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Toasty4's profile
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Member Since : 2012-01-17
130 Posts (0.12 per day)
Most active in : General Discussion
posté Today - 03:17:18 | #1

Quote (Nox16 @ 22 December 2014 00:41) *
babi ogrest op
That thing is so adorable.


Quote (demonfoxassassin @ 21 December 2014 00:22) *


Spoiler: (highlight to show)
Today is the Golden Croum. Reward: Facebook kit
What do you mean by "Facebook Kit." I missed yesterday's...


This post has been edited by Toasty4 - December 22, 2014, 03:23:02.
Thread : General Discussion  Preview message : #813241  Replies : 84  Views : 6024
posté December 16, 2014, 20:30:17 | #2
So far my favorites have included the wallpaper, the emote, and the soundtrack. Coincidentally, I got the soundtrack from the series via the kickstarter the next day, but it's really cool to have the ringtone version for my phone.

The avatars are pretty cool too. Hopefully they're permanent.


Thread : News  Preview message : #810285  Replies : 16  Views : 412
posté December 14, 2014, 06:28:38 | #3
Chat boxes won't go away. Hi hi. I've got a problem with my chat boxes. My one set of chat boxes that I've got open are the General and Journal tabs. I've also got tabs for my Guild and Group chat along with those. Those are working totally fine.

I occasionally start a second set of chat boxes for private chats with particular folks. This time when I did so, however, they won't go away. I've had four chat boxes floating in the middle of my screen for the past two or three days and it's quite annoying.



Here's an example. Side note: I just logged in to take a screenshot and all of my chat boxes had been reset. Annoying, but it happens and it's manageable. I opened a private chat box to test if it was fixed, and then these got stuck in the middle of the screen again. This is really annoying. The worst part is that I can't even click in them to type. And I can't reopen boxes to these people, so I can't talk to them at all.

Do me a favor and fix this, yo.

I'm on Nox, by the way.


Thread : Technical Issues  Preview message : #808935  Replies : 0  Views : 56
posté December 08, 2014, 06:58:15 | #4
Wtb Gelano Frags. Pm Toasty or Han Solo in game or post here. I've also got a Power Dazzling frag and a Souleater frag I can trade for Gelano frags.


Thread : Trade  Preview message : #805924  Replies : 0  Views : 70
posté November 03, 2014, 08:44:34 | #5
Kickstarter: Digital Rewards Did anyone get this link and I just missed it, or was there an unexpected delay?

 


Thread : General Discussion  Preview message : #792630  Replies : 12  Views : 1162
posté July 02, 2014, 19:48:57 | #6
May I have a price check on the Gray Mage's?

Thanks.


Thread : Trade  Preview message : #751016  Replies : 22  Views : 1047
posté June 29, 2014, 04:49:47 | #7

Quote (Neneko88 @ 28 June 2014 17:52) *
"passenger" is such a bad title

I think ankama made these rewards trying to make fun of us..
We're passengers because we're just along for the ride. No back-seat driving. They don't want to hear us.


Thread : News  Preview message : #750211  Replies : 198  Views : 12887
posté June 28, 2014, 10:23:53 | #8
Hi hi. I see a Kam's Hand in the picture, but not listed. Is it for sale?

Ign: Han Solo

Edit: I just checked the post above mine... Nevermind...


This post has been edited by Toasty4 - June 28, 2014, 10:26:48.
Thread : Trade  Preview message : #750055  Replies : 16  Views : 981
posté March 29, 2014, 23:22:14 | #9
Name:Toasty
Class: Fire Sac
Level: 122

Name: Han Solo
Class: Earth/Air Rogue
Level: 126

Name: Arde
Class: Water/Earth Feca (600 Lock)
Level: 110

Content: Any dungeon above level 100. This includes Ultimate Bosses and the Villains.
Time: Tuesdays and Thursday-Saturday pretty much all day so long as I'm not at work or studying.


Thread : Events  Preview message : #708289  Replies : 29  Views : 2480
posté February 20, 2014, 23:23:11 | #10

Quote (Celay01 @ 20 February 2014 06:54) *
More important question is what are hoodlums doing there? You can see their zeppelin chain at roof.

Quote (Major-Caligari @ 20 February 2014 16:18) *
Harebourg's dungeon imost likely the airship in which he's currently traveling, probably docked somehwere at Frigost (walls sorrounding the tower and still visible on the map, probably) at least that's what the untranslated quest which can be activated on the beta server implies... This is just a roleplay location, for goodness sake. Your theory is far-fetched even from my perspective, and it definitely says something...

Edit: The room on the rooftop is a hq of another faction from the Bossowl books, the Aprophetics. Therefore, it bears as much importance for the Harebourg arc as the hall of the Sisters of Dathura. No connection at all. Your theory has just been proven completely false.
 


