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Smithmagic Revamp: Round 2
Ugly Gobball * Member Since 2008-07-10
posté November 21, 2013, 19:55:55 | #41
Man, define exotic, because if my level 10 perfect runed weapon continues to give me +2 initiative forever instead of a possible buff of 5-10% damage I might scream


Overweighted Chafer * Member Since 2011-06-25
posté November 21, 2013, 19:58:21 | #42
Didn't like the exotic system, give me new runes, and turn old items un-runed. Simple, noone will be different, everyone will have same system, noone will feel like lose a item. (the new bonuses seems better then old one)


Odalicious Solutions and Suggestions:

Don't make something complicated, can u turn simple?
If u want keep the random system, but turn it better, just make the runes give bonuses linked to the actual item atributes.

An item which gives hp, air damage, dodge and iniciative, when u put a rune, give 1 bonus of this 4 atributes. So, noone will have a +earth damage, on an item wich gives only water and heal bonuses...

Control : u can turn it +CMC damage.

AP, MP : u can choose, ignore this bonuses or give +resist to lose ap/mp, or chance to take off (like old willpower atribute)

Range : ignore this bonuses

Neutral/Cromatic/All Resist/Damage : give same type (all resist/damage), u can make 1/2 or 2/3 of the mono-elemental bonuses. Or same, i dunno about atributes balance.

This is ONE option, u can give us diferents runes, like old system: HP, DAMAGE, INI, HEAl, so u just random the amount of bonuses when u put in the item, in this way u can create RARE types like range, ap, mp, control runes.
For example: +1 control is too much for a simple rune gives this bonus, so u can put +0 control, and when it becomes +10 it gives +1 control, u can make it to AP, MP, RANGE, so u can open so much options, without breake the balance, just create an offical index, to make everyone learn how system works. U can expand new bonuses like critical hit %, critical damage, backstab. I know this way can be a lil complicated to implement, but maybe more welcome to the marjority of players, i think players can wait more to recieve a better system, what we rly don't want ia another fail revamp.

I rly did like the system u can put a rune over another, just to change the bonuses if u didn't like. So it's like a lotery, with less chance to loose, But make sure to create an oficial index with MIN and MAX bonuses of each quality of each rune, to players with time and efforts to try get the maximum bonuses of a item (like the masterpieces items in the craft system, u can turn a golden board over the rune when it get the max bonuses on random roll).


Lord Madgobb * Member Since 2011-11-20
posté November 21, 2013, 20:12:55 | #43
I'm happy that the Damage runes also boost Healing, but I'm very sad they don't also give CMC damage. Poor summoners with Summons hitting base damage on HL content

Overall I like this new system, I'm looking forward to being able to upgrade my new new runes over time, and looking forward to new Hammers to clog up my Manor storage space with their pretty colors.

Kinda makes my eyeballs glaze over with the limited yet heavy details listed for the rune values. I wish you would just publish a PDF with all possible rune ranges, and let me stare at that, so it can make some sort of sense. For instance, what is the maximum value (+10) of the WIs/PP Rune?


Eccentric Moogrr * Member Since 2012-02-27
posté November 21, 2013, 20:14:52 | #44
This system is 'getting there', but I'd still like to bring in my suggestions:

- Don't let pieces have specific slots, just allow every piece of equipment to hold every piece of rune. This will allow people to min/max which makes the system feel more fun and rewarding. Currently, the upcoming revamp practically does not allow for any deviation in its outcome whatsoever.

- Upon doubleclicking a rune, allow the user to ask if he wants the rune to be 'Offensive', 'Defensive' or 'Supportive'. The rune will acquire its bonus permanently thereafter, and the user can THEN determine if they'd like to socket it or not.

- Offensive rune types: General Damage & Heals, Crit Damage, Crit Chance, CMC Damage
- Defensive rune types: General Resistance, Block, HP
- Support rune types: Dodge, Initiative, Lock, Wisdom/PP (?)


This post has been edited by VoidSettler - November 21, 2013, 20:19:03.
Lord Madgobb * Member Since 2011-11-20
posté November 21, 2013, 20:16:26 | #45
"It takes too much Dev Time"

I have to admit, I'm getting kind of disgusted, hearing this same excuse on Wakfu for 2 years, now...

At least come up with new excuses, like "Our Dev team was sacrificed to appease an Elder God"

I really wish you would consider an Amulet as Support, not as Defense.

It would be nice to hope to stat 60 Dodge via belt/boots/amulet on my Enutrof, for example, considering the cap-nerf you put in place.

Otherwise, I'm glad we can shift to other Support stats via specific hammers. Thanks for that, at least.


