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VoidSettler's profile
Member Since : 2012-01-06
252 Posts (0.21 per day)
Most active in : General Discussion
posté Today - 01:39:27 | #1

Quote (lyricalglitchen @ 25 May 2015 01:29) *
It needs adjusting, but what is worrying me the most is the restrictions on active spell slots. Many classes have at least 2 mandatory actives, often its more, the point was i can see limiting access to the # of elemental spells or even passives until whatever lvl, but actives are basic and critical, without them some classes have a hard time even functioning.

Exactly - I often invite new players in to experience the game, and one of the most important factors for them to find enjoyment in it, is by feeling connected/immersed in their class. You let them 'do their Astrub thing', which usually takes them a lot longer than when any experienced player rolls themselves up a newbie of course.

During this period in Astrub they unlock their elemental skills and experiment with their utilities unlocking. Even without having most of the spells and utilities leveled yet, a new player doesn't usually realize how sub-optimal their combat choices are yet, they merely want to see what the class can do and will bond with their talents (or not).

I've had people roll up multiple characters, play for a few hours before rolling up another character again - That first impression is really important, and often lead to a player sticking for the long run.

With the new system however, new players will be forced to play a character with complete inability to 'play and experience the class they want it to be played' - They have to base a first impression on the first 1-2 elemental spells of each element, and one forced Utility spell.
This whole 'Unlocking Core Functionality' is a horrible concept - Players will end up abandoning interest long before they get high enough level to know how a class truly comes together.

Similarly, it's equally dreadful for any established player rolling themselves up an alt - I can't imagine any high level player wanting to re-experience low level content with just a handful of uninteresting choices.

This post has been edited by VoidSettler - May 25, 2015, 01:47:00.
Thread : Feedback  Preview message : #866009  Replies : 76  Views : 1233
posté Yesterday - 16:39:40 | #2
Quick addition on my end too:

While we are at it, please fix the problem where LARGE mobs (Those bigger than one square) do not drop a bag.

Thread : Feedback  Preview message : #865836  Replies : 62  Views : 1042
posté Yesterday - 16:15:20 | #3
Oh obviously, no contender here:

It's hip to be Square! 

Thread : General Discussion  Preview message : #865832  Replies : 38  Views : 888
posté Yesterday - 16:02:34 | #4
Another addition to how horrible the low-level unlocking is:

I really hope they realize that some classes previously needed at least 2 active utilities in order to have their mechanics function.
If classes like the Pandawa will still have the barrel and the Karchamrak split up, it'll mean that until level 20 or so, a new character will either be able to place a barrel and never pick it up/throw it.. or throw stuff around, but never use a barrel.

Both were utilities that were 'ok' to use even unspecialized before. It's kind of insane to expect someone to have a good first impression on the class without having both enabled from the get-go.

Another horrible example would be the Osamodas.Gobgob and Gobup are litterally both needed in order to capture/summon.
What do you want a new Osa character to experience?

Thread : Feedback  Preview message : #865826  Replies : 76  Views : 1233
posté Yesterday - 13:48:42 | #5
Ignoring detailed discussion about the problems I had read about that will be looked into, like the lack of PP gained from hitting on mines, Treasure Tracker giving resistance instead of damage and the Dhreller not being able to pick up bags.

Does anyone seriously even care about Blindness? - It's one of the most overrated abilities ever imho. (Hard to stack, hardly does anything in PvE unless theoretically stacked into neigh infinity - least MP draining is done by a lot of secondary sources)
Please just change the blindness mechanic alltogether to something that actually makes sense in PvE, like a critical failure chance on any ability that would benefit from Distance damage when used.

NO PLEASE NO - Change its placement back to not use the center square for targetting. Not only did this feel unique (Seriously how many typical cross spells does the Enutrof need anyway?), it was also there to ensure all squares could actually HIT something (given the spell's linear nature).

Really miss the mechanic that would allow me to buff my allies' MP with this. In fact, Earth feels very one-dimensional right now overall.

Why make it cost 2 AP? It was perfectly fine costing a Wakfu imho.


I'm happy with the love that water gained from this. Water Enutrofs always felt very uninteractive and way too simple. I don't even mind going back to the days where we can't use Mine Mover to pick up bags anymore - In fact, one can now build to keep bags in place for benefits.

Fire overall feels fine, with the exception to some micro-changes that actually cause a lot of difference for me. Hot Magma's placement being the worst.

