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SacridTaco's profile
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Member Since : 2011-05-31
364 Posts (0.26 per day)
Most active in : General Discussion
posté Today - 07:25:06 | #1

Quote (Oanhanhon @ 24 May 2015 05:13) *
Delete some characters, I had 7 them get rid of 3, but then I've experienced another problem, when I set up everything, I couldn't change my pandawa to a sadida because the game given me an "Invalid Name" error.
I got this as well. Leaves the entire character and anything on it, unusable.


Thread : New Bugs  Preview message : #865720  Replies : 3  Views : 86
posté Today - 04:52:02 | #2
Its like people don't understand that you can spec a character for a specific role right now. Without this restrictive system.  


Thread : Devblogs  Preview message : #865688  Replies : 423  Views : 5232
posté Yesterday - 17:30:44 | #3
Class Change is bugged After our characters had been imported, I attempted to class change my Sacrier into another class using the Class Change scroll.
At first, it told me that I had too many characters on my account so I deleted a couple. I try again and now I'm getting "Invalid Name". If I attempt to use the Sacrier, it immediately takes me to the class change screen where I left off thus leaving this character and all gear on it, unusable.
I'm hoping you can reimport my characters or cancel the class change; thank you.
 


This post has been edited by SacridTaco - May 23, 2015, 17:34:53.
Thread : New Bugs  Preview message : #865451  Replies : 1  Views : 60
posté May 22, 2015, 22:27:42 | #4
Do you like the new deck system? Straw Poll


Thread : General Discussion  Preview message : #865024  Replies : 64  Views : 1343
posté May 22, 2015, 22:12:27 | #5
Pokemon is completely different and shouldn't even be used as a comparison.
You don't have teammates in pokemon. You don't have a map on pokemon. You don't have "support" in pokemon.
Pokemon has little strategy and a very clear methods of gaining an advantage (elements being super effective). This isn't a thing in Wakfu.

Wakfu doesn't need a system that is needed for Pokemon. It needs something different.


This post has been edited by SacridTaco - May 22, 2015, 22:15:17.
Thread : General Discussion  Preview message : #865014  Replies : 53  Views : 779
posté May 22, 2015, 21:33:12 | #6

Quote (-Revoke @ 22 May 2015 21:23) *
It's supposed to be importing our chars right? I only had one playable server, bworker, and zero chars
For an 'adult', you don't know how to read very well.


Thread : Devblogs  Preview message : #864986  Replies : 423  Views : 5232
posté May 22, 2015, 18:33:36 | #7
If they want to balance classes, they need to finish revamps then buff/nerf where necessary. Limiting people is bad design and is the worst way to go about a solution.


Thread : Devblogs  Preview message : #864826  Replies : 423  Views : 5232
posté May 22, 2015, 17:05:36 | #8
So you guys happy now? You got to "try it on on beta" and it still sucks


Thread : Devblogs  Preview message : #864746  Replies : 423  Views : 5232
posté May 22, 2015, 16:11:37 | #9
"For our Crafting revamp, we decided to go with more of a 'deck' system. Now, you choose which professions you want to specialize in! But be careful which you choose; you won't be able to use the others! This will lead to more diversity among players and enhance the overall gameplay experience! "


Thread : General Discussion  Preview message : #864698  Replies : 16  Views : 469
posté May 22, 2015, 04:29:13 | #10
When you set up your build, you're also supposed to try and accommodate for the occasional enemy that you may need to deal with. For example, if you're a cc char, you may take 1 range spell just in case. These are things you're supposed to think about when designing your char.


Thread : General Discussion  Preview message : #864506  Replies : 28  Views : 562
posté May 22, 2015, 03:55:01 | #11
The simplest, and probably the best, fix would be to have any spells that are not in your deck able to be used during the fight but they have the effects as though they are level 1.


Thread : General Discussion  Preview message : #864496  Replies : 28  Views : 562
posté May 22, 2015, 03:21:52 | #12

Quote (Dawngoat @ 22 May 2015 03:16) *

Quote (Gelgy @ 22 May 2015 01:36) *
I think it's aimed at people who frequently run into the following issues:
  • You want to run a dungeon, but the dungeon just HATES your current spell build. This happens a lot for dual-element characters, especially with dungeons at level 100+.
  • Anyone who has ever struggled with trying to fit everything they'd like their character to do in a single build.
  • Wanting to experiment with spell builds and try out more situational spells rather than adhering to a proven build.
  • Running into fight after fight where this one spell on your skillbar is worthless, but you have to keep it there for those rare fights where you know ahead of time it'll be invaluable.
  • If you've every picked a spell for your build only to realize in most fights you'd rather have a different spell.
The idea seems to be that a player will have multiple decks, each suited to the needs of different fights. Since you are only committed to a given deck for the duration of a single fight, I don't think this is going to be as limiting as people fear.

As I said in the devblog thread: The only case where I can see the limits of a single deck becoming a serious issue is fights like Steel Beak and the hardcore Xelorium bosses. Maybe there's more stuff above level 140 where the limitations of decks will be a problem, but from my experience of the first 140 levels of the game, decks will be fine as long as we can swap between saved decks easily.

There is no need for a "do everything" deck for any character. It's a change of mindset, and we'll want to swap decks to suit whatever role our character is supposed to play in a battle. As for whether the slots are too limiting at a given level range.. that's something we'll be able to give feedback on while the system is in beta.

