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Quitting Wakfu?
posté August 18, 2011, 08:56:05 | #1
Quitting Wakfu? Rawr, forum monster ate my whole post last time. I tried to rewrite it all again, attempting to leave no major bits out. Seems the forum is almost as crap as the game itself.

I started playing Wakfu because Dofus was boring me. There were no updates, all Ankama cared about was PvP, which I hated and failed at, and there was nothing to do except grinding. Then I saw that Wakfu was in Open Beta, and that was all the encouragement I needed to create a character. I knew about wipes, but I still wanted to give the game a whirl. At that time, the only characters available were Iops, Enirpisas and Cras, so I chose an Iop. I adored its low cost, high damage spells, as well as the cute and sharp graphics, introduction of Wakfu Points, the ecosystem and cheap economy. I was also surprised, knowing Ankama, that the classes were even somewhat balanced! I leveled the Iop, using spells like Jabs, Gutting Gust and Uppercut to use all my points. At that time, most players were French, but the servers were largely empty, so it was easy to mine or grab other hotly contended things ingame. I could level up slowly and safely on Wodents, or adventurously on Snoofles.

Then came 0.303 on April 21. Big nerf to XP across the board, removal of Snoofles, and if you're slightly higher or lower than the mob you're killing, you'd get zero XP. This made leveling for a weak class like an Eniripsa, who cannot defeat monsters their own level, very difficult and made a class gap. Very few extra features were added, even though the political system was. We had no governor, but when we would later get one (s)he would set the taxes, establish laws and allow other nations access to their own. It sounded like a fresh new feature that fit Wakfu like a glove.

0.305 arrived on May 26. Finally, the Sacrier and Xelor was introduced, my two classes I wanted to most see. I started with the Sacrier creating a character I still have today and neglecting (and deleting) my old Iop. I initially enjoyed playing as an Air Sacrier, but was slightly disappointed in the class overall, most notably in the fact that the class doesn't actually gain anything for getting hit, unless you're an Earth Sacrier or have Overpowerful raised, of which I had neither. I instead tried a Xelor. I based him around a Water based, Hammhour build. I was pleasantly surprised at their damage (especially burst damage, obviously) and versatility for a support class. At that time, you'd get your Dial's AP back every turn, not just on breaking. This meant that after just three turns of buffing with a maxed level Timekeeper (available from level 11) and 6AP (available from game start) you could end up with 90AP, allowing for a LOT of Hammhours (unlimited, as I found out). I sped through the early levels. Less than a week after that patch, on June 1, a hotfix was made, nerfing both Sacriers and Xelors. The Dial now gave all the AP back only upon breaking, meaning I could only get 42AP after three turns. However, this is still a lot and was somewhat expecting this as beforehand Xelors were extremely powerful for a support class. I took this well.

After mucking around, and for the most part loving, the 0.305 Xelor, on June 21 Ankama released details about the new patch, 0.306 to be released on June 22, French time. This patch looked like it did very little to Xelors, except for the fact that the bugs were fixed and that all support spells, Wakfu-wide 'are being re-adjusted in cost'. No-one anticipated just how far Ankama would take this. I woke up on the morning of June 23 (my timezone meant that the patch was on this day) and ate breakfast quickly to login and enjoy the new patch. However, I didn't realise how wrong I was going to be. Nothing obvious seemed to be change; heck, even the 'coming soon' spell was still disabled. I then saw the skill reset and went back to max Timekeeper before gasping for about a minute and finally realising that spell costs had gone astronomic. It required me to level to 60 to max it. Considering that the highest ingame equipment at the time was level 69, having spells maxable at levels 45, 60 or 72 is an absolute joke. I ranted and raved on the forums, before noticing that Ankama's presence here is literally nil, and that complaining was futile.

I did very little on the game for about a month, then I decided that I did want to get back to my former glory that I experienced at level 11 just a month ago. I started to grind on Kelba Bridge (very little to grind on, elsewhere) many hours per day for many weeks, to level from 41 to 60. Upon realising that I could finally cherish my maxed out Timekeeper again, I quit leveling, and started to casually relax in Incarnam. However, less than 2 weeks later I was in for another tragic shock.

On August 16, the notice appeared for the new patch: 0.307. It would be released the following day, in French time (this meant August 18, today, in my time) and would contain multiple improvements, including fixing the '0 timer glitch' and finally re-adding a high level Water set, after the Whirligig set being removed from Water bonuses in 0.305. I was ecstatic, thinking that nothing could go wrong. It seemed that the spells were being reduced in cost, and even Sinistro was being removed, meaning that I didn't have to worry about failing to get that +1 Command gem from Clowdy Dungeon and feeling like I was at a disadvantage. I happily slept that night.

