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Seguchi-sama's profile
Member Since : 2012-04-03
1162 Posts (1.25 per day)
Most active in : General Discussion
posté Yesterday - 03:19:33 | #1
A clever fire rogue could be awesome both at pvp and pve.

Thread : General Discussion  Preview message : #788829  Replies : 7  Views : 493
posté October 18, 2014, 04:31:57 | #2
Green smiley, red smiley.. Meh. This forum should also have a facepalm button.

Thread : News  Preview message : #788332  Replies : 15  Views : 320
posté October 14, 2014, 01:27:23 | #3

Quote (jade-harley @ 09 October 2014 14:36) *
when you trying to be a pro but something going wrong

Thread : General Discussion  Preview message : #787180  Replies : 277  Views : 34037
posté October 13, 2014, 19:11:29 | #4
Miner is easy. Try fisherman...

Thread : General Discussion  Preview message : #787099  Replies : 14  Views : 632
posté October 13, 2014, 01:04:45 | #5
I stopped leveling my chef, took lvl 92 only thanks to those double craft xp weekends.. But it's still THOUSANDS, I don't lie, thousands of cawwots and chilis.. I'm not that insane yet to keep leveling on those recipes.

They add (really appealing) stuff for lvl 100, while the lack of 80+ lvl recipes is still completely ignored.. Ankalogic.

Thread : General Discussion  Preview message : #786919  Replies : 6  Views : 311
posté October 12, 2014, 01:10:44 | #6
Sold, close please~ No trading, only kamas are accepted, sorry.
Ankabox or IGN: Ahobaka, Karigurashi, Suto.

This post has been edited by Seguchi-sama - October 20, 2014, 03:15:41.
Thread : Trade  Preview message : #786647  Replies : 1  Views : 119
posté October 10, 2014, 01:13:24 | #7
From my experience, drhellers and ice chafers DO stun a lot. Way too often and it feels like a 100% chance. But hey, let's better leave this unbalanced subject and continue with fucking the classes up.
Lately, I was dumb enough to bring my iop to help with powerleveling some dude at Frizz, I almost forgot how to fight these nasty mobs so the poor iop has ended up skipping almost every turn because that meelee chafer kept crit stunning him.
Where on earth is it fair.

Thread : General Discussion  Preview message : #786153  Replies : 54  Views : 1287
posté October 08, 2014, 02:26:15 | #8

Quote (Hudski @ 08 October 2014 01:57) *
Because it was Dragon Pig's weakness and he's not allowed to have any weaknesses.
Why not make him immune to blindness instead ._.;

Geez, it's been a while, but still hurts because this attitude is so unfair, and it's brought back by the recent stun change.

Thread : General Discussion  Preview message : #785599  Replies : 54  Views : 1287
posté October 08, 2014, 01:46:04 | #9
This one-side directed change bugs me as well. Removing blinding abilities? Leaving it on mobs. Removing stuns? The same. Isn't that a bit.. Mean?

Thread : General Discussion  Preview message : #785571  Replies : 54  Views : 1287
posté October 07, 2014, 22:12:56 | #10

I do agree that the waiting time on Meridia should be taken into account.
Now it's just a relic placeholder for those who didn't get a better one. However, a bit more than a year ago, when we had no relics at all, the weight of Meridia was.. Terrifying. If you had it, you were the king.
Don't forget that Almanax used to ask for some action/resource back then. Eternal ice, high lvl handyman stuff (OLD handyman) and such on. Does Ankama even remember the nightmare we had to go through? The further it gets, the more I'm convinced that they should've created two separate versions of Meridia. One is a reward for old type almanax quests, thus its stats should be more solid that the second one's, which should've been implemented alongside with the almanax casualisation. So that newer almanax is more accessible, but the reward is a bit weaker too.
BUT, no matter how hard/easy the daily quests are, despite what kind of effort we put in, it's a frigging 360 days waiting (bit less counting in the fact of compensations and events, still 300-ish), therefore it is supposed to be as just good as other relics are, if not better.

