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Class Improvements: The Work Continues #2!

By [Ankama]DOFUS - ADMIN - September 16, 2019, 15:00:00
DevTracker AnkaTracker Blog

In the latest update, we informed you that we're gradually continuing to work on class improvements. So you can get ready for the upcoming developments, we're giving you a full description of the changes, which you can check out in the BETA from Tuesday, September 17, 2019.

WARNING: What you're going to read below is what we intend to do before the BETA goes live; any values mentioned may be modified before the update!  

Certain classes were already changed slightly last time (Iop, for example), but this time, we took the time to evolve them and the changes made are more substantial. We had another look at certain classes that had already been changed last time, such as Xelor, because we deemed a few adjustments to be necessary. For the others, such as Cra, certain measures are being taken right now until we're able to spend more time on them.

 

Cra


It's probably not news to you if we say the Cra class has been causing a few problems in DOFUS for a good while now. The class has always been very powerful when it comes to PvM, especially thanks to pushback, MP reduction, very high area-of-effect and single-target damage, and most of all, excellent range. However, Cras really don't do great in PvP, especially 3v3. Like other classes we've been going through the last few months, its problems are related to the very concept of the class, and simply changing its values will not necessarily make it possible to rebalance it and clean it up, and we're well aware of this. Now, the idea is to currently make a few adjustments to improve the situation slightly for our archer friends by revising the way certain things work and casting conditions.

So as not to hide anything from you, we'd like to propose an overhaul – in whole or in part – as soon as possible. The only thing is, there's still some work to do on all classes, and we'd also like to make as many corrections and changes as possible to all these classes, little by little, before starting on a new overhaul. We also want to have something interesting to offer you, and given how complex the task is, it'd be a shame to do a halfway job! No specific dates or scopes – but at least we told you.

In the meantime, you'll find the list of changes made below. The aim is to clean up Cra vs. Cra match-ups as regards range reduction (e.g. Bat's Eye), which made Cras their own worst nemeses. Certain casting restrictions have been eased, the class is getting slightly more mobile with Concentration Arrow, for example, and not forgetting team-play tools such as Magic Arrow and Crushing Arrow.

  • Magic Arrow:
    • How it works:
      • Inflicts Air damage and steals Range from enemies. Increases the range of targeted allies.
        • 2 Range (1 turn)
  • Concentration Arrow:
    • How it works:
      • Now affects the caster.
  • Burning Arrow:
    • Casting conditions:
      • Maximum range: 4 / 6 / 8 → 3 / 4 / 5
  • Repulsive Arrow:
    • Casting conditions:
      • Maximum range: 6 / 7 → 4 / 5
      • Modifiable range: no → yes
  • Absolute Acuteness:
    • Casting conditions:
      • AP cost: 4 / 4 → 3 / 3
  • Bat's Eye:
    • How it works:
      • The duration of the Range penalty has been reduced: 3 → 1 turn
    • Casting conditions:
      • Recast interval: 4 → 3
  • Crushing Arrow:
    • How it works:
      • No longer inflicts damage on allies.
  • Plaguing Arrow:
    • Casts per turn: 4 → 3
  • Tyrannical Arrow:
    • Casting conditions:
      • Straight-line casting: yes → no
  • Devouring Arrow:
    • Casting conditions:
      • Casts per turn: 2 → 3
      • Casts per target: 1 → 2
  • Sentinel:
    • How it works:
      • Also gives a bonus of 6 Range for 1 turn.
 

Ecaflip


The way Clover used to work made pre-2.52 Ecaflips a tad too strong, but the change to how it works also resulted in it being greatly affected. Actually, we noted a sharp drop in the 3v3 Kolossium victory rate over the last few weeks. Although it should have been expected, we still think it important to make a few changes to balance out this loss of power.

Despite all this, Ecaflips are still good damage dealers that are highly mobile and, in particular, excellent (mostly) metaphorical Swiss knives. However, we've identified a lack of tanking with the class, so we've improved it slightly using the spells Perception, Repercussion and Lucky Star, which now have increased effectiveness. Certain casting conditions have also been made more flexible, particularly for Summons and Corollary.

Regarding the spells Meowch, Tails or Heads, Bluff and Nerve, we'd like to improve the way the work, but we don't yet have an entirely satisfactory solution. Rest assured, we still have a few things lined up to try out, and you should see some changes next time we take a look at balancing!

