

    • Machine Gun: It applies 2 levels of Weakened Armor (its not present in the spell icon).
    • Weakened Armor: this state applies a minor piercing effect to all earth spells, except piercing shot that consumes it. -1% resistance score every 5 levels. -20% at level 100. If the enemy has 400 resist score, the earth skills will ignore 80 resist scores (20%) if the state is at level 100.
    • Broken Armor: -1% resistance score per level of weakened armor consumed. A level 100 state enables Piercing Shot to completely ignore the resistances of a target.
    • Machine Gun (State): it has only two levels and it triggers machine gun whenever another earth spell is cast on the same target (once per level, twice at level 2). If you cast Machine Gun five times, it deals (lvl 200): -21 HP, -42 HP, -63 HP, -63 HP, -63 HP.
    • Bombs: bombs are created now like Sram spells, Machine Gun, Crossfire, Slapshot, Roguery, Barbed Fire and Powder Blast can be cast at 0 range to apply the bomb state. The bombs are created through the Bomb active support skill. Bombs have 4 charges as default.
    • Bomb: throws a bomb depending on the rogue state, if cast on self the spell refunds 3 AP and costs 1 WP (same effect as Smoke) - this info is missing in the picture.
    • Firewalls: due to the increase in power of the fire branch and in the diversity of bombs, the firewalls have been removed.
    • Bomber Fan: [new] chain reaction bonus. Example: If 3 bombs are triggered together, each bomb gains +50% damage per bomb triggered, which results in +150% at level 20.
    • Vacuum Bomb and Pressure Bomb pushback effects will apply first during a bomb explosion, pushing or pulling enemies before any other explosion happens. This is intended to allow complex combos.
    • Boombot loses it's HP. It now has 10 charges to increase it's survival.
    • Initiator now gives the Critical Sight state for every crit the rogue has.
    • Critical Sight: increases the critical hit by 2 per level for the next turn. Only applies once every other turn. Max level of 10.
    • Magnetic Claw: now allows the rogue to switch places with the Boombot.
    • Molten Shot (new spell): burning arrow version of fire rogues. Increases bomb damage forever.
    • Powder Blast: cheap spell that if cast on empty cell creates powders. Powders extend the area of effect of the adjacent bomb explosion's reach. If inside the area of effect of a bomb the powder doesn't apply any new effect, it is only consumed when the bomb explodes.The pushback and pullback effects are not applied on powder extensions.
    • [Missing Info] Barbed Fire: Burning Bomb and Powder Blast: Mega Bomb. They apply these states if cast on self to make the rogue able to summon the bombs.
    • [New]: Bombs gain +25% damage per turn without being exploded, it can stack up to +300% damage.
    • [New]: If bombs are thrown and then exploded at the same turn, they do 25% less damage.
    • Boombot's Barbed Fire adds 2 charge points to bombs.












    This post has been edited by Niddhoggy - September 17, 2014, 01:56:21.
    Thread : Rogue  Preview message : #776356  Replies : 3  Views : 134
    posté September 15, 2014, 20:26:25 | #13
    There's going to be a hotfix tomorrow and the changelog wasn't even posted yet. I just hope I am able to log in after that hotfix...


    Thread : Technical Issues  Preview message : #776250  Replies : 36  Views : 780
    posté September 14, 2014, 23:27:46 | #14
    When is the weekly maintenance? This is my last call for my account to get fixed.


    Thread : Technical Issues  Preview message : #775913  Replies : 36  Views : 780
    posté September 14, 2014, 22:26:44 | #15
    @Mango

    I just wish to see if I can far some relics if I were able to log in lol. Some players got their account bugged and can't access the server since patch, so I believe it's far better than I though. Can't wait to see this!

    @pinkguy

    On the other hand they need to make Craft and PvE strictly linked like in Dofus. It's really annoying to see things being acquired so easily and independently from professions, in a future they need to change the items acquired from tokens by mats.


    This post has been edited by Niddhoggy - September 14, 2014, 22:28:45.
    Thread : General Discussion  Preview message : #775891  Replies : 140  Views : 3016
    posté September 14, 2014, 20:23:28 | #16
    It is only being obtained too easily for those who run many accounts as they can easily spam these dungeons, unfortunately usual players are not able to farm relics like that yet.

    Can't wait for easy-mode dungeons on lenalds, wabbits, srambad and enurado to make everything easier not only for multi tabbers, but also for people that like to feel the social aspect of the MMORPG. Ironically, they will be running dungeons on their own


    This post has been edited by Niddhoggy - September 14, 2014, 20:24:20.
    Thread : General Discussion  Preview message : #775856  Replies : 140  Views : 3016
    posté September 13, 2014, 20:55:17 | #17
    @Catzila

    They answered me about three times already, but it looks like they've got no idea about what is our problem.

    Five days already and nothing... And exp bonus is running on servers

    If they don't refund our booster pack days I don't think I will be buying one after that...


    This post has been edited by Niddhoggy - September 13, 2014, 20:57:45.
    Thread : Technical Issues  Preview message : #775501  Replies : 36  Views : 780
    posté September 13, 2014, 00:14:08 | #18
    Well, the support answer seems to be really disappointing.

    '' Please be reminded that we cannot tell the turnaround time on when will this problem will be resolved. So we would like to ask for your patience and understanding.''

    This is going to take more time than it should...  


    Thread : Technical Issues  Preview message : #775211  Replies : 36  Views : 780
    posté September 12, 2014, 16:52:12 | #19
    The problem is that I am losing booster pack days, it's already been 3 days of booster pack and I suppose we're not getting compensated...


    Thread : Technical Issues  Preview message : #775016  Replies : 36  Views : 780
    posté September 12, 2014, 11:42:50 | #20
    So, I still can't log in.

    What about you guys?


    Thread : Technical Issues  Preview message : #774869  Replies : 36  Views : 780