-Relics/epics now in general-

Yes, it's too easy. Casualised to the depths of hell and isn't worth to be called "relics" anymore.
My friends were away so I took their accs and 4-boxed wa out of boredom (my own accs are two), within 3 days I've made 6-7 runs and dropped 21 nettlez fragment, not including the tokens.. It's ridiculous.
Yes, the game has become really friendly to an average casual player who logs in for 30 minutes and doesn't have a constant circle of people to play with. But, does the population 100% consist of this type of a player? First of all, let's not start discussing what is a "normal" and "hardcore" player, it's pointless. But the fact is, people don't like when things are TOO EASY.
My friend who's been playing with me mostly every evening for 2 years, got bored really fast after this update, he loses his interest because everything isn't even a bit exciting to get. I'm pretty sure this case is not unique and lots of people do feel like this.
Before the change, the game was too unrewarding. True. But Ankama has just overdone that and made things.. Overrewarding? If that's even a proper word. Now, the game is just spilling rewards at you, making everything really plain and boring. No big long-term goals, no excitement, nothing that could hold your attention for long enough.
Yes it's a bad change.

But guys, let's remember that the topic serves another purpose, it's about questions-answers, but it turns into quite an aggressive discussion. Let's not derail the thread, or Mango will ask to close it again.
I'm sorry for keeping the discussion up by this post but I just couldn't resist throwing in my vision of the situation. D: It kinda needs attention from devs, especially the "easy mode" direction which the game went into.

Thread : General Discussion  Preview message : #785474  Replies : 796  Views : 20632
posté October 05, 2014, 02:09:39 | #11
The only addition I'm waiting for is inability to attack a player with pvp turned off, aka pvp immunity. Just like the posts above say, what the actual hell, pvp-ers are sorta protected from non-pvp-ers? Shouldn't it be the opposite, eh?
I belong to that number of people who doesn't enjoy pvp, no matter how good my characters could be. I just don't like dealing with that other kind of people, what's the problem? :I

Thread : General Discussion  Preview message : #784449  Replies : 32  Views : 1204
posté October 03, 2014, 15:11:13 | #12
Just recently had a talk about it.. Yeah, we all love tokens. By that I mean we love old tokens, apparently. There wasn't any "top tier" gear on those old token machines, no legendaries or whatsoever. Some people thought it's unfair, but the current token system proves quite the opposite.
Look how in less than a month economy went insane. Indeed, nothing sells, no need to buy something. Why even bother? You could just spam a dungeon for a few days/weeks (depending on dedication) and get your desired beltinterest or wa crown for free.
We can't earn money anymore. Soon we won't even need money - linked items will turn out as a total replacement, i.e. death of the good old market.

The fatal mistake Ankama did this time is, no wonder, putting epics and relics in token machines. Someone would argue, but let's face facts. My price statistics from Remi.
PDB per fragment, pre-update: 150-200kk | Post-update: 30-60kk
Nettlez per fragment: 200-250kk | 70-120kk
Woboots: 8mk | 3mk
No need to continue because we could already see the direction. Soon it's gonna be 10-20kk per most of relic fragments, aha. Good and accessible, you say? NO. Boring and alike.
They shouldn't have done that. Sadly, we weren't able to test it out in beta, because live server live economy etc. But just a month later, we see how horrible it turned out. What's next? No changes back, I guess. Say goodbye to the economy, to the market board, the loveliest and most unique aspect of this game.

There's nothing exciting in getting a piece of equipment that everyone already has. No feeling of the big, - yeah, sometimes very hardly accessible! - goal, following no joy of accomplishment. No excitement.
No diversity. No kama circulation. No economy as a phenomenon.
I believe this is not the initial purpose of token system, I beg for a quick re-revamp. Soon it's gonna be too late, guys.

This post has been edited by Seguchi-sama - October 03, 2014, 15:14:58.
Thread : General Discussion  Preview message : #783889  Replies : 106  Views : 1406
posté October 02, 2014, 23:24:24 | #13
Jacko (halloween) costume.


Thread : General Discussion  Preview message : #783721  Replies : 277  Views : 34037
posté October 02, 2014, 09:53:11 | #14
At last, someone suggesting a literal dickmeter.

Thread : General Discussion  Preview message : #783427  Replies : 42  Views : 671
posté September 28, 2014, 05:51:46 | #15
You're suggesting even less diversity? Wait haha what.
We already do lack choice in gear.

Thread : General Discussion  Preview message : #781738  Replies : 9  Views : 399
posté September 28, 2014, 05:44:43 | #16

Quote (Merriden @ 28 September 2014 03:50) *
I actually want to add to what has been said already about the AP/MP loss dealt by Lock. We were saying that monsters have tons of AP and aren't really hindered too much by losing 4 or 5, and that maybe the amount lost should scale accordingly.

