Back to forum.wakfu.com

By continuing to browse this website, you consent to the use of cookies, which enable us to offer you customised content and to collect site-visit statistics.
Click on this link for more information on cookies, and to customise your cookie preferences. X

No flash

Niddhoggy's profile
Statistics
Member Since : 2008-05-13
872 Posts (0.53 per day)
Most active in : Character Classes
posté Yesterday - 23:23:24 | #1
+1

Doesn't feel like playing anymore until they do that. Remington is messed up, my hopes are gone.


Thread : General Discussion  Preview message : #894041  Replies : 60  Views : 876
posté Yesterday - 22:23:41 | #2
When are they creating a new server? Remington doesn't sound fun anymore.


Thread : General Discussion  Preview message : #894019  Replies : 20  Views : 368
posté August 01, 2015, 04:57:52 | #3
I am a tri Eni and I have been loving the class so far after patch, but I have two decks, one pure DD and the other is pure healing.

I love the new water branch and Refund Mark area of effect heal, eni feels much better right now. However, the air branch is still a bit redundant in some spells and Fear Flask is not worth leveling at the moment.

I can pretty much maintain my whole team at 80%+ HP in Xelorium Past dungeons with my heal deck, with me being the only healer. I am still able to ditch some decent damage with Fortifying, Refund and Gangrene with my dmg deck  


This post has been edited by Niddhoggy - August 01, 2015, 04:59:22.
Thread : Eniripsa  Preview message : #893469  Replies : 12  Views : 394
posté August 01, 2015, 02:55:23 | #4
@Avann

Ahh I see, I have missed this information. Well, hopefully they will do a decent job with selecting those static summons

Thank you,


Thread : Osamodas  Preview message : #893428  Replies : 6  Views : 301
posté August 01, 2015, 02:51:23 | #5
Side note on Osa summons I couldn't test Osas on beta during the beta, but I heard that the devs wanted to restrict Osas to only a few summons like in Dofus. However, the Osamodas community raged upon that idea, and then Ankama gave up on it. Apparently, this change would reduce the summon variety and restrict Osa builds a lot. They claimed.

However... what I see before and after patch are Osas that are restricted to only a few summons at their specific level, so they end up using the same summons all the time. Contradicting, isn't it?

Wouldn't it be nicer if Osas had, lets say, a total of 10 different summons that they could use at all levels, instead of those few summons for every level range? Furthermore, wouldn't it be a lot easier to balance the class and allow them to be in pair with other classes, without having to be changed/nerfed all the time?

This is just a thought,

Thanks


Thread : Osamodas  Preview message : #893426  Replies : 6  Views : 301
posté June 13, 2015, 22:53:11 | #6
I like the idea of being able to capture and summon monsters, but sadly this is not practical at all. If they find a solution by restricting the number of creatures to 4-5 and it is balanced, I am fine with that.


This post has been edited by Niddhoggy - June 13, 2015, 22:53:32.
Thread : Feedback  Preview message : #875030  Replies : 144  Views : 6485
posté June 12, 2015, 08:34:06 | #7
Masqs clone is a double edge knife, as it has a 1 per fight limit but basically doubles your damage for 2 turns. They are probably changing it, I'd personally be happy to see it being changed for the sake of pure versatility. The Masq could be able to summon a double (which would have its own HP) and the same stats, but both clone and masq would get a final damage debuff (-40% to -50%) as long as the double remains alive.


This post has been edited by Niddhoggy - June 12, 2015, 08:35:00.
Thread : Feedback  Preview message : #874270  Replies : 377  Views : 11282
posté June 12, 2015, 00:38:48 | #8
Aging could be converted into an active spell, it is just an air branch filler at the moment. We could have a mechanism instead of this spell.


Thread : Feedback  Preview message : #874138  Replies : 142  Views : 6763
posté May 26, 2015, 05:25:52 | #9
I really like the new voodoll, it acts exactly like an ideal tree spell. I miss the old Totem though, couldn't we get them both? Totem was so unique to Sadidas and it was only removed because of potential bugs with Ultimate Bosses that could have been fixed in another way.


This post has been edited by Niddhoggy - May 26, 2015, 05:26:13.
Thread : Feedback  Preview message : #866572  Replies : 1032  Views : 19319
posté May 25, 2015, 11:50:45 | #10
It is probably a Tree, its just that they don't have the sprite ready in beta at the moment. I'd be happy about it as long as we don't lose our Voodoll.


Thread : Sadida  Preview message : #866154  Replies : 48  Views : 1742
posté May 23, 2015, 03:07:56 | #11
These are pretty rushed changes but the concept is interesting. Also, I miss the old Voodoll, it is currently acting like an ideal Tree spell now (or just like the Tree of Life) from Dofus, maybe they are changing its sprite and spell definition later...


