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DOFUS in 2013
Now that we’ve all escaped the prophesied end of the world in December and 2013 is well and truly underway, we want to share with you our plans for year. It will involve the culmination of several longstanding DOFUS projects, and we want to show you what the future holds!
The Road Ahead

Will this year bring new content or new systems for DOFUS? What will be coming, and when? Here in 2013, we’re taking a bold new step and telling you our plans for the entire year, all in one big spoiler.

It should go without saying that we cannot give you every single detail and date just yet. This will be a general overview to give you a broad idea of our plans. As we get closer to each step of the plan for the year, you can expect to see more specific information about these content updates in news, podcasts, videos, special pages, and on the Devblog.

And while we’re laying our cards on the table, let’s be frank. You know as well as we do that Ankama has had a bad habit of sometimes delaying the release of certain feature, usually due to technical reasons or in response to how we see certain features are being received. While we are trying to improve on this character flaw, please consider this a warning in advance that there is the possibility that an update scheduled for a certain month may run into problems that delays its release. We are experimenting with an accelerated schedule that will bring you new things to do in DOFUS nearly every month in 2013, and sometimes experiments do fail a few times before they succeed. Clearly, we do not want this to be the case, but if the worse happens, we will notify you and inform you about the new release date as soon as possible.

Finally, in this list of new features, you will no doubt notice right away that some types of changes are not discussed, e.g., class balancing, redesigning of the critical hits system, and bug fixes. This does not mean that we are not planning to work on any of these areas in 2013. We will be working on many quality-of-life changes as the major content releases are being created and they will be added as they are ready, just as they have with our previous major updates.

So prepare yourself for a flash flood of information, and don’t be afraid of the Master Villains waiting to show themselves in the months ahead, because we’ve saved the best for last: 2013 will see the rise of the Krosmoz Vigilanties…

Much love to you all,

-The DOFUS Team
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heavon-sword 21 May 2013 - 00:17
actual iops are fine that part i hate is how the kolo set up it be dam over lvl get me piss a lvl bunch of 120s suppost to fight some 190s but yea i want a new class
fritzerz 20 May 2013 - 22:37
Also,i think the intel spells on srams are dumb, the old intel spell never caught so you switched to insidious posion and it flourished however i do like the attraction which is possible now and tricky blow should be str like it has always been and chakra concentration should give +strength like it always has or get rid of completely and add some other way to heal!!! Especially chakra concentration because it seems entirely useless as it currently is
HatedOne 20 May 2013 - 22:34
Kolossium is more focused on rate based fighting than level based fights because it'd somehow be bad to fight people who sink more money than you into equipment in your level range than to just fight people like 20~60 levels above you in far better average gear. [I say 20~60 because I fight endgamers and prissy low levels with too much money on their hands and get beat.] 
fritzerz 20 May 2013 - 22:29
i think the precipitation on iops should be weakened, with iops naturally strong hits the additional 6ap is overkill i thought the whole point of the CC nerf is to make it where characters have a chance offensively and defensively but with precip they can still do ridiculous amounts of damage in a single turn let alone if they have class gear so they can use it every turn also im a 177 and kolo fights need to be a little better balanced somehow i had a kolo group of a 177(me)175(also me)and 154(not me). The team i fought was a 189 and 2 19xs....needless to say we lost, i also fought a 200 with the same 177 and 175. idk how fights are calculated and matched up but some change is badly needed.
heavon-sword 20 May 2013 - 01:33
this responce is for electricotter well i ment that a complete diffrent i mean cause we ned a class that can do do good tacticals sence dofus had been takin out a lot of things i mean the class should mainly focus of %power and dmg + and i want a good close combat which its simple to adapt every update cause its a pain when their changes been playin dofus sence foravar and it terrible for me in adaption
Revil-Nunor 04 May 2013 - 03:43
Cras, Masqs, Ecaflips.