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Iop Balancing in 2.8

By [lichen] - ANKAMA - August 29, 2012, 16:55:08
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In the 2.8.0 update, we’ve decided to focus on the Iop class. We have been working for a while on some new concepts for this class, because overall, Iop gameplay has not changed much since DOFUS was originally released, and has generally lacked depth.

 

Overall, we do consider the Iop class to be balanced, both in PvP and PvM at nearly all levels. However, many of this class’s spells are rather redundant and the class is missing significant tactical options that will allow talented players to stand out based on the quality of their tactical planning.

We are not looking to greatly increase the power of the Iop class, our primary goal with these changes is to make the class more interesting to play and to differentiate them from the roles of other classes.

Here’s a list of what we want to achieve with these changes:
  • Delete duplicate spells (mostly damage bonus spells)

  • Give the class more “punch”

  • Better define the Iop’s “Glass Cannon” role of low resistance (and high exposure) offset by significant damage when played correctly.

  • Better define the Iop’s “Targeting” role (currently supported by Brokle) to incourage allies to focus their attention on targets chosen by the team’s Iop.

  • Better define the Iop’s “Finisher” role (currently supported by Wrath, which becomes more dangerous as the fight reaches its climax).

  • Improve how spells are distributed to Iops as they gain levels.


 

We will include a detailed list of all the adjustments to the Iop class in the 2.8.0 Beta Changelog. We are publishing this devblog to explain our intentions for the class and the general direction without going into exhaustive detail about the changes (which may evolve during the Beta period). All this is to say that this article is not an exhaustive list of Iop modifications.

 

As many Iop spells have been changed, all Iop spell points will be returned with this update. However, we will not distribute Magical Orbs this update, because we have not made significant changes to the base theme of the class.

 

Replacing Duplicate Spells


Giving the Iop class several  spells that “simply increased damage” can be seen as useful, but these spells have a very limited tactical interest and could stand to be replaced with spells that are much more interesting and impressive. We are retaining only two spells of this type, Power and Divine Sword (which have both been augmented) in order to give a %damage boost and a fixed +damage bonus, respectively. (Please note: spell names are temporary placeholders and may change with the final release of 2.8)

 
Compulsion: This spell has been replaced with a new spell, Duel. This spell uses undodgable MP removal to take 10 MP from the target (1 turn) and the caster (2 turns). This spell also applies the Gravity state to the target (1 turn) and the caster (2 turns). The spell does damage based on Erosion damage that the target has taken. This spell makes it easier to isolate a target, but requires the caster to make themselves vulnerable at the same time. It also becomes more interesting later in the fight, when the enemy team has taken more Erosion damage.




 



Bravery Guide:  This spell has been replaced with a new spell, Poutch. When the target of this spell receives damage from spells, they will take an additional 20% splash damage in a 1-square cross that also damages those who are standing next to the target. This allows for a tactical bonus when used on enemies who are grouped.






Increase: This spell has been replaced with a new spell, Friction. When a target affected by this spell takes damage from a spell cast on them, they move one square closer to the attacker (if they are lined up). So this spell can be used to draw in enemies who are on the same linear row as the Iop by attacking them with spells. This allows the Iop to have some ability to adjust the placement of enemies and allies.

 






Mutilation: This spell has been replaced by a new spell, Precipitation. This spell allows augmentation to the target’s AP for 1 turn, but the same amount of AP is removed from the target on the next turn. Using this spell places the target in a state that disallows the use of weapons or Iop’s Wrath for 1 turn. This spell makes it possible for a Iop to significantly increase their firepower for a single turn, with the downside of a reduction in ability for the next turn. This tradeoff may allow the Iop to complete a difficult maneuver or combine some important actions within the same turn.


We have compensated for the reduction in damage augmentation spells by increasing the damage of some Iop offensive spells (including those spells in the Earth and Neutral elements that benefitted from the old version of Mutiliation).

 


Giving the class an extra "umph"


We wanted the class to be more "dangerous" so that it can have a cyclic power, alternating between turns where the class is very dangerous and turns where it isn't. In combat, an Iop and its opponents should take into account these phases if they want to play effectively! Integrating more significant phases of power in the Iop's game play brings more momentum to the class and encourages players (the Iop as well as its enemies) to vary their strategy during each turn of a fight.


•    Sword of Fate: the spell has been changed and it now causes Fire damage at short range, only castable every two turns, but has a bonus damage dealt on the second turn. The spell also causes additional damages based on the eroded HP (HP lost by erosion) of the target. So this is a spell that works in a similar way to Iop's Wrath, but in a different element, with a much lower charging duration (2 turns), and lower damages.