  • Ecaflip's Coin:
    • Displaying the spell Ecaflip's Coin in the logs at the start of a fight has been deactivated.
  • Godsend:
    • Casting conditions:
      • Straight-line casting: yes → no
      • Modifiable range: no → yes
  • Leap:
    • How it works:
      • Teleports to the targeted cell. Increases the caster's Dodge and that of their allies around the destination cell.
  • Summoning Claw:
    • Casting conditions:
      • Straight-line casting: yes → no
  • Summoning Stroke:
    • Casting conditions:
      • Maximum range: 2 → 3
  • Perception:
    • How it works:
      • Heal value has increased: 4 → 5% max HP
  • Roulette:
    • Casting conditions:
      • AP cost: 2 → 1
  • Spell Strike:
    • Casting conditions:
      • Line of sight: yes → no
  • Repercussion:
    • How it works:
      • Applies an unbewitchable shield to the target for 1 turn. On the following turn, the damage inflicted by the target is reduced by 15%.
      • The effects of Repercussion can no longer be unbewitched.
      • The Shield's value is now the same for the caster and their allies.
  • Corollary:
    • Casting conditions:
      • Maximum range: 3 → 5
  • Lucky Star:
    • How it works:
      • Lucky Star can now be cast on oneself, but the healing triggered by movement does not apply to the caster.
        • Heals: 7% max HP
    • Casting conditions:
      • Minimum range: 1 → 0
  • Rekop:
    • Casting conditions:
      • Maximum range: 2 / 4 → 4 / 5
 

Sacrier


A prickly problem like balancing the Sacrier class… Now we have a little more perspective on the situation, it's time to unveil the upcoming changes.

First thing: Bleeding. Some of the spells that generated or consumed Bleeding didn't work correctly, especially ones that consumed it. This allowed Sacriers to benefit from it almost constantly, without having to worry about when and how to use it. This problem has now been fixed, restoring a real sense of managing the related mechanic and restrictions.

Specifically, we reviewed the Vitality bonus that Bleeding gave swords, which is now a percentage of maximum Vitality. Therefore, this doesn't change the value of the bonus at very high levels, but it provides more reasonable values when leveling at low and medium levels.

Another thing: The spells Thorn Crown and Jashin Ritual were causing problems for the AI, which was prevented from hitting the caster when these spells were active. The problem has now been fixed.

And last (but not least): the eight damage spells whose power increased when cast on oneself.

The problem with these spells, as they currently are, is most of all how inflexible they are to use with recasting every other turn, which greatly restricts multi-elemental modes. The other problem is the value of the bonus, which adapts badly at low and medium levels, allowing Sacriers to have a very high burst capability right from the start of a fight, but without having (yet) suffered great damage or being particularly in danger. The temporary Vitality penalty is often more of a bonus than a penalty because it increases Suffering and is very weak when Sacriers have little health, which doesn't really make them any more vulnerable…

So we've modified how they work to more closely resemble how they originally worked. They now inflict direct damage on the caster each time they're used, but the higher the caster's Suffering is, the lower this damage is. So it's no longer possible to temporarily reduce your maximum Vitality nor boost these spells' base damage. Damage to targets has, however, been increased, making these spells dangerous to both the caster and their enemies. Actually, using them at the start of a fight without having been sufficiently injured beforehand isn't really worth it, but quickly becomes so when the Sacrier is banged up, which is much more in line with the class's concept.

And of course, with only natural Erosion, a Sacrier can still make up the damage they inflicted on themself using Health Steal, but with 50% Erosion on their head, it'll immediately be much riskier to use it. With the Suffering bonus curve having been slightly modified in a previous iteration, and the spell Retribution now being based on Erosion suffered, these spells can still be used – even if eroded – but with the risk that this involves!

