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The supremacy of classes (Xelor and Iop)
By Keusley#3029 - FORMER SUBSCRIBER - May 27, 2023, 00:26:03Unfortunately, this temporis is proving difficult to play. Players are not accepting other classes in some game activities.
An example is Kralamour, the player is not accepting other classes instead of Xelor, Osa and Iop.
This is ridiculous and not fair. Cra's main ability has a huge hole, and players don't see added value in the class.
Cra is just one example... It's been very difficult to play with other classes.
Ankama, please update the other classes, equip them as IOP and Xelor...
An example is Kralamour, the player is not accepting other classes instead of Xelor, Osa and Iop.
This is ridiculous and not fair. Cra's main ability has a huge hole, and players don't see added value in the class.
Cra is just one example... It's been very difficult to play with other classes.
Ankama, please update the other classes, equip them as IOP and Xelor...
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I feel the same about Sram and we've been getting minor "buffs" every week:
For those who are unaware, this what I can remember from Srams' skill progression (at lvl 100):
Changed 3 weeks after release: No longer deals damage to allies.
[*]Ambush (3AP):
On release: +20 crit
Changed 2 weeks after release: Teleports up to 6 cells, +18 crits and invisibility (1 turn)
Changed 3 weeks after release: Teleports up to 6 cells, +18 crits and invisibility (2 turns)
[*]Pitfall (3AP):
On release: Increases trap damage by 100% (3 turns).
Changed 3 weeks after release: Adds 90 to trap damage (3 turns).
[*]Pickpocket (3AP) 3 casts per player per turn:
On release: 18 - 32 (best element), steals 2 - 500 kamas RA: 1-2 (non-adjustable), single target.
Changed 3 weeks after release: 18 - 32 (best element), steals 2 - 250 kamas, RA 1-2 (adjustable), single target.
The class identity of "utilizing traps" and stealth is limited by the high cost and low range/damage traps which are not AP efficient and delay the game.
They require you to do have all essential buffs (Pitfall, Powerful Shooting, Strenght of Giants, Distant shooting - 12 AP) and even then you can only place 2 per turn at a cost of 3 AP each, making it inefficient compared to other available spells.
Ambush is pretty much used for crits or jumping, as attacking while invisible (even using pickpocket) will cause you to become visible.
Pickpocket is still pretty useless as it is single targe, has a base range of 1-2 and costs 3 AP so there is always a better spell/weapon to use.
This kit was (and still is) pretty much useless, and more so at the beginning of the servers. compared to the classes you mentioned.
If they won't severely buff other classes (as they said they would, instead of nerfing the OP) at least give us the option to remove class spells or change classes.
It's very frustrating to feel like you're getting carried if you're not one of 5 classes and severely damages the game diversity and experience.
I think it's the result of bad planning, since the game wasn't even properly working in most languages 2 weeks after it came out (not to mention it had already been delayed...).
Very disappointed at Temporis as a whole because the idea was great but it feels like Ankama paid very little attention to the overall players experience when designing and releasing the game.
PS: Sram traps are STILL bugged T-O-D-A-Y.
If "trap 2" is placed in the middle of "trap 1", and the enemy triggers "trap 1", it will also trigger "trap 2" but it will deal no damage.
Additionally. traps will sometimes kill the same enemies over and over and display the death messages as well as "Waiting for players [player names]".