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Christian-CAO's profile
Member Since : 2012-01-12
432 Posts (0.46 per day)
Most active in : General Discussion
posté September 20, 2014, 16:56:21 | #1
Hopefully in the future ankama will return set bonuses as a "bonus" for wearing items related to one another.

I don't mean free Ap or Mp ( with how they want to set a limit to what we can obtain outside of battle it is a must to drop these two) but additional bonuses for wearing a full set like range, control, distance/ close combat/ aoe/single target/ berserk/ back stab damage bonuses (about 10-30% depending on the level/rarity or the group of equipment in question) would be nice.

Also, maybe a look back on some alternate effects as set bonuses like canine dodge being brought back for moowolf or the fire based counter effects of magmog..maybe even give black crow/crowbak set in general the same passive ability of tornado/gale wind wall (the crowbak family spell rebound passive, though a bit over powered though I guess)...

My point is that there is allot of room for creativity when considering special effects on gear. All of which has been removed much to my personal distaste (except for the GlassHalfMp Boot effect boots and the Legano's Ap gamble I think... I haven't checked)

The problem with set bonuses were that they gave powerful stats for free and were a hindrance towards their ideal balance in gear... well change it so that set bonuses don't become something so sinister to your ends as Ap and Mp.

I don't understand why set bonuses needed to be considered while balancing gear...they are after all bonuses for wearing items that relate to one another. I can see why Ap and Mp would be a problem for the developers ( more so AP) but having set bonuses in of itself isn't so much of a bad thing as it could be another step into adding more interesting gear choices for players because while now diversity and optimization is nice....there are no real unique or interesting choices anymore past a few gems like Emiw.

I'd like it if set bonuses were only given for wearing the full set as they are currently for gobball, tofu, and apparently Blibli sets and that rather than overbearing stats like Ap and to a lesser extent Mp we could have a plethora of abilities and alternate damage bonus options in future choices.

Slap a Wp bonus onto that Tsutsu Tsar set once again and we'll have ourselves a good old time.

This post has been edited by Christian-CAO - September 20, 2014, 17:00:58.
Reason for edit : stuff
Thread : General Discussion  Preview message : #778302  Replies : 7  Views : 357
posté September 20, 2014, 14:12:06 | #2
Wait, what are you asking?

Well, if you are just trying to complete the quest, then you've already eaten the bwork burger he made out of moblings (which is scary considering moblings are little bworks)

So just go to the chef and he'll make bwork beer for you to give to that purplish pink idiot Bworkfoo.

However, if what you are asking is how you can obtain a recipe for bwork beer to regularly craft it for your self...

You can't. I don't know why they didn't add it into the games list of near useless consumables but there is no such option.

A shame too....lost opportuities all around and any kind of food based craft would have been welcome from that region in the game but I don't think there's anything... unless i'm wrong and just not well versed in the bwork/ wild gobball culinary arts.

Thread : General Discussion  Preview message : #778282  Replies : 3  Views : 119
posté September 19, 2014, 19:10:56 | #3

Quote (WNxSidewinder @ 19 September 2014 17:38) *

Here is a snip from my Steam review on Wakfu:

- Community is very cliquey, very hard to just play with others without them trying to recruit you or straight up use you as a loot mule. Which means, they bring you along, but you give them item drops in return to come along. This is probably the worst thing about the Nox (North American) community.

If you're not in a established guild, you're going to have a tough time basically. However, you have friends and experience, you should be fine.

This is true to happen anywhere, not just Nox.

Lumping the community into one big category and labeling the entire server based off of one or two bad experiences is in no way an efficient way to even begin to make a review on anything.

Thread : General Discussion  Preview message : #778022  Replies : 31  Views : 1080
posté September 18, 2014, 22:59:48 | #4
not my place to say this but what those two did to our dear OP...

was great.

The PvP system we have isn't some honor bound tournament fight.

It's a fight to the death that can occur at anytime.

How victory is achieved isn't an issue unless bugs are involved.

