Replying to PyroDub
With the new incarnations system, the experience points will be going to the character instead of the incarnations after fights. I don't think there is a way to prevent progression on a character with this change, but I'll investigate and look for information about this so I can come back to you with a clearer answer!
Thank you for your patience.
Wishful thinking? Probably. How epic would that be though, and narratively it would be interesting, there being some sidekick/companion you encountered through a quest who can later give you a little hand with a rough quest fight you're having.
Checking out the beta for sure.
Your guess is more likely to be expected than what I thought. That they will give us their costumes...
Or maybe Ankama did this trick of surprize to make us post our guesses and then take one of the guesses and make it into game???
Even just those 3 incarnations seems incredibly powerful, and some of which I hope the eni rework has. The concept of putting a debuff on the target and each hit applies an effect is what I want in the eni rework, for sure. And debuff + erode... o man.. Ap AoE...
Overall, these seem incredibly strong, and should help those solo or even duo players progress that struggle to find people to play with, or simply want to play solo or with their duo partner. The current roaster for sidekicks isn't that strong, with the strongest for me being corvo signal (kemus rex). So much healing. I might use these though as they seem a lot stronger... Poor kemus rex...
The quest fight rebalancing... You guys have been silent for quite a while, just saying "we always hear feedback". This sudden "we are changing a ton of fights due to the rebalancing of incarnations" is pretty big. I personally never used an incarnation, so I hope that some fights are getting adjusted not for the sake of incarnations, but perhaps the fight was a bit too hard in general. I will definitely be curious to see what changes, but as a hupper and eni duo, we haven't had any roadblocks, but some fights did require a specific strategy or hours of work. If I went back and did them though, I could definitely do the fight fast.
I just hope that some problematic quest fights that can be demoralizing are adjusted a bit, as I do read posts a lot and it's always sad to hear when someone is stuck on something early on in Dofus.
Oh, and I think it was a good call making a cosmetic item for the relics. It's interesting, as perhaps it is still exclusive, but not really as you can get it, just it will cost a lot. I think this respects people who held onto them without feeling bad about losing millions and perhaps quitting the game. So good call, they likely won't lose any, it's a rare.
Just want to add I also never used an incarnation, as I think there is always a way to beat a fight, whether it's a gear or strategy change. But the thing is, when you are a lower level or new player, you don't have the luxery of being able to afford a new set worth 10's of millions of kamas. So again, I just hope that is adjusted so people don't think this game is some pay to win game (spend kamas or grind for hours). Some grinding should be required, but when you have 1 or 2 full sets and can't progress, it feels bad. I do think items like Dreggon helmet and rolling pin are extremely useful for hard hitting quest fights while being cheap.
and we all know you're doing this solely because they were making the, way harder than they should be, quest fights easier. i sincerely hope yall look into the quest fights these have been used in and change them, because they shouldnt require the incarnation cheese.
Incarnation tree is definitely not needed. Like I said in my previous post, you can just use dreggon helmet/mace if you need some res and give up some MP. Did plenty of quest fights with 11-5 or 11-4 just to get easy % res. Fugitive hammer makes fights in vulbis, such as the 4 dreggon babies, very easy (go into a corner so only 2 can attack you, put on a dreggon helmet).
People even think slobberpuss is impossible, when it can be done on eni with only 1500-2000 damage a turn. You just need to be 7 distance apart from pandora and yourself and slobberpuss never actually goes melee (cac) of you. These things aren't talked about in mass, and instead people complain on the forums instead. Look for solutions instead of saying it's a problem, imo.
Spoiler (click here to show spoiler)
I cannot overstate how maddening the process is of progressing through a quest, only to find an uber-complex fight which cannot be done with my class. None the wiser, I used to persist. I'd spend hours and hours dying to some monster, buying expensive bread, running back to the fight location and repeating the process—all after a hard day at work. Once I'd open up the forum, I'd find that the only way the fight could be done is with a specific incarnation
or by spending hundreds of millions of kamas on a particular set of dofuses and exomages, or both.I have to say that I find it amusing how the onus is apparently on the players to avoid using incarnations to complete hard quest fights. Let's get one thing clear: the culprits of the status quo of hard quest fights are the game developers and not the players, who are simply looking to progress their journey around the convoluted World of Twelve as best they can.
