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Today we're giving you the first report about the progress of Goultarminator 2012!
I wish I could have started talking about this earlier, but there were a few issues - not many, but quite important ones - which needed to wait for the development of the version 2.7 content.


The rules


For starters, let’s see what hasn’t changed:

  • Qualification: The concept will remain the same as last year, a Test of Speed against Goultard, and then the Test of Popularity. I had mentioned the use of the Kolossium system for qualification, but it was not possible for this year’s edition.
     
  • The team format: We will stick to teams of 4vs4 characters. A 5vs5 format was considered, but there were concerns about the length of fights and restrictions on the team formation. 3vs3 is the Kolossium format, something we’re practicing all year, so I’m not interested in it for Goultarminator, I prefer fights which provide a change from the usual.
     
  • The tournament progression: We’ll keep the separation between a selection phase and a final phase, as well as a separation between International and French servers during the selection phase.

And now, the major changes:


  • The two classes which will be duplicated to fill out each server team with16 representatives (in 2011, these were the Rogue and Masqueraider) this year will be... Iop and Cra. This choice is quite simple to explain: they are the two most played classes in general, and among the most active in Kolossium (you got a glimpse during the inter-server Kolossium challenge during the 2.6 Beta). With these two classes, we’re ensuring dynamic fights and avoid the risk of running out of representatives, as was the case with Rogues/Masqueraiders in 2011.
  • The rule of 2011 that “Each of the 4 teams must have 1 Rogue OR 1 Masqueraider” (or Cra/Iop, respectively) will be removed and replaced by the following, simplified rule: “A team may not have two of the same class.
  • Like the Kolossium, wearing shields will be completely disabled during Goultorminator.
  • The four "pillar" classes, which must be distributed in four different teams, are: Xelor, Osamodas, Eniripsa and Sacrier.

Other adjustments will be made to the rules, but these are details that do not affect the preparation of candidates and will be published in full later.
 

Community events

 
I must, however, mention another major change to Goultarminator, although it is not part of the tournament itself:
 
  • We will refocus on the PvP Tournament of the Goultarminator by making a division between it and the normal array of community events. We will no longer hold community events related to the tournament during the months of July and August. We now have two distinct events during this summer period for two types of players: the Goultarminator for those who enjoy PvP and Vulkania for those who enjoy PvM. However, this does not mean that we are abandoning the concept of the community event. The Game Designers, CCM team and myself will work on an event exclusively built around the concept of community events as competition between different servers, which will take place at another time of year.
 

Dates

 
Finally, the last news of the day... Dates! 

The schedule of Goultarminator 2012:
 
- June 27 to July 8, 2012: Registration and Speed Test
- From July 9 to 15, 2012: Popularity Test
- From July 16 to 22, 2012: Team Composition
- July 24, 2012: Data Backup for characters going to the Goultarminator server (during the weekly maintenance of servers)
- From July 30 to August 18, 2012: Selection Phase
- From August 20 to 25, 2012: Finals
- September 1, 2012: Final Battle
 
Next week I will publish an announcement for the owners of fansites and other volunteers who wish to participate in broadcasting Goultarminator 2012.
 
Additional thanks goes to the representatives of the Zenith for their participation in the development of these rules.
Comments
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dovusplaier 02 July 2012 - 01:08
Why cant xelor go with the eni/sac/osa but the Feca can???wasnt it the other way around?Or am i missing something?
pandamartial 31 May 2012 - 02:27
Sacriers...! Again and again :'(
Revil-Nunor 21 May 2012 - 17:37

(dee4lyfe123 @ 21 May 2012 14:15) *
its not hard for wrym to get a clear line of spit with the manipulation of the map with a sac in the team. what im trying to say is feca feca eca can be easily dealt with
Yeah, I don't see how that is easy at all. At least half the time my Wyrm doesn't do what I want even when I lock it next to what I want lifted.


