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Eniripsa revamp and Ouginak balancing

By [Ankama]DOFUS - ADMIN - May 30, 2023, 16:00:00
AnkaTracker Announcements

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!

The symptoms

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.

The diagnosis

  • As mentioned earlier, the class is unbalanced in one way or another in all game modes:
    • The class's various buff spells make it much too powerful as part of a team, whether in PvM or PvP multiplayer.
    • On the other hand, Eniripsas struggle to hold their own in solo PvM, quests or in 1v1.
  • Besides issues with its power, the gameplay feels outdated, repetitive and unattractive for new and old players alike.
    • Even for a one-star class, it lacks depth, and even excellent mastery of the class doesn't allow players to differentiate their gameplay styles enough.
    • The "Stimulated" state, which is supposed to be the core mechanic, is misused and somewhat artificial in its current state.
  • The elemental paths aren't very clearly distinguished from one another, in terms of both identity and utility (except for the Earth path and its Vials, which do bring something interesting to the class).
  • The class's creativity and potential are underused.

The remedy

More creativity
  • As mentioned at the beginning, we feel that the Eniripsa has always had the potential to tell an interesting story through the range of gameplay options it offers, but that this potential has not yet been properly exploited. Our desire to explore other aspects of the class has served as the foundation for this overhaul, with the goal of giving you a variety of different ways to play this class.
  • Healing will of course continue to be the core of the class's identity, which everything revolves around to one degree or another.
  • We've also kept the Eniripsa's "kawaii" (cute) aspects, for those who like to heal their allies with pretty flowers, sweet nothings and cutesy-wutesy wittle bun-buns.
  • On the other hand, it's now possible to play your Eniripsa as much more of a threatening badass too, depending on the spells you choose to cast.
  • Here are the ideas/components we've chosen to introduce to the class's gameplay and overall conception:
    • Words and Rhetoric: more variety and vocabulary to express yourself, with songs, cries, encouragements and even mockeries.
    • Alchemy, using Vials or a Coney in combination with Words.
    • The world of Fairies, playful and mischievous pranksters, who lure unsuspecting opponents into their enchanted thickets.
    • Their more hostile equivalents, the noisy and flashy Will-o'-the-Wisps, who sow chaos everywhere they go and rob their opponents.
    • The world of the Vampire, the Eniripsa who manipulates tears and blood and uses cryogenic techniques to protect themself or cause trouble for their enemies.
    • The world of the Tribal Painter, who uses various ointments, paints and war cries to send their enemies fleeing or reinvigorate their allies.

Turning back to gameplay specifics, here are the points we've focused on for improvements to the class:

  • Allow for greater autonomy in solo play
  • Reduce the supremacy of buff spells in team play
  • Maintain the role of a healing and support character that everyone's always happy to have on their team
  • Ensure easily-accessible gameplay that nevertheless offers real depth for players who put in the effort
  • Offer elemental paths which each have their own distinct gameplay and roles that are useful in different situations
    • Summons with a more central gameplay role: Coney or Vials
    • A new buff/debuff system with Fairies and Will-o'-the-Wisps
    • 5 spells that can be played simultaneously for a total of 7 spells per path
    • Classic, iconic spells are improved or revisited
    • And the biggest update: new healing effects for each element!
      • The Fire path will no longer be the only path with a fixed direct healing option
      • These effects will work similarly to the "HP-restoring" effects you're already familiar with, but using the characteristic of each element as well as the "Healing" characteristic (the fixed healing provided by equipment):
        • Fire healing
        • Water healing
        • Air healing
        • Earth healing
        • Neutral Healing
        • Best Element Healing
      • This will put all paths on an equal footing in this regard. However, each path will have its own specific attributes, both in terms of the way that they heal and cause damage, and in terms of their scope of action and utility effects.