On August 18, I woke up with a jolt. I raced downstairs, bolted down my breakfast and switched the router on, eager to access the new Wakfu beta. I went upstairs and started the Uplauncher to download the 0.307 patch. It downloaded fine, but at the 70% stage warned me that it was corrupt and that I had to reinstall. I was devastated. However, after a quick search on the forums I realised that it was due to the manual patching of the l18n.jar file to patch the 0 timer bug, that had been plaguing the English and Spanish versions of the beta since the start of the game. After replacing it with the normal .jar file provided in the post, Wakfu immediately reinstalled properly, and I loaded up 0.307 for the first time.

The client loaded promptly, and I connected without delay. I noticed there was also a skill reset. I went into the ability panel with glee, ready to max multiple spells and play around with different stat combinations. I noticed immediately that we now only got 5 points per level, regardless of level, instead of the 5/6/7/8/9/.../14 as you leveled up. My points were reduced, but so were the spells, so that more than compensated. I then went to maxing Timekeeper again, because that was a critical part of my gameplay. After clicking the '+' symbol 9 times to max it, I noticed with dismay that even when maxed, Timekeeper only stores 1AP in the dial. In addition, it only stores 6% damage, instead of 8. The extra Initiative is also useless, because you only get it on the start of your turn that the Dial actually breaks, so you won't go up to the top of the Initiative order. In fact, your position won't be affected. In addition, after that turn ends your Initiative returns to its normal value, so you actually gain nothing from all that extra Initiative. This hurts my build. A lot. However, I decided to 'roll with the punches' and continue to max it, as well as maxing Temporal Armour, Rollback (a nice spell that 'replaced Sinistro' that gives you a 1 in 5 chance of getting all the AP, MP and WP that you spent on a spell) and putting 3 levels into the finally-released Temporal Images (so it creates 2 images) and the remaining 20 points into 4 levels of Time Theft to further promote my build as a bonus-AP build.

Then, before confirming, I looked at the spell panel to see just what each spell does at different levels. I also noticed that active spells (that cost you AP/MP/WP in fight) range from 0-9 levels and usually are usable even at level 0, and passive spells (that are always activated) range from 0-20 levels and are usually useless at level 0. I then spared a casual glance at the Elemental Spells panel to see if Ankama had reset them too (knowing them, I wouldn't be surprised) before noticing, with shock and disbelief, that the spells hadn't been reset, but Hammhour had been replaced by Sinistro, the supposedly 'removed' spell. Although the Hammhour level (63) transferred over to the Sinistro, the Sinistro is all but useless as all it is does is deal slight damage with Xelor's Hourglass and buff your EXISTING spells, of which I have none because Hammhour disappeared.

In conclusion, I'm extremely disappointed in Ankama in totally removing a spell with absolutely zero notice, and replacing it with a spell that does basically nothing. Ankama has never been good with updates (Dofus: Strokens, Server Transfers and Tingo Potions ftw?) Unfortunately, our shouts will be drowned out by approval of the new Wakfu and Stasis islands. I cannot level anymore, because I have no spells to attack with, and the dumb new system means that I have to kill things at least my level to actually GET any XP, but Ankama obviously doesn't care.

So, unless someone can pull me back, I'm quitting Wakfu indefinitely. I'll still be lurking the forums, and perhaps login to chat occasionally, but will no longer be leveling. I'd like to say that they'd miss me, but considering the total lack of official presence here, they don't seem to care about anyone. All I can say is that providing non-existant customer service, while relatively unimportant in a beta some would argue (but I think they should pay more attention to bugs) there is no way in a sunny day in hell that I'll pay for this load of rubbish. They're basically telling us to reroll, and with player morale at an all time low, this isn't the best time to frustrate us. I'm also not inclined to make another Xelor, knowing that Ankama will almost certainly nerf us to oblivion in a few patches, leave the Air Iops untouched, and even if it does get through I know that it will get wiped inevitably. For this reason, I'm also reluctant to start any new character from scratch. If you guys are trying to make us, the bored and frustrated players quit, you're doing a good job. You're making us quit faster.

P.S. If nothing makes me feel inclined to come back, in a few days I'll be coming to Crusty Road to give my items and Kamas away. I've given away most of my kamas already, but I still have a couple left and all my items to donate to people who need it. Just remember though, it'll all be wiped eventually.

tl;dr: I'm quitting Wakfu because of the constant nerfings to Hammhour Xelors, the massive nerf to Timekeeper and the fact that Hammhour's gone.


