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Smithmagic Revamp: Round 2
Narcissistic Larva * Member Since 2012-12-16
posté November 21, 2013, 17:53:43 | #21
By any chance could there be a free way to remove the current runes we have? Otherwise the runes that need to be removed to be replaced with the newer runes will add up into a ton of the current smithmagic hammers which will be needed to upgrade the post revamp runes.

There's no point in keeping the current runes post revamp just to have exotic seeing as post revamp runes will add more bonuses / the runes won't be removeable anymore.


This post has been edited by Melonmochi - November 21, 2013, 17:58:16.
Narcissistic Larva * Member Since 2013-02-23
posté November 21, 2013, 17:57:56 | #22
So about 150 runes, 150 hammers, and 4-5mk to get a fully decked out character.


This post has been edited by Monsieur-Balivernes - November 21, 2013, 17:59:32.
Community Manager * Member Since 2013-07-08
posté November 21, 2013, 17:59:44 | #23
Hi guys,

Coming back with more information:

  • It will still not be possible to merge/fuse sets with runes, as it takes a lot of Dev work and we will just not have enough time for this revamp.
  • The Damage runes will also give a bonus to healing, which will be of the same level (so a +10 Damage rune will also give a +10 Healing).
 


Ancient Eradicator * Member Since 2008-06-09
posté November 21, 2013, 18:00:52 | #24
Will those of us with powder already see their powder doubled when the update occurs? It would be nice of you to do that.


Speechless Crobak * Member Since 2012-04-04
posté November 21, 2013, 18:06:26 | #25
Wait, so, we won't be able to even attempt to get the bonus fitting our character's build? I mean, this game has damage dealers and tanks, we're trying to rune their equipment for pure damage, resist, but what after the revamp? What if we don't want, for example, offensive and support runes for a panda tank?


Soft Crackler * Member Since 2012-04-09
posté November 21, 2013, 18:10:09 | #26

Quote (Sabi @ 21 November 2013 17:59) *
Hi guys,

Coming back with more information:

  • It will still not be possible to merge/fuse sets with runes, as it takes a lot of Dev work and we will just not have enough time for this revamp.
  • The Damage runes will also give a bonus to healing, which will be of the same level (so a +10 Damage rune will also give a +10 Healing).
"as it takes a lot of Dev work and we will just not have enough time for this revamp" "as it takes a lot of Dev work".... sabi pls... really? the same old boring excuse ankama uses everytime again? what did the dev team do then since last revamp? i mean, i dont really care about runes, i dont use them and wont be using them, but saying the dev team is lazy about it because it takes time.... well, thats outrageous. This is not a free game sabi, that kind of excuses shouldnt be allowed :\ i want the best for wakfu, but seeing how ankama always takes the easy and fast way for everything....
  • The countdown has started, 2014 will be the end
 


Quote (Seguchi-sama @ 21 November 2013 18:06) *
Wait, so, we won't be able to even attempt to get the bonus fitting our character's build? I mean, this game has damage dealers and tanks, we're trying to rune their equipment for pure damage, resist, but what after the revamp? What if we don't want, for example, offensive and support runes for a panda tank?


sadly it feels like a rushed and half baked idea, there is enough time to make changes tho


Wilder than Wild Dragoturkey * Member Since 2011-05-16
posté November 21, 2013, 18:20:24 | #27
Dont like "exotic objects".
Can we have back our runes?
Or how we can clean items from "old" runes after revamp,if Hammer can not delete rune after?

Sad lost old runes...just lost...


Eccentric Moogrr * Member Since 2011-05-30
posté November 21, 2013, 18:26:32 | #28
I dont understand what will happen to equipments items that are already carrying runes.

For example: If i have a ring with +10 STR, what will happen?


Speechless Crobak * Member Since 2006-01-31
posté November 21, 2013, 18:40:15 | #29
Not even this smithmagic revamp is going to get it right. Come on.

  • We're not asking for you to design specific rune slots to determine the rune rolls, we're asking for the runes to not have to be rolled. We want to control what the current runes give, or be able to see what their stats are before we put them into our gear.
  • You once again completely neglect any summoner builds with a lack of control, cmc damage on runes. Why even play an Osa or Sadida at this point? You don't offer any encouragement or reward for playing their summon branches. You only reward people for playing straight-up damage classes.
  • Runes aren't interesting and don't offer anything unique to bump out your gear in the direction you need it to go. A hat that doesn't give a range can not be runed to have a range on it, for example, so why even use that hat when you could use one that does have a range and put more damage on it to match the one that doesn't have a range? For example.
  • We can't rune full defense or full offensive or full support sets, we can only rune a weird mixture of all three with no specialisation.
Stop assuming you know what we want and ask us, then listen. Runes were better off in the first system than they are in the second and now third systems.


Bellaphone Lover * Member Since 2012-01-30
posté November 21, 2013, 19:08:48 | #30

Quote (Grou @ 21 November 2013 16:00) *

What will happen to the already embedded items?The equipments items that are already carrying runes will not be modified: they will become exotic objects.