  • Nervousness:
    • How it works:
      • Inflicts Water damage in an area of effect. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
    • Damage:
      • Level 1: 16 to 18 (CH: 19 to 21)
      • Level 67: 20 to 23 (CH: 24 to 28)
      • Level 133: 26 to 30 (CH: 31 to 36)
  • Clobbering:
    • How it works:
      • Inflicts Water damage in an area of effect. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
    • Damage:
      • Level 100: 29 to 32 (CH: 35 to 39)
      • Level 167: 36 to 40 (CH: 43 to 48)
  • Excruciating Pain:
    • How it works:
      • Inflicts Fire damage in an area of effect. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
    • Damage:
      • Level 6: 16 to 18 (CH: 19 to 21)
      • Level 71: 21 to 24 (CH: 25 to 29)
      • Level 138: 26 to 30 (CH: 31 to 36)
  • Immolation:
    • How it works:
      • Inflicts Fire damage in an area of effect. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
    • Damage:
      • Level 115: 31 to 35 (CH: 38 to 42)
      • Level 182: 37 to 41 (CH: 44 to 49)
  • Mutilation:
    • Bleeding is now displayed correctly in the tooltip.
    • The Mutilation state is no longer displayed in the spell's tooltip.
    • How it works:
      • The Power bonus has been reduced at rank 3: 200 → 150.
  • Punishment:
    • Bleeding is now displayed correctly in the tooltip.
  • Flying Sword:
    • How it works:
      • The Vitality bonuses given by Bleeding to Flying Sword when it is summoned are now in percentages of health rather than set bonuses. Bleeding charges are now consumed correctly.
        • 10% max HP (infinite)
  • Swift Sword:
    • How it works:
      • The Vitality bonuses given by Bleeding to Swift Sword when it is summoned are now in percentages of health rather than set bonuses. Bleeding charges are now consumed correctly.
        • 10% max HP (infinite)
  • Transposition:
    • Casting conditions:
      • Global recast interval: / → 3
  • Thorn Crown:
    • How it works:
      • The 25% reduction in damage suffered now applies only to close-combat damage suffered.
      • Enemy monsters and Summons no longer hesitate to hit the caster when the effects of the Crown are active.
      • The effects can no longer be unbewitched.
  • Jashin Ritual:
    • Skin changes and glyph placement now appear correctly in the tooltip.
    • How it works:
      • Enemy monsters and Summons no longer hesitate to hit the caster when the effects of the Ritual are active.
  • Riposte:
    • Bleeding is now displayed correctly in the tooltip.
  • Decimation:
    • How it works:
      • Inflicts Earth damage. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
    • Casting conditions:
      • Minimum range: 0 / 0 / 0 → 1 / 1 / 1
    • Damage:
      • Level 60: 20 to 23 (CH: 24 to 28)
      • Level 127: 25 to 29 (CH: 30 to 34)
      • Level 194: 28 to 32 (CH: 34 to 38)
  • Gash:
    • How it works:
      • Inflicts Earth damage. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
    • Casting conditions:
      • Minimum range: 0 → 1
    • Damage:
      • Level 170: 39 to 43 (CH: 47 to 52)
  • Fury:
    • How it works:
      • Inflicts Air damage. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
    • Casting conditions:
      • Minimum range: 0 / 0 → 1 / 1
    • Damage:
      • Level 70: 22 to 25 (CH: 26 to 30)
      • Level 137: 28 to 32 (CH: 34 to 38)
  • Carnage:
    • How it works:
      • Inflicts Air damage. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
    • Casting conditions:
      • Minimum range: 0 → 1
    • Damage:
      • Level 180: 39 to 43 (CH: 47 to 52)
  • Coagulation:
    • How it works:
      • Bleeding charges are now consumed correctly.
  • Blood Pact:
    • How it works:
      • The penalty for heals received by the target is now applied correctly.
  • Berserk:
    • How it works:
      • Bleeding charges are now consumed correctly.
  • Retribution:
    • Damage:
      • Level 90: 21 to 24 (CH: 25 to 29)
      • Level 157: 26 to 30 (CH: 31 to 36)
  • Bloodthirsty Madness:
    • How it works:
      • Bloodthirsty Madness now rebounds up to 3 cells instead of 2.
  • Pillory:
    • Bleeding is now displayed correctly in the tooltip.
 

Iop

 

We think that the Iop is a class that is generally well balanced, solid in both PvP and PvM, in both multiplayer and solo, which is why we classified it as "non-priority" in the last phase of balancing. Still, although several adjustments have been made in this regard, we've especially been working on balancing the elemental paths, organizing the spell variants and acquisition levels for September. You've seen these kinds of changes to other classes recently, because it's important to structure the classes correctly so as to better iterate on them later.

