The accompanying graphic allows us to view the results of this first survey for the Xelor 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, Xelors have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.
The diagram gives the impression that you think the Xelor class is very slightly too powerful overall, but this remains marginal.
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, Xelors have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.
The diagram gives the impression that you think the Xelor class is very slightly too powerful overall, but this remains marginal.
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.
SUGGESTIONS OVERALL:
Suggestion 1: Sustain
Xelors do not sustain well. We have only the following spells to support us in the roles of healing/tanking/surviving: Clock, Conservation, Counter, and Cawwot. I believe that the Xelor kit should offer more than a 5 AP linear spell that steals HP when it comes to survivability. Please consider adding another spell or two that allows Xelors to heal or generate shield points - you can tone down the ability to reduce AP in compensation.
Suggestion 2: Pushback
Xelors are the only class in the game without a pushback spell native to their class. We have Release, of course, but nothing else. Please consider adding a spell that causes pushback - you can have it require or consume Telefrag, just let me be able to give King Dazahk more than -5% resistance per turn.
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SUGGESTIONS SPELL-BY-SPELL:
Souvenir: This spell does too little damage for its 4 AP cost and its linear restriction. 26-30 / 30-34 is already well below par on a 4 AP spell, let alone a linear one. The only draw of this spell is its ability to rewind an enemy's position while in close combat, and it is sorely outclassed by Spontaneous Return, Temporal Distortion, and Reflect in either damage or cost. My suggestions for this spell are threefold: Reduce its cost to 3 AP, make it nonlinear, and make the range 1-6 nonmodifiable. This makes it a worthy cast for both damage and movement, as the Earth Xelor branch severely lacks damaging options at nonlinear range, having only Shadowy Beam currently. Alternatively, make the spell nonlinear and 1-6 nonmodifiable range and keep it at 4 AP, bumping up the damage by 4 to make it a more worthwhile cast.
Cog: This spell, despite giving 1 AP the next turn, does a somewhat underwhelming amount of damage. I suggest boosting its base damage by 2.
Drying Up: Please allow this spell to be cast on allies and self. A 4 AP cost for damage that depends on positioning enemies around yourself or an ally correctly that triggers next turn is strategic, and rewards tactical play.
Rewind: This spell's cooldown could easily be 2 turns and still have it be balanced.
Disruption: This spell's damage is extremely under par, even compared to Xelor's Punch, a spell with much less restrictive range (nonlinear vs linear). I suggest bumping this spell's base damage up by 4.
Conservation: There is no nice way to say this - this spell is not good. I have never used it, I've never seen it used, and in its current state I think I never will. I have no suggestions besides to scrap it completely and go back to the drawing board for this spell slot.
Pendulum: PLEASE make this spell hit the target the Xelor swaps with.
Temporal Oop Shield: Please change this spell's name to Temporal Shield.
Shadowy Beam: While the change of this spell to allow it modifiable range was lovely, I still think it lacks in damage just enough to make it an inferior choice to Dark Ray in most circumstances. I suggest you bump the base damage up by 3, making this spell do comparable damage to Hand at 3 less range overall.
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Thank you for reading, and I hope you take my comments into consideration.
1- ap reap is to strong in pvp. IT is super annoying to facing IT even with high res. So:
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.
*its random here but IT is possible to count and balance IT.
also still Xelor should have best ap reap, IT always was his job and now we Got ap reap cra.. Wtf?
2. Xelor synergy with elio - i think its Just a hole in portal mechanick which doesnt have a counter play so IT is Just un fair.
the for understad.
I would like to see it being easier or atleast more benefitial in pvm than currently.
Perhaps create a few spells purely for PvM, so it dosnt skew balance in PvP.
Please remove the spell Conservation and replace it with a sustain spell - maybe a spell which allows Xelor to reasonably heal for every telefrag they generate for 2-3 turns? Or give them a small shield for every telefrag generated, I think either of these would be interesting and useful changes that integrate the current Xelor play style.