(greekg @ 21 May 2012 17:36) *
Lol? Sac + feca is still aloud... But sac eni is OH SOOOO OP? What is this...
That is people who apparently have not seen a good Sac/Feca combo PvP together I guess.  
greekg 21 May 2012 - 17:36
Lol? Sac + feca is still aloud... But sac eni is OH SOOOO OP? What is this...
justabeast 21 May 2012 - 17:15

(dee4lyfe123 @ 21 May 2012 14:15) *
its not hard for wrym to get a clear line of spit with the manipulation of the map with a sac in the team. what im trying to say is feca feca eca can be easily dealt with

You can say anything is easily dealt with, but until you show people how easily you can win against these teams (including screenshots), it's just all talk
dee4lyfe123 21 May 2012 - 14:15
its not hard for wrym to get a clear line of spit with the manipulation of the map with a sac in the team. what im trying to say is feca feca eca can be easily dealt with
Revil-Nunor 20 May 2012 - 18:43

(dee4lyfe123 @ 20 May 2012 13:01) *

(Revil-Nunor @ 14 May 2012 17:50) *

(JohnBroadley1 @ 14 May 2012 10:49) *

(Izmar @ 11 May 2012 16:01) *
By the way, a little spoiler that's linked to the Goultarminator: some modifications will be made to a few Sacrier spells in the 2.7 update, which we expect to release shortly before the first fights of the tournament begin. We'll explain more in the upcoming beta changelog and beta server.
I hope they're making it so that Sacriers can't heal 500+hp a turn... Because I can't fight them from range at the moment.

- John
With Erosion as broken and abused as it currently is, that 500 hp won't save you for very long. I would have to nominate Erosion as one of the 10 worst ideas in the last year.
the team you had been vsing must be terrible, osa can ub during truce and they have a eca as well why not reflex back
Wyrm can only lift once every 5 turns, and it requires line of sight to do so, not to mention they are pretty soft and if it doesn't lift first turn the other team will kill it pretty fast. So a Wyrmling isn't a magical counter that will instantly solve that.

Also the Wyrmling AI is pretty squirrely.
dee4lyfe123 20 May 2012 - 13:01

(Revil-Nunor @ 14 May 2012 17:50) *

(JohnBroadley1 @ 14 May 2012 10:49) *

(Izmar @ 11 May 2012 16:01) *
By the way, a little spoiler that's linked to the Goultarminator: some modifications will be made to a few Sacrier spells in the 2.7 update, which we expect to release shortly before the first fights of the tournament begin. We'll explain more in the upcoming beta changelog and beta server.
I hope they're making it so that Sacriers can't heal 500+hp a turn... Because I can't fight them from range at the moment.

- John
With Erosion as broken and abused as it currently is, that 500 hp won't save you for very long. I would have to nominate Erosion as one of the 10 worst ideas in the last year.
the team you had been vsing must be terrible, osa can ub during truce and they have a eca as well why not reflex back
iHarakirii 19 May 2012 - 13:47

(talith @ 12 May 2012 23:14) *

(CriticalEmo @ 12 May 2012 10:34) *
(and throw in a Masq for good measure, because Masq shields also won't save that Sac)
lol. masq shields arent damage reduction. they are an unlinked life-pool, and erosion does not touch beyond them unless you inflict more damage than the shield can withstand.
False. Erosion is still taken into account, even if no damage is taken. Truce + Reflex? Say goodbye to your 6k HP, Sacrier. Kolossium with my eca and two feca absolutely destroyed a team of sac/osa/eca. 2 truces and hitting the sac with reflex and then keep pounding on him for 5 straight turns whittled his 6k HP down to 1400 by the time the truces were over.
Revil-Nunor 14 May 2012 - 17:50

(JohnBroadley1 @ 14 May 2012 10:49) *

(Izmar @ 11 May 2012 16:01) *
By the way, a little spoiler that's linked to the Goultarminator: some modifications will be made to a few Sacrier spells in the 2.7 update, which we expect to release shortly before the first fights of the tournament begin. We'll explain more in the upcoming beta changelog and beta server.
I hope they're making it so that Sacriers can't heal 500+hp a turn... Because I can't fight them from range at the moment.

- John
With Erosion as broken and abused as it currently is, that 500 hp won't save you for very long. I would have to nominate Erosion as one of the 10 worst ideas in the last year.