Scary Polter * Member Since 2012-03-05
posté November 21, 2013, 20:35:11 | #46
Runing items with one type (all to dmg, all to resist, pp etc) is wnat I believe the devs are trying to avoid to achieve the 'mythical items ballance' (like having 4 vamp sets with resists to different elements in rune stage 1 = ultimate tanking gear for different monsters). I believe that the randomization of rune power and effects in stage 2 was the result of this. Now they are restricting items to have specific buff to avoid overbuffing in general,


Ecstatic Whisperer * Member Since 2012-12-15
posté November 21, 2013, 20:43:43 | #47
Well... It will do i suppose, should add the same amount of cmc damage as damage though.

Note the best possible system would be something that lets us adjust item levels (and thus the stats would increase on the items that it already has) to give us a greater variety of endgame sets, perhaps you could make a different system for that though.

That would take quite a bit of work though, and we cant have that.


This post has been edited by HakazabaJub - November 21, 2013, 20:48:03.
Wilder than Wild Dragoturkey * Member Since 2011-11-11
posté November 21, 2013, 21:04:37 | #48

Quote (Grou @ 21 November 2013 16:00) *
These rune slots will be found on different equipment items, as follows: Offensive: Helmet, Ring, One-Handed Weapon, Two-Handed Weapon, Dagger Defensive: Breastplate, Cloak, Epaulette, Amulet, Shield Support: Boots, Belt

What will happen to the already embedded items?The equipments items that are already carrying runes will not be modified: they will become exotic objects.

In return it will not be possible to upgrade their runes (also considered as exotic).
Oh, an interesting double-edged sword.

So those who might be in search of maximum damage can, atm use runes to give their soon-to-be non-offensive gear (ex:BP, Cloak, Boots) and get damage boosts on them right now before the revamp, and leave the offensive items to be upgraded later on.

So, for example, before the revamp, you can give +5% damage to BPs, Cloaks, Epps, Amulets, Shields, Boots, and Belts per each rune slots (thats 9 slots assumine you opt out of a shield, granting you +45% damage, if you get the element(s) you are looking for) and then adding what you get from the weapons and gear that are offensive if you add runes to them after the update (thats 6slots, or +60% damage)

Of course, that'll take a lot of work, but you will get that 45% advantage over other people, same goes for someones advantage if theyopt for a more defensive rune set up or a more 'supportive' rune set up.
But then this form of min/max'ing will cause you to lose out on more in the end on value when compared to someone who runed everything after the revamp. You might have more damage, but they'll have much more resists and hp/dodge/lock/pp/wisdom than you


This post has been edited by smallz117 - November 21, 2013, 21:11:36.
Tofurby on Diet * Member Since 2012-01-05
posté November 21, 2013, 21:18:12 | #49

Quote (Grou @ 21 November 2013 16:00) *
What will happen to the already embedded items?The equipments items that are already carrying runes will not be modified: they will become exotic objects.

In return it will not be possible to upgrade their runes (also considered as exotic).
Pls someone clarify:
Considering smithmagic hammers changes, will we be able to remove those exotic runes after revmap?
In other words - will it be possible to transform exotic item into non-exotic?


Soft Crackler * Member Since 2012-02-21
posté November 21, 2013, 21:27:44 | #50

Quote (Hudski @ 21 November 2013 18:40) *
Not even this smithmagic revamp is going to get it right. Come on.

  • We're not asking for you to design specific rune slots to determine the rune rolls, we're asking for the runes to not have to be rolled. We want to control what the current runes give, or be able to see what their stats are before we put them into our gear.
  • You once again completely neglect any summoner builds with a lack of control, cmc damage on runes. Why even play an Osa or Sadida at this point? You don't offer any encouragement or reward for playing their summon branches. You only reward people for playing straight-up damage classes.
  • Runes aren't interesting and don't offer anything unique to bump out your gear in the direction you need it to go. A hat that doesn't give a range can not be runed to have a range on it, for example, so why even use that hat when you could use one that does have a range and put more damage on it to match the one that doesn't have a range? For example.
  • We can't rune full defense or full offensive or full support sets, we can only rune a weird mixture of all three with no specialisation.
Stop assuming you know what we want and ask us, then listen. Runes were better off in the first system than they are in the second and now third systems.
This!! I want control over what I can put in my gear! I want to see what they are before I set them. While some of this is a lot better then the last system I fully agree the first system was best!


Lord Madgobb * Member Since 2011-03-15
posté November 21, 2013, 21:48:45 | #51
Listening to the subscribers is very hard.
It's not like we didn't complain about runes since last year 


Ecstatic Whisperer * Member Since 2012-12-15
posté November 21, 2013, 21:53:42 | #52
I think a lot of people are getting the wrong idea, you can still specialize, it just depends on what runes you decide to level.

You can actually get far more damage or resistance than you ever could before from runes if you level them.

What you guys should actually be complaining about is that the way to level those runes is buyable with ogrines. This is essencialy a large damage bonus for anyone who is rich.

Don't say that the hammers drop easily (the current hammers level up runes), I've never dropped a single one since they were released.

This system is pay to win, but at this point I'm finding it hard to care.