General presentation of elemental paths

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):
 

Fire path, the Will-o'-the-Wisp path

  • Medium/Long range
  • AP & Range debuff + Positioning + "Burst" (heavy one-time damage)

Water path, the path of the Vampire

  • Short/Medium range
  • Splash Healing and Health Steal + close-combat "packing" + Unbewitchment

Air path, the path of the Fairies

  • Medium/Long range
  • Mobility debuff + Delay and Harassment

Earth path, the path of the Warrior Painter

  • Short/Medium range
  • Pushback + Splash healing + poisons and healing over time

The Ouginak digs in its claws

The other class that will be seeing significant changes in this update is the Ouginak. Far from a revamp, these changes will not affect the fundamental nature of the class, but a number of smaller changes will be made. Too powerful in some situations, yet too fragile at other times, the class will be getting a few nerfs on the numbers for certain effects, but mainly a lot of improvements:
 
  • Slightly reduce stacking of reductions to damage taken, Power bonuses and a 1 MP reduction for Animal Form.
  • Animal Form will now be less rigid:
    • All spells with a base maximum range of 2 or more will not drop below 2 Range in Animal Form
  • Slightly reduce the dependence on the Prey state for utility effects:
    • In each elemental path, one of the spells that had a utility effect on the Prey can now apply the same effect, but in a reduced version, when cast on a non-Prey target.
  • Slightly reduce the class's vulnerability to erosion:
    • An unbewitchment effect has been added to allow Ouginaks to remove erosion or other negative effects from themselves.
  • Enhance and more clearly differentiate the gameplay for the various elemental paths:
    • Thanks to a new distribution of variants, each path now has access to one additional simultaneous spell.
    • This allows for better synergy between the spells of each path, and a more clearly defined identity:
      • Earth path: health steal, reductions and major damage in close combat
      • Water path: damage that increases over time, positioning and ability to play at range, in close combat or both
      • Air path: erosion, penalties on healing received, and major damage with preparation, at short range or in close combat
      • Fire path: pushback damage, MP reduction and health steal with alternation between ranged and close combat
  • More flexibility for managing Rage:
    • Easier to reduce and increase Rage
    • Ability to leave Animal Form before the effects expire

Conclusion

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.

First Ankama intervention

Replying to lusianh

Hello!

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!
See message in context
Reactions 53
Score : 2908
I haven't gotten to Ouginaks yet but I have to say I don't really like some of what I'm seeing for Enis. You can balance the class without making drastic changes to gameplay and class identity. This is a problem I pointed out back when variants came out and one I see in other MMOs a lot more often. Not every class needs to be able to do everything well or even at all.

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. 
1 -1
Score : 479
Yea, I do agree with the fact that "Not every class needs to be able to do everything" and "balancing the class without making drastic changes to gameplay and class identity", but Ankama has been doing this for years now and no class is "unique" since every class can technically do everything now.  It's not like dofus 1.29 where each class had their uniqueness and identity for example, ecaflip being the luck class they were with their gamble abilities, eni's being the healers/buffers, xelor's being the ap mage and iop's being the cc dmg dealers. Now every/most classes can gain ap, heals, shields and do high damage. Their class balancing has always been horrible and I don't think this will change tbh. 

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.

 
2 0
Score : 11470
My only complaint is that the "water" element always tends to end up being close range for all classes. It would be nice to have this shaken up. Regardless I'm quite excited for the changes to Enis and I'll be holding off on gearing until I see some spell animations.
2 -2
Score : 479
Yea, same thing can be said about "fire" element they all long range, for example, Feca, Eni, Iop, Eca, etc.. The thing I like about this is that all elements heal rather than just "fire", which is a nice change imo
0 0
Score : 189
Revert croco changes
1 -3
Score : 6664
Pls pls pls , revert osa morph changes, while at it ! tongue

