The accompanying graphic allows us to view the results of this first survey for the Feca 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, Fecas have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect. However, there is a noticeable divergence in the graphic, with a preference for preventing movement over survival and improvements.
We always compare these parts of the diagram with your comments in order to provide ourselves with 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, Fecas have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect. However, there is a noticeable divergence in the graphic, with a preference for preventing movement over survival and improvements.
We always compare these parts of the diagram with your comments in order to provide ourselves with 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.
Debuffs should have max cap per target and whole his team.
expl: u can reap only 25% OF your oponent ap/MP - pvp
60% - pvm
IT will stop of abusing cancer build in pvp and brainless range teams in pvm.
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, Fecas have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect. However, there is a noticeable divergence in the graphic, with a preference for preventing movement over survival and improvements.
We always compare these parts of the diagram with your comments in order to provide ourselves with 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 addition, it seems that in PvE, players like playing the following modes: water, water-fire and air-fire.
In the forums:
Regarding Fecas, much of your feedback covered the desire to strengthen the class's own characteristics such as tanking, debuffing, and protection.
It would be good if the class also had some kind of life steal ability, even if a weak one, it would help a lot in his tanking potential since in late game you'll want to use the single target shield and go to the front lines because the aoe shield won't do much of a difference against level 200 mobs.
The fact that the immunity skills can be debuff is so bad.. it doesn't even negate the damage of that attack, I used on my cra team mate and the steamer just used the shark attack and nulified it while dealing 1/3 of his health as damage, The skill already make them vulnerable to close combat, why not make it resist dispell skills?
Feca is my favorite class but this is too much, they can't protect anyone with this weak shields, they doesn't even scale with any stat, it only reduces a fixed amount of 50 - 75 (and only last 2 freaking turns!!), which it hardly matters when someone is dealing 500 damage per turn, and the end game monsters hit way harder than that..
Is sad to say that the only viable build for the feca is Air, you need to use him as a suicide bomber, use the single target shield on yourself and hold the enemy lines while your team fights from afar, because he will be very useless otherwise.
The remaining problem lies in the way the feca operates all that AP on an Iop, a Cra, a Rogue, name almost any other class, Foggers included seems to be more than enough to operate the characters, yet as a feca, being at a comfortable 11ap, seems somewhat more than lackluster. I spend half the time trying to defend myself, and another half trying to attack, but almost never the same turn.
But that's not a problem, because we have all those turns on our spells, and the debuff is so infrequent that it becomes irrelevant that it can be.
closing argument: The feca is weak overall, and lacks variation and choice to play with, elements have lack luster reach, and the ones that make the game seem boring because everyone else plays the same way, and as odd as it may seem to Deff's but variety is a big part of a game, and the more you have of it, the nicer it feels to play the game. The final comment is, the only spell you offer the feca that gives a proper boost in damage both far and close, removes every purpose the class has, with no way to heal, no way to protect itself, no real damage, and long lasting battles that drag on because you can't play a decent fun game but instead dragging games that take forever to finish where you kinda just wanna kill yourself.
and low range, so I guess you could change the cost from 5AP to 4AP, or leave it as it is and give it "only attack in line" and add 4 range (5AP stays), I think it would be a sacred solution.