Browse forums 
Ankama Trackers

Do you enjoy the "End Game" dungeon mechanics?

By Whiterummy#9535 - MEMBER - May 11, 2021, 06:55:19

Pretty straight forward question I suppose. I'm going to be honest I haven't really played the game properly since Enchantment because I absolutely HATE the idea of RNG gear progression and it killed basically all my desire to keep playing. Please don't bring up lowered resources and increased rates, it's like putting a bandaid on a wound that needs stitches. But that's not what this is about.

I've been with Wakfu since Beta days and I can say that I really enjoyed the game and the dungeon mechanics but only up until about Xelorium. While I personally didn't like Xelorium I thought the dungeon mechanics were fair, fun and simple to understand. Enter Moon and suddenly everything is far more complicated. Mobs hit like trucks (in comparison older content) and the mechanics became very complex and not at all transparent. Of all of the dungeons I'd consider Croc the most fun simply because the mechanics were relatively simple. Koko and Kannibal are just not fun. The Zinit dungeons followed suit and it felt like the game became far too complex and too much work to try and understand how to do things. I'll be honest I stopped playing at that point just because it stopped being fun for me so I can't really comment on the newer content.

I'm not saying that things need to become easier, this is "End Game" content so it needs to remain challenging. One thing that would entice me to come back is if things were just simple and more transparent on how to approach things. I honestly think the developers do a tremendous job with everything but I also believe that because they made the content they know it inside and out and therefore their understanding of the mechanics is far more "simplified" than ours.

Of course this may all be a moot point because as I mentioned; I stopped playing because of Enchantment. Have things gotten better? Or do you find the content too complicated and hard to grasp? Maybe I'm not the market for the game anymore?

DISCUSS!!! Validate my opinions.

3 0
Reactions 6
Score : 7649

As a matter of fact, I felt like the endgame content HAVE been more transparent and straightforward. Lets do a simple comparison to old endgame to current one:

Old Endgame:  Moon Island. 2 bosses with mechanical instakill, absolutely NO CLUE on their mechanic, Absolutely nothing saying what makes their invulnerability ticks, most dungeons requiring a high-lock Tank because the boss moving about is an absolute hazard to the team. Not until Dor'mor we got bosses actualy telling us what makes them hurt.

Current Endgame: Osamosa and Shhhhdoku Island. Not ONE boss with a mechanical instakill (although some have heavy hitters that, if not careful, can one-hit you, but without any disembodiment), their invulnerabilities are flat-out described step-by-step on their status (except Sumorse because Ankama was feeling sassy with their sense of humour, but it was still a simple mechanic to warrant the goofy challenge) and some mechanics are borderline "optional" (you can pretty much ignore the totems against Flamboyfallo)

6 0
Score : 1844


2 -3
Score : 1772

Most people do, I do not, and it's been like this for a long time now

0 0
Score : 97

Although I am no where near endgame,
but its true its also my main reason of quitting the game then came back then quitting again,
an endless loop of coming back and quitting for at least 3-4 years, never able to go pass 156 dungeon due to dungeons had been locked to hardcore version since ages ago; either I don't have a full 6 team on heroes, or that the dungeons are too hard and/or too much grind needed for a 3 man team, or both.

Too stubborn to ask strangers for help or being carried, but also too frustrated learning mechanics while being thrashed by mobs left and right.

I know I am not alone cause I saw few topics in the past about being stuck pass 156/171 or higher dungeons, with hard mechanics or mobs hitting too hard, and then quitting because at that point, it became more frustrated than fun playing this game.

All that's left pulling me back is the nostalgia and the love of my characters, which are all at risk of being ruined anytime with any revamps planned and forced through by our dear dev, then that may be the time to really say goodbye.

0 0
Score : 1808

That is also the reason why I also stopped playing, because the mechanics are too complex and class-specific, its ironic that we are supposed to play a game and enjoy, but instead what they are designing is giving me a headache, especially the amount of effort and time needed to finish dungeons and craft items that deemed appropriate to face mobs.  

To me they should:
- Make the mechanics less complex. 
- Make the dungeons inclusive to all classes. 

0 -2
Score : 7649

The mechanics in most Dungeons post-Moon are pretty straight-forward, and they are BARELY "exclusive" to any class. Although some bosses are not easy to have a high-lock Tank holding them down, usualy tank classes are also very good close-combat fighters, so swap the Rock passive for Carnage and go for it! But all these endgame bosses can be fought by virtualy any class if you remember teamwork, positioning and coordination. I mean, which class is feeling excluded from which boss anyway?

1 0
Respond to this thread