In this case, the Water and Air paths are undergoing the most changes. The Water path posed two problems: excessive power against classes without debuffs or Erosion, and on the other hand, too much vulnerability against classes who have them, as well too low a total and simultaneous number of spells compared to the other paths. The solution we're now offering for the first problem is to change the duration of shields to two turns, keeping the possibility of unbewitching, but with weaker values, which should balance match-ups with all classes. As for the second problem, we've revised, merged or removed certain spells to free up space and thereby provide the same number of spells that can be used simultaneously for each path. You can check out the new spells below now.

The Air path has also been modified to a lesser extent and is losing two spells: Sword of Judgement, which is changing elements and how it works, as well as its variant Condemnation, with the way it works being moved to Strengthstorm. Some spells have been improved, especially Celestial Sword and Zenith!

Everyone was expecting it (except for Iops): the nerfs of Pygmachia and Tumult! Well, as it happens, we haven't laid a finger on them…

Rather than directly nerf these two spells, at the risk of them becoming irrelevant, we chose to nerf Conquest. Actually, the main problem with Pygmachia and Tumult (whether in the Kolossium or a Perceptor attack) is how easy it is to create areas of effect right from round 1. That's why adding a one-turn initial recast interval should greatly reduce the effectiveness of this combo at the very start of fights, thus avoiding opponents suffering damage without being able to dodge it as soon as they enter the fight. But beware of them the next turn, because the loutish Iops will show no mercy!

For the next phase, we'd like to improve or replace the spells Massacre, Friction and Duel, which we feel are ineffective and irrelevant right now, but we don't yet have an adequate way to respond to them. Don't hesitate to come by the forum to take part in the debate!

