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Member Since : 2011-10-19
13 Posts (0.03 per day)
Most active in : General Discussion
posté June 16, 2012, 13:19:41 | #1
Can anyone list for me AP costs of Makabras? The website doesn't provide that info anywhere so...

Could anyone please tell me how much AP does each Makabra weapon use? specially the fire ones.

Thanks!


Thread : General Discussion  Preview message : #192871  Replies : 4  Views : 410
posté May 31, 2012, 11:44:31 | #2

Quote (Torle @ 31 May 2012 10:45) *
It would seem that the devs DO listen to the players after all.

- Nemeth

I would really want to know if this is the case.

Considering Ankama's former position on community interaction... I'm inclined to think it's just a big coincidence.

But really, the incoming patch and my ideas are uncannily similar.


Thread : General Discussion  Preview message : #189521  Replies : 7  Views : 988
posté May 31, 2012, 09:35:09 | #3
I don't want to brag but... I have two Wakfu accounts, one to play in Remington and another in Elbor. (Aranfalc and Zudelc)

I did two suggestions regarding the spell system:

First with Aranfalc (triple spell ratio and skills capped at your character level):
Click here

Then with Zudelc ("redistribution" system taking exp from spells you don't want to use):
Click here


I don't want to brag but... Either Ankama has miraculously listened to me, or I can predict the future =P.

Any way, I'm happy things turned out as I expected. I might get back to play the game on summer... If more things change.


Thread : General Discussion  Preview message : #189471  Replies : 7  Views : 988
posté May 13, 2012, 19:52:18 | #4

Quote (Rokugatsu @ 13 May 2012 19:46) *
Then I suggest stop being hyped Rogues has just been released, Masq are not even in the game yet, IF they will release the new class, it will take another year or two.

Well, the word "hyped" is a little sarcastic as I don't even play the game. Not until Ankama does some pretty serious work on fixing all their screwups.

Also... I don't think it will take them so long. They'll probably rush it to appeal to more customers, while breaking another two or three classes they'll have to scoop back.

But still, I like the concept. Which ultimately is all that Wakfu is about: concepts.


Thread : General Discussion  Preview message : #185021  Replies : 34  Views : 3137
posté May 13, 2012, 19:44:40 | #5

Quote (Kissemisse @ 11 May 2012 22:11) *

Guys.. did you even read this part:

The reason why we decided to stop the evolution of spell experience once you reach level 105 is to solve a balance issue that just deepens into the game. Some are concerned that this just brings a bigger imbalance between those who now have to suffer this limitation and those who could level with the old system. Indeed. But leaving things the way they were would just have increased the amount of players able to abuse the old balance. We favored a fast action knowing that the new system would come soon and that then, balance would be restored.

He is saying that they are stopping the leveling NOW to further increase an imbalance BEFORE they implement the new system.

I find the bold part to be deliciously ironic. How can Ankama spell the words "fast action" after a four-year beta with a straight face is beyond me.


Thread : General Discussion  Preview message : #185017  Replies : 83  Views : 6468
posté May 13, 2012, 19:41:42 | #6
Nice, I'm hyped for this. Technologic + atheist class = win (that's pretty much how I describe myself IRL)

I guess it will be Fire/Air/Water though, not earth. Mainly because those three things are the components of steam!


Thread : General Discussion  Preview message : #185015  Replies : 34  Views : 3137
posté May 12, 2012, 19:50:09 | #7

Quote (Kissemisse @ 12 May 2012 14:05) *

Quote (Zudelc @ 12 May 2012 13:30) *

Quote (Shiraf @ 12 May 2012 12:07) *
A couple of problems I can see with this. Certain skills would end up getting locked again, certain skills you need but are limited to one use per turn would be in trouble.
Nope. I mean least used in a global scale. As in... The last skill you ever used with that character, not in the battle.

If you for example have a combo with three spells and the cap now is (hypothetically) lvl 80 for each one of them. The spell mostly used will raise to 100..while the lesser one used will drop to 50...
Sorry, again, I wasn't too clear.

What I meant is... The skill that will get negative exp is the one you haven't used for the longest time, in all battles. Therefore, it's easy to prevent skills you actually want from getting deleveled, you just have to use them every now and again.


Thread : General Discussion  Preview message : #184769  Replies : 7  Views : 861
posté May 12, 2012, 13:30:39 | #8

Quote (Shiraf @ 12 May 2012 12:07) *
A couple of problems I can see with this. Certain skills would end up getting locked again, certain skills you need but are limited to one use per turn would be in trouble.
Nope. I mean least used in a global scale. As in... The last skill you ever used with that character, not in the battle.


Thread : General Discussion  Preview message : #184647  Replies : 7  Views : 861
posté May 12, 2012, 09:59:38 | #9
Troyle, what about this quick fix for the spell EXP system? Let me see if I have this at least halfway right:

  • Ankama wants to limit the amount of maxed spells so that actual buildmaking is encouraged and players can't be overpowered jacks-of-all-trades.
  • Players want to have flexibility, and not be limited to the faulty choices they made when leveling up.
  • The balance issue of players leveled with the old system vs players with the new system must be taken care of.


So here's my solution:

At level 105, you do gain experience for spells. However, at the same time, you lose experience at your least used spell (higher than level 1).


This means that you can "reshape" your character by using certain spells while the underused ones keep getting de-leveled. There is no net win or loss: your character has the same amount of spell levels, just distributed in another way.

As you can see, switching from one tree to another would take effort, but it's still doable and gives the players their desired flexibility without the necessity for a lot of code. Also, the old players would only lose EXP for a while until they reach the normal cap, which may seem like a dick move but will be understood as necessary for balance.


This post has been edited by Zudelc - May 12, 2012, 10:00:42.
Thread : General Discussion  Preview message : #184557  Replies : 7  Views : 861
posté May 02, 2012, 23:35:01 | #10
Can anyone explain how Pyrotechnics is any good for positioning?

It appears it won't work unless the target is already in the vicinity of a bomb. How is that any good? It would be cool if I could teleport them to bombs when they were far from them, but from an adjacent position already? Quite useless!


Thread : Rogue  Preview message : #178795  Replies : 26  Views : 2417
posté March 19, 2012, 09:51:05 | #11

Quote (Zeitzbach @ 19 March 2012 09:49) *
Amakna = Ankama spelled backward.

Nyeheh~

You don't say? =P

Osamodas
Sadida
Xelor
Enutrof
Erinipsa
Cra
etc


Thread : General Discussion  Preview message : #154445  Replies : 10  Views : 690