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its the end game NOW and right now that's what matters not whats gonna happen a year from now.
Completely agree. I've stated my opinion enough about the game so I won't repeat myself. Ankama is likely looking forward to the players joining from steam or those that may have come back. For many of them Wakfu will be a new experience with many problems like most 'new' MMO's. Personally I have a hard time forgetting all the crap that's come before and it really sours my experience.
For those of us that have stuck it out since beta... I don't think there's many of us left and Ankama probably doesn't care if we give up waiting at this point.
Make a cap on how many tokens one can get from dungeon daily. That will slow down no-lifers and will not punish those who have life.
This has been done in other MMO's and while I can live with such a system I see no reason to actually implement it. Slowing down a players progress by adding these limitations doesn't improve the game. If a player wants to grind non stop for 48hours straight and do what takes others a month, let them.
Just a matter of time boys and girls before you log on wakfu and find your self with nothing to do
For some players this will be true. For others it will not. I know which player is the vast majority.
The real argument is what type of game do you enjoy. Wakfu was dying under it's old philosophy. Ankama had to make a choice. Know the players need to re-evaluate theirs.
There is still time for the grind to return... because Ankama seems to think the drop rates etc will be lower as we approach level 200. A ridiculous plan/system imo. I can't speak for the difficulty as that's largely subjective.
Imagine if they used this philosophy when Wakfu was originally released and the level cap was 60. It would seem like everything drops instantly. The game wouldn't feel tough or worth playing at all. Would players really keep playing until higher levels and harder drops or content were introduced?
And Pickle, you're right. Atm there isn't much at end game I enjoy so I'll be logging on less and less. The PvP system and class balance is trash. But that doesn't mean the update isn't good for Wakfu overall. If PvP rankings were added without all the other changes we'd be having this same discussion. The best PvPers would be the best geared players. And of those, the top would be the best classes. Either way, Ankama better fix it before I get bored.
I don't care if players can farm the best relics in 10mins.
For a competitive end game, especially in PvP, you need more players on equal footing at end game. Equal footing is based on level, gear, and to some degree stats. Stats will vary based on build choices and class.
MMO's have some grind to get to endgame while most FPS's do not. If the level playing field in Wakfu is equivalent to grinding 24hours a day for months until a new patch is released and you have to do it all over again... something is horribly wrong. In that situation it means only a handful of people can compete. This means a smaller population truly at endgame. Fewer people to compete with is less fun. It's harder to find battles where you get to do what you logged in to do. That was Wakfu before global revamp.
Wakfu will never be balanced so the no lifers can spend months grinding the best gear to obliterate all challengers while the casuals only spend 1hour a day to be at that same level competing.
The grind needs to be found in different places that do not impact the PvP experience. Maybe it's titles, aura's or other areas that do not affect level, gear, and stats.
Wakfu is in a better place now than it was before. There is nothing wrong with most players gaining power easier and reaching similar stats as the most hardcore player.
Hopefully Ankama will add content and balance the game around this new meta. The future of Wakfu is still in their hands because there is a lot of work still to do. Class balancing or some way to facilitate group PvP for example. With characters reaching similar stats unlike before we can truly have HC content that will show off a players skill.
Ankama is moving in the right direction. They just need to find the right balance. This is only the first step.
Smith magic hammers are not required in any of the games system. We do not need smith magic hammers.
Why do we need zaps then? Would you prefer to play Wakfu with no zap's or dragoturkey's? Might as well run and boat every where in game. They're not required... as you put it. As long as Ankama gives us a way to accomplish something it's ok right, no matter how tedious??
Smithmagic hammers are the bottleneck. If you don't have a way to make kama that will also be an issue. Considering the speed you can clear Flaxhid and the usually guaranteed 100pp bonus runes are not a bottleneck. The time it takes getting your gear to +7's is reasonable. The last step to +10 is rough and expecting someone to use two runes instead of hammers is ridiculous. Even more so now that that % bonus from runes is much less compared to the whole.
Note: I have not tried Flaxhid after the dodge/lock revamp.
Being able to leave your form willingly feels like an after thought from Ankama. They added the ability to Enu's I believe during their revamp which was after Osa's. If that wasn't the case I just blew my whole argument out of the water
Look at the evolution of shields for instance. The first ones were very basic for the Sadida. They have since evolved for Feca's. You can look at Sram doubles and then the Masq double as well. Ankama took past ideas and evolved them or simply combined them with other strong abilities. This is probably the reason the latest revamped classes are strong by comparison.
Plus back when builds were typically mono element and stronger no one really worried about Dragon form. You had to play one element and if you were air there was no reason to leave Dragon form. With mono being the minority now it makes sense to revisit Dragon Osa and bring them up to speed. I'd like to think it will happen in the future... the question is when.
Grieving is now no different than before this update. You could always be grieved any given time and this is a fact.
Before the update you knew killing a player would yield no rank or points. After update killing players with wings MIGHT give you those things. Ankama didn't give players a way to know when they are killing players worth points or not. So many players are accidentally being PK'ed. It is a massive difference.
I just read the patch notes for the latest Hotfix... it seems Ankama added a way to tell if a player is worth points. Hopefully this will help the situation.
PvP as it currently stands is a travesty. Any PvP system should make it abundantly clear when you're attacking a player of the appropriate level so you can both enjoy what you logged in to do. It should also be clear when you're attacking players lower level that yield no points so you know attacking them is grieving. Of course a broken PvP system does no one any good except those that want an easy rank and points.
Everyone saying the system is fine and this could happen before needs to stop and think for a second. If you really think this system is fun and fair for everyone I'd like to see you leave the game instead. Not these poor souls that are just trying to enjoy the game their way.
This is Steams release after all. I hope everyone new to Wakfu is getting a good taste of what's in store for them. I'm sad to be part of this community atm.
This is another case of Ankama changing Wakfu and not taking into account everything going on within their own game. I'm sure nerfing sidekicks in this way was accidental but it doesn't change the outcome. Maybe someday we will see a fix but I'm not going to hold my breath.
It's safe to say Ankama has had plenty of time to get the fundamentals of Wakfu working well together. I don't know the number but a decade or half a decade of beta is enough. How long should players wait?