The accompanying graphic allows us to view the results of this first survey for the Enutrof 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, Enutrofs 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 concerning attacking, which you deem slightly too weak compared to what it should be, remains of little significance.
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, Enutrofs 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 concerning attacking, which you deem slightly too weak compared to what it should be, remains of little significance.
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 bring back the chest, that drops items!!! I don't have any idea why it was removed.
The thing that annoy me on the class (my favorite, by the way) is that we have a bunch of spells with a drawback and we don't see it on other classes.
Greed: an old classic. It's good, but it buffs the enemies to. On some PVM conditions it's viable, but not in others. On actual game state, it's necessary buff the enemies either?
Armlock: I understand the -1 PM, since the healing is too good by the AP economy. Since it has the same slot of Reducing Key it is, probably, not used on PVP, on the other hand, on MVP it has more use than reducing key.
Pandora's box: here I don't see the point. The healing isn't significant compared to armlock, both cost 2 AP and this one has a cooldown (that I understand, since it can be used to heal himself).
Also, there is some "relic of the past" on "coins throwing": it can be cast on the enutrof. It was a viable tactic when the bag switched places. Now it's completely pointless.
Hope that helps.
Shovel Throwing (linear) vs spade throw (huge range but 5ap)
Mound (3ap, huge range, Aoe) vs Peats Bog (LINEAR but good damage)
Prime of Life ( short range, mp red debuff) vs obsolescence (Linear once again)
If an earth Enu wants to use peats bog,he is restricted to a very linear play style
Peats bog is 4 ap, so x2 peats bog leaves him with 3 ap leftover (if the Enu is 11ap which is standard), and the only 3 ap earth spells are mound ( can't use cause peats bog variant, and obsolescence ,which makes Enu have 2 linear spells if he wants to be able to use all his ap.
I think just changing the spell variants so mound isn't a spell variant of peats bog would fix this linear problem.
I feel something needs to be done about how polarizing this gap between pvm/pvp is to allow people who main Enus to enjoy themselves and feel significant.
In terms of specific spell changes, here are my thoughts about some important changes:
Regenerating chest - The AI is still bugged sometimes as the chest doesn't heal sometimes when its standing right next to you. Or it opts to follow the enu around instead of healing an ally.
Mass Clumsiness - Just....why? Why would anyone ever use this spell at 5 ap when its your only ap reduction spell? You can't build ap reduction for a single 5 ap spell with a 7 turn cd... it just makes no sense. Replace this spell entirely with something actually useful please.
Spade Kiss - the limit of 3 triggers per turn would be fine if the spell wasn't 4 range maximum. Are we supposed to walk up to the enemy just to get a few extra damage in before trying to run away? Its especially silly since fire path doesn't have mp reduction spells so you have to either use clumsiness or go multi-element, meaning the damage probably wouldn't even be worth it in the first place. I suggest making range modifiable, then it would actually be a decent alternative to the non-los Shovel Kiss.
Toolbox - I really hate this spell. It has very little use cases and doesn't even really synergize with the enu's own summons. Maybe change it to giving a summon + shield? That might be too strong with bag though. Idk remove it, change it, idc, just do something.
Anyways, thanks for reading. Theres a few other changes I think are necessary, but most of the big ones have already been mentioned by others.
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, Enutrofs 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 concerning attacking, which you deem slightly too weak compared to what it should be, remains of little significance.
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.
In the forums:
In the forum topic on Enutrofs, the community spoke a lot about the class's movement capacity and its survival capacity.
Anyway, things that killed my enu wasnt chest, It was so bad pvp balance, and nerf thanos stuff (this item was so usefull vs osa and sadidas) .
Enu is one of the best pvm classes, but in pvp its very hard to win any battle, even if you are full geared, winning 1v1 or 3v3 with randoms is nearly impossible.
Only way to win kolo right now is to have 3v3 team with ppl who understand enu mechanics, and can make good combo with him.
I miss my enu
Also I dont want enu to deal super high dmg, its not his role, but when i reduce someone to 0 mp i dont want him to move, but reducing mps its kinda pointless in pvp when so many classes have dashes, or jumps, or anything that let them change position and kill, definietly mp reducing spells need root effect.
classes are available to move or dash or jump with 0mp:
Rogue, Sacri, Ougi, Eca, Feca, Xel, Cra, Iop, Osa, Masq, Elio, Hupper, Panda, Enu, Eni
Classes who cant move:
Sadida, Sram, (Not sure about Fogger)
Fix this if im wrong
Now he's like an orphaned urchin, lost, and nowhere to go
I don't agree, i feel like each character should have its own identity and purpose when playing pvm, for instance, cra to mp rape, enu to drop, xelor to ap rape, iop to damage, panda to tank, sac to displace, eni to heal and etc., this should be the purpose of each class, not every class doing everything. Bringing this back i feel like would make pvm way more fun, ankama are focusing way too much on pvp.