Thread : General Discussion  Preview message : #683227  Replies : 16  Views : 1058
posté February 09, 2014, 13:11:24 | #11
After a little more thought, I think that second equip, the breastplate with the 2% heals, will be quite nice. It's perfect to help mitigate the little damage that Fire Sacs do to themselves while not healing them too much so they lose their damage, and Earth Sacs have so much hp that it'll be a moderately hefty heal to keep them running long enough for the healer to get to them.

The more I look at these, the more impressed I am. I'll be spending all of my time at the new island until I get my hands on one or two of these items.


Thread : General Discussion  Preview message : #677169  Replies : 34  Views : 2089
posté February 09, 2014, 12:03:27 | #12
Rule #12: Every once in a while, or once every 100 levels or so, the Rng will bestow upon you exactly what you're looking for on the first try. Cherish. Rune it. Never unequip it. It won't happen again.


Thread : General Discussion  Preview message : #677155  Replies : 17  Views : 895
posté February 09, 2014, 02:18:38 | #13

Quote (JoolsX @ 09 February 2014 02:03) *
The only good change coming with this update is the exp bonus to additional characters, which I will be using to make a cookie-cutter build Iop, since you never seem to nerf those.
Don't give them any ideas.

Question about the exp buff: Say my character in slot one is level 120, and my character in slot two is level 140. Character one will get double experience, right? Or does it only work left-to-right?


Thread : Changelogs  Preview message : #677021  Replies : 469  Views : 27328
posté February 07, 2014, 09:21:17 | #14

Quote (axemangx @ 07 February 2014 08:08) *

Quote (Bloody1985 @ 07 February 2014 05:22) *
One less account to subscribe!

Hope this nerf causes a lot more people to stop subbing their Rogue accounts. If I learned anything during my time here, Anakama only cares about their money, not their players' feedback.

What a poor way to go around fixing an "OP" spell by breaking the entire class.
You don't even have a Rogue, where is your viewpoint even coming from

Any smart 140 player can admit how strong Rogues are compared to everything else

your denial is delicious to me
You do realize that by saying "One less account to subscribe!" he was implying that he has multiple accounts, right? His Rogue is probably on one of the other 1-5 accounts. Furthermore, you don't need to own a Rogue to have an opinion on them.


Thread : Changelogs  Preview message : #676299  Replies : 469  Views : 27328
posté February 06, 2014, 23:05:55 | #15

Quote (Gynrei @ 06 February 2014 22:42) *
@Toasty: I fail to see how a mob getting hit by storm arrow at max 2 per turn is much different than getting hit by firewall 3 per turn. The potential damage inflicted from firewall is extremely high for the AP invested. Should i compare it to other AoE's in the game?

I'm probably going to antagonize you further but... yes, I can certainly calculate the potential dmg from Punishment and Firewall. Every spell has a very real number cap to it based on your gear and your target. Why should Firewall be different?

Feca's are getting their glyphs 'nerfed' as well. They will only activate upon the start of the targets turn. Pushing, pulling, or pandas can't activate them multiple times. We don't know how Feca's new glyphs will play out yet. They haven't even been released.

I prefer to think Ankama is trying to stop the game becoming Roguefu. If they left this class as strong as it is more people will play them to compete. Many players bandwagon the strongest classes, this isn't a new theme in MMO's. I don't want to see that happen.

I don't think that's a great analogy. Ankama took away your screw-driver so you didn't poke the other kids eyes out in PvP when they're only allowed to use their bare hands (Forgive me if that was silly)
My point about the Sac's punishment and whatnot was that the only limit to the move is how often you can use it. The limit being put on Fire Wall is a very definitive line being put on the damage of the mechanic. Perhaps you're right in saying that all moves need an end-game that they shouldn't pass. All of the other moves in the game like Storm Arrow, Punishment, and whatever the hell you call a Xelor's blow-uppey thing are limited by things like Ap, Wp, and Mp, so maybe Fire Wall needs one too. Personally, I think that the limit of 3 per turn is too harsh of a limit. I'd rather see Ankama completely destroy the damage of the move as opposed to making it wholly ineffective after a handful of procs.

I think part of the reason that I'm so ardent on them removing the cap is that Fire Wall is one of the most technical and engaging parts of the game that not many players fully come to realise. Not many people can fully understand how to use all of the tools in the Rogue's arsenal to get the most out of the system, and now the one's that do are being punished for its clever use. For instance, I was watching Cie pvp in 5th the other day and when the enemy stepped outside the Fire Wall, I thought that would be the end for the Fire Wall until she could set it back up in a proper spot. Instead, she placed a bomb on the edge of the Fire Wall (that didn't further the reach of the Fire Wall) and used Barbed Wire to teleport the enemy to the other side of the bomb and back into the Fire Wall's territory. I can admit that I wouldn't have thought of something so clever, and I'm glad that there's a lot of interesting strategies that are coming out this strategy game.

