The accompanying graphic allows us to view the results of this first survey for the Foggernaut 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, Foggernauts have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.
It is noted, however, that players feel that the class should be a little more powerful, in all aspects except survival, than it is today.
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, Foggernauts have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.
It is noted, however, that players feel that the class should be a little more powerful, in all aspects except survival, than it is today.
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.
Also, please just make the turrets not hit allies or heal/shield enemies. There's no reason for it.
I don't know about that man, I can do 4k damage in 1 turn with the pushback system currently. and I'm not even in much of a pushback set. Hell even agi pushback looks bad ass as hell. definitely the kings of pushback IMO!
Also doing lots of stuff Well but not great is the definition of versatility. oh and giving your whole team 1k shields and 2AP seems to be better than "Well" to me, Idk just saying.
I was pretty excited about getting some MP removal ability - even though more and more classes are getting them, having 3 MP removal spells in one class seems promising, and this ability is extremely useful in PvM. However the current effectiveness of these spells is somewhat disappointing. Corrosion's MP removal amount is too low for its AP cost and low range. Trawler's special spell looks good in theory but isn't very reliable, and the Foggernaut won't know the result until after finishing the turn. The placement of Trawler is also a tough decision: if it's close to teammates, it will keep attracting them, and if it's close to enemies, it will easily die before getting evolved.
Short-Circuit and Hypertensions are very good additions which help make the game play of the class more dynamic. I think it would be nice if the other AOE spells also had interactions with turrets.
Here are some specific suggestions. All of them combined would probably be too powerful, but they're just some ideas.
Drill - Change casting range to be similar to Harpooner. Still attacks only in straight line, but half of damage dealt heals the caster.
Assistance - Remove linear requirement.
Periscope's variant - Increase range or damage.
Rescue - Increase healing, usable at 0 range, only one use per target.
Corrosion - Increase MP removal to 4, or change it to MP steal.
Trawler - Increase casting range to be same as Tacturret, add an effect to special spell which lowers target's MP loss resistance by 10 for 2 turns, stackable.
Vapor - If target is a turret, the turret immediately uses non-special spells like it would on its turn. At the beginning of the turret's turn, its AP is restored, and cast limits are reset, so it would take its turn again as normal.
Froth - If target is a turret, the turret receives a temporary evolution. It's devolved on the next turn. This effect does not stack. If the turret also receives Evolution or Transition in the same turn, it still evolves only once total.
Seizing - If the target is a turret, the turret receives 20% less damage for a turn.
Maybe make the trawler a buff turret. In evolution 3 it would:
Give % based damage reduction for 2 turns if someone has salt armour.
Give % based damage buff if you cast ambush/sonar on an ally. (Would need to remove friendly fire from ambush. ).
This way you have 3 "Damage" turrets. (Harpooner, Drill, Tacturret) and 3 "Support" turrets. (Lifesaver, Bathyscape, Trawler).
A life-steal spell would also be nice, or another way to stay alive (Aside from shields).
I'd love fogger to focus more on all-round buffs instead of damage, but keeping ambush and scuttle etc for some damage opportunity.
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, Foggernauts have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.
It is noted, however, that players feel that the class should be a little more powerful, in all aspects except survival, than it is today.
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.
I've recently started playing again, and leveled a Foggernaut all the way from the beginning. I tried mono builds, support builds, omni builds, and even pushback builds. My feedback is mostly targeted at the class as a whole. I don't think these are crazy changes that are ludicrously broken, but just enough to push Foggernaut in the right direction. Thank you for your time in reading my post!
In the forums:
According to your feedback in the forums, a few changes are necessary, even though the class is very appreciated by the community at the moment.
but yeah apart frothat i dunno what els and but im looking forward to finding out
don't make turrets hit allies/heal enemies.
Getting hit by my own turrets completely makes my Ivory Dofus worthless.
Regards, an unpowered steamer
One of the major changes was changing the summoning range and cost of all turrets to be the same. On one hand this made Drill and Trawler more competitive, which was needed. On the other hand, this is a large nerf to Short-Circuit and Seizing spells, which effectively require 1 more AP to cast and have shorter range.
Another nerf to the agi build is that Short-Circuit and Torpedo become variants, so only one can be in use. (For builds that only use Torpedo to push back, this is a great change as it can be used as well as Backwash.) The agi build didn't seem to be particularly powerful before, and it definitely is not now, so I think there should be some buff to its arsenal to compensate for the nerfs.
The change to special spells and end-of-turn buffs from turrets could potential be big power ups for the class, which I think is needed.
Although many players asked for friendly fire from turrets to be removed, this annoyance still remains except for evolution 3 turrets. It becomes even more of a problem at low levels, because now Evolution has a short range, so low level Foggernauts with 3/4 MP and low HP and resistance must stay near the harpooner for at least 2 turns to evolve it, during which time they can easily be killed by their own harpooner.
The update gives Foggernauts another spell to move turrets, which doesn't seem necessary considering we already have a large number of positioning spells which can work on turrets. I would have preferred a more useful ability.
The Periscope variant finally becomes competitive. I think First Aid's variant also needs similar changes.