Earth on the other hand became really uninteresting to me. I was expecting to see 'more' on Earth's spells, not 'even less'.
Whether or not Dhrellzerker and Mass Clumsiness (great spell btw!) make said experience better is not relevant. Fact remains that Earth feels really devoid of interesting design.

The actives and passives will need to be played with a bit more, as lot of them make or break a build. Mass Clumsiness feels like a very welcome and interesting concept though.

Passive wise, I do feel there might need to be some more stuff in there complimenting the Enutrof's fire department.

Also: A lot more mechanics not being based on percentual chance is GREAT. I know exactly when I will bag or not bag enemies now, and my Dhreller has become a mine-digging machine.

This post has been edited by VoidSettler - May 24, 2015, 13:54:22.
Thread : Feedback  Preview message : #865789  Replies : 62  Views : 1042
posté May 23, 2015, 22:38:01 | #6

Quote (Neneko88 @ 23 May 2015 22:06) *
You can't spell deck to have utility spells slots
It means that we go from a revamp like iop where every spell is useful

To future revamps having bad spells because they're designed to be heavy utlity

No thank you

Nono, I think you misunderstand - least if you are commenting about my reply.

My 'utility slots' would merely be slots that would allow anything to go in them, whereas the elemental slots would not allow you to put in active utility skills, (like Doll, Tree, Sic'm More etc).

You'd start with 6 slots in which you can distribute element spells, 2 slots in which you can distribute element spells OR utilities. And through leveling you'll unlock more of those hybrid slots, 12 maximum in the end.

Thread : Feedback  Preview message : #865568  Replies : 76  Views : 1233
posté May 23, 2015, 21:38:52 | #7
I'd like to bring up a few points about this system in hope that they might improve my experience with it, which in its current state is still leaning heavilly to the negative - However, without just bashing it into the ground completely in this reply, I'll add my remarks in hopes to make the system tolerable/enjoyable to my liking.

1) THE BAD: Scaled unlocking of spellslots and spells.

I would believe this concept was introduced to follow the traditional concept of rewarding progression, typical in RPGs. Wakfu however is a game where synnergy and tactics provide the uppertone for an enjoyable combat experience. There are enough enjoyable experiences that would motivate players enough already in leveling up their character more and more.

In fact, I'd guess that boredom in Wakfu is usually found either in the beginning (People not enjoying the game after their first impression) or the end (People reaching its current end-level)

Denying starting characters wiggle room in both spell selection and available slots makes the starting experience incredibly restrictive and dull, as there is not enough room for both utility and synnergy amongst spells.

FIRST IMPRESSION is an incredibly important factor for 'the new guy' to find enjoyment in this game. I'm not entirely sure whom you are going to entice in playing this game when you force one-trick-pony preset characters down their throat.

1) THE (possible) SOLUTIONS:

Characters should have immediate or almost immediate access to all spells from the get-go. The old system would let you unlock your element spells by simply leveling them up, whereas all actives would be available at level 10.
It was mostly ok, but very unintiutive design: I often had to explain my friends how to go about unlocking the stuff they wanted to have or play with - Thankfully it did not take a lot of work.


Even if most actives and passives were still underwhelming, simply letting people experience it a bit in the beginning gave them a good idea if they wanted to keep playing the character. The next step was always, 'making sure to make said options useful/practical'. The current restrictive nature is showing a new player absolutely nothing that a new player would be interested in to know and experience.

Second, give them WAY more slots. Even by allowing a new character to actually make choices, 4 slots is just way too small.

I would personally make the whole deck system so that characters will always have 6 'ELEMENTAL SPELL' slots unlocked at all times. There will also be 6 'UTILITY' slots. These will unlock at lvl 1, 1, 40, 80, 120 and 160, and will allow placement of both element spells as well as active utility spells in them.

Players will start with 6 normal slots and 2 utility slots at level 1 (So 8 slots total), and as they progress more utility slots will be added to allow for more options. This system will also restrict players from stacking too many Active Utility Spells.


2) THE PROBLEMATIC: The '12 spells total Cap!

Even after having adresses the horrible unlock problems described in my first point, the 'wishful' 12 slots total, as drooled over by many, still feels insignificant to a great number of players.
There are players whom enjoyed a jack-of-all-trades playstyle with their class, sometimes ending up enjoying a playstyle in which they used more than 12 spells - Even if not always during the same fight, they were still there to be useful for when certain situations would come up that one could not forsee ahead of time.

