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Rebalancing Week: Feca, Eniripsa, Xelor
posté July 29, 2012, 05:58:22 | #121
Embarrassing...

Did you know this game hasnt have consistency:
Bug
Fixed
Another Bug
Fixed part 2
New System
Bug
Fixed
Rebalancing
Bug
Fixed
Bug
Bug
Infinite bug

Fail as a developer game,
To Ankama and wakfu Developer: did you know if playable character change without consistency day by day, will make your fans/player will confuse to playing, like this new rebalancing.
to much changing will desperate another player, and make him think to hard to easy to accept your Law?

Good game have a consistency about skills, mathematical algorithm, effect, etc. Another developer, will think about:
New System
New Event
New Feature
New Concept, without changing his initial Law
Treat Player to be exciting


So think about it, Ankama. This game is "The worst game and bad developer, i ever seen".

This game Star: Eight Stars from beginning, but ZERO at the end. Ankama and developer you Ruin your games, day by day.




posté July 29, 2012, 06:40:31 | #122
Man, if they nerfed one spell from one of ur characters its not a reason to cry here so emotional.


Quote
"The worst game and bad developer, i ever seen"
U just probably didnt play another small projects, that's all i can say.


Quote
Good game have a consistency about skills, mathematical algorithm, effect, etc.
Nah, in your dreams. Get real man, do u think perfect game will cost 6$ (LOL PRICE IS THAT MONEY) in month? And besides, there is no perfect games, every game haz its own bugs.


posté July 29, 2012, 14:56:54 | #123
this game is great!! no need to complain about it


posté July 30, 2012, 11:22:35 | #124
At first i really hated the nerfs to feca, but after reading a guide on the forums it make it seem really cool but im just wondering if making Fecammer 2/target op or not


posté July 30, 2012, 13:44:05 | #125
One of the air spells could apply Zombification - this way eniripsas that is out of wp could still deal damage with water spells as water/air build.


posté July 31, 2012, 16:35:47 | #126
@Karakedi

She doesn't, if you chose to go full water, support is your place unless you want to outheal damage. Yeah there is no strategy to that, there is no strategy to ANY class that chooses to go pure build. Have you ever played another RPG? Compare it to ragnarok for example, Priests only have one attack that does 10% damage of normal classes damage but everyone wants one in a party and its a pain to defeat one.

Yeah we aren't having this discussion again because its ridiculous to suggest a support build should do damage, you might as well ask for GM equips. If you want to do damage go air, if you want to heal go water that's how RPGs work. You make a choice and you stick with it, pros and cons. The devs choice is simply to make sure all classes are equally useful.

Deal damage / but bad mobility and unflexisble -
Fast and flexiable / but lower damage -
Enhances allies / but little to no personal attack. -
Deal range damage / Little mobility or slow cast or lower chance to hit.
High HP / Low mobility, okaish damage.


posté July 31, 2012, 21:29:07 | #127
feca not think so is to be taken to defend their emphasis is an unfortunate sram comes and takes it like cra, xelor, Sacrier, among others, but has the teleportation but if I go full damage feca emphasis as I am? then at least a "beacon" of about 5-15 turns invisible would already help a lot, I think it has at most a 30 Fecas al complicates already have hardest bit and let feca I was an intended change to the land but now water has to be fire, with the nerf that gave the orb (emphasis that of the ap)!


posté August 01, 2012, 18:18:47 | #128

Quote (Kikuihimonji @ 30 July 2012 13:44) *
One of the air spells could apply Zombification - this way eniripsas that is out of wp could still deal damage with water spells as water/air build.
wuuuut?
where did u read it? i cant see it in first post x.x


This post has been edited by leannia - August 01, 2012, 18:19:07.
posté August 01, 2012, 22:09:25 | #129

Quote (leannia @ 01 August 2012 18:18) *

Quote (Kikuihimonji @ 30 July 2012 13:44) *
One of the air spells could apply Zombification - this way eniripsas that is out of wp could still deal damage with water spells as water/air build.
wuuuut?
where did u read it? i cant see it in first post x.x
It's a suggestion


O Respeitador 


posté August 02, 2012, 20:09:22 | #130
i still don't get the rollback changes!!
20% chancees to gain 1ap for each ap used with a maximum of 3ap/turn.
does this mean rollback can occur more than once during a turn?
and what does maximum of 3ap/turn mean? you can only recover 3ap, and only 3ap, for each turn?
help


posté August 02, 2012, 20:35:41 | #131

Quote (Lmariachi @ 02 August 2012 20:09) *
i still don't get the rollback changes!!
20% chancees to gain 1ap for each ap used with a maximum of 3ap/turn.
does this mean rollback can occur more than once during a turn?
and what does maximum of 3ap/turn mean? you can only recover 3ap, and only 3ap, for each turn?
help
yes.


posté August 03, 2012, 03:56:07 | #132

Quote (leannia @ 01 August 2012 18:18) *

Quote (Kikuihimonji @ 30 July 2012 13:44) *
One of the air spells could apply Zombification - this way eniripsas that is out of wp could still deal damage with water spells as water/air build.
wuuuut?
where did u read it? i cant see it in first post x.x

have you forget? he is lord of suggestion XD


posté August 03, 2012, 08:56:38 | #133
what a nice sugesstion XD
so sad that we will never see it in game  


posté August 03, 2012, 12:43:17 | #134
I appreciate Ankama taking the fact that the Eniripsa is a support class into consideration by making sure they don't do more damage with Water Spells than they do with healing others by using them, but I don't think they've thought about those Eniripsas who may be fighting alone - Grandmeow's House for example - and specialize in Water spells, and don't wish to have to use Air or Fire spells to do damage.


posté August 04, 2012, 16:36:44 | #135
@Gen-X25

Weapons aren't just decoration. In solo dungeons you will unlikely die since you can constantly heal, and you can use weapons to deal decent damage.


posté August 04, 2012, 20:28:08 | #136
After the patch, the fight gonna drag several turns because of x3 HP, so to fight the xelor:
1/ Run far away from the dial and wait for it break, xelor cannot do anything because he cannot stock AP like the old time.
2/ Push xelor out of dial, it's very easy. Without dial xelor is quite useless compare to other classes.

Anyone will try Sac after patch? Build full hp, my friend calculation the Sac full HP may have 10~12k HP in PVP. With that much HP just charge to the enemy and use weapon to attack. Simple strategy but make every enemy cry @.@

_______________

Why I always see unbalance after balance patch? lol


This post has been edited by Hyutars - August 04, 2012, 20:29:19.
WAKFU Community Manager * Member Since 2012-03-01
posté August 07, 2012, 10:06:49 | #137
Update concerning the Xelor:

Rollback: changes canceled


posté August 07, 2012, 10:20:51 | #138
lol, this last minute log sure fun XD


posté August 07, 2012, 11:10:40 | #139
more please...

i hope heal wont reveal invisible anymore...T.T

and double can use multiple "spell bar" instead of 1 only...
i got all skill but double can use 1st bar only...
and inherit all passive skill from main !!!


This post has been edited by gmatahari - August 07, 2012, 11:12:11.
posté August 07, 2012, 15:07:28 | #140
Making Clock cost MP has crippled me as a water Xelor.

Now, if I move to a dial cell and use Clock with Aging, I can't move away again! I'm totally open to an enemy attack.
The whole Xelor strategy is based on using the dial to move in to attack and then out of reach again- we aren't designed to tank.

Put Clock back up to 6 AP. I'd rather keep the MP.

Other than that, I don't mind the changes- no real problems thus far. Please do something about Clock though- it's the key spell in most water builds!