In return it will not be possible to upgrade their runes (also considered as exotic).
So... what's that mean? If u have runed item - u will have scrwed item after revamp? You can't remove the runes, like u did last time?


Teethless Sharkie * Member Since 2012-03-05
posté November 21, 2013, 19:10:30 | #31
bad idea with exotic.. there will be exotic dmg items in def or support section, and exotic tanky items for offenseve. Rich players who could afford such items before revamp will have a nice unintended boost. I am speaking of +50ish damage for non-offensive items. Sure these will become obsolete for 160+ levels but before the cap raise that would be OP.

Why not simply remove all runes and compensate with powder? (this was done on previous revamp)


Miss Winter Fashion Victim 2012 * Member Since 2012-12-20
posté November 21, 2013, 19:11:19 | #32
I second Decker. At least with the first rune system you could see which runes you are getting before equipping and sell/trade for ones that you need. This revamp really caters to cookie-cutter builds. There should be more versatility with runes.

In the future (I guess as the level cap raises) it would be nice to see runes that give +range, +kit, +control, +cmc damage. Anything other than the ordinary +damage and resist.


Quote (Sabi @ 21 November 2013 17:59) *
Hi guys,

Coming back with more information:

  • It will still not be possible to merge/fuse sets with runes, as it takes a lot of Dev work and we will just not have enough time for this revamp.
  • The Damage runes will also give a bonus to healing, which will be of the same level (so a +10 Damage rune will also give a +10 Healing).


Thank Zeus. I was going to be really upset if the new rune system gave no heals at all. Thank you.


Soft Crackler * Member Since 2012-04-09
posté November 21, 2013, 19:17:25 | #33

Quote (Hudski @ 21 November 2013 18:40) *
Not even this smithmagic revamp is going to get it right. Come on.

  • We're not asking for you to design specific rune slots to determine the rune rolls, we're asking for the runes to not have to be rolled. We want to control what the current runes give, or be able to see what their stats are before we put them into our gear.
  • You once again completely neglect any summoner builds with a lack of control, cmc damage on runes. Why even play an Osa or Sadida at this point? You don't offer any encouragement or reward for playing their summon branches. You only reward people for playing straight-up damage classes.
  • Runes aren't interesting and don't offer anything unique to bump out your gear in the direction you need it to go. A hat that doesn't give a range can not be runed to have a range on it, for example, so why even use that hat when you could use one that does have a range and put more damage on it to match the one that doesn't have a range? For example.
  • We can't rune full defense or full offensive or full support sets, we can only rune a weird mixture of all three with no specialisation.
Stop assuming you know what we want and ask us, then listen. Runes were better off in the first system than they are in the second and now third systems.
+1

and +infinite to "Stop assuming you know what we want and ask us, then listen" 


Dokushuuuuu * Member Since 2012-02-19
posté November 21, 2013, 19:26:31 | #34
I kinda like this new system... I think that itd be better if you gave more options.. maybe not now but in a few updates maybe make crit an option for damage, or other things avaiable... make it a small little thing you add every few updates or something if that makes sense? like summon damage or whatever. eventually that would be added to support.


Ancient Eradicator * Member Since 2008-06-09
posté November 21, 2013, 19:28:41 | #35
Anyone else think they will buff enemies again due to this? 


posté November 21, 2013, 19:35:04 | #36
Very well, but don't forger about the anis, make the runes of damage this way: Same number of damages and heals.

Example: Rune 3 damages and 3 heals


Teethless Sharkie * Member Since 2012-03-05
posté November 21, 2013, 19:40:10 | #37

Quote (GodIsWithUs @ 21 November 2013 19:28) *
Anyone else think they will buff enemies again due to this?
You already can rune items to get nice boosts, in the revamp you will have the same boosts but in a bit different way - so there is no need to buff enemies.


Bellaphone Lover * Member Since 2012-02-14
posté November 21, 2013, 19:42:07 | #38
Makes me sad I can't rune everything with pp. Why can't we choose the rune type for support? I mean really?


Soft Crackler * Member Since 2012-04-09
posté November 21, 2013, 19:50:36 | #39

Quote (Ninjjo @ 21 November 2013 19:42) *
Makes me sad I can't rune everything with pp. Why can't we choose the rune type for support? I mean really?
i think this is the best thing to do, so we can choose a mix of defense hp and lock if we are tank for example, and to not make everyone so op they could add a max number depending of the gear u are running, for example a maxed rune gives 20 lock on boots but the same rune gives 10 lock if you use it on an ammy, is perfectly doable and easy to balance.... but Ankama's moto is if it takes effort to do, we will do a "meh" version of it.


This post has been edited by saphiLC - November 21, 2013, 19:52:44.
Narcissistic Larva * Member Since 2013-02-23
posté November 21, 2013, 19:53:34 | #40

Quote (Ninjjo @ 21 November 2013 19:42) *
Makes me sad I can't rune everything with pp. Why can't we choose the rune type for support? I mean really?
It doesn't matter anyway since there is going to be a cap on wisdom and prospecting.