 

•    Power: the spell bonus has been increased, with a shorter duration. The objective is to provide a bonus to damages in a wayto make its casting significant, all the while offering a shorter duration to the spell. The old version of the spell did not provide a damage bonus that made enough of a difference for the Iop enemies to change their strategy when the spell was active. In addition, the spell generally lasted the entire fight and didn't really bring much more power to the Iop during combat.

 

•    The new Precipitation spell also allows for the creation of much more powerful game phases for Iops, by increasing their AP temporarily.

Reinforcing their "Glass Cannon" role:


The different damage increases on offensive spells and the addition of spells like Precipitation, Duel or Sword of Fate (which incite the Iop to expose itself in exchange for a greater offensive potential), contribute to the strengthening of the "Glass Cannon" role (low resistance compensated by significant damage potential) that we want to reinforce for the Iop class.


However, we changed the Vitality spell by reducing its duration and its cooldown so that an Iop who wishes to focus on the damage is more vulnerable, and so that an Iop wanting to protect itself more effectively in combat can do so at the expense of more offensive potential (by having to recast the spell more often).

This is a counterbalance that seems necessary as the offensive potential of the Iop is greatly increased with this update.


Reinforcing their "Focus/Targeter" role:






This role was already present thanks to Brokle, which encouraged allies to focus on the same target when the spell was active. But we want this role to be more pronounced, where an effective team that includes an Iop becomes a team that is organized and that the Iop can take the responsibility of designating priority targets.

New spells such as Poutch and Friction reinforce this role by allowing respectively to increase damages dealt to enemies and to attract targeted enemies for the whole team.


Reinforcing their “Finisher” role:


This role was already partially provided by Iop's Wrath, making a Strength Iop very dangerous at the end of the fight and forcing enemies to take into account the actions of the Iop at the risk of losing a player.

Duel and Sword of Fate reinforce this role by introducing damages that scale with the target's eroded health (permanently lost due to Erosion). The efficiency of these spells increases with the progression of a battle.


Improving the distribution of new spells across levels:


The order of elemental spell acquisition was not optimal, with (among other things) a majority of Earth spells at high level. We also tried to improve the distribution of spell acquisition across levels in order to place the more challenging spells at higher levels.

 
  • Duel is now obtained at level 36.

  • Sword of fate is now obtained at level 90.

  • Friction is now obtained at level 31.

  • Destructive Sword is now obtained at level 9.

  • Blow is now obtained at level 17.

  • Vitality is now obtained at level 3.

  • Concentration is now obtained at level 21.

  • Sword of Iop is now obtained at level 80.


 

These level changes will be applied retroactively, certain spells will therefore be forgotten automatically (and spell points invested returned) if the character does not have the level required  for the spell and other spells are learned automatically if the character has the required level to use them.


Conclusion :


You will be able to test the changes in the 2.8.0 BETA and we hope they will give a lot more tactical potential to the class, making the Iop play more dynamic, diverse, and a lot more fun and interesting.

Be careful though, as the addition of these new spells and unique effects requires some time to adapt as well as some practice. You'll probably need numerous battles before you can take full advantage of this new potential. As such, we recommend that you consider this important aspect before telling us that the Iop has become much too weak due to these changes!

http://www.dofus.com/en/devblog/posts/iop-balancing-2-8
First Ankama intervention
These changes are now available for testing on the beta server. You can download the beta client here: Click here

Happy testing!
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Reactions 213
Score : 264
Please, do something special with Osa's >
Score : 11
Oh my god...
Score : 3547
Iops sounds interesting now i might maka one to team up with my osa!!!
Score : 27221
A few notes:

Most end game Iops don't use boost spells anyway, so it was nice to see them changed, but really these new gimmick spells you have added are not the answer.

Adding this change to Mutilation, stupid to begin with as there was nothing wrong with the spell, and then making it so you can't cast wrath or use a weapon just gives you another spell that most people won't bother with.

Speaking frankly, I see a lot of these possibly being useful in a PvP fight, but just looking over these changes I don't see any of these spells even making my Iops spell bar. Is it too much to ask to just have some straightforward spells for once that are without gimmicks or conditions?

This doesn't weaken or strengthen the Iop, just makes them more like a Rogue or a Fogger in that their spells are starting to have hoops you have to jump thru to use them.
Score : 643
Are only iops going to be changed in 2.8?:/
Score : 27221
No, you can read some of the other supposed changes on JoL. Iops are just going to be the major change.
Score : 11668
Oh my... the Iop class has been my "Main" since day one, and I am REALLY nervous about such an overhaul. Even reading it all, I don't think I completely understand them all. I have to say, 1 move I'm really sad about losing (at least I THINK I'm losing it), is my mutilation spell... I used that almost every turn, and was a BIG factor in my making sure I always have at least 10AP. Bravery Guide is one I have maxed too, to buff my whole team... am I reading it right that this is changing/leaving too?

