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Member Since : 2010-06-28
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Most active in : Character Classes
posté May 02, 2012, 10:08:27 | #1

Quote (Lady-Azjurai @ 02 May 2012 09:50) *
It's all fine until some plants/trees tend to go extinct on a daily basis. I mean hey, somebody else will do the work and replant so you and PK them and take the resources later

Good fun. Unless you're on the receiving end. But hey, enjoy being some low-end e-thug alright. It's all in 'good fun' after all. We don't expect people to replant every time, we'd be stupid to do so. We do expect people to have some basic respect for the hard work of others, not to destroy hours of work just so they can get a five minute giggle. Hard concept for a lot of people to grasp it seems.

You've never played a sandbox haven't you?
In fact, Wakfu is 'trying' to be a sandbox game. still hasn't reached that level yet, but still, it is described as a sandbox and is treated like one.

Wanna talk about unfair and injustice? Try Eve Online, I dare you. Just don't forget to leave your feelings and trust behind before you actually download and start playing.

No. you cannot judge and point out how you 'assume' their mental age is. And I was usually on the receiving end as well by the way.
I hated that my good work that I invested hours on going to waste. Yes.

But on the other hand you don't moan, you know why? No-one's going to do jack. Kill them yourself. Or die trying. CP, meh, screw it. Want to actually guard your stuff, do it by force. Happy and motivational speeches ain't gonna take you anywhere here.
You may find someone who might pity you and fight on your side, then what?

And by the way, let me point out, not only to you, but to anyone who seems to have a wrong misconception about what a sandbox really is. Rule number one, there are no rules. You make them as you go to fit your own individual style.
What, you think the so called governors actually got there because they let people vote them? Heck no, they did by force. Strong guilds from beta came and ravaged everything so one could get easy CP where all else didn't know what was going on. That's just an example, that already happens.

Nothing, no laws that pass in-game, no how much you cry about your crops is going to stop anyone ho is hell-bent in destroying and getting resources.

So, Wakfu is still flawed in alot of ways. Outlaws need to have a base area, why? Because people want to be Outlaws. People want to hunt them as well. There needs to be more immersion. Its a game, that somewhat allows you to do what you like, so do it. But be prepared to take measures as well.

P.S. I'm sorry if I sounded that I was only talking to you Lady-Azjurai but I'm not, in fact, only talking to you. I'm talking to everyone who still sit on their high horse and are just moaning about problems that they could solve if they had enough resolve to actually do it and try to have fun and guard what is their own.


This post has been edited by Layven - May 02, 2012, 10:10:00.
Reason for edit : Gramatical Errors.
Thread : General Discussion  Preview message : #177893  Replies : 38  Views : 1992
posté May 02, 2012, 08:39:52 | #2
This is an amazing thread
Here's my two cents:

WHATS WRONG WITH YOU PEOPLE?
Half of your comments are fake, I am sure. Say what you want, I do not believe that everyone of you that just say "I protect the environment, I really do"
Yeah yeah blah blah.

Everyone has a little evil inside him/her. So you wanna take the goody path, tough and deal with it like a champ. Grow seeds and trees like there is no tommorow. there is always, always someone or a group of someones who is going to ruin it for you because that's the way 'they' like to play.
what gives you the right to criticize?

You want your crops and trees protected? good! DIY. I did, in Bonta. killed and ravaged until I was an outlaw (and then deleted my chara cause Air Sacriers where smashed in the head with a nerfhammer. )

I like the idea. Game doesn't support Outlaws though. We need our Outlaw areas. you know. Why must everyone play the good guy and you think we are actually buying it? Pic or it never happened.

You forget the 'sandbox' aspect of the game. Basically, we need wars, we need Outlaws, we need people hunting outlaws. we need formal contract making between people, or a guild to guild or guild to people. for a more intimate experience (and peace of mind)

So yeah, war it is. because honestly, the game is getting boring, peace all the time and free range of whatever we need ain't fun.
And whats the point of playing a 'Sandbox' game, that it supposes leave us to do whatever we want and yet we don't actually play the game and moan about how other people want to play the game.


Thread : General Discussion  Preview message : #177801  Replies : 38  Views : 1992
posté April 24, 2012, 10:22:20 | #3

Quote (Varonth @ 19 March 2012 15:52) *
The rest of my points would go into Int and HP, for some additional damage and survivability.