In any case, I am happy that some quest fights are finally going to be revised.
The hardest fight I've seen personally is my duo eni against this demon that summons 2 imps (I forget his name). Eni has no mobility so when she made the boss vulnerable and got teleported next to it, there was nothing she could do, she can't run far enough.
Decided to spec fully into the 2 styles the boss uses res wise, got 40-50% each, and a lifesteal weapon, using a chance build, and EASILY beat the fight, brute force, staying MD the whole time.
There are so many gear combos available, so many easy ways to get to 40-50% res in a stat or have a ton of life steal, that I find it hard to believe there is actually an "impossible" fight.
To quote my question in the beta 2.67 thread:
One major question I have about incarnations!
Currently, I use a bunch of them to intentionally stop some characters from gaining xp, since I want to do almanax on them every day, but I also want to keep them at < level 140, since I enjoy having mid level pvp fights with friends.
After the incarnation overhaul, is there some chance of giving us another system to prevent 100% of experience from going to a character (like letting us put 100% xp to guild or something?)
I understand that we can give 90% to guild and 90% to a mount, but this is actually not enough given that I've managed to get multiple characters from level 20->200 with alamanax alone over the last few years
would really appreciate some system for this... otherwise looking forward to all the upcoming changes
With the new incarnations system, the experience points will be going to the character instead of the incarnations after fights. I don't think there is a way to prevent progression on a character with this change, but I'll investigate and look for information about this so I can come back to you with a clearer answer!
Thank you for your patience.
I have to say I have mixed feelings about the removal of Incarnations. I liked being able to transform my character into something else and experience fights differently. While I agree with some of the reasoning for removing them, I feel that the main reason for doing so lies with Incarnations being used to win absurdly difficult quest fights. If that is the case, then shouldn't Ankama adjust these quest fights before removing the Incarnations?
Ankama mentioned that one of the reasons to remove Incarnations was the price:
I'm all for trying new strategies, new equipment, and spell combinations to win a quest fight, but there comes a time when it's not justifiable to spend millions of kamas on equipment, or a class change, not to mention hours and hours, just to be able to progress on a quest. The average Dofus player doesn't have those kinds of resources.
I am a big incarnation fan (leveled ALL 9 dofus retro incarnation weapons to 50) but can see myself trying dofus 2 if sidekicks system is good and fun enough
Sidekicks system I barely interacted with as its generally not very exciting to me so I'm happy to see it getting an update too
YoU HaVe To Be KiDdInG Me !!??!!
where the hallucinogenic mushroom of the darkest pandala forest is my exclusivity, and of my fellow gamers' , who payed irl cash for 2-3 "exclusive" pixels?!
I beg to differ, aside from the fact that TF2 is made by a hugely worldwide followed American based corporation who's pockets are padded by Steam, they had to make TF2 in that way at that time due to it being a fast paced RT-FPS inspired by Mods for other hugely popular games. The style stuck because of its popularity. (And it isn't a case of most recognisable characters - Tomb Raider and FF characters are just as popular as TF2 and still have extensive detail GFX)
Whilst Dofus is not, its not as widely put out into the world as Valve's games and even though Ankama still has a big following it doesn't compare to Valve's.
Dofus has always been marketed as an anime style TTBMMO. The newer GFX styles, with the lack of details does not correlate with past Dofus versions, heck even with 1.2x there was more details compared to what they're pumping out now, same for Wakfu and Touch.
Yeah I was surprised when I saw this incarnation too. Not even gonna bother with the Manitou Zoth "Premium House" quest now, because clearly the "Lifetime Premium Membership" doesnt mean anything (and honestly I never even got the promised "bonuses" for being one anyway, even on my Ankama shop purchases).
Coz they dont want "exclusivity" - yet are currently giving away a "free" Dragomore pet skin for anyone who subs to ADN for a month, yet you have to live in France, Belgium, Luxembourg, French-speaking Switzerland, Andorra and Monaco in order to sub, so in effect its exclusive to only those countries. They still havent answered my question as to if it is available to only those who sub to ADN or if its "early release" before its widely marketed.