For me, the main reason to have a job reset is to avoid the fear of screwing up.
Player A will level up and have a lot of fun.
Player A then will reach lvl X and find out they screwed up and need to reroll.
Player A quits the game.
For me, the main reason to have a job reset is to avoid the fear of screwing up.
Player A will level up and have a lot of fun.
Player A then will reach lvl X and find out they screwed up and need to reroll.
Player A quits the game.
Again, this is made by a KOREAN developer. They ARE KNOWN for this kind of mentality. There is plenty of precedence of this in almost every MMO game out there that they make.
Look at leveling guides, find friends/partners, once you hit 50, grind the dungeon twice a day. It really is not that hard to level up to around 150. After that, yes it is a bit of a nightmare.
And the argument that you canât transfer TP items is NOT an argument to allow for circle resets. Thatâs an argument to unbind TP items and make them bind on Team, not character. (Which I whole heatedly support)
Got what? How is where theyâre from relevant in the slightest to this matter?
Youâre not going to feel the effects of your class choices by 122. Youâre thinking way too short term. Letâs talk again when the cap is 500+ and an early rank choice makes your character worthless. You need to remember the current level cap is less then half of the expected cap. If you donât prepare for this now itâs going to be a mess once we reach the real end game and you canât reasonably reroll in such short a time.
Iâm fine with circle resets, just make it something like all attributes will be reseted as well.
And guess what? Korea will get that patch probably months before we do. Information will trickle down. Guides will be adjusted. Questions will be asked.
We will always be delayed content releases. That is a fact. Things will pop up in that delay and the people who receive the updates first can guide people who havenât received them yet.
So if something happens in C8-10, you can guarantee weâll find out things before the patch hits live over here. Allowing for everyone to adjust. Most people just donât care enough about doing the research and then whine when something is changed/added that they donât like. Like every MMO.
Most âcookie cutterâ builds that were visible on TOSBase and even this website before this game even opened its doors again after ICBT2 were information from KToS.
And with that, itâs time i head to work.
Youâre thinking that this knowledge will magically pop up into thin air. For those guides to come into being someone has to do the work, and the farther the game goes and the worse messing up your character becomes the less people will explore and create character guides. If there was circle resets maybe I could see people testing build ideas, but right now people will just play it safe. Youâre also still ignoring the constant balancing the game is going to undergo. Youâre just too short sighted to see the big picture.
Itâs also not rocket science as to why itâs false. 99% of the time, the type of people that would buy resets are the type of people that want to be as strong as possible. Otherwise, there is really no need for them. If you want to be as strong as possible, youâre going to go with whatever the strongest class combination is possible. Cookie cutter builds will be EVERYWHERE.
It doesnât even make experimentation âeasierâ. It simply means that if you experiment and find yourself weaker than a cookie cutter build, you can swap to that build instead.
we should just be able to have 2 permanent builds that we can switch between on a character.
so clerics can heal and dps
and swordman can tank and dps
I would have to disagree with that. Using Cleric as an example:
-Healing tiles and cure only hit ground targets. The game doesnt mention this in the description.
-Heal has tiles, the game doesnt mention that leveling the skill level = adding more tiles.
-most abilities dont say exactly how they scale, or with what stats.
-safetyzone doesnt mention what kind of attacks it blocks.
(it wont block status effects, for example)
These examples should make it pretty clear early on that you cant take abilities at face value, untill you have used them yourself.
Swordman attacks donât show you the length of the animation either, which is a pretty big thing in deciding how useful an ability is.
These issues people seem to have cant just exist in the later ranks, they exist in earlier ranks as well. But Iâm guessing they atleast researched that part, or they simply dont care for those earlier abilities at all?
The main issue seems to be that some chose to theorycraft their entire build based solely on descriptions written on paper (so to speak). Even in the base classes it should be obvious from the start that whats written on paper is not the same as it is in practice.
If people choose to perserve with their build regardless of these warning signs lighting up, then thatâs their own choice. (choice, not fault)
They could always wait with such a build untill after the community has gathered and shared more information about it after all.
I find it doubtful that a casual player is already finding themselves at a ââpoint of no returnââ in their build, so soon after the release of early access.
99% of statistics are made up
Alright, the absolutely vast majority. I didnât want to say âallâ, as Iâm sure there will be one player somewhere to prove me wrong. You are correct though. Iâm sure thatâs not the exact percentile. Iâm sure itâs a lot closer to ~99.9%.
Is that better for you? Would you like to address any of the other GLARING faults in your logic instead of just picking apart one number I threw out there so you could regurgitate a stupid saying?
Theory sounds nice and all, but in practice you are already being proven wrong. Iâve seen quite a few experimental builds being done.
My own is somewhat of one, in fact.
Is that so, because:
people that lack dedication to not do that without a reset arent going to magically appear and do it after a reset.
No, your information comes from those that are already doing it right now.
Maybe they are masochists, but I know people that absolutely love messing up their characters in the âname of scienceâ
âŚThatâs an even worse suggestion then the ones seen so far. xD
lol Q_Q Q_Q Q_Q
/20fakelols
You are wildly confusing misleading tooltips with lack of documentation.
Additionally the game mentions perfectly that neither heal nor cure affect flying enemies.
All skills have a short video showing at least the animation.
These are all very different to e.g. does runecaster rune of ice affect hail/frost cloud, what buffs does pandemic spread, which skills can be simonied etc. etc.
Thatâs not misleading, the information just isnt there.
And no the game does not tell you. Itâs just that you find out soon enough, as you fight your first flying monsters and (try to) use it on them.
Not all skills, altho many of them do. Iâve seen more then a few of the videos, a LOT of them dont show the skills properly.
That doesnt really matter tho as thatâs fanbase information either way. So not information mentioned in the game.
In Wakfu you have one reset skill/stats per month for free. But ofc they are not using the same class system. But if you can only reset one circle per month, it means you canât change your class for one specific thing then return to your old class.
Restricted systems are already part of this game, so why not a restricted reset circle.
In wakfu it also scaled based on what level you were in terms of price
Im sure they could do the same for what rank you are charge more the higher the rank
What tooltip? What are you talking about?