That'd make me change back my main, now mask, to osa, which she was, aprox 10 y, if not more *sob sob sob* ... wicked
1 -1
Score : 197
Honestly I think those changes sound good, my doubts are about Eni's int build's "AP & Range debuff ". Do you really think AP red is any good in pvm?
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.
4 0
Score : 197
Also, really...?
"The class's creativity and potential are underused." - Blaming players for using the most effective build of character that you made...?
3 0
Score : -1822
Pretty cool stuff and I like this explanation teaser! Eni change is super cute! They are gonna have a macho man bunny?!? Aww!!! Very excited to test out eni in beta. Very glad to see they have a poison and hope they have more utility against monsters. This should help me and my duo in terms of having fun and more choice.
0 -5
Score : 6664
My eni currently has a crimson and not a + heals trophy and whatnot. tongue
She can heal some, and deal some dmg too. cool

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!).
2 0
Score : 5401
Will healing no longer be dependent on the Intelligence stat alone? Would be nice to have the healing be % based or fixed to the elemental stat associated with the spell. 

I don't mean just proportional to damage done to create the heal. Also, will the Power stat be taken into account? 
0 0
Score : 197
It's one of the points: "These effects will work similarly to the "HP-restoring" effects you're already familiar with, but using the characteristic of each element as well as the "Healing" characteristic". I assume different spells will heal based on corresponding element, so there will be spells that heal based on cha, str etc
0 0
Score : -18
#makecrocogreatagain
0 -2
Score : 714
You call that monstrosity of a coney "Kawaii"? Good lord.
1 -2
Score : 6664
From ma sad eni, afraid she'll loose soon her beauuuutiful bunnies rolleyes
.

.
And afraid her class will be changed to something else else, cuz of that ... Like it happened to my osa ...
.

.
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 ...
1 -1
Score : 6664
From a basic relatively easy class, to make it a very complex combo mutant class, picking a bit of others, even the vials of toxine sidekick, lol?
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?
.

.
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?
1 -1
Score : 76
I reckon the vials will work the same way they work right now for the Strength Eni, only applied to the other elemental paths. The way it is shown here doesnt sound to complicated in my opinion, the core mechanic of the class still sounds about the same, just a little bit more complex then just spamming heal.

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.
0 0
Score : 2
What about nerfing forge? haha... Isn't that more of a priority? smile
1 -1
Score : -1822
For PvM or PvP? Helps to say to bring a meaningful discussion.

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).
2 -5
Score : 76
 
bohemia#2044|2023-05-31 14:08:33
Well, then why not keep game as it is, just fixing here and there some stuff, while focusing on unity? If you guys seem to think it will be so great? What I do fear is, that, graphically, and as game play, it will be sooooo diffeeeeerent from the game I've started over 10 years ago ... That unless 2.x multi acc server/s will be kept for nostalgia, many might just quit. But, hoping for the best, like all of you... I would just like revamps and re-makes of old iconic areas/ classes to be less frequent, is hard to keep trying to adapt with the changes, irl is shape shifting with light speed, probs. many things have changed already irl since I've started to type this post... I don't want that "rush stress of adapting" ig too.

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.
2 0
Score : 6664
I aint fully against changes, it is just that, for some, these changes are happening too fast ...
3 -1
Score : 1550
New eni looks interesting, I was afraid of +AP nerf but I suppose its only fair.
Ideas seem interesting on paper, can't wait to check out the implementation
0 0
Score : 479
oops lol
1 0
Score : 6664
oops-es back !!! tongue

lol wink
2 0
Score : 1
Anyone have any idea when this update will happen in June?
0 0
Score : 1588
I think the biggest issue with Enis is the AP cost of offensive spells. I believe that reducing AP costs on those by 1 and *slightly* reducing their damage would go a long way toward making soloing more interesting for "her".

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.
0 0
Score : 1
Usually after announcing changes to a class how long does it take before we can try it?
0 0
Hello!

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!
Score : 141
eni is too strong for pvp characters typically under high dmg beat me than eni heals and throws shields I think it's overkill
0 0
Score : 230
With a chance pvm set, I was able to 1v1 a sac in cc, killing him in 2 turns, while ending fight with full hp+shield. I agree, that's kinda broken lol. 
0 0
Score : 3
I don't speak french so it was hard understanding most of the Ankama Live event. Are we going to get preliminary patch notes or changes anywhere?
0 0
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