This post has been edited by Niddhoggy - May 23, 2015, 03:08:32.
Thread : Feedback  Preview message : #865193  Replies : 1032  Views : 19319
posté May 22, 2015, 23:14:44 | #12
That earthquake 


This post has been edited by Niddhoggy - May 22, 2015, 23:14:58.
Thread : Sadida  Preview message : #865055  Replies : 269  Views : 8139
posté May 20, 2015, 10:13:37 | #13
Xelors don't need a full revamp, but they do need some changes, I can easily cover what is currently lacking:

  • Initiative loss doesn't do nothing besides increasing Aging's damage. It has to be changed.
  • Aging should be a secondary effect of one of the support skills, no point sacrificing a whole spells branch just for that.
  • Air branch then should be changed to fit the Tick/Tock gameplay. New mechanism on air branch (to replace Aging). I suggest a cheap (2 AP) mechanism with long range that pushes all adjacent targets 2 cells and inflicts air damage with just 2 charges.
  • Temporal Burn needs to trigger rollback.
  • Hydrant really needs to be buffed to 100 damage at level 200 (instead of just 57). Critical hits applied.
  • Time Keeper should restore charges on mechanisms.
  • Sinistro should also have critical hits and 4 AP (+2 AP = double attack).
  • Water branch damage should be increased by 20% on Accelerator turns.
  • Accelerator State max level should be increased to 6.
  • AP loss bonus increased the more enemies present in fight (to make it worth it in PvM and still balanced in PvP).
 


This post has been edited by Niddhoggy - May 20, 2015, 10:15:44.
Thread : Xelor  Preview message : #863577  Replies : 14  Views : 1043
posté May 13, 2015, 00:34:17 | #14
The problem is that gears are usually 2 or tri elemental, this reduces the versatility of builds when combined with those cookie cutter spell combinations, as people tend to go duo elemental (at least). They have to change that, adding a bunch of new spells will not increase the variety of builds that much if they don't touch gear bonuses.


Thread : General Discussion  Preview message : #861226  Replies : 20  Views : 1022
posté May 05, 2015, 06:50:37 | #15
Same thing but with Sadi here.  


Thread : Server Status  Preview message : #858722  Replies : 12  Views : 1355
posté May 02, 2015, 07:37:35 | #16
They are far earning a lot of money with all that ogrine shop items and what do we get back? No decent updates, delayed class revamps, rushed and band-aid content... I mean, if you look at Dofus they are getting a lot of updates recently, while Wakfu is pretty much stand still, Dofus even got their timeline sorted. More love to Wakfu and less shop items, we need decent in-game content... Basically everything they added in the last three months can be purchased in the shop, and not necessarily acquired as an in game reward...


This post has been edited by Niddhoggy - May 02, 2015, 07:42:02.
Thread : General Discussion  Preview message : #857785  Replies : 34  Views : 1898
posté May 02, 2015, 01:11:55 | #17
Mono and Duo builds Hi all.

This is simple.

The game right now lacks diversity in builds and there is a bunch of reasons why that happens, one of them is that the developers focus too much on certain types of gear, this forces most players to pick up tri or duo builds because they get versatility AND as decent damage.

Hopefully the diversity will increase after they add new past level 100 support skills, but that is not enough. Mobs tend to have weakness just to one element and the lack of versatility mono builds have end up forcing people to pick up 2 elements at least, to adjust their damage to more than one specific situation.

I have a list of easy and obvious solutions to make monos more popular, that require some work:

  • Add new gear to the game oriented to mono element with higher damage bonus. Mono gear could offer higher damage bonus (25% more damage, a hat that gives 60% for 2 elements could give 75% for one instead). The dodge, lock and resistance bonus could be slightly higher too.
  • Mono-Elemental relics.
  • Mono-Elemental pets.
  • +Spell levels to a single element on gear.

Duo builds are ok right now, but Ankama is starting to force everyone again towards tri with new decent tri gear, and I can see endgame becoming ''all about going tri''.

Edit:

If they don't really want to spend time on creating and designing new gear, they can just make a standard transformation that can be done with magic hammers that could be sold in the shop (as it is the current tendency right now, easy money). This would completely under price certain tri elemental gear, though.

  • Mono Elemental Hammer: transforms an item into Mono-Elemental, it has increased stats, but just damage to one element.
  • Duo Elemental Hammer: transforms an item into Duo-Elemental, it has average stats, but just damage to 2 elements.
  • Tri Elemental Hammer: transforms an item into Tri-Elemental, it has basic stats and damage to 3 elements.
Example:

Flaxhid Talisman - 160

  • Mono: +1 AP, +1 Range,+150 HP, +60 Initiative, +9 to Critical Hits, +170% damage to one element, +40% critical hit damage, +30% to single target damage, +35 resist.
  • Duo: +1 AP, +1 Range, +125 HP, +50 Initiative, +8 to Critical Hits, +150% damage to 2 elements, +35% critical hit damage, +25% to single target damage, +30 resist.
  • Tri: +1 AP, +1 Range, +100 HP, +40 Initative, +7 to Critical Hits, +130% damage to 3 elements, +30% Critical Hit Damage, +20% to single target damage, +25 resist.
 


This post has been edited by Niddhoggy - May 02, 2015, 01:31:01.
Thread : Suggestions  Preview message : #857691  Replies : 2  Views : 209
posté April 28, 2015, 09:39:15 | #18
That is just another band-aid content.


Thread : General Discussion  Preview message : #856353  Replies : 31  Views : 1978
posté April 27, 2015, 00:52:31 | #19
The seed costs 1 AP at level 9  


Thread : Sadida  Preview message : #855815  Replies : 8  Views : 638