The accompanying graphic allows us to view the results of this first survey for the Iop class.
In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.
Like most classes, Iops have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect. The most-significant divergence, regarding survival skills deemed too powerful, remains very slight.
The diagram represents one of the elements taken into account upon reflection; your comments allow us to provide a more-concrete vision that is closer to the in-game reality. We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.
You can see the class comparison on the main topic.
See message in context

- Dommages - Damage
- Survie (soin, protection, et tanking) - Survival (healing, protection, and tanking)
- Amélioration - Improvements
- Placement - Placement
- Entrave - Debuffer
- Vision actuelle - Current vision
- Vision idéale - Ideal vision
In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.
Like most classes, Iops have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect. The most-significant divergence, regarding survival skills deemed too powerful, remains very slight.
The diagram represents one of the elements taken into account upon reflection; your comments allow us to provide a more-concrete vision that is closer to the in-game reality. We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.
You can see the class comparison on the main topic.
Also as a second note. The vital buffs that iops use are mainly gated behind only chance spells. Maybe have 2 choices of passives and not passive/attack skill.
rest is fine as for me. Meyeby even singel target dmg should be a bit higher coz his dmg is lower than eca or ougi when iop Got wrose survi than they..
For Pygmachia, I'd love to see it start as a single target spell, and every cast increases the area of effect while only marginally increasing the damage. Poutch already provides a "clumped enemies take bonus damage" effect anyways.
I'd also love to see the variant of Sword of Judgement get lifesteal, so there is a reason to use it.
he can pack quite the punch, but he can not heal himself with anything, he can jump out of the situation, but not do anything else
the chance path with shield's only extends the fight...but the iop will die eventually
In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.
Like most classes, Iops have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect. The most-significant divergence, regarding survival skills deemed too powerful, remains very slight.
The diagram represents one of the elements taken into account upon reflection; your comments allow us to provide a more-concrete vision that is closer to the in-game reality. We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.
You can see the class comparison on the main topic.
I would never use the spell as a intl iop and neither as a air iop due to its cost and low damage ratio for the combination bonus. But if the spell had divided damage as an omni spell its use would be upped.
The diversity in the spell would allow for higher damage but also allow the class to grow more diverse.
Plus I believe an omni elemental spell for each class is a good way to diversify the attack patterns of classes, and their reliance on certain elements.
having a choice for multiple elements and a reliable case for choosing multiple element you chose in both pvm and pvp makes the game more enjoyable, rather than a simple seven action game. Which results back to a good 3 combo attack pattern for if not most single and double element, all.
This is my strategy against ecaflip: attack behind walls and jump. Using virtue. And using influence when the ecaflip is too close.
And it is only against ecaflip, against other classes this strategy is unbeateble.
As you can see sword of judgement is a good spell, and it would be better if it had better critical ratio or dammages.
We note, however, that you find this class more interesting to play in fights against the environment than in fights against players.
You do not find the pushback and single-element modes (with the exception of the fire path) fun in PvP; and you find the water and air modes little viable (for both PvP and PvE).
In the forums:
You shared many ideas on the Iop class, and offered many comparisons with the other classes, notably on the subject of damage and the Iop's position compared to other damage dealing classes.
So please do not punish int iop in pvp for pvm. People should try not to go instantly to a nerf. Just keep an overall vision. If spells get nerfed , something else should get buffed at least in the same stage cause otherwise the element will be instantly bad.