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Class Improvement - Feca

By [Ankama]DOFUS - ADMIN - February 20, 2019, 17:58:25
This topic is intended to gather your ideas and suggestions on improvements to the Feca class.
Please, keep in mind that class balancing focuses on both PvP and PvM at once.
First Ankama intervention
The accompanying graphic allows us to view the results of this first survey for the Feca 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, 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
Reactions 17
Score : 3049
Make stormy attack 4 ap and not hit feca. No other class has 2 5ap spells of the same element and it just doesn't fit into the standard 11ap combo (stormy attack 5 ap + tension 5ap = 10 ap and 1 leftover useless ap feca cannot use)
7 0
Score : 897
I like feca as he is now, but.. Ap reap is to strong, also combo glyphs with gravi is op..

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.
2 -10
Score : 373
need some damage spells. Need more range for str spells
8 -1
The accompanying graphic allows us to view the results of this first survey for the Feca 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, 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
Score : 208
smile
5 0
Score : 784
This is something that was changed in a recent patch(don't exactly remember when, though), if I recall the reason correctly, to make players more aware that they are entering a glyph... but sometimes moving through it is intentional or you're already inside it and trying to get out, in which case that "feature" is just annoying.
0 0
Score : 498
Feca is pretty good, only real issue is the costs of spells like stormy attack and a few of the new spells, which aren't really worth taking vs the alternative, for example the power value of feca shield is stronger than inertia, and reinforced protection still disabling protection spells isn't worth the power of  Ataraxia
2 0
Your feedback indicates that single-element Fecas (with the exception of the water path) are not interesting to play either in terms of fun or in terms of PvE combat viability. This seems even clearer to you during PvP combat.
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.
Score : 171
is it just me or the Admin answer seems irelevant to the answers above? biggrin
3 0
Score : 671
Remove the need to cast his spells in line or in diagonal, or at least make the water element like Sadida's tears, because most of the time (90%), the enemies won't be in a place where you can use these attacks anyways.

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.
2 0
Score : 255
Indeed! Shields are to weak to really protect. even in 200 dung.. they hit like 500 something 1000+ dmg.. and you shield like a 100.
3 0
Score : 29
this is SO true
2 0
Score : 2
@admin Having played with the feca since the start and see the class change. I am not fully geared with an Ivory, which is a pleasant addition to the game, which makes the balance against dream levels somewhat more even, but against other players or mobs of the level 200 which have the ivory or damage of insane levels makes for a somewhat unfair fight. If at level 1 -100 I can solo all the dungeons with my feca, and going from level 1-200 to do the same if I have an Ivory, an Ebony, a Crocobur, and every other unimaginable boost you can buy for kamas at such a high price that they are game changers, but not game makers, then the game has become stale and boring. If all the game is to get the highest level gear to defeat dungeon's that give you the highest level gear again, then I see no point in doing it. A continuous cycle of uselessness makes little sense. It's like post game content of a game you've already finished and has no extra bosses, but the ones that do, drop magical materials to make your Ultimate weapon so you can really hit high numbers. But let me ask you this? Against who? 
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.
1 -1
Score : 21
Meh
1 0
Score : 5
Feca has a problem with a lot of AP cost on "Stormy Attack"
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. 
0 0
Score : -24
need some more power for damage spells and glyph of repulsion spell is need to improve. it should make damage like other glyphs, not only pass on it.
0 -1
Score : -24
and ofcourse some more range for stormy attack
0 -1
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