Reason for edit : Rewriting most of it again.
posté August 18, 2011, 09:04:35 | #2
>1 spell hero

Water Xelor is still deadly as he is, just from the other side, but most of Water Xelors are guys who can't get good idea and when they lost 1 skill they were depending on, they are quiting.

It's shame that you made it public, with that you agree you are crying kid, it's beta, deal with it, lot of changes will be here.


posté August 18, 2011, 09:05:45 | #3
U can give me your stuff xD

Seriously, look. I know u dun like Ankama take away one skills which favoured the most. But there NOTHING we can do.

Just start the new char or different class


This post has been edited by Lionheart2010 - August 18, 2011, 09:38:46.
posté August 18, 2011, 12:11:55 | #4
Too long to actually read this, doubt anyone will give a F about your speech lol


posté August 18, 2011, 12:12:54 | #5
You didn't notice that spells have been reduced in cost drastically? You can now raise one passive skill every single time you gain a level, and the active skills almost as frequently. Passive skills take 20 levels to max, and active skills take 18, which is far more reasonable than 50-100. That means, if my math is right, you can once again max out all Specialty skills (but not until level 191, so it's not like anyone's going to run out of skills to raise at level 120 or anything), and low-levels are no longer a painful skill-less slog. Even skills like Ecaflip's Tarot (which had been painfully overpriced since it was introduced, and now has more effects and fancier cards) and Sadida's Doll (which now drops to 3 AP extremely quickly and gives the dolls a bonus to HP) are more useful than ever, even before the 0.306 nerf.

It's too bad you put all your spell levels into the wrong spell, but expecting that they'd never change anything in a beta is ridiculous. That's the POINT of a beta. (Especially since it's clear that everyone was abusing that spell so badly that it was going to have to be nerfed to hell and back. I'm surprised at the way they did it, though) Time to start building up Slow Down and Clock, which have been my go-to spells since Xelor was released.

And it's nice to see that, though it took nearly two months, they're really listening to customer (or future-customer) complaints on things like 0.306's terrible skill point system.

Rather than driving me away, this update brought me back.


This post has been edited by Schmendrick - August 18, 2011, 12:19:55.
Reason for edit : Typos. So many typos.
posté August 18, 2011, 12:30:04 | #6
I can see how this update is from the point of another player, but from a Hammhour Xelor's perspective, it's impossible to level now and if how they've nerfed my previous characters are anything to go by, they'll nerf my next one too.


posté August 18, 2011, 12:34:22 | #7
Well you got a point there. Ankama.. well sometimes I'm asking myself if they really have a concept. We had closed and open betas - this is not the first one, and they're changing the game constantly. It is as if they suddenly realise when they add new content: "oh if we change that, it'll be much better!" Somehow unorganized.

Quote (Xylomentalozolin @ 18 August 2011 09:04) *
It's shame that you made it public, with that you agree you are crying kid, it's beta, deal with it, lot of changes will be here.

Oh, I must have missed that there is no freedom of speech anymore.


This post has been edited by dbberlin - August 18, 2011, 12:37:28.
posté August 18, 2011, 12:47:08 | #8

Quote (dbberlin @ 18 August 2011 12:34) *
Well you got a point there. Ankama.. well sometimes I'm asking myself if they really have a concept. We had closed and open betas - this is not the first one, and they're changing the game constantly. It is as if they suddenly realise when they add new content: "oh if we change that, it'll be much better!" Somehow unorganized.

Quote (Xylomentalozolin @ 18 August 2011 09:04) *
It's shame that you made it public, with that you agree you are crying kid, it's beta, deal with it, lot of changes will be here.

Oh, I must have missed that there is no freedom of speech anymore.
Oh, but there isn't freedom of speech. You have to buy it from the spell list for 1000 points before you unlock it.

Sometimes I genuinely believe that Ankama enjoys ruining everyone's fun by nerfing random spells. A joke I had with my Dofus guild once was that Ankama employees throw a dart at a dartboard to decide what spell to nerf, rather than have a logical talk about what to proceed with.


