dwiguitarplay...'s profile
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Member Since : 2006-01-16
16 Posts (0.02 per day)
Most active in : General Discussion
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 April 15, 2012, 22:05:43 |
#1
That's unfortunate... i hope they make it at least one full area wide.
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 April 15, 2012, 16:56:50 |
#2
Iops whole point is to deal lots of dmg. They have to be in your face for it, and it always has some drawback like using WP, or can hit your allies, or only against one enemy. Iops are of the most balanced classes.
Before making threads like these lets see how pvp is after the cra nerf and new classes become more viable.
Also, I think in PvP the person with the first move should deal 20% less damage for that turn in order to better balance the advantage of initiative. Going first is a part of what makes cra so powerfull because their advantage is doubled when they dont need to run up to you.
In other mmo's a melee class, while at a disadvantage against range, will always have some teleport or charge that brings them instantly to melee range. In wakfu (and dofus) there is no suchthing, some melee classes dont even have a long range charge (Iop, Ecaflip, sram). This is a serious balance issue, especially when cras have retreat arrow and other ways of easly getting away.
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 April 14, 2012, 07:59:14 |
#3
Its not fine when you need like 5 of these items. If you enjoy hunting a monster for one week just to get one drop fine but I don't. And i think any fellow craftsmen will sympathize.
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 April 14, 2012, 07:50:42 |
#4
Drop rates on green (rare) resources are unfair
Hello ankama
Some facts before I start:
- I hunt almost exclusively with full group of 6 ppl, including water enu.
- Killed most of the available monsters repeatedly.
- For every 10 equipment drops (white/green/orange) we see on average only one green resource item drop.
- This does not include dungeon bosses, because they seem to have one or two common drops (even if green) and one almost impossible to drop (example royal leather).
Green resources items are extremely useful for crafters, but only in multiple quantities, not as a lucky "lottery drop". They help crafters produce some of the best and most desirable items, foods, accessories and gear not found anywhere else. They help boost and maintain a healthy market and economy. Everyone wants to buy those high quality foods or items. The problem is that there isn't any to buy! And the lucky person who gets to craft one, will sell for a ridiculous price.
To put things in perspective, if me who hunts with full team all day doesn't drop hardly any of these high demand and useful resources (for leveling profs too!) how will it be like for the majority of the players who can't have a full party all the time and have to play solo? Tell me ankama , is that fair?
of course it's not fair! Please increase green resource drop rate to 5% universally and consider revising some of the recipes that require more than 5 of each of these incredibly hard to drop items. Right now, it feels like trying to drop a turquoise in dofus, only you need 5 turquoises times 100.
thanks...
This post has been edited by dwiguitarplayer - April 14, 2012, 07:51:19.
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 April 12, 2012, 15:59:32 |
#5
Rattexx you ever play dofus?
Some dungeon requires getting like 30 people just to open it. It's ankama's way.
Just you wait for the instant kill bosses you gotta beat to respec... i can smell it.
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 April 12, 2012, 06:09:06 |
#6
Quote (ExareSparky @ 11 April 2012 09:02) 
Quote (dwiguitarplayer @ 10 April 2012 07:10)  If someone gets this... I will be happy.
I think I got this one, but wouldn't it count as more of a Dofus meme? Is it referring to an incident that happened a few years back?
Maybe I don't get it after all. correct...
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 April 10, 2012, 07:10:22 |
#7
If someone gets this... I will be happy.
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 April 09, 2012, 01:57:37 |
#8
Imo barrel hop is a waste of point for earth panda. if need escape, use karcham, if need aproach, use blitz.
now you have points to max other useful like bottomless, milky instinct ect...
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 April 04, 2012, 23:40:38 |
#9
No wonder srams don't get any buffs, if this is the kind of behavior you guys normally have
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 April 04, 2012, 17:02:38 |
#10
Some things we need.
- Haven bag chest shared between characters of same account.
- Increased haven bag storage.
- Crafting interface for customer & crafter.
- In-game craftsmen directories to better improve commerce.
- Nation wide LFG chat.
- Guild related improvements (guild level, guild houses with private garden and crafting tables)
- Guild based PvP functions (Remember perceptors?)
- Harder dungeons.
- Craftable keys.
- Enemy nation member can group up if they belong to the same guild, but only for PvE.
Thanks.
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 April 04, 2012, 16:49:35 |
#11
You mad fecas?
Cra's , you're next!
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 April 03, 2012, 07:27:58 |
#12
DancesWthFools are you the fool?
You just compromised your ability to do what you posted by lettng everyone know how to do something SE doesn't want you to do. If you want to be able to access servers like this, delete your message as fast as you can.
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 March 29, 2012, 14:42:02 |
#13
More keys... good.
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 March 27, 2012, 14:26:16 |
#14
Bad patch.
You're trying to make wakfu like dofus, but it's nt dofus. Now i need to pay for 8 accs again? Neat.
Sram is still weak? Neat.
GG....
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 March 23, 2012, 07:14:28 |
#15
Fire sram end game strat
I know srams aren't "good" right now, but just in case there's any fire srams still left, I's like to hear thoughts on an end game build.
8 ap , max double, max stab, max diversion, max scram, CB/FB/Exe lv 100
Turn 1:
Use diversion, run up, FB (+10h) (+5stab), double, swindle, pass
Double: CB x 2 (+10h), diversion (total 25 stacks), end turn
turn 2: If double is alive: scram if needed, diversion if needed, CB x 2 (+10h) (+10 stab)
If double is dead: scram if needed, diversion if needed, CB x 1 (+5h) (+5 stab), double
Double: diversion (45/35 stacks), CB x 2 (55/45 stacks), end turn
Turn 3: diversion, execution (55/45 % bonus + 40% backside + 5% stab = 190/200% hit not applying stats)
Let's tally it up from turn 1, without applying any bonuses: 35 + 70 + 9~ + 70/35 + 70 + 17~ + 80 = 351/316. If we add in execution bonus and let's say you only had 50% bonus from stats/equips, and your opponent had 0% resist, it would be around 646 dmg. Now apply the bonus of the cold bloods you landed (not double), and the first blood... 40% each, plus 5% stab. with minimal stats, it's pushing 750 dmg, or 250 per turn. If your opponent has low fire resist, i can't see why you couldn't push 900 damage in 3 turns. With a lucky crit or two, make that 1k.
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