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LioVamp's profile
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Member Since : 2007-11-27
632 Posts (0.68 per day)
Most active in : General Discussion
posté Today - 10:59:18 | #1
I liked dofus' cras, here is why and what wakfu cras are lacking
- real range (huge maps combined with native high range) - not in wakfu, smaller maps, other classes achieve similar range
- crowd control: -ap, -mp, -range, versatile pushbacks(no costing wp!, even not linear) - not in wakfu, 2.5 pushback spells with wp cost
- support spells: crits, range, damage (could be cast on others) - not in wakfu, it has no concept of long duration buffs, and what a blasphemy to cast buffs on your teammates! (sadi shields aside)


This post has been edited by LioVamp - September 22, 2014, 10:59:27.
Thread : General Discussion  Preview message : #778898  Replies : 65  Views : 1046
posté September 19, 2014, 13:43:51 | #2
good to hear that

p.s. I am still getting used to line-up for the ap buff to affect as many players as possible
feels like lining up for dofus eni +2 ap giving spell, too bad wakfu buffs last only 1-2 turns


Thread : General Discussion  Preview message : #777926  Replies : 12  Views : 450
posté September 19, 2014, 10:17:17 | #3
you are kidding, right?

stabil helps to be not pushed back or being swapped (good for lockers)

just pick another bonus and negotiate with other teammates who picks what


Thread : General Discussion  Preview message : #777867  Replies : 12  Views : 450
posté September 10, 2014, 12:36:52 | #4
somehow this 'for now' feels 'for good'


Thread : General Discussion  Preview message : #773610  Replies : 52  Views : 1138
posté September 10, 2014, 12:33:39 | #5
click, click, next, ok, I've read and accept terms and conditions, check, finish

 


Thread : General Discussion  Preview message : #773606  Replies : 9  Views : 626
posté September 10, 2014, 10:16:43 | #6
my skale had admiral set, and the bonus is gone, isn't that making this set (and many other) worthless?


This post has been edited by LioVamp - September 10, 2014, 10:29:53.
Thread : General Discussion  Preview message : #773568  Replies : 15  Views : 537
posté September 04, 2014, 11:15:08 | #7

Quote (WwhitecrowW @ 04 September 2014 06:24) *
95% is actually 50%.
1% is actually .01%
 


This post has been edited by LioVamp - September 04, 2014, 11:16:11.
Thread : General Discussion  Preview message : #770182  Replies : 36  Views : 1020
posté September 04, 2014, 10:52:58 | #8
well, the new system makes more sense and is logical, but that is a nerf to certain classes and will require more 'tactical' play

I both like it and not


This post has been edited by LioVamp - September 04, 2014, 10:53:07.
Thread : General Discussion  Preview message : #770176  Replies : 32  Views : 1168
posté September 02, 2014, 14:41:20 | #9
1. pp - they do nothing
2. challenges - they do nothing
3. "the other dude" always drops the stuff
4. when you need crit - it won't, but you will do 1k+ crit on a mob with 5hp
5. when you deliberately farm for specific rare item, it won't drop (and after hours of farming you invite a friend to help and HE drops that in couple of fights)


Thread : General Discussion  Preview message : #769301  Replies : 36  Views : 1020
posté September 02, 2014, 11:04:39 | #10
i vote 42sec for pandas

btw which class has the most actions per turn? (~10ap)

might be iops (5*2ap+2*1mp+1wp) but they usually chain all their 2ap strikes to one mob, so time issue is not a problem for them

pandas, if spamming karchmak might do 10 (maybe additional barrel hops), targets are spread out

water xelor 2*1ap+4*2ap+4*1mp.devotion+x*timekeeper, targets are spread out


Thread : General Discussion  Preview message : #769241  Replies : 46  Views : 1470
posté August 29, 2014, 16:14:25 | #11
there is a limit of 90 plants/trees for one 18*18 cell - so plan your hw ahead
fields have 36 spots, forests 10
if you combine 2 fields with 2 forests that would be 92 (almost a limit) - remember herbalist grass counts toward the limit too

gl


Thread : General Discussion  Preview message : #767410  Replies : 9  Views : 578
posté August 28, 2014, 10:14:11 | #12