If you want fair 1v1 fights then you will have to wait for a Colosseum with special brackets where real competition can take palce and not this ruddy ganking system where we reward players for killing each other upon sight.

Pking is fine (subjective, don't kill me) but PvP is something that should be treated different from that.

Currently the only difference between pking and pvp is that on one hand you kill anything you want fro no real reason other than ego/enjoyment/being a prick etc, while on the other you only kill someone when it will be a benefit to you in the rankings and allow you to get special gear and keep the gear as you continue to use overpowering methods to win your battles. (if you do it the "fair" way)

If you can't tell, I don't like the current limited pvp system and am on edge to wait on the expansion of it.

Thread : General Discussion  Preview message : #777691  Replies : 31  Views : 922
posté September 17, 2014, 06:10:32 | #5



maybe the single tear from this native american can bring a little peace and thoughtfulness to this endeavor...


Thread : General Discussion  Preview message : #776889  Replies : 163  Views : 3652
posté September 16, 2014, 20:48:07 | #6
Hey~ Kiku, Pickles

I hear you and I feel you but you both need to shut the fuck up.

Shots fired all around. Keep it civil dammit. No need to call anyone a no lifer Kiku, and Pickles, turn it down a notch because that last statement was too personal although it was made in retaliation.

For the record, yes this is me TELLING you BOTH what to do. You both can castrate me after but silence isn't golden.

Any way...

On topic, the token system is "nice"

However, it affects the demand in the market a bit too much since gear is so accessible now that no one really needs to buy it unless it is really, really good stuff. Low level things at 125 and lower won't really be worth much anymore.

I'm more or less saddened by certain insignia going into the token system since dropping those rare gems was great and selling them for top dollar when they were very much fashionable ones was also very lucrative for allot of people.

I say this allot but If getting the best gear is what people aim for when playing the game then people need to reevaluate why they came and stayed with wakfu to begin with.

When you started out you didn't have nice things and yet you climbed your way up scratching and scraping for whatever gear you could somehow acquire.

So now, allot has changed and gear is easily accessible...okay sweet.

Oh, leveling up is easier now too?... okay.

We are stronger now and have a greater sense of progression... honestly I love the feeling of seeing my character actually gain something from leveling up. The "depth" is good... however the options are too universal and straight forward for allot of what we were given.

Limitations, breed Creativity.

We have all the points in the world to build something great but it all is so heavy and clumped together and generalized that you could barely call a build dynamic anymore or even interesting. Only gear and the classes passives will differentiate a players stats from one another.

Back to tokens... I like them, but I don't like them. I only see tokens as a band-aid till the TRUE craft revamp comes to fruition. Should tokens be removed when all gear is craft-able with exceptions towards relics and specialized world drops? No, however I think that the gear obtainable within the token machines should be balanced again.

Putting the boss set in there is fine but keep imperial/celestial/ whatever super nice options available out of the machines and leave them for a craftsmen to create with special boss materials.

Crafting is a part of wakfu that needs to be just as important if not more important to the game as war and pvp and guilds interaction with one another.

I'm no craftsmen, I don't have a single crafting profession past level 24 on any character. I see crafting as the market staple and looted gear as something to be valued.

So putting a middle range of equipment in token machines that are decent and substantial during a characters progression through content is fine.

Placing crafted gear on the next level of value is a must. I feel that gear crafted needs to be specialized and hold far more stats pertaining to that of distance/aoe/single target/range damages and also hold special effects like older more special gear used to have. I also would love it is crafted gear was able to further be customized pass runes. Small upgrades and reforging a weapon or armor to give it an extra boost, essentially increasing the level of that item to make the points fair and balanced.

Then there are special world drops/ epic/ relics ... they should be hard to obtain and I'd even go further to say that they should hold stats or effects (not auras though that is also a plus) that token based relics do not have. I know that it's not a popular idea but making UB, epics(non token machine), and relics(non token machine) different in many ways and if not better than token acquired ones.

I really don't see a future in the game if things get too easy but on the road to 200 (and beyond, who can say) content will come, new challenges are sure to arise, and not only that...