However, on the other side of the coin we have the problem that the current system, allowing us to 'actually be really good' at the 12 things we do, would loose much of its intent by simply upping the amount. At the end of the day, you'd have characters capable of doing everything the class can do, at any given time.

2) THE (possible) SOLUTION:

Since opinions of at least the players seem divided about this, why not build in a way so players can choose how they want to play? More specifically, I was thinking about adding say a new MAJOR TRAIT that would give players two more elemental slots. Or perhaps another one that would give one additional utility slot.
Players would have to sacrifice options such as +1 AP/MP/WP and whatnot for it, but in return it would allow them to be more versatile/adaptive.


3) THE BAD: Challenges

Challenges were introduced wayback to reward us for adaptive/restrictive gameplay. By forcing a team with certain restrictions, combat would become harder, but obviously provide us with additional XP/Prospecting when managing to complete them.
As our options are now already limited through this new system, the Challenge system feels out of place when it 'surprises' us with challenges we are litterally not equipped to deal with anymore.

3) THE (possible) SOLUTION:

Simply allow people to see the challenges during setup, before the first round starts! This will actually go well hand in hand with the new system, as it will give more incentive to swap decks around to try and specialize oneself to deal with the challenge.


That's my ramble for now. Off to test the beta classes some more individually.

This post has been edited by VoidSettler - May 23, 2015, 21:39:34.
Thread : Feedback  Preview message : #865542  Replies : 76  Views : 1233
posté May 23, 2015, 05:04:11 | #8

Quote (BrainInAJar @ 23 May 2015 04:44) *
trying to see when spells become unlocked, and it seems to me the lowest levels are incredibly restrictive.

i got my first second tier spell (in earth) when the first spell hit 5, or at level 5, but then when i got my water and air spells to 5 they didnt unlock the second spell. then at level 9 it unlocked a teir 3 spell, but in water. (tier 2 still not unlocked)

Don't we want people new to the game to have easier access to what spells they want to choose?

Yeah I noticed this too. Until level 15 or so you are running around with a choice between your first two element's spells, the first active utility skill, and 2 passives or so (least on the Sadida).

You're playing a dull preset character where choice is practically nonexistant, that ON TOP of only having 4 active skillslots.

It's literally more fun playing a sidekick.

This post has been edited by VoidSettler - May 23, 2015, 05:06:09.
Thread : Feedback  Preview message : #865237  Replies : 76  Views : 1233
posté May 23, 2015, 04:13:30 | #9

Quote (blazakkhakabow @ 23 May 2015 03:38) *
4 slots at lvl 0, 8 slots at lvl 100. that does limit freedom, i must agree. but that is 4 slots you can use during same time, you can have many different setups and learn how to play them properly, especially since every 20 lvls you unlock a new slot... most new players use few spells anyway, now they will not be able to keep all of them in their action bar but will have to choose which ones they will use for this fight specifically.

Might I add to this that they don't even allow you all your choices yet? The actual spells seem to be hardlocked until you reach certain levels as well. (Can't seem to unlock them as easilly as normal, by simply having spells around lvl 2/3 etc)

I just hit lvl 15 and have 2 spells of each element, two actives, and two passives to choose from.

I have never in my life had a more boring starting zone experience in my life. Even the tutorial class feels more tactical with a smaller toolkit.

Thread : Devblogs  Preview message : #865222  Replies : 451  Views : 5998
posté May 23, 2015, 02:41:18 | #10

Quote (blazakkhakabow @ 23 May 2015 02:34) *
at lvl 40 you already have 6 slots , that isnt so bad. but yeah that makes complex low lvl pvp kinda neglected, but at least it makes people want to lvl up not have their main at lvl 60 doing same things as lvl 175 just with less ap and less dmg.

People have never 'not' wanted to level up. There has always been enough incentive for people to keep leveling up, and there are a pletora of ways to do add more incentives without choking the living hell out of any form of creative depth in freedom.

Thread : Devblogs  Preview message : #865184  Replies : 451  Views : 5998
posté May 23, 2015, 02:09:05 | #11
4 active slots on a new character? Haha... wow. Seriously?!

Who wouldn't want to just outright skip/powerlevel through all early content as fast as possible now?

Apparently one is not allowed to have fun with such intricasies as mechanics, synnergy and overal worth at lower levels.