But this is essentially just the effect of allowing you to level more elemental spells.It has nothing to do with the deck system whatsoever. They could've left it exactly as it was before and just made the changes to spell experience, and it would provide all of the benefits you describe with none of the limitations people are having a problem with.
A second option could have just been making the restat quest simpler and usable more often


Thread : General Discussion  Preview message : #864475  Replies : 28  Views : 562
posté May 22, 2015, 03:19:56 | #13

Quote (Gelgy @ 22 May 2015 03:14) *
He seems to contradict that in the previous paragraphs:

Quote
In the past, active and passive spells used to span several levels. We have removed the part where you had to build up your active and passive spells at each level with points.

From now on, active spells have only one level. As for passive spells, these will have only one or two levels.

I think we'll need to check how it actually works on Beta, because it's sounding a little confused here. I'm sure as hell hoping he just means the slots unlock as we level, and the 2 levels of the passives are where our choice comes in, and we can grab any rank 1 or 2 passives in the slots as we unlock them.
That's just saying that skills aren't slowly leveled over time using points. Its like "You reached level 60! Here's the level 20 variant of that passive for you! Later on as you level, that skill will might be upgraded to a v2. Keep leveling! "


Thread : Devblogs  Preview message : #864473  Replies : 423  Views : 5232
posté May 22, 2015, 03:08:46 | #14
I'd also like to throw in that our passives are unlocked automatically for us as we level. No more choosing what we want, when we want it.

See "Each active and passive spell is unlocked at a specific character level and passive spells level up by themselves at certain character levels. Here’s an example: a passive spell that is unlocked at level 20 and adds +60 Dodge would level up automatically at level 120 and would add +180 Dodge.
All of these unlocks take place as a character levels up, from level 1 to level 200. "


Thread : Devblogs  Preview message : #864466  Replies : 423  Views : 5232
posté May 22, 2015, 02:38:12 | #15
And lets be honest, everyone is going to shove their build into 1 deck and only 1 deck. Maybe they'll have one "I'm gonna mess around this fight trololol" deck.
People won't use this.


Thread : Devblogs  Preview message : #864448  Replies : 423  Views : 5232
posté May 22, 2015, 02:05:05 | #16

Quote (Gelgy @ 22 May 2015 01:52) *

Quote (Heartyace @ 22 May 2015 01:37) *

Quote (SacridTaco @ 22 May 2015 01:27) *
It simply doesn't matter if we can deal with it. It's the fact that we don't have to.
Those of you saying "this'll let you optimize and specialize your build". Guess what. You can do that now without restricting anything.
If someone breaks your car window, sure, you can duck tape some plastic on there and deal with it. But should you want to? No. Broken is broken no matter if it's tolerable or not.
He gets it.
No he doesn't.

No seriously, that's not the point at all. Yeah, you can build an Air/Earth Sacrier that's completely specialized in mobile tanking, but if something isn't generally useful in the vast majority of battles, you won't bother with it. This new system will let you have a deck with those situational spells for the battles where they're most useful, and maybe even swap to Fire when you need to be more damage oriented. This isn't replacing one build with a single more limited build.

I'm not trying to say this system's not potentially flawed. I'm just as concerned about low-level builds being overly restricted, or builds for ultimate bosses being a pain as anybody else. But if we're going to criticize it, we absolutely need to remember that you're not stuck with a single static deck for a single character. If swapping decks isn't easy, or if the decks aren't sufficient for level-appropriate content, then it's a problem. And that's stuff we'll have to try out on Friday to be sure about.

If we can't save decks and swap them quickly, though, then I'll be ready to grab my torch and pitchfork too.
No. You don't get it. It's impossible to know what you're going to need for a battl. Things are called "situational" for a reason. You may need them, you may not. You don't know until you get into the fight.
Here's an example. Fire Sacrier and a Feca tank are in the same group. Sac is dealing damage and Feca is tanking. Feca dies so now Sac wants to go into defense mode and take a few blows. Guess what. Now you can't do that.
Here's another. Sram doesn't take Fear because there's a Panda. Not his job to move people so why take it? Running HC Vertox and the guy after him is about to be sucked into a lapse barrier. Tough crap, he can't help cause it wasn't his job to move people.
This limits tacticallity of classes no matter how you look at it and being able to swap a build before hand doesn't help anything.


Thread : Devblogs  Preview message : #864429  Replies : 423  Views : 5232
posté May 22, 2015, 01:55:33 | #17
You can attempt to justify it all you want but limiting us in any way is garbage.
There are much better ways to go about addressing your list of problems.


Thread : General Discussion  Preview message : #864424  Replies : 28  Views : 562
posté May 22, 2015, 01:27:37 | #18
It simply doesn't matter if we can deal with it. It's the fact that we don't have to.
Those of you saying "this'll let you optimize and specialize your build". Guess what. You can do that now without restricting anything.
If someone breaks your car window, sure, you can duck tape some plastic on there and deal with it. But should you want to? No. Broken is broken no matter if it's tolerable or not.


Thread : Devblogs  Preview message : #864407  Replies : 423  Views : 5232
posté May 21, 2015, 15:59:53 | #19

Quote (Dy7 @ 21 May 2015 15:00) *
Each active and passive spell is unlocked at a specific character level and passive spells level up by themselves at certain character levels. Here’s an example: a passive spell that is unlocked at level 20 and adds +60 Dodge would level up automatically at level 120 and would add +180 Dodge.

All of these unlocks take place as a character levels up, from level 1 to level 200.
If these specialties are unlocked as you level, do you still get a choice in which ones you want? Some specialties are useless for some builds while they're extremely important for others. If you can't choose then that completely negates your attempt for diversity.


Thread : Devblogs  Preview message : #864065  Replies : 423  Views : 5232
posté May 21, 2015, 12:56:30 | #20
It's like he didn't read at all.


Thread : General Discussion  Preview message : #863992  Replies : 85  Views : 2294