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Madd1's profile
Member Since : 2012-04-11
733 Posts (0.72 per day)
Most active in : General Discussion
posté January 22, 2015, 09:20:27 | #1
I would argue it's the opposite, the more your total final reduction becomes, the stronger it becomes, even if the total efficiency is lowered (such as diminishing returns on resistances) the total efficiency of having so much of it is still highly valuable and desireable, especially when you are essentially the most versatile sustainer alive. The diference in a 67 final res and 70 final res character is definitely noticeable. Even 76 to 79 is a very noticeable jump.

The arguable exception to this is in PVM where damage output can oftentimes overshadow sustainability, but even there, unless you can take a major that gives you significant boosts to overall utility or damage, I think resistances is the way to go.

Thread : Sadida  Preview message : #822764  Replies : 6  Views : 866
posté January 22, 2015, 09:15:19 | #2
As was stated, levels will become much more important than gear. In the time it takes you to finish most gear sets, you will be ready for the next set.

If you're determined you can mix Lunar, Arach, Dark Hurl, Rat, Excarnus, Vampyro, Moowolf, Milkar and probably a few others I can't remember to duo element in the 70-100 range. Since set bonuses aren't a thing anymore you can mix and match as needed.

Thread : Xelor  Preview message : #822763  Replies : 3  Views : 217
posté January 22, 2015, 09:06:36 | #3
Truthfully, I don't think of this boss' design as a puzzle. I think if it as a time sink, and it does a GREAT job at that. A puzzle is difficult to figure out and understand, and then becomes manageable in a timely fashion afterwards. A boss like Merkator... I would consider that a puzzle. You get a set turn limit to figure out and follow the guidelines to win. This boss is designed to take damage absurdly slowly, for reasons unknown, and therefore take forever. The fight is manageable and winable fairly easily from what I have seen today, but at what cost?

When your boss takes longer than the dungeon to get to him with a total time investment in multiple hours... Iunno if that design translates into fun... considering Wakfu's abysmal drop rates and comically slow progression at the end game... I would argue it's not.

These last two areas scream to me "Wabbit Island". Content that was manageable, but had mechanics so overly complicated, unfair and time-wasting that the progression didn't feel worth the time to many players. I feel like this is Ankama's response to cries of "It's too easy." I think the correct response to those cries was to ignore them and focus on a better end-game player to player interaction system... like GVG, NVN, Government revamps, craft revamps ect. Player/community interaction is what will keep a game going. Grind oriented PVM will not. I thought the game design community started to understand that when games like Everquest 2 were demolished by games like World of Warcraft.

If this is the direction the game is going in, I don't really like it, I'm not alone in that notion and it's been a hot topic of discussion within my guild lately, with universal agreement (as far as I've seen) that grind and time sinks are not the solution to the puzzle presented to Ankama, "Make a fun and enjoyable game experience".


Thread : General Discussion  Preview message : #822761  Replies : 23  Views : 747
posté January 18, 2015, 12:30:23 | #4
The single solution to all of these problems is to use incentive to drive PVP away from 1v1 (Which is unbalanceable and will continue to create these kinds of problems) and towards group pvp of 3-6.

3v4 is a lot less of a problem than 1v2.

If there is less to gain from one on one, then plays at cap won't gain as much by individually preying on single unflagged characters compared to teams actively hunting other groups of flagged players.

Doesn't matter when people join in if you've incentive larger team v team involvement.

How you incentivize this could vary, but honestly I think there should be more appealing options for Orbs and huge Merit/Orb gain bonuses (but NOT loss bonuses) for team PVP (I.E. if you play 3v3 you gain x3, but lose x1, This also plays a bit or could even possibly replace the second idea I have about PVP below).

Another idea I have for some of the smaller servers which are essentially PVP dead (Nox ;; ) is to create a system where the economy can be boosted quickly from the bottom. So a player at rank 10 gains more merit (but NOT orbs) of someone rank 4 or above, with diminishing returns as you approach the final ranks (3-1) which require the top % of the server and are essentially where the REAL PVP ladder would start (If your server has even a single person at this point in the game, which ours doesn't).

The reason for this is you stand to lose as much as you can gain in the beginning stages of PVP, and most of the time you stand to lose MORE than you can gain as you gain merit, so every merit point becomes comically precious. To the point where you drive most people who aren't hardcore about the idea of PVP to not bother participating at all.