Thread : Devblogs  Preview message : #865168  Replies : 451  Views : 5998
posté May 21, 2015, 15:38:52 | #12
Worse than my lowest expectation. You officially killed the game for me, good job, and good bye.

Thread : Devblogs  Preview message : #864047  Replies : 451  Views : 5998
posté May 21, 2015, 11:42:00 | #13
It might just be me, but I always played Masqueraiders to be opportunists, switching masks 'mid-fight' to adapt to the current situation.
Limiting their option to adapt makes the Masqueraider an even more subpar choice as a class in his supposed roles, imho.

Of course we don't know much about the system yet - But they better hurry with some more information. Having this mechanical change implemented that once again no one in specific asked or wished for is making me incredibly anxious.

This post has been edited by VoidSettler - May 21, 2015, 11:44:48.
Thread : General Discussion  Preview message : #863974  Replies : 106  Views : 2353
posté May 21, 2015, 11:32:10 | #14
Camion would refer to transport basically (Camions are transport trucks). It'll likely be a button directly relating to the interface more so than a special slot.
As in, it might be used for adding or removing choices.

Thread : News  Preview message : #863973  Replies : 162  Views : 3524
posté May 20, 2015, 18:55:53 | #15
Also would like to mention that this change, fundementally a game-mechanic changer the size Wakfu has never seen before, is being discussed and explained too little by the Dev team.
These mere hints and teases are litterally 'mean' when all we want is clarity on what the intention of this mechanic is - I'm sure the concept is set in stone entirely already, and we would like to know how the developers feel we are supposed to be playing this game now.

A mechanic like this which will litterally have me (and apparently many more) decide whether or not I want to continue playing this game should have been introduced and talked about more transparant and WAY SOONER.

Thread : General Discussion  Preview message : #863701  Replies : 106  Views : 2353
posté May 20, 2015, 18:00:40 | #16
If this system indeed will block me from choices I used to have in combat before, I will humbly have to admit losing my interest in this game entirely and will have to say goodbye in advance. Least until they undo such a horrible decision.

Thread : General Discussion  Preview message : #863687  Replies : 106  Views : 2353
posté April 01, 2015, 18:34:25 | #17

Quote (androgyous @ 01 April 2015 14:58) *
Good luck in the military, even though it is quite the career change from forum mod.

Hardly, I'd say this was the perfect place to get started, what with all the constant flamewars and whatnot

Also, good luck on this mighty fine special day!

This post has been edited by VoidSettler - April 01, 2015, 18:35:22.
Thread : General Discussion  Preview message : #845917  Replies : 18  Views : 2137
posté March 29, 2015, 04:44:54 | #18

Quote (Gelgy @ 28 March 2015 23:54) *
I think you guys are conflating shared mechanics to shared playstyles. The current post-revamp classes all have rather different play styles, and even if they grant similar benefits they do so in ways that reinforce what makes the classes fun. And compare the Cra's Earth Branch to the Panda's if you're worried about elements being too similar. The classes also have different interactions with turn resources, so the D&D comparison isn't quite right either.

Maybe I'd agree with the revamps being bad if I didn't think the revamped classes were consistently more interesting and dynamic to play (because of their design, not because they're stronger). It would be nice if they came out faster, or in larger groups, but I don't think that would be possible until Wakfu has the budget for more software engineers.

You are right there, and overall I'm still very pleased with the revamps, especially in comparison to their older versions.
What just bothers me a bit personally is how a lot of swiss-army-knife abilities get weaseled in without it being in theme or style with the rest of the class. On one hand I like there being options, but the ones they end up tossing in sometimes just feel so.. forced upon the class?

Take the healing arrow on the Cra - Whether or not its a good skill is besides the point, but thematically it just feels inconsistent, as if they ran out of ideas to enrich the conceptual cohesiveness.

Its really just nitpicking though from a designer point of view. When the moment arrives in combat, I'm sure I'll find the toolkit to be handy

Thread : General Discussion  Preview message : #844455  Replies : 387  Views : 14226
posté March 28, 2015, 22:58:02 | #19

Quote (YetAnotherNewbie @ 28 March 2015 22:39) *
If i might add my 2 cents to this discussion, i believe one of the biggest problems with Wakfu is the endless class revamps in the first place.

Not that many classes don't need to be changed because they are either weak or dont have appealing game-play.