Currently I planned this:
Crit 16
AP 1
MP 1
Int 200
HP 105


What do you think about this build?
I dont see why you need an extra AP? Fire Cra has attacks that use alot of AP, so 1 is not going to make a difference. and if you are thinking about long range shooting, just wait until you get a set/item that gives you 1 AP so you can use it with Explosive Arrow.

MP the same. you are wasting good attacking % on something that you will not need. just keep retreat arrow on your skilltab and crowd control at maximum range so you can run further away (basically dont wait until the enemy is locking you to use it)

HP is not going to make a difference. in all MMORPGs you see rangers are fast moving semi-squishy. you gonna die no matter what happens if an enemy gets too close, so dont let them. investing in full INT is the way to go.

As for crits, they cost too much to lvl and you lose out potential damage for a chance at doubling you damage. basically, you are trading higher damage for a chance to make more.

On another note, if you really want to invest in something other than full INT, why not 80 points for 1 range?

In the end, its what works for you, so dont be discourage to experiment, but just keep it in mind.


This post has been edited by Layven - April 24, 2012, 10:24:08.
Thread : Cra  Preview message : #174261  Replies : 2  Views : 1012
posté April 13, 2012, 02:30:10 | #4















Thread : General Discussion  Preview message : #169301  Replies : 26  Views : 2212
posté April 12, 2012, 05:23:44 | #5

IGN: Chrona


This post has been edited by Layven - April 12, 2012, 05:27:15.
Thread : General Discussion  Preview message : #168837  Replies : 55  Views : 3202
posté April 08, 2012, 14:17:00 | #6

Quote (TurkeysRuleTheWorld @ 08 April 2012 11:59) *
As far as I can see everyone here has chosen to go for either health, elemental stats (e.g. agi) or AP. I'm starting to feel that I'm crazy trying to go for a tank build by putting points into lock/health. Has someone tried this already and found it doesn't work so no one else has tried? Or am I really the only one?

Angrr already increases lock as well as your initiative increases lock, thats why its generally regarded as wasting points, my opinion of course.
Since you are definitely going to spend time in melee, it is obvious your angrr and you lock will increase, so in turn, is what are you willing to lose out from?

In the case of health/lock combination you would lose out from your extra hp.
Of course, the counterargument would be that since Sacriers, with full blood pact, already have an obscene amount of hp, experimenting a little with some other points really aint that big of a difference, hence some builds might consider range (80 points) as a very good idea for a built where someone else might think its a very big no.

So to cap, it really depends on how you think your Sacrier will evolve and your own playstyle, but as a general advise I would recommend putting minimum amount of points into lock, if any, because you already have some increase in lock anyway.

To put it in numbers, I would say:

1 point in lock
2 hp
2 AGI/INT/STR

or

2 points in lock
2 hp
1 to save (for AP, MP Range. basically your cup of tea)

or

1 points in lock
2 points HP
2 to save

Of course these are suggestions (since I already derailed from the subject abit, and too tired to properly edit it) and are just some guidelines to use instead of putting most of your points in lock and coming out shoirt in other departments


Thread : Sacrier  Preview message : #167011  Replies : 16  Views : 1693
posté April 04, 2012, 14:58:25 | #7

Quote (Zhin @ 04 April 2012 14:31) *
Don't have any Fire Cra experience but right of the bat I think your damage/resist bonus from intelligence is off.

Each raise costs 2 points, each raise gives 0,5% in each. Your damage/resist bonus is 1/4 of the points spent, so 64 points for example would yield 16% damage/resist.

This is 16% of your base damage as well, not 16% of your total damage, so keep that in mind.
Sorry about that. made a small calculation error when I assumed 1 point for the increase in Int instead of 2. forgot about it
I edited my entry post with the correct calculations


Thread : Cra  Preview message : #165109  Replies : 11  Views : 2005
posté April 04, 2012, 14:22:19 | #8
Fire Cra Point Allocation so, I rolled a Fire Cra and I want some opinions on where any Fire Cras and/or potential Fire Cras put their points when they lvl up.

Im not talking about support abilities but the stats.