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, Xelors have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.
The diagram gives the impression that you think the Xelor class is very slightly too powerful overall, but this remains marginal.
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:
Many of you brought up issues with the MP and AP removal system for the Sadida and Xelor classes.
Use up a telefrag and various effects could apply:
-an enemy gains % erosion per AP used,
-or the Xelor is healed by a % of their health per AP used,
-or gains % shield,
-or %final damage increased/decreased,
that sort of thing.
These would be interesting effects to reduce the reliance on AP removal, and add more flavor and interesting things they could do in PVE. In PVP, it would make the opposing player choose to use AP and suffer the effects: the difference between choosing to and being forced to use less AP.
IT IS NOT USELESS; you just shouldn't expect to do much more than damage and moving stuff.
It helps to have the right partners and to keep in mind that you aren't fighting alone.
As mentioned above there are a couple useless spells/spells that require tweaking.
Somethings might be too strong and have had suggestions in the french forums (anyone want me to translate a summary from there?).
As for PvP balancing I just hope it won't impact my PvM gameplay too much.
Why isnt anyone talking about this?
The xelor just tp me from the first red cell to the second one and back with rewind. It's 26 cells of distance. How this can be balanced?
There are just a few counterplays, so basically if xel plays good he'll win 90% games.
Ankama, fix this.
.
For example I see an elio-osa in the same team, did he have +5MP from them?
If it's a premonition-time rift-spontaneous return type of combo those have been discussed extensively on the french thread and improvement have been suggested to balance out the spells.
This would be similar to damage dealers doing less and less damage to targets they frequently hit or summoners slowly having their summoning ability hindered. What about if healing was 10% less effective every time somebody was healed?
If you go in with very little HP, damage dealers are going to steamroll you. If you go in with bad AP parry, MP parry, pushback resist, etc, you're going to get his by those mechanics particularly hard. That's the whole point.
Whatever you do, tie it back into the telefrag mechanic. That's what this class is based around. If you want people to play this class (which is hard to play to begin with), make it rewarding to use the class' main mechanic.
In addition, just to react for the comments that Xelor is Op... Have you ever seen a good built Iop for example? Is not that too Op for you? Hitting 5k in a turn on good resistance, making everone fly to death. And the answer is: That is Iop's job, as our job is to remove AP to defend ourselves next to making damage.
Xelor is working with time, Ap removal should be his main built, next to positioning.
Ap removal is totally disgraced, now only Chance Xelors has the ability to remove Ap. Why?
Who cares about bouncing up and down, without Ap removal Xelor is just a deadend.
Just a low ranged cra with lower damage with low buffs. I saw a Feca nowadays, who removed more Ap and MP in a perc fight.
I started an Agi Xel years ago because I like the style of it. I dont want to change my element, because Ankama decided to remove the ap removal spells and replaces them with positioning.
To sum up, positioning and Ap removal should be available for all elements.
For example adding positioning to high ranged spells, and adding ap removal to low ranged spells?
I hope that one day Xelor will regains his old strength and glory.
Thank you.
Because ap reduction and endgame sets offered little options for the agi/chance pathway.
For good reason, I feel AP reduction overall is heavily reliant on luck and other pathways with the exception of strength did not support extremely high damage compared to Int, Int/Str or omni today.
In additon for a Xelor player to approach a fight with the idea of removing a player characters AP to 0 doesn't provide the other player with a very exciting game. Game devs have already touched on this in a previous devblog.
I do not immediately think manipulating time to be connected with AP removal alone. Infact MP removal would be more suited by the concept of time standing still.
The option to deal high damage whilst running with less vitality and resistances is more then welcome.
Xelors for me are far from the easiest the play when faced against gravity or high mp removal and especially the many steals and survival spells of most other classes.
The class is not alone in its high damage capability, strength srams and agility ougii's for example both have great damage and survival.
Damage can ultimately come down to how much time has been invested into building a set through crafting, maging or buying and decision making on particular turns against how well another class can counter the Xelor.