Thread : General Discussion  Preview message : #821276  Replies : 9  Views : 465
posté January 17, 2015, 11:20:07 | #5
Hey OP man,

Didn't really see your post til now. My short take on your questions, tri-sadi is IMHO the best support that exists in end-game. While you can try to treat it like a DPT, I honestly think this will leave you disappointed, which I think is part of what leads to some of the Stigma about Sadidas. What makes Sadida so amazing is you can negate damage, heal, deal damage and lower resistance on critical targets, often all of the above the same turn.

That being said, it is pretty critical to keep your spells as high as possible, while I desperately want one more air spell and one more earth spell, the cost to get them would just not be worth the loss of levels. Since Sadida damage is already so low, you will really have to crunch on efficiency to be able to pull off decent damage. Even though you're support, in the current state of the game, everyone may need to pull damage at some point to pull their weight.

From what I read here, it sounds like I use dolls more than most do. I play 12 AP and find that it makes spell combos significantly easier. I also have no idea how people can choose not to play with dolls slapping out Chill as it will make the entire team hit harder.The downside of dolls is they are flimsy and stupid, like REALLY stupid. Like spend 30 seconds doing nothing until time runs out instead of using 3AP heal with full AP/MP stupid. That said, I think what makes Sadi so efficient is you can lower resistances, do some passable damage, heal and armor all in the same turn thanks to dolls. You just have to know when not to use them... because they can really make you hate your life sometimes.

As for control, I like 6. There really isn't much wrangling going on when you're tri because you can x3 Chill no LoS to wreck a mobs res and let dolls or team tear it up for you, so if you can pull off 6 dolls (which mind you is hard) you might as well have 6, given I tend to mass doll mostly in my own 6box fights as spamming them in team can really piss people off in sometimes. They're also crucial in PVP as in the current sustain-PVP climate, you will need to be using a Voodoll for the extra damage reduction and you may need to rely on dolls to do a brunt of the damage to targets as well as heal you while you armor yourself to reduce incoming damage.

6 Control end game is achievable through gear, but you're going to have your work cut out for you for an end game set that accomplishes that goal. Right now my end game set will be 5 and I'll just have to deal with that. I took the control specialty as a stopgap between mid and final level and when I respec at cap I will be taking it off in favor of 10% Final Resistances.

I thought pretty heavily about taking the WP Major, but I find myself using Tree less and less as my resistances continue to rise.

My theory of Sadida may be a bit abstract, I took the class up with 0 prior knowledge and developed my build and playstyle mostly on my own to fit my own team and individual character needs. Summary is basically, be a meat tank, let dolls take 'em out. Works horribly if you plan to solo, but I can permanently duo/support a top tier DPT, which allows each to fill in for the weaknesses of the other.

I think 12 AP tri Sadi is a trove of untapped potential which I hope to bring out before anyone can beat me to it


Thread : Sadida  Preview message : #820682  Replies : 6  Views : 866
posté January 17, 2015, 10:54:06 | #6
So you guys are saying I'm literally the only person who uses Air dolls in PVM? I have a hard time believing this.

I'd actually rather have more support power on the Sadi rather than focusing heavily on dolls... I want doll AI removed and any buff other than that is awesome, but about 1% as important as AI removal.

Thread : Sadida  Preview message : #820678  Replies : 30  Views : 850
posté January 13, 2015, 23:34:22 | #7
I can verify with photo that my UP crit Sudden Chill today, I only ever use Chill and Stench and BOTH crit effectively at approximately the same rate as my Sadida. So I can confidently necro and say that doll crits appear to be working from what I can see.

You're welcome,

Thread : Sadida  Preview message : #819672  Replies : 32  Views : 1701
posté January 13, 2015, 01:25:22 | #8
Someone should add a video of that Borg leader's terribad Xelor. He sucks, I want to see him die! ^^

Thread : General Discussion  Preview message : #819437  Replies : 16  Views : 1056
posté January 12, 2015, 02:48:46 | #9

Quote (Micestorff @ 11 January 2015 18:35) *
I love how PvP Gear desbalance the whole fight (4k hp vs 6k hp) also 1 vs 1 yawn...
Uhh.... actually 6k is pretty standard if you're using end game gear (not pvp gear) with the common Int build of 26 hp%, 10 res, 5 regen...