Our developers are listening to your feedback. They are alive! Everything is subject to change and will always do so when in season. However long it takes for one person to be satisfied with a change will in turn cause someone else to become dissatisfied. Just watching this game develop from beta makes me wish I was there for the alpha just to really see how far things have stretched and changed.

Pvp is a shaky joke though. That's a goal that will never end either... to have to continuously battle for the right to wear your gear...on the daily...never slipping up...

it's a level cap players field and not some place that low leveled people can hope to enter into.
The only way to really flesh out what we currently call a pvp system would be to separate the rankings into level based tiers...meaning you could only end up fighting people who are 3-5 levels over or under you.

Anyway, you two try not to get this thread closed please? Personal insults or jeering generalized statements about your player base is just lame and demeans us all.

Thread : General Discussion  Preview message : #776732  Replies : 163  Views : 3652
posté September 16, 2014, 17:19:57 | #7
That's one thing I never understood about this game...

old war system:

War is declared....okay.

Not allowed to go to the enemies nation... wait, what?

How are wars fought if you can't go to the enemies nation?

new pvp system:

Why can't some one with their pvp flags on go to another nation?

Why can't we go around killing people in other countries?

Now a bit off topic:

Is PvP set only to the islands?

Are clans men only supposed to be killing their fellow clansmen?

That's all I see in the nations are brakmarians killing brakmarians, bontarians killing bontarians and etc

I thought this was a pvp system being implemented...not a PK v PK system.

Contests of strength and cunning don't always have to end with people being slaughtered left and right...

What ever happened to a gentleman's bout?

I feel like the surrender button should be renamed Suicide

because you surrendering a battle against a player and then dying kind of implies you killed yourself.

The game needs a runaway feature and or REAL surrender button...

When pressing said surrender button your opponent is given the following options:

Allow x player name to leave the battle OR Decline the submission of surrender and continue the fight

Highlighting the runaway feature if it would ever be made, it obviously will take into account the distance from the opponent and the player who wants to runaway to allow a player the option to escape and end the fight.

To prevent real abuse, if a player initiates combat against a target the player who started the battle sequence cannot have the option to runaway... it'll be grayed out.

Also, in PvE I feel that the runaway feature should only be available in non dungeon content. If you are in a dungeon then running away should be impossible.

Thread : General Discussion  Preview message : #776650  Replies : 9  Views : 350
posté September 10, 2014, 18:17:25 | #8
Can I just say that even after all of the minitorturerrrrImeangames (which I really liked but I'm an old player)

it is all worth it just to hear the first few sounds that come out of Mammy god, I laughed too much, I cried a little.

She is the best kind of character...

Asutrb in general feels more fleshed out and really is brimming with a personality that it lacked in the past simply because it was far more focused on player content with hardly any npc's...while this still stays true for the most part, Npc's add something to the game that it really didn't have before and I welcome that change. Loving the changes to all of Asturb aesthetically.

The mini game thing is nice...but as you all say, it's not something that should be forced so soon and so frequently. Having a dungeon boss like the Great Wild Gobball (This Boss oh my God I'd rather challenge Dragon pig to a fist fight) which has a mechanic to defeat it rather than brute force can have these mini game traits and really be a nice change of pace from the normal beat-um-ups you deal with early on.

But yeah, tossing them down peoples throats as a way to completely progress through the game wasn't the best thing to do...

But this is all hindsight after dealing with it...on paper, I'd say it had the potential to be fun and engaging..but like most pointed out it missed the mark for new folks coming to a game.

There really should have been more build up involving the combat aspect of the game past the silly 3 rats in a windmill you get to deal with if you don't just attack piwi's and bowmeow... but I guess the incarnum tutorial was supposed to give that fill.

This post has been edited by Christian-CAO - September 10, 2014, 18:19:22.
Thread : General Discussion  Preview message : #773790  Replies : 14  Views : 968
posté September 10, 2014, 17:54:48 | #9
If you look closely at your screen when you start the pizz'larva minigame, the top right of the screen where your characters state icons are, show you what pizz'larva's to make.