I have a number of scenarios that I have in mind, which are;

1) 100 pnts +1 MP
330 pnts, +22% CH
and rest 64 pnts + Int (+16% in attack and res)

2) 494 pnts +Int (+123.5% in attack and res)

3) 100 pnts +1MP
394 pnts +Int (+98.5% in attack and res)

4) 330 pnts +22% CH
164 pnts +Int (+41% in attack and res)

Any constructive feedback is appreciated


This post has been edited by Layven - April 04, 2012, 14:57:11.
Reason for edit : Wrong Calculations
Thread : Cra  Preview message : #165083  Replies : 11  Views : 2005
posté April 03, 2012, 08:35:50 | #9
So in the end, all air sacriers rerolled and now try an earth sacrier...
Almost all. Good luck guys.


Thread : Sacrier  Preview message : #164351  Replies : 22  Views : 2507
posté March 30, 2012, 12:05:19 | #10

Quote (Brutusb @ 30 March 2012 09:25) *
So after 3 days I would thought I will calm down. But TBH I am still not able to play my air sacr.
As it is now it becomes 1 trick dps pony (motion sickness + assault).
I still think Light Speed nerf was unjustified, but if it was really that overpowered how is it possible that skills with even higher dps/AP ratio are still in game? (Storm arrow as most prime example especially with ridi passive)

Anyway my suggestion what to do with our signature move (aside from reverting it back which will prolly not happen)

1) 5AP 1MP 2WP - 105DMG and Assault puts wakfu counter on sacr for 1 turn, when you have 2 counters you get 1WP - this mechanism will forbid spamming of Light Speed, yet keeps the dmg it had before so it will be usable.

2) 4AP 1MP 1WP - 60DMG - more utility version, with possible burst in 8AP build

Well I do not think anyone from anakama actually read this.... but I am really sad with state of my sacr

I stopped playing with my air sac since its unplayable until we can get some decent damage back.

and not only that, the fact that ankama now forces us to join with groups just because they lowered the % of items we can farm when soloing (I'm willing to bet money that the devs where smoking pot thought a bazooka when they did that)

And this is not a rant about Light Speed, although they went overboard where there are more serious bugs to fix... like cra for example (since they want this game to be balanced ina forceful grouping way they should fix and give priority to the only class that can solo everything)

The total damage of Air Sacrier went down, as far as I'm concerned since the patch. Air sacrier is not playable any more and this gets a tear in my eye since Air sac is the only enjoyable class I played in the game and I spent my hard-earned cash, in an unstable economy mind you, and I totally dont get what I expected. Damn them.

I like the suggestions. Easy way to balance things out... but I guess we are expecting too much from them....


This post has been edited by Layven - March 30, 2012, 12:10:25.
Reason for edit : Some mistakes
Thread : Sacrier  Preview message : #162205  Replies : 43  Views : 2622
posté March 28, 2012, 14:24:57 | #11

Quote (Grichmann @ 28 March 2012 13:26) *
Yeah, I know. Lack of inventory space is one of the problems you have to deal with in the game, with bags and Haven Bag storage providing a means to do so - and a decent part of work for two crafting professions. Which is why I don't really mind specialised bags that have more slots than a normal bag of a similar level/rarity, but can only store items of a certain kind.
Granted, keys make up a minor part of all the items you get to carry around - minor enough that I'd much prefer specialised storage for equipment, if I had to choose one item type to implement that for - but they're there for a reason.
I get what you want to say. But as you have already said, keys are minor part of all the rest of the junk we carry around. I'm not saying just bring different bags for all other professions so suddenyl i have so much space i can store whatever i want.
its just that keys are just there to bug people. yeah i got a key, it weights 5 grams. it needs the same item slot as ore and weapons..... yeah.
Dont mean to rant but its because they are such a nuance that i want a keyring so they are just out of sight and stop blocking all the important stuff.


Thread : Suggestions  Preview message : #160581  Replies : 13  Views : 602
posté March 28, 2012, 14:20:45 | #12

Quote (Trokopotaka @ 28 March 2012 11:19) *
Light of speed is not the golden nail.
You want characters with one button? Go for the earth or fire iops then.
You want nice teamplay tactics character with options? Go for wind iops.

BTW i suppose theyll buff other wind spells slightly in next patches.
Ankama's target is balance, not abusing sacriers lol.


