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Class Improvement - Xelor

By [Ankama]DOFUS - ADMIN - February 20, 2019, 17:58:30
AnkaTracker

This topic is intended to gather your ideas and suggestions on improvements to the Xelor 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 Xelor 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, 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
Reactions 18
Score : 532

My thoughts shall be offered in two parts - suggestions for the class overall, and then suggestions spell-by-spell. I shall only offer suggestions for spells that I believe do not function well, or could use improvement.

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.

-------------------------------------------------------------------------------------------------------------------------------------------------------------------

Thank you for reading, and I hope you take my comments into consideration.
 

11 0
Reply
Score : 425

IT is super class, very skillful but there are 2thinks which bothering me so hard.
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.

2 -5
Reply
Score : 427

I absolutely love the spell animations on Xelor, i do feel however that it's too much of a hassle to play it PvM, and it dosnt pay off, since setting it up takes forever and feels lackluster to the extreme.

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.

7 0
Reply
Score : 1832

Mummification slows me down a lot.

0 0
Score : 745

I agree with the changes suggested by JabberwockyST and Fuzzjockey, I would also add that synchro should be able to be charged with a telefrag at least twice per turn. Once a turn is too slow and bothersome for both PvP and PvM, perhaps compensate by lowering its HP/resistance or something.

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.

7 0
Reply

The accompanying graphic allows us to view the results of this first survey for the Xelor 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, 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.
Reply
Score : 517

Why are Xelors useless in PvM? pls fix.

5 -1
Reply

Even though this class seems more difficult to play than others, you feel that most elemental paths are playable and fun. However, the water, earth and fire single-element modes do not seem very viable or fun to you.

In the forums:
Many of you brought up issues with the MP and AP removal system for the Sadida and Xelor classes.

Reply
Score : 561

I believe changing some of the Xelor mechanics from AP Removal towards effects depending on how much AP an enemy uses would be interesting. Almost like an AP effect poison that granted buffs and debuffs.

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.

4 0
Reply
Score : 219

I agree with vontheviking give the xelor somthing that helps them with more sustain like gains % shield per ap used or for a telefrag that is developed, i really like the fact Xelors are hard to play but they have no personal shields and only 1 linear sustain spell that forces you to spec into water. I would also agree with the comments that convergence is useless and should be 100% scrapped, an ap poison would be nice but thats more of a dream than a reality. I will disagree with one of the first comments i do not like the idea of a pushback damage xelor his kit just does not have room for it and with all the re-positiong he does more than makes up for the lack of pushback, not to mention not every class has spells that ap ra8pe

0 0
Reply
Score : 1832

I'm mostly fine with the current state of xelors in PvM, but it's definitely not the easy option.
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.

2 0
Reply
Score : 1668

I agree. I always find it amusing when people say that xelors are bad in PvM; They're a hard class that requires a lot of practice, but they aren't bad at all. My only complaint would be that a lot of monsters give gravity state, but it's not even a super pressing matter.

1 0
Score : -20
https://prnt.sc/nokt28 (Image)

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.

.
0 -2
Reply
Score : 1832

Do you have a video of it? It's hard to fix something without actually knowing the spells and whatever buffs the xel had.
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.

3 0
Score : -7

AP removal is an incredibly annoying mechanic in PvP against Xels. If you start the fight with low Resistance, you're pretty much set up to lose the fight. Perhaps look into adopting Wakfu's AP removal system where removing a target's AP slowly builds up % resistance against it. Super irritating when you face a xel and can't even play the game because you get -6AP a turn.

1 -2
Reply
Score : 2

Having played other games where primarily debuffing classes run up against this mechanic in pvp, I can't disagree more. When resistance starts getting built up to them (or gods forbid, 100% resistance for a certain period of time), the debuffing class simply becomes useless. 

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.

0 0
Score : 2

Sustain is probably one of the major issues with Xelor. They're not a healer, so I wouldn't overdo it, but 1 water-steal spell is just pitiful. Even another 2 ways to heal (or perhaps shield) would help round them off as a character.

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.

0 0
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