The red icon is redlarvas, green icon is green larvas and the blue icon is blue larvas....

For easy mode it usually asks you to make tomato red/blue larvas and green larvas are almost always cheese. Pay attention to those icons because it could change maybe in the more difficult version.

good luck

EDIT: ALSO, remember to tenderize a larva before garnishing it with cheese or tomato or the garnish won't go on the larva, and also remember that you can't give a pizz'larva more than one garnish.

This post has been edited by Christian-CAO - September 10, 2014, 17:56:34.
Thread : General Discussion  Preview message : #773771  Replies : 1  Views : 152
posté September 09, 2014, 20:52:17 | #10
remember some folks take time to make time for wakfu when there is a big update like this.

"Oh, huge update on thus date? Schedules a day off from work in advanced, settles all other errand matters and cleaning in anticipation for fun."

and you can't play on the day you specifically scheduled yourself to play...

The moral of this is to always schedule a day off the day after a major game update.... this way you may not be the first to play, but you will most certainly be able to enjoy the game without the major complications of the first day players.

Thread : General Discussion  Preview message : #773153  Replies : 16  Views : 438
posté September 09, 2014, 20:39:33 | #11

Why would this be intentional? There is no reason to cap kitskill and toss so much onto gear....

I NEEEEEED my kitskill or else I can't wear ANY of my gear on my osamodas~!!

I need more than ten to wear it dammit!!


Thread : General Discussion  Preview message : #773098  Replies : 11  Views : 438
posté September 08, 2014, 23:31:47 | #12
What else was initiative determining besides turn order?  

Thread : General Discussion  Preview message : #771942  Replies : 4  Views : 282
posté September 08, 2014, 13:38:14 | #13
Is that so? I was asking Sabi if the option was moved somewhere or if it was removed... if it's there, be a dear and point me in the right direction because I am apparently Blind.

Also, account information sharing is most definitely a thing as I have paid for numerous (12) peoples subscriptions and given orgnies in the past. Not so recently the present, due to me either being blind or the gift option pulling a Houdini every time I look for it during purchases.

There are people in game who have their things taken from them or even characters deleted due to them sharing their accounts information. (probably not for issues relating to this I must admit so that part feels off topic to me as well)

This post has been edited by Christian-CAO - September 08, 2014, 13:41:02.
Thread : General Discussion  Preview message : #771787  Replies : 8  Views : 547
posté September 08, 2014, 00:55:04 | #14

Quote (viirtua1 @ 08 September 2014 00:21) *
They didn't mess up, your friend wasn't simply thought of when designing the payment system.

Until I get a message from Sabi involving this same topic that I gave to her a little bit ago I wouldn't say they didn't mess up.... but I also wouldn't say that they did mess up.

Gifts being given between players is very much needed or else ankama of the wakfu division is just opening the floodgates for people to get their accounts messed with even more often then usual.

People sharing information with each other to help one another out is a thing that needs to be addressed.

The gift feature helped to alleviate a little bit of the account info sharing that has been going on.

With the gift option down for everything it can only turn out negative.

There are zero to few negative outcomes to letting players gift items or even booster time to other accounts from their account.

This post has been edited by Christian-CAO - September 08, 2014, 00:55:59.
Thread : General Discussion  Preview message : #771607  Replies : 8  Views : 547
posté September 03, 2014, 21:22:15 | #15

Quote (MiniMikeh @ 03 September 2014 21:06) *

Quote (Drueric @ 03 September 2014 20:13) *
Its either do the same thing as everyone else, or play alone for 100 levels. Neither is a good result.

Give all of us new players a virgin server, or give us a wipe.
I thought you were against spoonfeeding?

Mr. I don't see a reason for crafters to get character exp

Drueric doesn't look like AnonymousXeroxGuy

-leaves because out of loop-

This post has been edited by Christian-CAO - September 03, 2014, 21:23:56.
Reason for edit : misspelled anons name~
Thread : General Discussion  Preview message : #769904  Replies : 212  Views : 2718
posté September 02, 2014, 17:59:58 | #16

guys... stop it.

