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Member Since : 2012-01-07
504 Posts (0.64 per day)
Most active in : General Discussion
posté March 03, 2014, 05:36:44 | #1
It's always worked that way. How have you not noticed yet?

Hush, before the devs see and make it unable to be cast when we have less than 2 AP.  


Thread : Bug Archives  Preview message : #687053  Replies : 1  Views : 81
posté February 15, 2014, 07:49:07 | #2
How about you write a guide instead of complaining.


Thread : General Discussion  Preview message : #680763  Replies : 10  Views : 359
posté February 08, 2014, 23:34:28 | #3
Why is this even a thread and not simply an Ankabox message to someone with authority?  


Thread : General Discussion  Preview message : #676957  Replies : 36  Views : 1085
posté February 08, 2014, 09:20:32 | #4
It has a prospecting lock of 200, so you'd likely have needed two players to have even a chance at dropping it.


Thread : General Discussion  Preview message : #676755  Replies : 17  Views : 533
posté February 06, 2014, 23:17:17 | #5

Quote (Gynrei @ 06 February 2014 22:42) *
Allowing players to abuse game mechanics to kill faster gives them more kama, levels and items than players who do not abuse them.

Please stop calling standard fire Rogue fighting tactics "abuse".


Thread : Changelogs  Preview message : #676075  Replies : 469  Views : 16668
posté February 06, 2014, 21:36:59 | #6

Quote (Toasty4 @ 06 February 2014 21:24) *
I think that Ankama doesn't feel like coping with an evolving and clever player-community and just decides to take their toys away instead of making the content more challenging.

Ankama literally said the change was to prevent Rogues from abusing enemy AI, but the enemy AI abuses itself! It's not even a matter of monsters willingly and fearlessly walking over the wall, but the fact that monsters standing on a firewall will...
>take one step towards player
>one step back
>one step towards player
>one step back
>takes one step towards player
>dies before even launching an actual attack

That's poor, POOR coding there. I'm so sad that Rogues have to endure the insult of "abusing the game mechanics" when it's NOTHING to do with the Rogue's abilities and everything to do with the monster AI being almost literally broken.

^ above example applies to Sadida dolls too. Inflatable doll refuses to heal before taking two steps first, and will often walk onto a Wall of Fire and die before healing anybody. TERRIBLE CODING, FOR SHAME.


Thread : Changelogs  Preview message : #676023  Replies : 469  Views : 16668
posté February 06, 2014, 21:20:28 | #7

Quote (Gynrei @ 06 February 2014 20:48) *
I can't tell if you're trying to imply I'm either not sane or frustrated so I'll ignore that.

Some players or guilds control the market on the items that drop from these time consuming dungeons. This affects crafters too. I'm amazed no one will acknowledge the advantages players have over other players based on the class they choose.

I wasn't talking about any individuals in particular, I assure you.

This, and your statement in a previous post read to me like "I'd prefer to get a raise in my paycheck, but it's fine for my coworkers to get a paycut instead".


Quote
A players effectiveness over AI monsters is not the only issue here. Wakfu is an open PvP game. With GvG also being promoted as a feature coming in the future. Those PvE advantages translate into PvP.You can ignore these advantages all you want, but they do exist. Otherwise, why balance anything? oh that's right, for PvP only.

I'm not clear on what exactly is your point. This nerf doesn't affect pvp very much, but earlier you seemed bothered about the idea of pvp playing too much of a role in balancing, yet now you're pushing it. You're supportive of a middleground, I'm sure, but it comes off as just confusing. I'm a bit offended that you seem to be saying I oppose balance. That's not how I feel, but I do oppose homogenizing the classes (which would surely even the playing field as far as economy goes, which you seem to want, but whatever) I especially oppose homogenizing the classes when that means making them all less effective.


Thread : Changelogs  Preview message : #676005  Replies : 469  Views : 16668
posté February 06, 2014, 20:31:41 | #8

Quote (Gynrei @ 06 February 2014 19:33) *
Since when is PvP the only justification to balance classes?

It's not, but sane people don't get frustrated when one class in a team-oriented game excels at fighting computer-controlled enemies.


Thread : Changelogs  Preview message : #675961  Replies : 469  Views : 16668
posté February 06, 2014, 18:23:44 | #9

Quote (Karakedi @ 06 February 2014 18:01) *
Wow, so many people here "complaining/whining" about Rogue's while they are one of the most OP classes ever. I have read at least 5 pages of complaints about this class. But if one person comes here and complaints about Sadida's being nerfed to the ground, we get 5 hate pages :S

I would say, welcome to sadida's world. Ankama fucks classes, deal with it!! I am not saying that I am supporting Ankama but all this unfairness going on from Ankama's side and players hating is pissing me off. Now you all can taste some nerfs and know how Sadida's feel...

