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Class Improvement - Iop

By [Ankama]DOFUS - ADMIN - February 20, 2019, 17:57:55
AnkaTracker

This topic is intended to gather your ideas and suggestions on improvements to the Iop class.
Please, keep in mind that class balancing focuses on both PvP and PvM at once.

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First Ankama intervention

The accompanying graphic allows us to view the results of this first survey for the Iop class.

  • 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.
See message in context
Reactions 23
Score : 818

Nerf tumult.

12 -2
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Score : -27

make this class more fun

0 -4
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Score : 447

Some of the elements seem to lack abit of flavor. Strenght is the high hitting single target which is fine, int seems to be a ranged aoe version which overstacks with agi abit too much. Chance seems to be fine but the shields need to be buffed abit and cleave should be made possible to use from range 0. Would work better with the high AP costs. So maybe tweak int, agi and chance abit.  

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.

0 0
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Score : 431

Tumult and pygm should have cooldown at Tour 1

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..

9 0
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Score : 608

Please Ankama do something about tumult/pygmachia for perc attacks, like Shadow suggested above make it unusable turn 1 or otherwise reduce the damage for hitting 3+ targets with tumult or the damage pygmachia increases by each cast.

4 0
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Score : 1633

Turn 1 CD on tumult and pygmachia. Besides that buff chance a bit but not sure how. Probably Cleaver on 0 range would help a bit already.

4 0
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Score : 520

Tumult does incredibly high Base Damage, especially in combination with Poutch (Up to 150 base damage on 3 target crit - assuming two targets are enemies thats 300 BASE for 4 AP). Clearly could use a simple nerf.

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.

2 0
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Score : 274

the only thing that needs to be changed about this class to have a little bit more survivabillity,,,that the moment its 0
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

0 -1
Reply

The accompanying graphic allows us to view the results of this first survey for the Iop class.

  • 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.
Reply
Score : 13

How come a Iop boost for 300 power for 3 AP for two turns when an Ecaflip buff for 350 power for 3 turns for 2 AP. Iop have less damages than Ougi and Eca with 10 times less flexibility and survability. How come??

3 -2
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Score : 112

dont forget that eca has it 3 turns , not on the 4th , but already on the 5th again ... spell is pretty broken cuz you kinda have it up 24/7 and the 2ap cost are nothin

0 0
Score : 5

Please make sword of judgement an omni elemental attack, I hardly of ever use the attack. I've never seen anyone use it either. Its build is not practical for me as I want to either play as an omni, or a air and water. For the mp and shield points.

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.  

0 0
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Score : 402

Revert SoJ back to its old state. It was the only way an Iop could restore its HP. Please, Ankama, every class has that ability but us.

0 0
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Score : 915

I agree with Miniketchoupi.  The Eca has considerable flexibility and steals, movement, 200% crits if you dont want to use a weapon.  The iop is very one dimensional and boring.  With very little survivability.

0 0
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Overall, you find the Iop class to be fun, easy to learn, and viable in the game.
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.

Reply
Score : 16

Instead of a turn one cool down why just make the multiplier lower on turn 1 for tumult. And also maybe a global cd per turn so multi iops can’t abuse it in Percs or any where else

1 0
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Score : -21

It makes no sense to change tumult. If you play int top you play around tumult and if tumult get nerfed hardly or whatever It will make no sense to keep playing int iop. To make a cool down for turn one will also change the strategies in pvm and thats unfair to punish that people can't pvp to punish iop spell in pvm. Thats just unfair. I think the dmg nerf just a little bit would be okay but to make huge nerf for tumult will make int top useless. Iops should be also able to buff for at least 3 turns with "power", somehow unfair cause other classes can buff at least for lower ap cost. 


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.

0 -2
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Score : 17

why not make tumult have different damage, much like how concentration was more effective against summons? iops being able to murder summons to get to a their primary target would be a good way to give them a niche in the damage gameplay. if they want to be the top of the damage dealers whilst not having as much versatility, you could make their attacks have additional effects. like say have iops deal more damage to shields, having enemies take more damage the more they hit them instead of increasing the base damage on spells; this would open up more viablity of other elements whilst keeping their respective purposes intact. (make soj apply twice for each element?)  just some thoughts.

1 0
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Score : 24

Even less survivability?

0 0
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Score : 200

Iop needs a buff

0 -2
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Score : -11

really? ahahahha

1 -1
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