So many changes all at once... this will either be amazing (after learning them all) or a catastraphy. sad

Very Scared,
Benjamight
Score : 222
This will no doubt make the class more tactical which in my opinion is better than just having a class that is only good at running in sword swinging
Score : 23
Thats Awesome, But When Will Be News About Cras ?? Or Srams ???
Score : 39
c'mon, really? , one of the most used spells , the mutilation, will be totaly changed for what? i can borrow 4 ap but i cant use weapons or wrath? , really?
Score : 1852
Aint this awesome?!
I can't tell how much I love these changes, and to aply them in some certain dungeons.
The state that you can't use Wrath isnt that big deal, just don't cast it or be sure that your cooldown is over before the state. Anyway, the compensation of Wrath can be made with other spells/weapon. For example if I had 8 AP as a Iop I could use my thunderbuff hammer x3 (hits are about 800-1200) imagine that x3.

I really can't wait to test this out, and I should consider to be omni!

-Yen.
Score : 7278
This is... very different from the "leaked" list of changes that were flying around a couple of days ago, the ones that had people were screaming "NERF! IOPS RUINED FOREVER!"

This is pretty much nothing but offensive and utility buffs, providing lots of new strategies for a previously one-note class, but definitely making themselves vulnerable to do so. The biggest losses may be Mutiliation and the shorter duration of Power. (As for the "problem" of not being able to Wrath when under the effects of New-Mutilation, all you have to do is not use Mutilation during that one turn when Wrath is at full power)

There's a deliberate emphasis on various Iop "roles" in this change, where choosing to focus on one thing weakens the Iops in other areas. (If you want to be more defensive, then you have to cast Vitality a lot and lose opportunities for attacks. If you want to focus on one enemy, you make yourself more vulnerable to attacks from that enemy. And so on)

The rearranging of spells is nice, too. Getting Concentration and Vitality at a much lower level will make things easier for up-and-coming Iops.

... I think I want to make a Iop in 2.8, just to try these changes out.
Score : 394
My main char is Iop, but i agree that osamodas needs a very big upgrade smile
Score : 1852
PoisonLT|2012-08-29 18:34:07
My main char is Iop, but i agree that osamodas needs a very big upgrade smile
Just a small, very small reminder, this thread is about Iop Balancing in 2.8. Not about Osamodas or whatever other class.

-Yen.

Jgibbo|2012-08-29 18:20:56
This will no doubt make the class more tactical which in my opinion is better than just having a class that is only good at running in sword swinging
That is so true! Im looking forward to these new changes in the BETA version! laugh

-Yen.
Score : 650
Make changes on Pandawa class for a change. Change Wrath in to a buff, not a change of state spell. Its only fair, cra has powerful shooting, iop has wrath. why cant pandawas have a power booster? They have Boozer as a defensive buff spell plus lose 1 mp. so make the playing field a little fair. enough said.
Score : 1852
Revil-Nunor|2012-08-29 18:02:45
A few notes:

Most end game Iops don't use boost spells anyway, so it was nice to see them changed, but really these new gimmick spells you have added are not the answer.

Adding this change to Mutilation, stupid to begin with as there was nothing wrong with the spell, and then making it so you can't cast wrath or use a weapon just gives you another spell that most people won't bother with.

Speaking frankly, I see a lot of these possibly being useful in a PvP fight, but just looking over these changes I don't see any of these spells even making my Iops spell bar. Is it too much to ask to just have some straightforward spells for once that are without gimmicks or conditions?

This doesn't weaken or strengthen the Iop, just makes them more like a Rogue or a Fogger in that their spells are starting to have hoops you have to jump thru to use them.
Can't some people just for once, be happy with the changes? Or atleast say something useful? Im pretty sure Ankama won't do anything about the fact that you said they look like Rogues or Foggernauts (just because they don't).

I will defenitely use Multilation in 2.8 but I'll be more careful for my Wrath and either way cast it before or after Mutilation.

-Yen.

NOTE: Don't take this as something offensive, 'cause it's not meant to be taken offensive.
Score : 54
I love pretty much all the changes - looks like Iop's will finally be a bit more interesting!!
Score : 1852
Lilscooby|2012-08-29 18:42:01
Make changes on Pandawa class for a change. Change Wrath in to a buff, not a change of state spell. Its only fair, cra has powerful shooting, iop has wrath. why cant pandawas have a power booster? They have Boozer as a defensive buff spell plus lose 1 mp. so make the playing field a little fair. enough said.
And that's why the DOFUS classes are so different from each other. Pandawas are good in Map manipulation, Iops are good in dealing damage and Eni's (should be, or not) good in healing. I would be very surprised to see a Eni cast a wrath likely spell.

-Yen.
Score : 60
guys masq need to be buffed!