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2.41 Sacrier

By #[Nerodos] - ADMIN - March 14, 2017, 21:40:35

As it happens sometimes, [Briss] recently expressed himself on the plans we have for further tweaking the Sacrier in Update 2.41. Without further ado, here's what he has to say:

Briss|2017-03-14 15:22:02
Here are the modifications we have planned for the next Beta Update. It is possible that changes occur before then and it is just as likely that some level of tweaking will be performed during the beta based on your feedback (as usual).

The biggest modification is on the Punishments: they will no longer have bonuses that vary depending on the Sacrier's health. Their bonuses will increase based on the number of turns spent under a specific Punishment. That means that a Sacrier who changes Punishments every turn will only partially benefit from their bonuses, whereas a Sacrier who sticks to a same Punishment for several consecutive turns will benefit from the full extent of it.
The bonuses will increase for 3 turns: during the first turn there will be a small bonus, during the second turn that bonus will increase and during the third turn it will increase again. Then, the third turn bonus is kept until the Sacrier chooses to swap Punishments.

Parallel to this modification, the effects and casting limitations of the Punishments will be reworked:
  • It will be impossible to cast two Punishments during a single turn: you will have to wait at least for your next turn before swapping Punishments.
  • The Punishment penalties will be removed.
  • The bonuses will be reworked:
    • The Flayed Man's Punishment will only increase spell damage: 10/25/50%
    • The Voyager's Punishment will no longer deactivate the lines of sight on some spells, will give MPs (1/2/2), and will reduce the damage taken from a distance (10/20/30%). Starting on its third turn of being active, it will give the Unlockable state.
    • The Survivor's Punishment will no longer increase vitality but will give a Lock bonus (10/25/40) and reduce the damage taken in mêlée combat (10/25/40%)


Furthermore, some spells will no longer be available to cast unless the Sacrier is under the effects of a given Punishment. It's not as harsh or limiting as the Masqueraider or Pandawa can be: we're only talking about a single spell per Punishment.
  • The Survivor's Punishment will allow you to cast Convalescence
    • Convalescence will be reworked as well: it will only be available to cast once per turn, it will no longer reduce the damage dealt and will provide better healing if the Sacrier is below 50% of their health.
  • The Flayed Man's Punishment will allow you to cast Punishment
    • Punishment will now apply the Gravity state on top of its base effects.
  • The Voyager's Punishment will allow you to cast Transposition
    • Transposition will no longer require a line of sight.


We have also reworked some damage spells in order to make them more coherent. For example, some will lose an anecdotal part of their effects, while others will be more in line with the modifications brought to the Punishments:

Light Speed:
  • The Dodge bonus granted if the caster has less than 50% of their health will be removed.
  • The increase to damage will be removed. This bonus was incoherent with the abilities of the Sacrier who was then able to increase the damage of all his team using a mobility spell.


Safe Position: the effects of the spell will become basic life-stealing.

Projection: same as above.

With that configuration all Water spells steal life, no matter the Punishment that is being used at the moment of casting. This should make these spells more interesting, especially when combined with the Flayed Man's Punishment.

Blood Bath
: the healing effect that unlocks if the caster has less than 50% of their health will be removed

Lightweight
: the 1 MP bonus will be replaced with an increase to its own spell damage for 3 turns. That means that the more you cast that particular spell, the more damage it deals

Sacrifice will revert to its old effects: a 2-cell circle area of effect, a 2-turn duration and 3-turn cooldown. However, its range won't be modifiable (and will be 5 at maximum, at level 6), and it will require a line of sight.

In closing about the spell effects, the way Flying Sword works will be modified as well: it won't be the Punishment that is active at the moment of summoning that will determine the Sword's effects, but the Punishment the Sacrier is currently under the effects of. So, should a Sacrier summon a Flying Sword while under the effects of the Flayed Man's Punishment, and then swap to the Survivor's Punishment, the Sword would swap to its Survivor effects as well.
The effects of the various Punishments on the Sword are reworked as well:
  • Survivor: damage reduction and Lock increase
  • Voyager: MP bonus, Unlockable, 2 attacks per turn
  • Flayed Man: area-of-effect damage and increased damage.