Quote (Layven @ 28 March 2012 05:24) *
See above... Tried playing with my Air Sacrier.... Unplayable. really just that. Sacriers fist is also lowered, Motion Sicjness is now meh.. Air Sac is pretty much a non playable idea atm.
Light Speed I can understand. the rest of the skills is just unforgiven.

My information is: Sacrier's Fist was 34 base on 100 and still 34. Sickness was 21/17 on 100 and still 21/17.
Wheres a nerf?

Thats the problem.. number wise everything seems fine..... statistically before the fix i could hit with sacrier's fist, no critical mind you and no anggrrr, and get a nice 25 dmg to any opponent. today did it, same stats nothings changed except the damage. its 18... so yeah i have a problem when i could solo three pistes and now i cant, suddenly after the nerf....
just saying. you say top damage is the same? ok fair enough, i see a change, i tell it.
and no. i did not rerolled any differently than last time.


Thread : Sacrier  Preview message : #160575  Replies : 43  Views : 2622
posté March 28, 2012, 06:12:20 | #13
Oright.. You screwed us once again.. thank you

Air Sac ability Light Speed.. I can understand that so ok. big teleport range (even though you need to be in a good position, its tricky and whatnot but fine)

But why the hell Sacriers Fist and Motion Sickness. WHY? Air Sacrier is basically unplayable beyond tears. Fix it now.. I dont care about Light Speed as I said because I can understand the reason, but the rest of the skills? They need to be reverted as they where before


Thread : News  Preview message : #160183  Replies : 180  Views : 6706
posté March 28, 2012, 05:24:08 | #14
First of all, Im an air sac so no flames about I don't know and whatnot.

Light Speed has massive teleportation capabilities, that's why it got nerfed. Do I like it? No. Do I understand the reason? Yes.

Besides, mostly I personally use Light Speed is to get out of danger rather than actually fight with it. Since they nerfed it, It would be good to maybe lower the requirements by like an AP. Just saying.

Of course on the other hand, Wakfu was from the beginning of the release, buggy. Maybe this is how they intended it... maybe

See above... Tried playing with my Air Sacrier.... Unplayable. really just that. Sacriers fist is also lowered, Motion Sicjness is now meh.. Air Sac is pretty much a non playable idea atm.
Light Speed I can understand. the rest of the skills is just unforgiven.

Y U NO FIX us properly Ankama... why?


This post has been edited by Layven - March 28, 2012, 06:14:24.
Reason for edit : major nerf all around the board
Thread : Sacrier  Preview message : #160165  Replies : 43  Views : 2622
posté March 28, 2012, 05:16:35 | #15
There is that problem with the multiclients... forgot about it.

So ok, the autowalk feature might not be viable... even though i hate it when i have to press every 3 seconds to the screen to stay in one direction. maybe wasd or arrow keys movement? at least...

@Grichmann. We have enough junk filling our bags without the keys filling more space. Thats where the keyring came from


Thread : Suggestions  Preview message : #160163  Replies : 13  Views : 602
posté March 27, 2012, 06:25:37 | #16

Quote (theSunLike @ 26 March 2012 15:15) *
Ow, sorry, missed that point.
Technically, removing De Darm after long offline could be made this way:
1. Server remembers the time when char died.
2. When char logs in, server calculates time difference
3. Substract the difference from De Darm countdown, and remove it if time is expired

The major downside to this is "system". As a programmer myself, I believe that devs made unificated system for such sort of (de)buffs. And if they fix De Darm as we want it, it would be a high probability, that other (de)buffs will work the same. You ate some candy or drunk a potion and its effect is disappeared after your long offline.

Candy is after a fight so i dont think it will really be affected by the timer, but as for potions that have like 15 minutes of use... yes. they should be affected as well. Take the good and the bad, without discarding none.
If you drink a potion that lasts for 15 minutes and you log off after 5, why do you expect it to last when you come back online after hours?
I'm sorry if I sound a little one sided but honestly, offline timer for buffs and debuffs should be added and its up to users' discretion how they use and when they use their items.


Thread : Suggestions  Preview message : #158543  Replies : 13  Views : 602
posté March 26, 2012, 14:26:34 | #17

Quote (theSunLike @ 26 March 2012 08:04) *
>> Insignia and/or visual sets slots.
>> Fire of love
These problems are already promised to be fixed. See devblog #3 for information: they want to remove tools for mining/gathering, so you can wear insignias and fire while crafting.