Thread : General Discussion  Preview message : #819233  Replies : 16  Views : 1056
posté January 09, 2015, 10:48:56 | #10
I like the concepts, but what I think everyone here fails to realize is as long as dolls are AI they will be as much of a hindrance as a help half the time. I'd much rather have player controlled dolls without extra spell casts than extensive mechanical changes. Ankama can't even get basic AI functions right, like take two steps and heal ally with lowest HP... or... even heal at all when standing next to an ally with full AP/MP. I will watch dolls walk too far away from a target and no longer be able to attack, passing the turn for no reason. Walk away from allies without healing the player that was in range at the start of the turn then into edge tiles and then walk back and fourth for no reason, MP draining the entire team. Block each others pathway and/or line of sight to targets when they didn't need to for attack. Consistently try to get within melee range of targets regardless of the fact that they use ranged spells. Go out of their way to attack the furthest, highest HP, highest res target, often at the cost of a second attack, even though they're next to the one that has the lowest resistance to their element, 22hp left, forcibly even out attacks between multiple bad targets (high res HP) instead of attacking a single good target (low res, low HP) ect.

Dolls are stupid, and the strongest buff Sadida could ever possibly hope for is the permanent removal of Doll AI and addition of permanent player control. If I were seriously trying to suggest a revamp to Ankama. That would be my top, and essentially only priority. If you focus on buffing a class with significantly more complex mechanics and doll functions than the existing ones that already can't perform basic functions like 'don't path poorly' and 'heal or attack logical targets', I honestly think you're going about it the wrong way.


Thread : Sadida  Preview message : #818615  Replies : 50  Views : 2623
posté January 06, 2015, 06:05:33 | #11
My only complaints are content that was removed and never replaced or just never fully implemented in the first place. Arenas, Dragoturkeys (Sorry but mounts do NOT replace some of the insane distance turkeys that were removed), Prims (which would be an EXCELLENT replacement for garbage, sorry I meant to say ecosystems), Riktus (Implementing Ogrest Chaos in player form is not an implementation. It's lazy and creates a huge troll mentality with absolutely nothing to risk in return), Guard/Outlaw system... I think that's what the Riktus PVP revamp was supposed to be, but it absolutely isn't... Wakfu/Stasis gauge, ect.

Most of your other complaints are off the wall. You can be depressed for depressions sake or you can choose to devote time to something you enjoy more. You control your own life, so you can choose.

Thread : General Discussion  Preview message : #817779  Replies : 32  Views : 1245
posté January 06, 2015, 05:47:25 | #12
Lol this is a thread asking for trolling.

Pick whatever you like, I rolled Brak three years ago and never looked back. I hate Sufo's maps, I'm not fond of the way Amak has split maps everywhere with awkward 'one way forward' locations in the most inconvenient places, and I just hate Bonta for being Bonta (Some of the Bonta hate you had to play in the olden days to understand).

I love all of Brakmar's maps except Sidemote. Sidemote was ripped right out of Sufo -.-. The Turkey 'revamp' was not kind to Brakmar, we lost a lot of critical turkeys, Weapons Bridge, Scara Pass boat, Mourning Wood Southeast, Sidemote Mines (The one that I bought my ffffffffing Havenworld for... Thank you Ankama.) Pabong upstairs... but... that is what it is. If you like another nation better roll that nation. This game is full of choices for you to make, why on Earth would you listen to the opinions of someone else? Are you a sheep that needs to be told what to do?


Thread : General Discussion  Preview message : #817777  Replies : 14  Views : 587
posté January 06, 2015, 05:40:33 | #13
I would say Sadida was best or close second, but the dolls are completely and totally re-re. So I'd put them a solid 3rd behind Eni/Panda. However I highly favor them in team play over Eni since I play with another Revive and you can armor, lower res, poison, do decent damage and great heals and usually change roles on the fly as necessary.

Few classes can claim to handle so many different roles at that level of efficiency.