It occurs to me that this is true for characters that have very little AP/MP, such as a Sadida's dolls. A doll with 3 AP 2 MP can't afford the penalty even with max AP and even if it's not the highest penalty.
Yeah, I've got a strong feeling that they didn't think out the whole system yet. Maybe we should ask Mango to forward this thing to the devs (because asking him is still way better than begging for GM's attention) and ask them to make the penalty apply in % but not stay capped at ridiculous 5 mp.

@CloudyMind - I don't know you in person but still very sorry to you. It kinda hurts, ikr. Some people are being indeed too rude in this thread, could you please just ignore them.
Although I don't agree that fucked up lock system is a solid reason to quit, I won't suggest just to "adapt" and put your head down.. But try to stay strong at least. Things are gonna change again, sooner or later.

Thread : General Discussion  Preview message : #781737  Replies : 113  Views : 2072
posté September 27, 2014, 02:46:53 | #17

Quote (Agosta @ 26 September 2014 22:27) *
If a monster moving 1 or 2 spaces is such a huge loss for you I think you're playing the wrong game. The countless number of push and teleport spells already made you useless before this update with how you're talking, sorry.
I suppose you never tried Flaxhid?

Thread : General Discussion  Preview message : #781364  Replies : 113  Views : 2072
posté September 26, 2014, 19:15:43 | #18

Quote (Brokonaut @ 26 September 2014 17:41) *
You need twice as much lock as the enemy has dodge when you are facing them in order to incur maximum penalties (-5/-5).
Thanks for clearing it up, though I find it logical to apply -100% mp in this case. Sometimes 1 mp does matter.

Quote (CloudyMind @ 26 September 2014 18:02) *
I don't know thow i can possibly explain this more simply... I'm sure there are others that feel the same way.
Yeah, I feel you. :'I

I'm particularly disgusted by this new system on Flaxhid, because we can't just put the boss wherever we want all the time. Stabilization. He gains it for entire next turn if we pushed/pulled/swapped him in this turn. When he walks 1 cell away from our tank, it's like a catastrophe. Yes, he walks away. I still don't know why.
Our tank surely has twice more lock than boss' dodge (with -dodge spells probably even more), but we STILL are unsafe and are forced to use mp chipping spells instead of damaging. Which means more class restrictions in this dungeon.
For now, we're bringing his mp down to 3, in this case he stays near the tank. But should I tell how annoying this strategy is? Half of my team prefers to ignore it and just go for the survival game, but I'm a fan of calm and safe strategies so I'm constantly arguing with own friends. That's what this system has done..

Thread : General Discussion  Preview message : #781235  Replies : 113  Views : 2072
posté September 26, 2014, 16:32:37 | #19
Highest achieveable lock now is around 700 (on sacrier), it's JUST twice as much as most of the regular mobs have, not to mention bosses with ridiculous dodge AND ap/mp number. What means we're just technically unable to bring them to a somewhat meaningful penalty. How on earth could we hit x3-x4 lock if we're dealing with a boss who has let's say 400 dodge? -__-; Take a second locker? Uh oh. I'm personally against bringing more than one tank in a group, I find it simply stupid in the first place. A single mob can completely pin a player down, while a geared (and runed) to the teeth tank can't do it?

Lock is overnerfed? Yes.
In a dodger player perspective, this change is awesome and now we can dodge mostly anything - if the penalty is greater than your class' escaping spell cost, simply use it and still walk away.
In a locker player perspective, everyone and their mom now could spit in your face and derp away, harming entire team, leaving you wondering, why the hell are you even called a tank.

This post has been edited by Seguchi-sama - September 26, 2014, 16:34:35.
Thread : General Discussion  Preview message : #781177  Replies : 113  Views : 2072
posté September 24, 2014, 17:58:59 | #20
Linked items are somehow killing the market, top tier items (no matter linked or not) are still challenging to get though. I mean stuff like hc sram or enu drops aha.
I've been playing for two years already and have a dual opinion about "wakfu 2,0". Something got easier in a pleasant way, something got casualised to the hell, nothing gained difficulty. I should be happy probably, less time for grinding etc, but there's some weird feeling.. Coziness is gone? Can't tell exactly, but they really did ruin some important atmosphere.

Thread : General Discussion  Preview message : #780106  Replies : 126  Views : 2006