I will still play this wonderful class, will always be. But if you could find a heart and some solutions to make this a class truelly viable (and maybe what it once was), I would be very thankful Ankama.
TLDR; Air Enu unusable after nerfs, Strength Range reduction is extremely minor and unimpactful for most of the game pvp/pvm wise. Water is a long range style but excessively limited with being forced into short range, Fire enu has way too many single use spells that feel extremely clunky. Most enus have been class changing and phased out of using newer spells because of how bad they are.
After removing damage from the Enutrof to make room for the damage per effect spells (-ap/air dmg, -mp/water dmg, -range/strdmg?) Enu is in one of the worst spots it's been in a while. Making these spells a hassle to active because they're not range adjustable, require a line of sight and lose damage per activation while making the Enutrof forced to be close combat to activate them with little survivability and at a disadvantage due to being a ranged class. It feels as though the class has been pulled into too many different directions while not executing on them well enough.
Enu elements have been forced into playing the debuffer role with the stronger current elements being the ones that don't have to rely on the playstyle.
-To Play Air Enutrof effectively you currently will only have 3 air spells to choose from with the fourth locking you out of unbewitchment and/or +4 MP which are both vital parts to the class. Air Enutrof only has a single air damaging ap reduction spell which only stacks once and that can take a maximum of 2 ap. The second spell they've given ap reduction Enutrof is Decadence which buffs the enemy the next turn for a chance to take ap while being the variant of Bribery(Corrupt) which is also a core spell of the class so this variant is not usable while also being unsatisfactory to use. Using Air Enutrof spells feels lackluster because you're punished for trying to reduce AP which the element was built around with your single air spell only being able to take 2 AP while Decadence your only other ap reduction spell gives the enemy 10% reduced damage taken next turn. These two vital flaws make playing AP reduction Enutrof extremely unsatisfying (It already was low damage and tough to play) but now it feels like the entire Air Enutrof tree is unsatisfying because the only way to play it is to ignore AP reduction and go for damage but there's better damaging paths because of the damage nerfs that was introduced to make AP reduction core to Air Enutrof.
-Strength Enutrof being able taking range is not impactful enough because it does not effect most classes due to mobility or monsters in PvM making this path feel bad to play if you base it around range reduction. Although this path's -range per damage spell does the most taking range from monsters in PVM does not effect them often enough and Ankama seems to have forgotten there's a lot of mobility in this game for the classes that already don't need range. For the classes that do need range they have a work around that makes trying to activate this medium-short ranged debuff worthless. I suggest changing this from -range to a heavy debuff to promote the other strength spells made for hitting at a distance. This path can be played without having to use COLLAPSE for damage which makes this one of the better playstyles.
-Water Enu is in a better position spell wise being able to use 4 spells but without coins throwing and trying to play the MP reduction build the playstyle feels lackluster. Placer Mining has 1-6 range which is a medium-short distance for a build that's entirely built around kiting. Thinking with this mindset makes this path unusable for PvP and making placer mining and it's build not that great for PVM due to the low range. The new Sieving spell being limited in amount of casts per turn makes this single use linear spell feel clunky because landing linear spells is already a hard thing to do but it being single use makes it feel unsatisfactory. Water Enutrof has lost Aoe/Zone spells with the introduction of this spell. Another fault to the reworked MP reduction Enutrof is that among taking MP from an enemy you're not incentivized to use your very limited spells for more damage because you can reroll and give them more MP. This is another build that taking the spells that haven't been reworked and leaving behind the reworked new identity feels better to play.
-Fire Enutrof has been one of the most consistent since the rework since it's based around sustain. Fire Enutrof also suffers from outdated spell usage the hardest. Deposit, the newest of the spells introduced for Fire can only be cast once at 3 AP, Ghostly Shovel can only be cast once per target for 3 AP, and adding on Unsummoning another once per target cast and it's Variant Firedamp Explosion also a once per turn that lasts two turns. As you can see this branch is extremely limiting in spell choice because you're effectively kicked off spells after using them meaning the more ap you have the worse which from a gameplay perspective sounds terrible for fun. Because of how limiting a lot of the spells feel most Enutrofs choose to forgo Deposit and Firedamp Explosion due to how much of a limit it puts on your spells and abilities because it is also based around your allies being in close combat of enemies which doesn't compliment a lot of the Enutrofs abilities.