Problem is, dolls are stupid. I'd gladly pass up on any Sadida revamp in favor of having all dolls player controlled all the time. Or I'll take both, both is good too  

Thread : General Discussion  Preview message : #817775  Replies : 26  Views : 1036
posté January 06, 2015, 05:35:36 | #14

Quote (Mox-Jackal @ 05 January 2015 21:20) *
alotting them to balance and fix pve
and nerf to death everything for pvp players
as pvp has killed wakfu and made every class pointlessly weak in pve
Uh... I've never felt stronger in PVE than I do now that I've nearly finished PVP setups... How on earth can you complain that chars are 'too weak in PVE' when there's tons of people out there still complaining the game is too easy?

I honestly think the devs are doing their best to find happy mediums and they've taken leaps and bounds in the right direction. The game will flow and change, you can flow with it or join the long list who have left. None of us really have much of a choice in that.


Thread : General Discussion  Preview message : #817773  Replies : 37  Views : 1266
posté January 03, 2015, 03:25:12 | #15
There needs to be better incentives for team PVP and for new PVPers to come into the PVP economy and gain something out of it.

Currently the Nox server pvp scene from what I can tell is filled with maybe 3-5 strong 1v1 players, Alt+F4s who will run from anything they don't think they have a 90% to beat, Gankers who set up fights where they can abuse the system by adding multiple team members to fights, players who try to force team fights through antagonizing, SLEWS of low levels who I know nothing about, and the very-very few of us who don't give a damn about winning or losing and just fight for the fights sake.

You can solve almost all these problems by adding more incentive to team PVP and more incentive for entry level (people who currently have nothing) PVP.

I've outlined some of my ideas to boost the amount of merit in the economy and therefore boost the viability of PVP (double merit only, not orb, gains for rank 10 with diminishing returns up to rank four or five, let's be honest, rank 3 is where real PVP starts since it's where ranks are based on ranking).

I like Ele's ideas for improved incentive for team fights as well. Team PVP is where balance is achievable, not 1v1. Trying to incentivize players to enjoy team PVP will make PVP feel a lot less broken in a lot of ways.

Thread : General Discussion  Preview message : #817040  Replies : 37  Views : 1266
posté January 03, 2015, 03:12:36 | #16

Quote (Brokonaut @ 02 January 2015 16:29) *
Sorry to burst everyone's bubble but uneven resist equipment is here to stay from here on out.

If you want to re-optimize to even resists the options are there (even if they suck), so long as you're aware that it's not a necessary investment in order to clear the hardest content. In a number of cases, the uneven resistances is so much greater than previous best-in-slot general resistance items that it tends to make up for it.

It's not uncommon in games that switching gear would mean that a new stat allocation would be newly optimal. Wakfu is no exception. Wakfu just has a pretty cruddy way of going about it (which I agree needs new options in the future to make it less... waste-of-time-y).

This is not why the decision to conclude Divine Dimensions at Xelorium was made (I don't know the exact reasoning, but it has something to do with the main theme of 2015 and the need to get on the same page as Dofus).

• Mango
If the developers goal was to force uneven resists they should have left resists on spell branches and split gear so there were smaller all resist portions and bigger singe to tri elemental resists like old gear/system. (Emphasis on OLD here... cuz who took that system out in the first place?)

As usual the implementation Ankama has chosen is clumsy and reeks of not having an overarching plan to their design. It honestly feels like Ankama builds one new change at a time and never sits down and has meetings about long term goals and plans. Nothing they do ever fits with whatever their next step is. Remove spell branch passive resistances, off res gear and make even resistances a thing. Next month, implement off res gear. What? Are you... are you serious? I mean do you like stepping on your own toes? Is that something you enjoy?

I'll probably just wait for the re-re-revamp of gear to make more sense for the average players, because two or more round revamps to get the job done right seems to be Ankama's solution to everything.

- Madd

Thread : General Discussion  Preview message : #817036  Replies : 35  Views : 1623
posté January 03, 2015, 02:56:14 | #17

Quote (lyricalglitchen @ 02 January 2015 03:01) *
Water xelors are meant for team play

Quote (lyricalglitchen @ 02 January 2015 03:01) *
Xelors are meant for team play


You will have a lot of problems justifying the water most of the time in hybrid. It's just absurdly weak and the secondary effects don't work very well with every mob in the game 12/7 or 12/8 and most players in the game 12/5 or 6.

Thread : Xelor  Preview message : #817032  Replies : 5  Views : 932