Replying to lusianh
These changes are planned to take effect in the June update, so you shouldn't have to wait very long!
You will be able to try them out in the Beta beforehand.
I hope this answers your question!
For this update, we'll be testing out a new devblog format. Many of you have questions during beta phases about our reasons for modifying this or that class. So we decided to write this devblog to lay out our intentions for you about the changes we're currently working on. We'll discuss what we don't like about these classes, and talk about the modifications we plan to make to them. However, our goal for now is not to exhaustively cover all of the changes and every single spell. You will find those details in the changelog when the update is released. Please also bear in mind that we may make changes to any class as part of an update, but we will only be addressing the most extensively affected classes here.
For this first devblog, we'll be talking about our two lucky picks for a makeover in the June update: the Eniripsa class, which will be seeing some major changes, and the Ouginak class, which will be modified to a lesser degree. So without further ado, here we go!
First introduced a long, long time ago, Eniripsas are one of DOFUS's most iconic classes. If there's one class that players are always happy to have by their side, it's the Eniripsa! The class's creativity, its very clear healer/support roles, and its easy-to-learn and highly effective gameplay have made it a popular class that many of you enjoy playing.
However, our favorite healers haven't evolved much since they first appeared, except back in the Spell Variants era, which shook up the spell kits of all classes across the board. And while that breath of fresh air did some good at the time, it wasn't enough to keep the class going for the long term. Today, there's no getting around it: Eniripsas have serious balancing issues throughout the entire game, and their aging gameplay simply isn't up to modern standards.
Turning back to gameplay specifics, here are the points we've focused on for improvements to the class:
In broad outlines, then, let's now take a look at the general orientations we've chosen for each class (with the obvious disclaimer that all of this is subject to change between now and the actual release):
We hope that this early devblog has given you a clearer picture of how the various changes to the Eniripsa and Ouginak classes will affect their gameplay, and that you agree with us about the problems we've identified and the goals we're looking to achieve with these rebalancing changes. We're excited to present all of these changes in more detail, and more importantly, to let you try out the new versions of these classes for yourselves in the next beta!
Please don't hesitate to share your feedback about this devblog format as well, including whether you've found it useful and whether you'd like to see more like it for future updates.
Replying to lusianh
Also I hate the buff Coney more than anything, keep it for April 1st.
Edit: the Ouginak changes seem pretty decent, I like the idea of slightly nerfing damage reduction and such in exchange for more flexibility, and I don't think allowing 2 range in Beast Mode will break anything. Removing erosion or maybe debuffs generally sounds good, only so long as it has a low cost so you don't feel like you've wasted AP only countering your opponent's erosion spells.
As for the ouginak, my only problem is that they have too much mobility with the way they already are and their "prey" state lasts forever and has no cdr... they literally have free tp all the time and if you gravity a ouginak it doesn't matter since they can gain like +3-5 mp and still reach you. I think the prey state needs a nerf.. I mean let's be real a dog's scent is strong, but it doesn't last forever.
That'd make me change back my main, now mask, to osa, which she was, aprox 10 y, if not more *sob sob sob* ...
Also I'd love to see more HP stealing spells than just one or two in one of builds. I'd make eni more than just heal here, hel there. She could withstand her HP and do dmg without "wasting" APs whole turn.
"The class's creativity and potential are underused." - Blaming players for using the most effective build of character that you made...?
She can heal some, and deal some dmg too.
Just a suggestion, to adapt your eni, for duo-es, till those changes come (and I hope the announced changes ... will be changed a bit ... hehe .. especially the macho scarrrryyyyyy void eyes evil bunny!).
I don't mean just proportional to damage done to create the heal. Also, will the Power stat be taken into account?
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And afraid her class will be changed to something else else, cuz of that ... Like it happened to my osa ...
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But yeah, I see history repeating, after the inventing of the monstruosities of osa's morphs, I gave up a very old osa, for another class, mainly cuz of that ... despite her being my first ever character and my main for a veryyyyy looooong time ...
No, thank you.
Mind letting some random class for beginners?
And neutral healing? Cmon ...
Do revamps, they're sometime required/ needed, by the progress of game and/ or other classes.
But please, do not make all super complicated, I personally do not like the idea of this new revamped eni, being similar to osa's revamp, that added both complexity and uglines.
Also, curious, all those things that she'll summon, will require + summon/s for the character? Like: bunny, vials, fairies, and whatnot?
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And yeah, I'd like medium complex/ more complex classes, if game wouldn't get so laggy when I play 2 to 6 characters, in groups of 4 to 8 characters; after 2-4 hrs of game play, I can hardly use 80-90% of ap/ mp points.
How about fixing the lag issues, especially during events, in events areas (dungeons, maps, etc)? And while at it, the log in issues (takes 2 to 4 tries, to log at same time all the accounts I need to), before you add more complexity to the classes?
Imo Eni needed a class change more than anything else, compared to every other class its gameplay is more than outdated and (personal prefrerence I know) just not fun. This change looks like it will give a new spin to the gameplay of the Eni and encourages diversity of builds which I personally quite like.
Also regarding lag issues, most of that stems from the fact that Dofus still runs on flash. I reckon most of the lag will be gone when Dofus is updated to Unity as the engine is just a lot more stable and easier to work with than flash right now. It would not make any sense to try to fix all these issues in flash as its almost impossible without remaking the whole structure of the game right now. It would take way too much time and still would not fix the core issue of Dofus running on Flash, which is an extremely outdated engine.
It's pretty funny that forge went from trash to "nerf forge" just due to some changes. Plenty of other broken things in the game, let's not just target the odd one out (the newest class).
That was explained by Logan sometime ago, but the essence is that they cant just let the current version of Dofus 'die' by not providing content to focus completely on porting the game to Unity.
From what we have seen it wont change that much, the biggest change will probably be the design of the classes, which will integrate better with the 'new' artstyle which is already used in the newer updates (The artstyle of the newer areas/updated areas is already slightly different to the old artstyle.), regarding gameplay from what we have seen pretty much nothing will change. And sure, not everyone will like that and some will probably quit, I reckon it will be like the change from 1.29 to 2.0 just on a smaller scale since not as many things will change, but it also could be the complete opposite and people will come back because the game will be much more user friendly when it finally runs on current engine.
Its completely fair if you dont like the changes as much and would much rather prefer it to stay the same/not change as much, but an MMO needs change to stay relevant/interesting, otherwise it will slowly die.
I personally also am not too fond of the new class models we have already seen, and dont expect everything to go smoothly, but IMO the positive will more than likely outweigh the negatives when the game is finally ported to Unity, since it will be much more user friendly performance wise, as well as easier to develop for.
Ideas seem interesting on paper, can't wait to check out the implementation
lol
I fear that now that my Eni has reached level 199 that the devs are going to nerf her two best spells: Galvanizing Word and Helping Word. I don't feel that an Eni's presence on a team is unfair to another team or monster mob. That's silly. An opposing team can always field their own Eni if they feel so. As far as monsters go, who cares? I don't hear them complaining.
I do have an Oug and, from what I've read here, am not too very concerned as I rarely use the Prey spells and feel that their effects are somewhat limited. I tend to use the damage buff and HP steal more. The Prey spell does, however, come in handy to "mark" monsters and opponents that are a priority.
It looks like the Eni is in for a major revision while there will be some significant tweaks and some nerfs for the Oug if I read correctly. The latter concerns me less. No matter what happens, both will still be on my main team. I'll make them work and hope that "overnerfs" will be corrected later.
These changes are planned to take effect in the June update, so you shouldn't have to wait very long!
You will be able to try them out in the Beta beforehand.
I hope this answers your question!