Lord Madgobb * Member Since 2011-11-20
posté November 21, 2013, 21:59:39 | #53
CAN WE TAKE OFF CRUMMY "EXOTIC" RUNES AFTER THE UPDATE TO REPLACE WITH THE NEW 3rd GENERATION RUNES?

WE NEED AN ANSWER!


Tofurby on Diet * Member Since 2013-04-27
posté November 21, 2013, 22:08:04 | #54
general damage is definetly a real bad idea becaus healer chars will not profit from it in any case!
see this link 


Ecstatic Whisperer * Member Since 2012-12-15
posté November 21, 2013, 22:12:09 | #55

Quote (Frittei @ 21 November 2013 22:08) *
general damage is definetly a real bad idea becaus healer chars will not profit from it in any case!
see this link

Quote (Sabi @ 21 November 2013 17:59) *
Hi guys,

Coming back with more information:

  • It will still not be possible to merge/fuse sets with runes, as it takes a lot of Dev work and we will just not have enough time for this revamp.
  • The Damage runes will also give a bonus to healing, which will be of the same level (so a +10 Damage rune will also give a +10 Healing).
Its just cmc damage that is missing out.


This post has been edited by HakazabaJub - November 21, 2013, 22:13:13.
Scary Polter * Member Since 2011-08-28
posté November 21, 2013, 22:25:01 | #56

Quote (Hudski @ 21 November 2013 18:40) *
Not even this smithmagic revamp is going to get it right. Come on.

  • We're not asking for you to design specific rune slots to determine the rune rolls, we're asking for the runes to not have to be rolled. We want to control what the current runes give, or be able to see what their stats are before we put them into our gear.
  • You once again completely neglect any summoner builds with a lack of control, cmc damage on runes. Why even play an Osa or Sadida at this point? You don't offer any encouragement or reward for playing their summon branches. You only reward people for playing straight-up damage classes.
  • Runes aren't interesting and don't offer anything unique to bump out your gear in the direction you need it to go. A hat that doesn't give a range can not be runed to have a range on it, for example, so why even use that hat when you could use one that does have a range and put more damage on it to match the one that doesn't have a range? For example.
  • We can't rune full defense or full offensive or full support sets, we can only rune a weird mixture of all three with no specialisation.
Stop assuming you know what we want and ask us, then listen. Runes were better off in the first system than they are in the second and now third systems.

"You once again completely neglect any summoner builds with a lack of control, cmc damage on runes. Why even play an Osa or Sadida at this point? You don't offer any encouragement or reward for playing their summon branches. You only reward people for playing straight-up damage classes"

This^^ Ankama, how lame and arrogant can you be, once again you exquisitely forget/lack about summoner classes.

No Cmc dmg and +Control whatsoever,, brilliant :S

Grou: ""Ooooopppsss I did it again. I don't care about summoner classes, I am just a lazy dev who actually wants to make summoner classes quit this game. Isn't that obvious already? But hey don't tell this to any player, because I can't take criticism"" *wink wink*



Seriously?? A failure once again... Why doesn't it surprise me!! :/


This post has been edited by Karakedi - November 21, 2013, 23:03:34.
Reason for edit : I am really frustrated
Grizzled Dandelion * Member Since 2012-03-12
posté November 21, 2013, 22:32:10 | #57
Ankama make a good job. gratz

this system is better to previous


Community Helper * Member Since 2013-01-14
posté November 21, 2013, 22:59:02 | #58
As a person who is sitting on a lot of dust, what can I expect from the update? Will my dusts be different in any way? Will they be classed as 'exotic'? I'm still a little unsure about this bit.

Also, a lot of people are touching on this idea, but aren't quite getting there. What we need was no specific slots of items, but specific ruins. I feel he ability to pick whether we want an offensive rune, a support rune or a defensive rune is more important than just having certain slots. Thats my two cents anyway.


This post has been edited by tashlol - November 21, 2013, 23:06:30.
Lord Madgobb * Member Since 2011-11-20
posté November 21, 2013, 23:29:12 | #59

Quote (Frittei @ 21 November 2013 22:08) *
general damage is definetly a real bad idea becaus healer chars will not profit from it in any case!
see this link

But if you read this topic, or run Ankatracker, you'll see that the Damage runes will now also boost Heals.

(Ankatracker is so valuable for parsing clarifications and changes, it's the first thing you should read when you load the Forums.)





I'm worried about how we will remove the soon-to-be Exotic runes from Equipment, should we want to switch to the new Rune system.

I'm also deeply disappointed that we don't get one more equipment piece labelled as Support (amulets would be my guess) and that we don't have the option of CMC Damage for Summoning/Mechanics spells.

What's going to happen to our powder on hand? It had better double! Ad what of the unplaced, soon-to-be Exotic runes we have on our characters?


Miss Winter Fashion Victim 2012 * Member Since 2012-12-20
posté November 21, 2013, 23:48:52 | #60
It kinda seems like we need to remove the runes already placed by patch if we want to be able to have them upgradeable.