Yeah, Rogue's are the hot class right now. And Cra's were too, not too long ago. The problem is that Earth Rogue's are still going to dominate, and even if they don't, another class will just take their place.

That analogy was far too silly and I simply refuse to forgive you.


Thread : Changelogs  Preview message : #676067  Replies : 469  Views : 27328
posté February 06, 2014, 21:27:24 | #16

Quote (Brokonaut @ 06 February 2014 19:11) *
You may be onto something OP.

Fine tune the idea. 10 initial fragments combine into a [very] weakened version of a Relic. 90 fragments later and you have a completed form of the Relic, with the item evolving every 10 additional fragments. Per se a Solomonk doesn't get +1 AP until completed.

I'm not sure if the people complaining about an OP exotic AP item from the get-go are remembering there is a non-Relic AP helmet, epaulette, and pair of boots. You can do 12 AP without statting an AP and without a Relic through these means.

• Mango
Hello, Makabras part two.


Thread : General Discussion  Preview message : #676017  Replies : 21  Views : 697
posté February 06, 2014, 21:24:56 | #17

Quote (Gynrei @ 06 February 2014 15:54) *
These dmg caps do exist. They are called "conditions" There are a ton of examples in game. Xelor's punishment is limited to 2 per turn, Storm arrow, 2 per turn. The list goes on and on.
I think the nerf was needed and I will be one of the few players that is happy for this change. I do agree with others that I prefer buffs to other classes but to balance Firewall something needed to be done. Firewall is a fairly unique skill. You can't exactly buff other classes to a Rogues level when they don't have this type of skill.
Only being able to cast a spell a certain amount of times per turn and/or per fight is completely different from only being able to do a certain amount of damage per turn. Tell me, can you calculate exactly how much damage a Sac can do with its six uses of Punishment in one fight? No, you can't. There are countless factors to take in like the Sac's hp, the enemy's hp, etc., etc.. With the upcoming changes to Fire Wall, you can calculate that. There will be a very real number that will be the cap on how much damage a Rogue can do per turn to every enemy, which seriously inhibits the entire Fire Rogue class.

One of the problems that I'm seeing here is that Ankama is only putting this limiter on Rogues. I mean, a Feca's glyph works in a similar manner. So, it's just as broken to have a Panda picking and putting down an enemy over and over again per turn. So why don't Feca's get the same cap? Why should Feca's be able to damage enemies multiple times per turn with their glyphs?


Quote (Karakedi @ 06 February 2014 18:01) *
Wow, so many people here "complaining/whining" about Rogue's while they are one of the most OP classes ever. I have read at least 5 pages of complaints about this class. But if one person comes here and complaints about Sadida's being nerfed to the ground, we get 5 hate pages :S

I would say, welcome to sadida's world. Ankama fucks classes, deal with it!! I am not saying that I am supporting Ankama but all this unfairness going on from Ankama's side and players hating is pissing me off. Now you all can taste some nerfs and know how Sadida's feel...
So your argument is that since Sadi's are broken, Ankama should break the rest of the classes as well? Are you a masochist?


Quote (Gynrei @ 06 February 2014 19:33) *
Since when is PvP the only justification to balance classes? That's very one sided.

Everyone does not lose when you nerf Rogues. The players using Rogues to beat content easier lose. It's an advantage that's been around for far too long. Saying OP Rogues benefited the community is not true. The players using Rogues benefit. They make the kama from sales. They get their drops faster. They move on to tougher content sooner. If you choose not to use Rogues or static without them, your group was at a disadvantage. (You might as well say duping benefits the community)

You keep pointing out things that just illustrate more reasons Rogues needed nerfing. The level of a dungeon is irrelevant. You say non Rogue groups take 1-2 hours while Rogues take 40 mins. Sounds like a MASSIVE advantage to me.

Again, we're not all losers. The real losers are the players not using Rogues to beat everything. The winners, obviously, are the Rogues. I don't know how significant this nerf will be. As you pointed out, simply bring more classes to keep monsters at bay so they walk through the firewall again. Enchance the wall with Feca glyphs and ranged DPS.

I want to point out one more time, I'd have preferred buffs to other classes instead. But in the absence of those buffs, this will do.
On the contrary. The players found a clever and relatively easy strategy to combat the difficulties of the higher level content, and instead of sucking it up, Ankama brought out the nerf hammer to ensure that their precious dungeons aren't being abused. I used to side with Ankama constantly, but this latest patch has completely changed that. Now I take the side of the skeptic. Honestly, I think that Ankama doesn't feel like coping with an evolving and clever player-community and just decides to take their toys away instead of making the content more challenging.