This post has been edited by Thomasgrox - August 18, 2011, 13:00:50.
posté August 18, 2011, 13:11:00 | #9
i myself is a water xelor,and just like you,theres no motivation to lvl up or do anything anymore,water xelor is completely trashed out.(im not a pure hamhour build, my water spell all is 40+ and hamhour was 59)

unlike what ppl think,its not that easy to actually take 1 ap out from the opponent. and with current hamhour remove,xelor is basically left with only slowdown or clock. the 1st skill is not bad but sadly it only have 1 range. sinistro and hourglass is a joke.

i myself like this game,despite the nerfes, so im just rerolling to sadida or fire xelor.giving up on water xelor.


posté August 18, 2011, 13:36:26 | #10
Glad someone is still there to follow in my footsteps.


posté August 18, 2011, 13:37:29 | #11
The OP is epic

Keep in mind, that in any mmo during the beta phase you get a service As It Is, and as such, developers are not owe you anything and can change the game back and forth as they see fit, based on players actions, on the dev's view and so on.

So if you cannot keep up with beta changes you might better off without participating in beta at all and wait till it go gold?

Aside from that it is good that players had abused the skill system in a certain way, showing to devs where they should put they effort  


posté August 18, 2011, 13:42:06 | #12

Quote (Mironov @ 18 August 2011 13:37) *
The OP is epic

Keep in mind, that in any mmo during the beta phase you get a service As It Is, and as such, developers are not owe you anything and can change the game back and forth as they see fit, based on players actions, on the dev's view and so on.

So if you cannot keep up with beta changes you might better off without participating in beta at all and wait till it go gold?

Aside from that it is good that players had abused the skill system in a certain way, showing to devs where they should put they effort
It is, but it ruins certain people's pleasure.

And few people have the idea you have, you lost customers when you change things, especially destroy some


posté August 18, 2011, 14:04:56 | #13
If my previous experience with betas shows me anything, that most of the quitters will get back after release anyway (although it is not granted that they will stay ) and also should a game had a solid gameplay, had a right PR and a right price and be generally fun it will gain it's amount of loyal customers good enough to be profitable.

Ankama should put up a warning page , which shows up upon lunching a game and reads " This service provides AS It Is, expect the unexpected and so on and so forth", until a game goes gold. This will remind a beta players\testers of all shortcomings that might and will arise during the test period.


posté August 18, 2011, 14:19:48 | #14

Quote (Mironov @ 18 August 2011 14:04) *
If my previous experience with betas shows me anything, that most of the quitters will get back after release anyway (although it is not granted that they will stay ) and also should a game had a solid gameplay, had a right PR and a right price and be generally fun it will gain it's amount of loyal customers good enough to be profitable.

Ankama should put up a warning page , which shows up upon lunching a game and reads " This service provides AS It Is, expect the unexpected and so on and so forth", until a game goes gold. This will remind a beta players\testers of all shortcomings that might and will arise during the test period.
Hum, better, I will vote you if you want to be their chief editor  


posté August 18, 2011, 14:28:15 | #15

Quote (Thomasgrox @ 18 August 2011 12:47) *
Sometimes I genuinely believe that Ankama enjoys ruining everyone's fun by nerfing random spells. A joke I had with my Dofus guild once was that Ankama employees throw a dart at a dartboard to decide what spell to nerf, rather than have a logical talk about what to proceed with.


Hang on... you really think that Hammhour, a buggy spell that hundreds of players have been abusing for infinite AP glitches since May, was changed randomly? You don't see "people exploit a spell for three months despite attempts to change it, that spell gets removed" as any sort of cause and effect, but just the whims of chance?

.... I can't reason with that sort of non-logic.


posté August 18, 2011, 14:35:34 | #16

Quote (Schmendrick @ 18 August 2011 14:28) *
Hang on... you really think that Hammhour, a buggy spell that hundreds of players have been abusing for infinite AP glitches since May, was changed randomly? You don't see "people exploit a spell for three months despite attempts to change it, that spell gets removed" as any sort of cause and effect, but just the whims of chance?

.... I can't reason with that sort of non-logic.
Of course it's a spell to abuse, It's useful. Useful spell got abused, useful thing got abused.
Water Xelor, in my opinion should have the skills or the only thing they left are AP stealing. Look at the Hoodlum, I and a Iop manage kill one water in two turns because he's unlucky and can't steal any AP, even in one turn he steal like total 4 Ap with rollback skills, the damage is just funny compared to iop and cra. I feel a bit sad to see that Amakna actually weaken water element but made the fire stronger. That's my opinion, I simply learn Xelor by watching them fight and talking with my friends, so there maybe some mistakes. The spell is not buggy, it's buggy because the design is actually imbalance. 