This isn't constructive at all.


Thread : Changelogs  Preview message : #675851  Replies : 469  Views : 16668
posté February 06, 2014, 16:04:18 | #10

Quote (Gynrei @ 06 February 2014 15:54) *
I think the nerf was needed

You and I must not have the same understanding of the word "need".  


Thread : Changelogs  Preview message : #675753  Replies : 469  Views : 16668
posté February 06, 2014, 03:38:14 | #11

Quote (Peluzilla @ 06 February 2014 03:21) *
He, hehe, hehehe.

Now I can laugh on all the rogues.

The next thing to do is that the osas can only bost or attack thx.

And make Zurkas hit enemy or himself 50% they play with the luck after all.

And yops are brainless, so why don`t make them 20% chance of doing whatever the IA want? THX.


Yeah i`m a feca, 1 year waiting for the revamp. And yeah, any change that nerf any other class is music to my ears.

You are the worst kind of poster.


Thread : Changelogs  Preview message : #675499  Replies : 469  Views : 16668
posté February 06, 2014, 00:56:42 | #12

Quote (Sargent-Wiggest @ 06 February 2014 00:55) *
What long ranged atacks? First they are very weak and they lack range

He meant the monsters would use long range attacks to try and destroy a Rogue's bombs from a safe distance.


Thread : Changelogs  Preview message : #675449  Replies : 469  Views : 16668
posté February 06, 2014, 00:50:49 | #13

Quote (saphiLC2 @ 06 February 2014 00:41) *
a good fix for firewall could be like the following:

When a monster/player steps on a tile with a firewall glyph on it, it gets damaged and the glyph dissapears until the next turn of that firewall's owner, at the beginning of the turn, of course.

That would make more sense than magically developing inmunity to fire damage, if thats the case, implement that in every monster's/player's fire skills, so it makes some kind of sense, 3 hits with fire and you are inmune for 1 turn...no? no.

What they really need to do is improve the AI so monsters target the bombs, like... if monster detects a lot of bombs next to each other, try to pop them, that would make the game more challenging without nerfing anything :\

It might be that I don't understand your explanation, but wouldn't it be even more self-destructive of the monster AI for them to try to pop bombs? They'd be hurting themselves by doing that.


Thread : Changelogs  Preview message : #675443  Replies : 469  Views : 16668
posté February 05, 2014, 22:50:54 | #14

Quote (Gynrei @ 05 February 2014 22:36) *
I'm still very curious about what prompted Ankama to 'improve' Rogues. Was it the recent videos posted from players clearing dungeons using Firewall?

Because if Ankama doesn't tell us the reason... players are going to make and post fewer videos. This also slows word of mouth about the game.

If there are bugs or unfair systems in the game that hinder players, Ankama turns a blind eye, but bugs or unfair systems that benefit players are swiftly dealt with.


Thread : Changelogs  Preview message : #675401  Replies : 469  Views : 16668
posté February 05, 2014, 21:33:16 | #15
Devs will be insane to go ahead with this Rogue nerf considering the amount of dissent on both the EU and FR forums. On the other hand, maybe they truly, truly do not care what anyone else thinks.


Thread : Changelogs  Preview message : #675319  Replies : 469  Views : 16668
posté February 05, 2014, 21:30:17 | #16
You should really consider including a screenshot of what you're seeing when you make these kinds of threads.


Thread : Technical Issues  Preview message : #675315  Replies : 5  Views : 247
posté February 05, 2014, 20:09:11 | #17

Quote (Sabi @ 05 February 2014 20:04) *
Now I did ask Grou to explain further the Rogue changes and here is what he said:

"The limitation on Wall of Flame is to prevent AI abuse, but it is planned in the future to review the Fire Rogue to give more flexibility."

"But it is planned in the future to blah blah blah" NO. I refuse to accept half-done changes, Sabi! That is not even close to a satisfying response from Grou.

And tell me how the severe damage reduction has anything to do with "preventing AI abuse"?? I don't think that it does!


This post has been edited by Merriden - February 05, 2014, 20:10:15.
Thread : Changelogs  Preview message : #675271  Replies : 469  Views : 16668