  • Pressure:
    • Is now the variant of Fracture.
    • Acquisition levels: 1/66/132
  • Fracture:
    • Is now the variant of Pressure.
    • Ranks: 1 → 2
    • Acquisition levels: 95/162
    • Damage:
      • Level 95: 27 to 31 (CH: 33 to 37)
      • Level 162: 34 to 38 (CH: 41 to 46)
  • Jump:
    • Acquisition levels: 1/67/133
    • How it works:
      • The penalty for damage suffered by targets has been increased to critical: 118 → 120%
  • Determination:
    • Acquisition levels: 100/167
  • Outpouring:
    • Acquisition levels: 1/68/134
    • Is now the variant of Destructive Ring.
    • How it works:
      • The Shield's value has been modified, and the duration has been increased to 2 turns.
        • 100% of level as Shield (1 turn) → 50% of level as Shield (2 turns)
  • Destructive Ring:
    • Acquisition levels: 105/172
    • Is now the variant of Outpouring.
  • Divine Sword:
    • Acquisition levels: 3/69/136
    • Is now the variant of Chopper.
  • Chopper:
    • Is now the variant of Divine Sword.
    • Ranks: 3 → 2
    • Acquisition levels: 110/177
    • How it works:
      • MP reduction has been increased at rank 2: 2 → 3
    • Casting conditions:
      • Maximum range: 3 / 3 / 4 → 3 / 4
    • Damage:
      • Level 110: 17 to 19 (CH: 20 to 22)
      • Level 177: 21 to 23 (CH: 25 to 28)
  • Destructive Sword:
    • Is now the variant of Accumulation.
    • Acquisition levels: 6/71/138
    • How it works:
      • The spell no longer attracts targets.
  • Accumulation:
    • Is now the variant of Destructive Sword.
    • Ranks: 1 → 2
    • Acquisition levels: 115/182
    • Damage:
      • Level 115: 19 to 22 (CH: 22 to 27)
      • Level 182: 22 to 26 (CH: 26 to 31)
  • Intimidation:
    • Acquisition levels: 10/77/144
    • How it works:
      • Inflicts damage on enemies in the caster's best attack element and repels the target.
    • Damage:
      • Level 10: 4 to 6 (CH: 5 to 7)
      • Level 77: 6 to 8 (CH: 8 to 10)
      • Level 144: 8 to 10 (CH: 10 to 12)
  • Conquest:
    • Acquisition levels: 120/187
    • How it works:
      • If a Strategist is already on the field, it is replaced by a new one when the caster casts the Conquest spell again. The caster can therefore have only one Strategist on the field at once.
    • Casting conditions:
      • Initial recast interval: / → 1
  • Breath:
    • Acquisition levels: 15/82/149
  • Violence:
    • Acquisition levels: 125/192
  • Massacre:
    • Acquisition levels: 20/87/154
  • Gathering:
    • Acquisition levels: 130/197
    • Casting conditions:
      • Minimum range: 1 / 1 → 0 / 0
  • Concentration:
    • Is now the variant of Sword of Judgement.
    • Acquisition levels: 25/92/159
  • Sword of Judgement:
    • Is now the variant of Concentration.
    • Ranks: 3 → 1
    • Acquisition levels: 135
    • How it works:
      • Inflicts Water damage without line of sight. Damage is increased each time it is cast. If the caster suffers close-combat damage, the damage bonuses are removed.
        • Increases the base damage of the spell Sword of Judgement by 10 (infinite).
    • Casting conditions:
      • Maximum range: 4 / 4 / 5 → 6
      • Casts per turn: 2 / 2 / 3 → 1
      • Target necessary: no
      • Max. stacking: / → 3
    • Damage:
      • Level 135: 27 to 31 (CH: 32 to 37)
  • Fervour:
    • Is now the variant of Threat.
    • Ranks: 2 → 3
    • Acquisition levels: 30/97/164
    • How it works:
      • The Shield's duration has been increased to 2 turns.
    • Damage:
      • Level 30: 15 to 17 (CH: 18 to 20)
      • Level 97: 19 to 22 (CH: 23 to 26)
      • Level 164: 24 to 27 (CH: 29 to 32)
  • Threat:
    • Is now the variant of Fervour.
    • Ranks: 2 → 1
    • Acquisition levels: 140
    • How it works:
      • The Shield's value has been modified, and the duration has been increased to 2 turns.
        • 100% of level as Shield (1 turn) → 50% of level as Shield (2 turns)
    • Damage:
      • Normal: 21 to 23 / 26 to 28 → 26 to 28
      • Critical: 25 to 27 / 31 to 34 → 31 to 34
  • Strengthstorm:
    • Acquisition levels: 45/112/179
    • How it works:
      • Inflicts Fire damage. Inflicts additional Fire damage on the initial target when the spell is cast on another target. The additional damage when changing target is increased if the spell was first used twice on the initial target.
    • Damage:
      • Level 45: 17 to 20 (CH: 20 to 23)
      • Level 112: 22 to 26 (CH: 27 to 31)
      • Level 179: 27 to 31 (CH: 32 to 37)
  • Tumult:
    • Acquisition levels: 155
  • Celestial Sword:
    • Acquisition levels: 50/117/184
    • How it works:
      • No longer inflicts damage on the caster.
    • Casting conditions:
      • Maximum range: 3 / 3 / 4 → 4 / 4 / 4
  • Zenith:
    • Acquisition levels: 160
    • How it works:
      • Inflicts Air damage in an area of effect. Inflicts additional Air damage based on the caster's MP: the fewer MP the caster used during their turn, the greater the additional damage.
    • Damage:
      • Normal:  86 to 94 → 29 to 31 + 57 to 63 (if 100% of caster's HP)
      • Critical: 103 to 113 → 34 to 38 + 69 to 75 (if 100% of caster's HP)
  • Power:
    • Acquisition levels: 55/122/189
    • How it works:
      • The duration of the bonus has been increased: 2 / 2 / 2 → 3 / 3 / 3
    • Casting conditions:
      • Recast interval: 3 / 3 / 3 → 4 / 4 / 4
  • Virtue:
    • Acquisition levels: 165
  • Precipitation:
    • Acquisition levels: 60/127/194
  • Agitation:
    • Acquisition levels: 170
  • Castigation:
    • Is now the variant of Endurance.
    • Ranks: 3
    • Acquisition levels: 65/131/198
    • How it works:
      • Inflicts Water damage and applies a Dodge penalty.
        • Level 65: -20 Dodge (1 turn) (CH: 25)
        • Level 131: -30 Dodge (1 turn) (CH: 35)
        • Level 198: -40 Dodge (1 turn) (CH: 50)
    • Casting conditions:
      • Area of effect: Boomerang 1
      • AP cost: 4
      • Maximum range: 1
      • Minimum range: 1
      • Line of sight: yes
      • Straight-line casting: yes
      • Modifiable range: no
      • Casts per turn: 2
      • Max. stacking: 1
      • Critical: 10%
      • Target necessary: no
    • Damage:
      • Level 65: 27 to 30 (CH: 32 to 36)
      • Level 131: 32 to 36 (CH: 39 to 43)
      • Level 198: 36 to 40 (CH: 43 to 48)
  • Endurance:
    • Is now the variant of Castigation.
    • Acquisition levels: 175
    • How it works:
      • The Shield's value has been modified, and the duration has been increased to 2 turns.
        • 150% of level as Shield (1 turn) → 75% of level as Shield (2 turns)
    • Damage:
      • Level 175: 30 to 34 (CH: 36 to 41)
  • Sword of Iop:
    • Acquisition levels: 70/137
  • Pygmachia:
    • Acquisition levels: 180
  • Sword of Fate:
    • Is now the variant of Pounding.
    • Acquisition levels: 80/147
  • Pounding:
    • Is now the variant of Sword of Fate.
    • Ranks: 2 → 1
    • Acquisition levels: 190
    • Damage:
      • Normal: 24 to 27 / 30 to 34 → 30 to 34
      • Critical: 29 to 33 / 36 to 41 → 36 to 41
  • Cleaver:
    • Is now the variant of Sentence.
    • Acquisition levels: 85/152
    • How it works:
      • The Shield's value has been modified, and the duration has been increased to 2 turns.
        • 100% of level as Shield (1 turn) → 50% of level as Shield (2 turns)
  • Sentence:
    • Is now the variant of Cleaver.
    • Acquisition levels: 195
  • Fit of Rage:
    • Acquisition levels: 200
    • How it works:
      • Fit of Rage can now be charged twice instead of once. Both charges cannot be stacked.
        • Charge 1: Increases the base damage of the spell Fit of Rage by 20 (2 turns).
        • Charge 2: Increases the base damage of the spell Fit of Rage by 40 (2 turns).
 