This post has been edited by unskillfulone - August 18, 2011, 14:37:00.
posté August 18, 2011, 16:58:32 | #17
thats why it called beta test.....

you should not played it untill they release a full one


posté August 18, 2011, 17:30:59 | #18

Quote (unskillfulone @ 18 August 2011 14:35) *

Quote (Schmendrick @ 18 August 2011 14:28) *
Hang on... you really think that Hammhour, a buggy spell that hundreds of players have been abusing for infinite AP glitches since May, was changed randomly? You don't see "people exploit a spell for three months despite attempts to change it, that spell gets removed" as any sort of cause and effect, but just the whims of chance?

.... I can't reason with that sort of non-logic

Water Xelor, in my opinion should have the skills or the only thing they left are AP stealing. Look at the Hoodlum, I and a Iop manage kill one water in two turns because he's unlucky and can't steal any AP, even in one turn he steal like total 4 Ap with rollback skills, the damage is just funny compared to iop and cra. I feel a bit sad to see that Amakna actually weaken water element but made the fire stronger. That's my opinion, I simply learn Xelor by watching them fight and talking with my friends, so there maybe some mistakes.
The spell is not buggy, it's buggy because the design is actually imbalance.
THIS. +1.
someone who actually understand.
ill make it clear here,i myself,as a main water xelor,does not mind the removal of hamhour at all.but replacing it with a stupid spell that is soo freakin bad.is just..!@#!@#!


posté August 18, 2011, 21:37:32 | #19

Quote (unskillfulone @ 18 August 2011 14:35) *
Of course it's a spell to abuse, It's useful. Useful spell got abused, useful thing got abused.


Useful things that are not intended by the designers are called "exploits", and those get removed.


Quote
Water Xelor, in my opinion should have the skills or the only thing they left are AP stealing. Look at the Hoodlum, I and a Iop manage kill one water in two turns because he's unlucky and can't steal any AP, even in one turn he steal like total 4 Ap with rollback skills, the damage is just funny compared to iop and cra. I feel a bit sad to see that Amakna actually weaken water element but made the fire stronger. That's my opinion, I simply learn Xelor by watching them fight and talking with my friends, so there maybe some mistakes.


Fire is stronger because its secondary effect is worse. Going slightly later in a turn is not as big a deal as losing AP.

And, yes, amazingly, the class designed for AP-stealing doesn't do as much raw damage as the two classes designed for raw damage. Why is that concept lost on so many people?

Given that my main right now is a water Xelor, I'm reasonably sure that I know what I'm talking about.


Quote
The spell is not buggy, it's buggy because the design is actually imbalance.


The spell was buggy. Regardless of how many times you say it's not, it was buggy and gave way more AP out than it was supposed to, despite attempts to nerf it. That's a bug and an exploit.


This post has been edited by Schmendrick - August 19, 2011, 10:33:07.
posté August 19, 2011, 03:35:11 | #20

Quote (Schmendrick @ 18 August 2011 21:37) *
Water Xelor, in my opinion should have the skills or the only thing they left are AP stealing. Look at the Hoodlum, I and a Iop manage kill one water in two turns because he's unlucky and can't steal any AP, even in one turn he steal like total 4 Ap with rollback skills, the damage is just funny compared to iop and cra. I feel a bit sad to see that Amakna actually weaken water element but made the fire stronger. That's my opinion, I simply learn Xelor by watching them fight and talking with my friends, so there maybe some mistakes.

Fire is stronger because its secondary effect is worse. Going slightly later in a turn is not as big a deal as losing AP.

And, yes, amazingly, the class designed for AP-stealing doesn't do as much raw damage as the two classes designed for raw damage. Why is that concept lost on so many people?

Given that my main right now is a water Xelor, I'm reasonably sure that I know what I'm talking about.


Quote
The spell is not buggy, it's buggy because the design is actually imbalance.


The spell was buggy. Regardless of how many times you say it's not, it was buggy and gave way more AP out than it was supposed to, despite attempts to nerf it. That's a bug and an exploit.
if your main right now is water xelor, no clue how u can still afford to call xelor a class designed for ap-stealing.
its a class designed for a chance to do ap-stealing while doing a moderate damage, altho will still lose in terms of damage while compared to fire.
fire's secondary effect is not great for sure,but it always trigger. water's secondary effect is better for sure,but it doesnt always trigger.
water xelor is NOT a class to do ap-stealing when u FAILED in doing so.which means, when u failed on doing ap-stealing ure being a clown.


actually its not the spell which is buggy, its the design if u really play the game. just like how the enu's +mp works,its the design flaw. no clue why u keep forcing to say its hamhour thats buggy when its the design's. if u had 20 ap and u cast hamhour twice,it would give u a right amount of ap.