This is kind of like if Tommy's parents from Rugrats had taken away his nifty little screw-driver instead of finding a better fence to lock him in. Personally, I'd have fostered that creativity, but that's me. The point is, we do all lose, Gynrei. Not only will the level 140 Rogues continue to stroll through Wabbit dungeon with ease, but they probably won't even feel this nerf. At least, the non-Fire Rogues won't. All of the Rogue's pre-level 100, however, suddenly find themselves unable to solo a lot of content.

#wall-o-text


Thread : Changelogs  Preview message : #676011  Replies : 469  Views : 27328
posté February 06, 2014, 12:58:42 | #18

Quote (Sabi @ 05 February 2014 20:55) *
Thank you for the feedback guys, even if there is a lot of unhappiness, I will definitely also use this image for my report to illustrate your reactions.

I also agree that there is still a need to get the information earlier when it comes to changes on classes or big features.

As you have noticed already, we were also not able to provide you with a letter to the community, as we had first hoped to be able to post one every month, unfortunately all the necessary conditions didn't get together as planned.

We still do not have a date to share on this letter and the planning for the whole year, as we prefer to announce a date when we are certain of it, and not when we risk to change it, which would only bring frustration and disappointment.


Regarding the recent Rogue change shared in the February changelog, please make sure to check out this post as well: Here and share your opinion on that thread, so that we can keep all the February update feedback in that thread as much as possible.
Is it possible to report a Mod for posting off-topic information?

Don't pull attention away from the fact that you guys are bitch slapping Rogues in the few seconds before the bell rings at the end of the quarter. At the very least you could have given us time to mull this over as opposed to throwing it on us barely a week in advance. If I remember correctly, you yourself, Sabi, said that there was a small chance this "minor tweak" would make it into the Feb. 11th patch.

Nevertheless, there's no point in arguing this. Could you at least ensure that Rogues will be receiving a restat along with the Fecas? I'd say this is significant enough for a full overhaul of my Rogue. I mean, this patch as a whole is nearly enough to warrant a restat of all of my classes, but I'll settle for just my Rogue.

Good-bye, Fire Rogues.


Thread : Rogue  Preview message : #675683  Replies : 40  Views : 3088
posté February 06, 2014, 12:42:22 | #19
Personally I would love the challenge that the Ubs originally provided. I remember the days of all of the higher-level guilds appointing one man to stand in Wilds and watch for Excarnus to spawn night and day in hopes that they can summon the rest of their guild before any one else did. Those days were awesome. They gave us a hard challenge and had us come up with creative and interesting ways to solve the problems.

Nowadays, the only answer is just 4 or more damage dealing classes, and possibly an Eni and/or tank to come along as well. I can't tell you how disappointing it is to be a high level tank with 500+ Lock and still have to fight my way into a group and convince them that they need me. 80% of the content right now can be murdered without need for a devoted tank so much as them having the Eni of the group to stand in front and heal herself while the 5 Cras/Rogues (not any more, heh)/Enus/whatever-else-does-ranged-damage shoots over her shoulders. I can't wait for another Ub, or, better yet, the old Ubs to be revamped for level 200 with new strategies.


This post has been edited by Toasty4 - February 06, 2014, 12:45:14.
Reason for edit : Grammar is hard.
Thread : General Discussion  Preview message : #675667  Replies : 17  Views : 682
posté February 06, 2014, 12:26:30 | #20

Quote (Sargent-Wiggest @ 06 February 2014 11:49) *
This update will be the true moment for Ankama to show us if they hear us or not. Go tru the foruns and you will see that most players do not want these rogue nerf.

Also take a peak look into Sadida's glyph ( manifold spell )

A great spell and it's bugged
Who knows. They heard us on the topic of the Villains island. True, the whole idea was still scrapped, but at least they retroactively put the two Villains we already had back in the game.

For over two years now I've supported Ankama through thick and thin. Never once did I not support them in their decisions. I didn't always agree with them, but I still gave them the benefit of the doubt and kept my subscription going. I don't think I can keep that up after this patch. With this patch, they are completely going back on multiple promises ranging from the Multimen needing keys, to only their cash-shop hammers being able to be traded, to them totally scrapping the wonderful and engaging Villain island. I was willing to look past all of that right up until they decided to place upon us an entirely unreasonable limit on one of their better pieces of work - the Rogue class - instead of listening to the community on how we think it should be handled. For the umpteenth time, Ankama is guessing at what they think is right instead of listening to the players themselves.

You've lost a lot of fans a long the way, Ankama. Try not to push any more away from your wonderful game. This mmo is a gem amongst the genre and you're completely stifling its progress and popularity by the dictatorship you've set in place.


Thread : Changelogs  Preview message : #675653  Replies : 469  Views : 27328