Quote (BrainInAJar @ 27 August 2014 22:17) *
hey you guys, whats the point of crafting raid boole? it doesnt seem to do anything?

and where do I get ghostoplasm?
raid boole is used to remove a 4min debuff you get after dying
ghostoplasm - here 


Thread : General Discussion  Preview message : #767040  Replies : 6  Views : 265
posté August 27, 2014, 16:57:11 | #13

Quote (LowWide @ 27 August 2014 16:46) *
Ehm, always get said, sidekicks don't have the base 100 pp, here. And they only get pp from challenges.
proofs?

sidekicks give +100 (hidden) pp
proof 


Thread : General Discussion  Preview message : #766807  Replies : 14  Views : 613
posté August 27, 2014, 16:16:23 | #14

Quote (Soundtrack8 @ 27 August 2014 15:56) *
There were some spells that belonged to sadida that had a really awful progression (I think they changed it, but I dont play sadi :V) where the earth spells started out with really low activation %'s, something like 20% chance to remove an mp on a 6ap glyph. Making them pointless early game. The numbers may be a bit off - but if the progression begins from a reasonable rate then i could see it work
starting at 1% activation of stealing 1 mp and endeng at 100% steal 1mp and 100% to steal another mp is a bad design
if that starts at steal 1 mp and some time along the progression becomes 2mp - that's a better solution


Thread : General Discussion  Preview message : #766795  Replies : 79  Views : 2451
posté August 27, 2014, 15:49:55 | #15

Quote (Gynrei @ 27 August 2014 15:27) *

Quote (LioVamp @ 27 August 2014 11:11) *
Why not to scale range? aoe size? pushback distance? ap mp wp cost?

Wakfu needs to be playable from level one. Spell effects used to scale from level one to max and it was horrible. They might as well have not existed during those early levels.
Do not see how that makes them unplayable at lvl one.
btw skills are a good example, everything scales.


Thread : General Discussion  Preview message : #766789  Replies : 79  Views : 2451
posté August 27, 2014, 11:13:09 | #16
ahem... do they still drop from cracklers? if so, the question is: WTF?


Thread : News  Preview message : #766749  Replies : 17  Views : 466
posté August 27, 2014, 11:11:55 | #17
For all classes:

The fail I see is that there are only 4 usable (maxed or nearly maxed) spells for mono element and 5 for hybrid. You do damage with these spells only, there also utility spells that do not need to be maxed. IMHO that is not enough, you have to stick to 1-2 buttons all the time. I also do not like the way that spells scale: only base damage (with a few exceptions). Why not to scale range? aoe size? pushback distance? ap mp wp cost?


Thread : General Discussion  Preview message : #766747  Replies : 79  Views : 2451
posté August 26, 2014, 09:42:03 | #18
Is it possible to add a filter for specific stat to be of certain value?

e.g. I have an old belt and I am thinking of changing it for a better one, So I will search for a belt with damage GREATER than 30
same for hp, pp,res, lock, dodge etc.

p.s. good to hear that WE is still being developed, nice work =)


Thread : General Discussion  Preview message : #766468  Replies : 37  Views : 1012
posté August 26, 2014, 09:22:12 | #19
there will be a respec in September, there is a massive revamp on the way


Thread : Bug Archives  Preview message : #766462  Replies : 10  Views : 294
posté August 20, 2014, 14:31:31 | #20

Quote (Cabran @ 20 August 2014 13:53) *

Quote (FajneCycki @ 20 August 2014 13:23) *
Berserk Damage is an item effect just like Backstab Damage etc. By default it's 0%, and it applies when you are below 35% of your max HP.

Oh great, if people start complaining about me healing them above 35% then they can look forward to dying the next turn :/
lol, true

I almost forgot how angry fire sacs are when you heal them =)


Thread : General Discussion  Preview message : #764713  Replies : 137  Views : 6169