You can smell the passive aggression and condescension in the air around here.

If only wisdom boosting food/ equipment were found in crafts... more people would definitely be crafting but it's not going to happen with this free to play system because of the cash shop.

it would be nice if wisdom candy were given to a player each time they leveled up a profession.

And the candy given to the player would increase in amount and quality based on what level of items were crafted.

But that doesn't fix your problem since you'll more than likely have to powerlevel to make the most out of those candies since that is the most effective way to level and utilize a wisdom bonus. If not done via powerleveling you'll still level up but not nearly as much as you could, which you seem to be the type who'd be fine with taking your time as am I. The levels will come with time but unfortunately gameplay will suffer no matter what path you choose, unless you find your niche` group of like leveled cohorts to converse and cavort with.

If you could go about talking with more people outside your spectrum of fellows and found comfort in their company to create more friends, although in game only, I am more than certain you could create a network of connections for future goals and current needs in the game for yourself and for the health of your gameplay experience. Powerleveling is indeed a boring situation to be under the influence of. Not contributing to an instance in battle is a fleeting and time wasting experience because other than the professions, combat is all the game can offer you other than a social media outlet. People who do take on being power-leveled aren't looking at the now and situations of the present current state of gameplay they are participating in and are only thinking about the future of their character... but a future without a steady foundation eventually finds itself lashed with uncertainty. I know plenty of successful people in the game who have been power-leveled. There is nothing that can't be done that is allowed in this game. Success is subjective...

I have a friend whom doesn't get to play often and while the rest of us are on far more frequently she often finds herself in a bit of a slight "depression" as we have all rifted apart and are out doing things the other cannot. I am very proud of my fellows for having gone far beyond what I have seen and done, but this friend in particular much like you doesn't like the aspect of powerleveling and neither do I. However seeing the dilemma for what it is and wanting more than anything to spend genuine and thoughtful time with one another and actively participating in activities together my friend found herself wanting to be powerleveled despite her stance against it. Now we really haven't done that as of yet and it's been a while since she was last on or the last time I saw her but I am more than open to help her level up. Whether that means making a new account and leveling up with her at a pace both of us are comfortable with or distastefully but all necessarily powerleveling her character

Now, back to the topic, looking into it deeper AnonymousXeroxGuy has a point in that you should focus more on your characters progression rather than focusing entirely on professions. Doing this actually makes it easier for you to level your professions since you'll need to gather your own materials at one point and if you take up a weapon craft I can guarantee it. Doing both at the same time also works.

On the flip side you can't buy all the materials you need but you can definitely pay some one else to get you your materials if need be though. So honestly you don't need to fight even once to get profession materials. Even though it really calls for those boss/ creature materials. You can ask a guild mate or a friend for help or just buy the things you need or hire someone to help.

--Argus Saffi Espen

Thread : General Discussion  Preview message : #769383  Replies : 76  Views : 868
posté September 02, 2014, 17:19:51 | #17

Quote (GodIsWithUs @ 02 September 2014 17:14) *

Quote (FuzzySyd @ 02 September 2014 16:11) *
On test, Osa's Starry Armor now only has one stack....... for the same meager shielding.

Lone Sadida stacks with dolls out. D:
I am fine with it only being used 1 per a person per turn since it absorbs all the damage. Though it is only a base of 39 at level 200, with how high resistance are for players currently and how high they probably will be at level 200, it is extremely potent for the cost. At 200, it will easily be able to negate 120 base damage for a 2 AP cost on even an offensive player that is in high end gear since 460 resistance score should easily be obtainable by then. Placing it on a defensive minded player will make it even stronger. It also seems like they want Gobgob shields to focus on negating damage for the whole team rather than one or two individuals. So overall strength still remains the same, just that it is spread out.
So the spell will be gaining potency? Or is this just based off of a characters resistances when under the effect of the shield and the level of the spell?