Xelor


There aren't many modifications to the Xelor class this time round, if not for the expected modification to Hand and a few spells' bugs being fixed.

  • Hand:
    • How it works:
      • Hand is now limited to being triggered 4 times per turn.
  • Mummification:
    • How it works:
      • No longer prevents Hand from being triggered.
  • Counter:
    • How it works:
      • Enemy monsters and Summons no longer hesitate to hit the caster when the effects of Counter are active.
  • Temporal Instability:
    • How it works:
      • Generating Telefrags no longer triggers the Cawwot glyph.
Reply
Reactions 43
Score : 2395

Power:
Acquisition levels: 55/122/189How it works:
The duration of the bonus has been increased: 2 / 2 / 2 -> 3 / 3 / 3
Casting conditions:Recast interval: 3 / 3 / 3 -> 4 / 4 / 4

best thing to ever happen to iop

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Score : 1

Nerf ap red cra's in 5v5 please

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Score : 74

Can we get controllable summons on Sadida, please? They keep messing up.

2 0
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Score : 2048

clover is basicly used for wheel of fortune, why not just make wheel of fortune 3 ap. unless you make it so critical hits give no -effects to some spells like rough tongue/lapping up, ecaflips luck/godsend or the upcoming version of repercussion. it would be neat for an eca to "save" his criticals for a special effect(but on offense it ruins consistent damage which is troubling and but advantageous when your still far enough to buff). two other spells id like to see buffed is rekop and topcaj, i hardly see rekop being used, maybe its time to change its effects? topcaj may need a special effect like most eca spells.

aside from that i still think ecas got way weaker, and it may take more kolo stats for them to see this.

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Score : 1

POWER TO YOP!

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Score : -5341

Bring back Osa concept ... 
... What you have done, is a new class, that accidentally happens to have Osa's summons.

Why not bring Osa back a to its origins, and make a new class with charges and w.e. ?
1 0
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Score : 22

I believe that sacrier is the most affected class in the game because of constant changes. You can't develop your style, let alone make a unique eq for your style, as you change your class every 3 months.
As for the "bat eye", I agree, but not entirely. - Ra for two rounds, and cooldown 4 turn - thaths will be good.
As for the Iop "massacre", it's the most beautiful spell in the game and on pvm has great potential and I use it whenever I can. If this spell disappears then my iop will go to the trash.