Furthermore, the heals won't be based on the damage it deals anymore, but will be fixed, and depend on its Intelligence and Healing bonus (which are independent from its summoner's characteristics) in order to limit weird interactions with spells such as Ecaflip's Luck or damage interception spells (Sacrifice, Living Bag). We're still talking about Heals that are more or less the same as they are now.
The characteristics of the Sword itself are reworked: most notably, it will have Lock from the get-go, more life, and its resistances will depend on the chosen Punishment.

Less importantly, we've decided to change the names of some spells*:
  • Lightweight becomes Fury
  • Flayed Man's Punishment becomes Bloody Punishment
  • Voyager's Punishment becomes Swift Punishment
  • Survivor's Punishment becomes Hardy Punishment
  • Safe Position becomes Frenzy


I think that's about it for the modifications. As I've already said, while you can (and should) expect some tweaking prior to and during the beta, the spells such as we plan to modify them seem to us to be far more interesting, with a far better potential than the version you currently have. It seemed to us important to lay the foundation for a better Punishment mechanic, one on which it will be simpler to make iterations than it is with the current one, which is unstable because it is dependant on systems we cannot readily control (the health percentage of characters) and that leads to situations that are much too binary.


*Please note that the new EN spell names are not final and are subject to change before the 2.41 Beta.

It is also important to note that spells that we are not planning on modifying with Update 2.41 might still get modified further down the line, once we've tested their interaction with the new spells that are planned for Update 2.41.
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Reactions 21
Score : 102

nice to see ankama work on 2nd maskerader

but when wil ankama work on sacri that is the queshion

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Score : 6095

Yeah, I don't like that. I think this will make punishments a lot more situational, agility will still be garbage and have no synergy with it's own associated punishment, only water can benefit from everything and so on. None of this solves sacrier's current issues besides damage, I guess. It's also looking generally less powerful. Just these changes won't be enough to get sacriers up to speed.

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Score : 3952

Im not a fan of the transportation restriction, I get what they are doing but transportation is such a core spell in the sacs kit and with these changes I can see them needing to change states too often to really be able to ramp up. not a huge fan of these changes minus the flayed punishment change. I guess we will have to see the numbers but some of these state requirements are pretty lame. It was stated to not be as severe as the panda but I believe it is. Without transportation what can sacs really do in terms of getting close to allies? If you transport in and swap to the tank state you suddenly are no longer able to tank effectively because you dont have enough damage reduction. I feel the spell restriction in the mobility state needs to be adjusted. possibly prevent light speed from being used in any form but the mobility form and decrease the cool down to every other turn??

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Score : 2646
Lance-Vance-Dance|2017-03-14 22:36:46
nice to see ankama work on 2nd maskerader

but when wil ankama work on sacri that is the queshion
what is an sacri? you mean that alien character from startrek?. lil bit worried that the hp bonus is now all gone and replace it with reduced dmg but yeh, having 40% reduction is heavy so its ok, well gonna see in the beta how it works out...
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Score : 6095

You guys keep comparing to masq, but honestly, I'm getting more fogger vibes than masq. Like foggers, this rework will basically force you to pick a function and stick with it, and if you try to swap functions, you'll waste time.

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Score : 102

ankama forget what is sacri
in 2.41 ankama defo want to make diference from maske and want ppl to stay in 1 state longer
but what happen to main sacri idea they make befor

sacri get stronger from pain
pain is devoshion to godess sacri
it make godess hav more influince
in ekchange godess grant power to sacri

that was sacri ankama 1st create
now watever ankama do, make sacri stronger or weeker, more or les usefule - they ruin ther own sacri image
this sacri is never to have same charma

Click here - here u can find comix about sacri caled Tears of Blood
is how sacri shud be, not the curent 1

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Score : 2508
Lance-Vance-Dance|2017-03-14 22:36:46
nice to see ankama work on 2nd maskerader

but when wil ankama work on sacri that is the queshion
+1

Sacs are supposed to be meat bags that get stronger from taking damage. The states have no place and are just copies of the Masq masks
0 0
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Score : 1268

I would much rather trade my sacriers damage to keep its versatility. Id much rather have a nerf to the damage reduction on survivor mode than lose the vitality buff. Not looking forwards to this as it would make sacs stale.