What if you aren't exactly all that well off gear wise and aren't level 200? Or even level 150? How effective would the shields be on simple targets like a gobball? That's a silly question from some one being silly, I'll just have to wait and see.


also, do class shields stack together?

This post has been edited by Christian-CAO - September 02, 2014, 17:21:22.
Thread : General Discussion  Preview message : #769367  Replies : 658  Views : 15979
posté September 02, 2014, 17:11:50 | #18
I'd love for the timer to be higher especially for those first hand encounters where you don't know jack about the fight and would like to learn. Speeding through at a breakneck pace while other more capable people blow stuff up really doesn't teach you anything about the creatures you are fighting.

But I would settle for having animations stop the timer as that would be the best thing ever honestly... my pandawa would thank you.

Also, what does anyone think about a button you can press after a certain amount of seconds have passed where you can cause the timer on a players turn to speed up? It should only appear if 15 seconds have passed and really only a douche would use it to their be a douche, because that's tactical genius.

I really would love it if xelors could cause the timers to slow down by one second on tock turns and speed up by one second on tic turns.

Make it so they can cast Time Keeper on themselves or another target instead of their dial and go to town~ the mayhem that would ensue

but I guess make it a limit of 3 on targets that aren't the that only 3 seconds of time is given or taken away... to kind of make a poke at Noximilien with his eliacube wakfu time manipulate epic fail.

"I am the master of TIME!!" -3 second speed up/slow down- "No one is impressed"

This post has been edited by Christian-CAO - September 02, 2014, 17:14:47.
Thread : General Discussion  Preview message : #769362  Replies : 46  Views : 1470
posté September 02, 2014, 16:53:00 | #19

Quote (FuzzySyd @ 02 September 2014 16:11) *
On test, Osa's Starry Armor now only has one stack....... for the same meager shielding.

Lone Sadida stacks with dolls out. D:
my post vanished on submission because of the lame auto log out crap around here.

basically, I just wanted to know why the shields don't stack.

Are resists getting that much of a buff? So much that base damages are going to rise on enemy creatures?

Do class shields from the Whip/Shoe/Steam and Shield classes stack effects? Or will only the last or strongest shield be in effect?

can they only block a max of 50% damage? Or does applying the shield automatically reduce damage by 50%?

Or is something like that decided by the level of the spell... And if so, how does that scale based on leveling?

Are low level shields for some classes whose shield is based on spell level going to suck even more now that shields don't stack?

Or is the limit on a stack only for the Whip/Shoe/Shield/Steam type of shield, that is made, based on the casters elemental mastery and level of spell combined?

Or is the maximum amount of damage the stack of shields reduce 50% no matter how many "stacks" you have even if it goes beyond the threshold of the creatures damage?

So in turn does that mean we can only reduce damages down to base with resists and then we can only block 80% of the damage we would have been delt with shields at 50% and followed by block for 30%?

looking at it like that that's a fair share of damage diminished...

Also, I know the classes will be altered again and some may even play vastly differently, but having my Whip's shield diminished to this extent when I know that I am incapable of "Properly" building a character to have absurdly high damages past 400 and lack the gear to really make it happen...

I don't see a non stack capable shield from a 2 ap spam able spell as a healthy part of my Whip's repertoire and would rather have the spell removed entirely and replaced with something else.... also they should get rid of the two target limit on the speedy command... what was that even for again? Does anyone else feel that the healing command is just...bad? They changed it from the resistance buff/heal that it gave (loved that) and just made it heal at a higher percentage. I'd love for it to do...something else other than just heal... but I guess that's just me.

So I guess I don't mind the 50% thing since block will take care of the rest and we'll only really be taking 20% of whatever we were going to be hit with... and throwing resistances into the mix since they are getting a buff (along with enemy base damages) and I guess it's fine.

This post has been edited by Christian-CAO - September 02, 2014, 16:58:07.
Reason for edit : ' 3'
Thread : General Discussion  Preview message : #769356  Replies : 658  Views : 15979