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Score : 47

Why don't you guys make specific items for PvP while making classes work different on pve and pvp? Would be so much easier for balance team

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Score : -5341
I couldn't agree more.
If PvM vs PvP on equips would need a bit of work, considering the amount of gear of all kinds lev 1-200 (new one, I'd assume, would be needed, either for PvM, or for PvP), then making spells (names, effects, etc) different for both would involve far less work, plus, it won't ruin completely people's play style and/ or gear (that might have taken a while to develop/ gather/ etc) when changes to one of the two are done.


Then, on an even more serious note:
Someone posted already, and s/he has been ignored so far (as it usually happens on important issues, for which you guys either never give a clear reply, or you give it way too late):
What does it happen with Flash?
Are you guys even considering moving to something else?
How can you re-re-re-re-re-work classes all day, when something as important and urgent as that seems to have been procrastinated for a way too long time?
0 0
Score : 1

Still can't believe how sadidas have no mobility, no space manipulation, and NOT A SINGLE buff, when almost all others do. I think sadidas need to be updated as they are behind other classes big time

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Score : 252

No space manipulation? xd bro sadidas are broken on pvp/pvm, do you even play this class that you say that shit?

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Score : 1789

Loving all the changes apart from some slight disappointment about lucky star. I've never ever seen this spell being used. I'd suggest that it'd heal less but on every crit the target preforms.

Additionally I'm sad that the sadi still doesn't have controllable summons. Just make them stronger while also applying a limit of 1 per type. AND make proper alternative for summons. There so many fights where summons can't be used or are far too risky. I'd like some utility or buff spells as variants.

Lastly, rip Feca. I'd love to see some changes to the int build and agi could use 1 lifesteal spell altho it's already strong.

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Score : 2

How about the eni’s?
Eni used to be a funn clas and its bad now. The dmg really sucks and the healing isn’t that great to...

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Score : 2

And would u please work om the pvp modus. Its not fair that a lvl 186 has to play with 200+ because they are good. A 186 is nothing compere to 200

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Score : -64

We waited almost a decade for celestial sword not hurt iop and power last 3 turns. Impressive guys, we did it! 

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Score : 388

Yummm! Devouring arrow twice per target biggrin

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Score : 2703

Maybe it's just me, but the whole Bleeding concept just seems kind of tacked on and doesn't really add anything that couldn't be done without it. The HP loss can just be part of the Mutilation condition. The extra shield points on Coagulation can just be based on either Suffering or Erosion. That eliminates a whole extra thing to keep up with, another icon floating over my head, and having to constantly check my conditions to see if I can cast Mutilation again or if that's just going to take away my buff. I'm not saying make Bleeding more interesting, I'm saying be practical and do away with it. The Bleeding state makes what has been otherwise been an improvement to Sacriers seem sloppy.

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Score : 53

Do you guys think making all these random changes to an Eca gonna fix them.?
Most of us prefer to play an eca as a damage character, giving them defenses won't change much. You still won't find most of them in kolossium.
Ecas were balanced before 2.52. They were strong, but not unbeatable. You guys broke all the spells.

Well idc, I can wait for 10 updates until you guys fix them and during that time I may find another game and never play dofus again. You make random changes and force us to change our strategy and also sets, on which we have spend hours and hundreds of million kamas.
 

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Score : 74

 

ultimo-power|2019-09-16 20:41:52
No space manipulation? xd bro sadidas are broken on pvp/pvm, do you even play this class that you say that shit?

Sadidas are absolutely not broken in PvM, every doll dies in the same turn it is placed, and trees die in 2 turns. Yes, they can tank some hits but they were not meant to be tanks.
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Score : 436

Can you guys post an official beta test server link with these messages? I downloaded the old ones and their version doesn't match so it stays at 0%.

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Score : 228

i am having the same issue, not loading despite a large update to the beta client it is just saying
"The client protocol version (which is 1932) is too old for the server.
The server needs protocol version 1945
Make sure you have the latest version of the client by restarting your uplauncher. If the problem persists, you can report on the official forum."

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Score : 625

pretty much all disapointing

i swear to god if i see another "balance" patch start with "so this was op in pvp so we nerfed it, fuck you pvm players" ima be slightly annoyed

Make seperate changes. Its 2019. Other mmos have had seperated pvp and pvm since 2000. Dont need new spells, just give unique item/spell scaling between pvp and pvm. Like batseye 1 turn for pvp, 3 turn for pvm as an example.

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