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Score : 2048
DroppaMaPantz|2017-03-17 22:59:51
Lance-Vance-Dance|2017-03-14 22:36:46
nice to see ankama work on 2nd maskerader

but when wil ankama work on sacri that is the queshion
+1

Sacs are supposed to be meat bags that get stronger from taking damage. The states have no place and are just copies of the Masq masks
Maybe bloodthirsty state? like ouginak prey, keep flayed man(rename kamikaze?), and introduce a spell like wheel of fortune or precipitation(over exertion? after berserk fatigued)

bloodthirsty state 1 recieve 20/25% of damage inflicted as heals
or
bloodthirsty state 2 recieve 20/25% of damage inflicted as shield
with each attack the sacrier gets more embolden

tormented state +1 ap, recieve 1 ap per attack suffered(1turn), 100%damage per attack suffered(1turn), -5% resistance per attack suffered(1turn)
a sacrier sings a song to his god about his torment

divine wind/kamikaze state 1 +1mp, +1 mp per attack suffered, x1.2 damage suffered, x1.2 damage inflicted
a gust of wind surrounds the sacrier

berserk +300% damage +6 ap +3mp. in 1 turn -15% resistance -3mp -4ap. 2 ap cost. cannot use healing spell and weapon
the sacrier goes berserk but is fatigued afterwards
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Score : 617

Ok so ankama hates sacrier's I get it, when will the unfairness of iop get nerfed though? Instead of messing up sacri everytime I finally start building things for her/ getting used to her, perhaps you could balance characters that are op since the beginning and have always been op.

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Score : 2048

or even add a bleeding spell/curse to enemy? which can be removed by heals, and acts as a poison or erosion?
2fire damage per ap/mp used, 10% erosion

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Score : 1420

Quite exciting to see sac is getting more complicated with states being necessary for certain spells!

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Score : 3
Inuteroden|2017-03-29 02:19:34
Quite exciting to see sac is getting more complicated with states being necessary for certain spells!
Same! I'm really excited for it too. I can see why people are complaining, calling it a impactful nerf or buff, but I'm really enthusiastic about it. But that's probably because I don't have a huge overall knowledge to have a better understanding of this change, but for what I saw on the Beta server I really liked it.
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Score : 33

Yeah like a fogger which is fine i guess but the key thing to a sac was the sac gets hit and benefits from it.
cuts for power..

Why not instead make 1 spell per element = self harm but that self harm gives a scarier a unique buff?

OR each punishment gives a sac a bonus the following turn like 1s damage, other is heals and the other is resistance?

Im not sure but the function of a sac should still be the same 'gain from an attack' sacs are suppose to have the best life expectancy. others fear attacking it because they get stronger... Re think this please...

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Score : 425

When do we get our free class change? This is a huge nerf to sacriers. I feel completely useless with my relatively low hp and mediocre damage even with the stupid punishment. Also no one wants me in their group because they know sacs are useless.

1 0
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Score : -9
skullsnerz|2017-05-10 18:32:21
When do we get our free class change? This is a huge nerf to sacriers. I feel completely useless with my relatively low hp and mediocre damage even with the stupid punishment. Also no one wants me in their group because they know sacs are useless.

I still remember when the foggernauts (steamers in the Hispanic community) arrived. I rushed to level 130 and started playing at the coliseum.

Since the start of every fight I would read 'Oh no, a foggernaut, we lost' from my team. I gladly proved them wrong, even going so far to win a 1v2 fight when my team was killed because our enemies decided that I was not worth it. I won the fight.

At least in Atcham, where I play, sacriers are regarded as overpowered, and although many complain of the roleplay aspects of the class, we all know that, with the punishments, we deal a lot of damage and heal ourselves a lot.

Sacs are as useful as you can make them.
1 -2
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Score : 41

Is it just me or does the flying sword attack only once in the swift/voyager's punishment? it clearly states that it should attack twice.

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Score : 16

sacri is too weak fix it please

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Score : -5

I haven't been playing for 2 years and have finally returned to the game. My favourite hero was always sacrier. He was so strong that I could fight with many monsters alone with no problems. But what happened? Why did you make him so weak? I got in fight and just lost where I would never loose! I just don't like this hero anymore! Return the old loved sacrier with punishments for chance, agility and vitality and moreover, dissolution! I leveled my sacrier to level 200 before leaving and was so happy with this hero. But now I do not like it and just dofus became for me more boring because of that. I can't now play with my favourite hero! Please return the old sacrier!

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