"Auto-walk" feature... Yes, i want it too. At least as some "push button, click a mouse and your char will run in that direction until bump into the wall".

Offline death penalty - not necessary. 3 minutes is balanced amount of time.
For example, I *often* die with my ecaflip with bad Taro combo. But, i can enter in combat with 30-50 hp with noob mobs (bow meow) to level up a bit water spells (and regen hp that way). After 1-2 fights - no "De Darm" penalty.

Keys/Seeds - disagree with you. We should have a "packing inventory" challenge in the game. If you are crafter, you are expected to have enlarged havenbag chest or unused showcased in havenbag. If you are not a crafter, 1-2 slots for Seeds is OK to you. For casual players, well, they should trash unused/unwanted items. And if you are fond of crafting, dungeoneering and using different pvp-pve sets - you are no longer a casual player. That's what i think.

Im not saying the 3 mins are not balanced. In fact quite the opposite. What I'm talking about is when logging off and you have the 3 minutes penalty the timer shouldnt just pause and resume after you have logged in but rather the timer should keep on going until it is due, whether your character is online or offline.
I mean honestly, I personally lose some motivation when i die multiple times and maybe I die and have to log off because of work and it can happen after i die and have the penalty. So imagine a sum of times logging on the game, ready to play, hours later, and you have the penalty and have to wait until the timer goes off. Thats the predicament I'm talking about. Not the general 3 minute penalty.

As for the keys/seeds idea, Im not talking about crafter stuff. Nothing goes in the pouches rather than keys and seeds.
Seeds be damn, keys shouldnt take 1 slot each. (My first idea was the keys and then I extended it to seeds as well, but I'm mostly talking about keys)


This post has been edited by Layven - March 26, 2012, 14:27:52.
Reason for edit : Minor errors
Thread : Suggestions  Preview message : #158143  Replies : 13  Views : 602
posté March 26, 2012, 05:27:38 | #18
Some Suggestions I have some suggestions that I personally think are worthwhile looking into it.

Auto-move all the items without confirmation - do it like every other MMO out there. Move all stacks by default and Shift-click if you want to move different amounts. Its so annoying every time.

Auto go to a place you have visited before or at least auto summon to your phoenix. - Yes its an MMO and yes it means long distances. But usually those long distances are somewhat minimized by use of mounts or other machinations. It can even mean just click to a place in the map (that you have visited before) and go to a phoenix you have activated, walking even. just auto walk there as long as it takes. more willing to wait, watching my chara walking rather than clicking every 3 seconds (or holding the left click until my finger locks into place)

Insignia and/or visual sets slots. - I want my ninja insignia to work even when I'm chopping wood or gutting cows. There is no need to go to my inventory everytime i want to look good and then auto replace with my trapper knife or pickaxe. In addition, the boutique items? Useless other than fashion items. so they should have their own slots because I'm not willing to remove all my bonuses just to look good dying. -FIXED-

Fire of love - Its own slot as well. what, I can't mine and hold a lamp at the same time!? -FIXED (except when you have an insignia and want to use Fire of Love)-

Key ring - For the love of Christ, Keys should be put into their own pouch or something. They are keys. they weight in grams not in kilos so put the into a 'keyring' slot that maybe it holds 5 sets of different keys (upgradable)?

Trapper Seeds - Same as keyring idea.

Offline Death Penalty Counter - I'm not going to say offline HP regen because such a system can have multiple of bugs and people taking advantage of it. But, how about an offline death penalty countdown? those 3 minutes when you die, and then you are suddenly bored to play anymore, either because of hard day and whatnot, don't need to haunt you for MORE than 3 minute whether you are online or offline. There is no need to put the whole system to hold just because I logged of to take a breather from the game, so those 3 minutes should up when they say they are up.

The ideas I present are not that big but could really improve the gameplay of casual players. Of course everything in the list is open to suggestions and/or constructive criticism.


This post has been edited by Layven - March 29, 2012, 05:00:45.
Reason for edit : Forgot the Death Penalty Suggestion/ Some fixes in newest patch
Thread : Suggestions  Preview message : #158015  Replies : 13  Views : 602
posté March 21, 2012, 13:20:32 | #19
Fast progress. Keep up the good work

As for the extra points, how bout Moribund or transposition?


Thread : Sacrier  Preview message : #155697  Replies : 4  Views : 891