Because it puts too much time between one class change and another's. The game-context in which once-valid changes were made are modified and a recent revamp is quickly outdated. Worse, these punctual revamps make it hard for developers to be able to make class design choices that permit each class to have a unique appeal.

Shielding, used to be a somewhat "special" ability, limited to gobgob osas, earth Sadi's, and (to a more limited degree) sacs. Now Feca's and Iops also have it.
Granting AP used to be a Xelor trademark, now Feca's and Iops also can.
Self stabilization used to be a Iop Unique, now Cra's can too, and i get the feeling its just because they were revamped together and they recicled a skill.
Whats with the double Srams have? How does that have anything to do with the whole "assassin" class concept? That self-shielding lock-stick that can push is too me a overpowered utility that the class got just because designers couldent think of anything better to put on the spell slot.

And all of these recent revamps... Well, Currently max level players have very few specialties they *dont* chose. Its hardly a choice for many classes. You take all specialties exept for "that bad one".

Isint it kinda obvious there will have to be some sort of Specialty revamp somewhat soon?
Arent you guys that *just got revamped* a tid bit worried that when this happens you might get stuck with awefull changes and put last in the "revamp line"?

Similar things already happened in the game history.

For example, the Feca class revamp came just before the game's overall stat overhaul, which included changes to player health, resistance, and locking mechanism. Feca players that were happy because they became "awesome tanks" with the revamp soon found out that tanking wasent quite the same thing (regardless if you agree or not that tanking still exists in the game, it should be easy to see that its kinda mean to, right after changing a class, changing game elements that define their role).

My entire point is that revamping classes 1 by 1 or 2 by 2 is a mistake.

Game designers should give a few balancing measures all around just to keep the classes that are currently kinda underpowered at least competitive, and revamp *everything* at the same time.

I think its the only way i can see they can give each class mechanisms that seem unique and interesting, instead of just throwing at whatever class is getting revamped the ideas they currently have, without really keeping consistency between classes and their proposed strengths.

Plus, by defining each class simultaneously, they can make it more permanent. Flat numeric bonuses and scaleable passives with caps are bound to require revamping just because as the game progresses and players gain items with more and more powerfull stats, a limited ability loses comparative strength in the end game context. A Specialty that gives 50% bonus damage might be overpowered when the level cap is 100, but kinda stinks now that it is 170.

I think Wakfu is broken in many ways. I think specialization to specific group-roles should be a thing. I think tri-elementing should not be possible.
By guaranteeing players cannot "kinda do everything" with the same character, any character brought to a group to preform his specialized role will feel like he is contributing in a unique way to the group. A tank would tank. A healer would heal. Element specific DD's would not compete with eachother because their elements do not overlap.

Right now a player with higher level and better items is pretty much better at everything, and current class revamp policies are making this worse by giving classes a even wider range of utility. A Eni can outdamage your damage dealers if she has better items, even though she was brought to heal. A Iop can give the entire team AP while he obliterates enemies, making a poor little underleveled xelor that came along to support feel useless.

This is lousy game design, the game is scaling badly the higher levels get, and punctual class revamps will not fix it.

I kind of feel the same I will have to admit. A lot of the current revamping reminds me a bit of what happened with Dungeons & Dragons 4th edition - The engine was solid and balanced, but it never dared to step into exceptions or personal exotic features for the classes, causing the system to feel incredibly monotone.

I'm worried that they are going to recycle too many 'element specific attributes' to classes becoming overhauled right now. I don't want to see an Ecaflip or Enutrof ending up with 'yet another' tanky earth tree for instance, just because they don't know what else to do with earth - Please be creative!

I'd like to see a Water Eniripsa do something amazing like rebound/redirect conditions on enemies/allies, but I shouldn't be surprised to become spoiled with more lock/dodge buffs for support right.. 

Thread : General Discussion  Preview message : #844369  Replies : 387  Views : 14226
posté March 28, 2015, 20:01:06 | #20
Obviously we'll hear more about what's in store soon, but this feels like the major focus point on the next revamp will, hopefully, be a reimagined Healing mechanism -
They already got rid of the old Bursty-Wakfu mechanic and incorporated the new revamps with Wakfu regenerative abilities to allow for drawn out combats, yet Heal Resistance is still around and cripples the concept of a sustained fight enviroment entirely.

Thread : General Discussion  Preview message : #844332  Replies : 387  Views : 14226