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In this devblog, we'll look at the two major aspects of update 2.61: the modifications to the Kolossium and class balancing!

The Kolossium:

Back in July, we sent you a survey to learn about your reasons for registering for the Kolossium. The goal was to find out whether your expectations about this game mode were in line with what we intended to offer.

What we learned was that your number 1 motivation is… MONEEEYYYY!!!! Cash, coin, green, dough, cheddar, and dead Presidents. A noble objective indeed! All joking aside, this is a totally logical and predictable response for DOFUS, where the economy is one of the game's core aspects, and kamas are the resource that drives it. Besides this monetary aspect, the promise of a competitive experience against other players and the pleasure of trying out new ways of playing and equipping your character are your main motivations for entering the arena.

This result is reassuring, because it's totally in line with our goals for this new iterations, which are to:

  • Improve the quantity and quality of available matches
  • Maintain the value of the rewards you earn by limiting overgeneration due to abusive practices
  • Detect and sanction toxic behaviors that spoil the game experience

To achieve these objectives, we've made changes to several different aspects of the Kolossium. Most importantly, modifications or additions have been made to:

  • Matchmaking
  • Restrictions
  • Arenas

We've also made some more subtle changes that will still be quite important to the comfort of your in-game experience. We'll cover those a bit later on in this devblog.

Let's start off right away with the changes related to matchmaking:
 

Matchmaking

Matchmaking, or MM for short, is the system that determines which opponents you'll face, based on various rules and parameters – the most important of which is obviously your rating, which represents your level of skill.

Other factors, while of lesser importance than your rating, still have an important impact on matchmaking. Therefore, we went through and looked at each of them with the following objectives:

  • Add more flexibility to certain rules that make it excessively complicated to find opponents or allies, in order to reduce wait times
  • Conversely, tighten up certain rules that currently allow for extremely unbalanced matches, in order to improve the quality of the matches and increase players' enjoyment!
  • Limit the possibilities of artificially influencing matchmaking to take advantage of these unbalanced matches. This goal goes hand-in-hand with the new system of sanctions presented below.

Differences in level

We're making changes to limit the differences in level between characters in a match, and thus to offer more balanced matches.
We paid particular attention to the case of level-200 characters, in order to separate them as much as possible from matches between players at levels 20-199 and let level-200 characters face off against each other:


Communities, friend & enemy lists

Originally, restrictions were put in place to avoid matching up players who were friends (to prevent players from fixing match outcomes) and to avoid putting enemy players or players from different communities on the same 3v3 team (to ensure that teams can get along well and communicate effectively). In practice, however, this system also allows people to add the best players as friends or enemies to avoid having to fight them, or players they consider too weak in order to avoid getting placed on a team with them. We've therefore decided to make these rules more flexible: it will now be possible to face off against friends on the opposing team, or to have enemies or players from other communities on your team.
 

Restrictions

Quitting, suicide and "Farmossium"

Currently, if a player quits during a fight, they will be sanctioned, but their teammates can then quit without being sanctioned. The sanction consists of a loss of winnings (experience, kolossokens, kamas) in the next match, and a 30-minute block on rejoining the queue. Refusing an available fight is also punished with a 5-minute block on rejoining.

The purpose of these sanctions is to discourage players from slowing down matchmaking by creating fights "for no reason" and frustrating other players. They are therefore indispensable, but paradoxically, they also slow down matchmaking by emptying the queues.

On the other hand, there was no difference between quitting right at the start of a match vs. recognizing an impending defeat and quitting to avoid prolonging the inevitable.

To avoid the penalties for quitting and move on quickly to the next match, many players worked around the system by killing their character or their team. Check out their 3 weird tricks: the last one may surprise you! (or not)

  • Not wearing any equipment
  • Wearing equipment that applies vitality or resistance penalties
  • Giving themselves or their allies 12 quick stabs in the back

Needless to say, these suicide matches are no fun for either side.

We should also mention the question of AFKs and refusals of available matches, especially when they're unintentional. We've come up with a solution for this that you can read more about at the end of this devblog.

Finally, "Farmossium" or "Koli farming", a practice that consists of optimizing one's kolossoken winnings through suicide (to reduce one's rating and only face off against players who are easy to beat), poses a number of problems, because it brings together all the possible Kolossium abuses in one place. Despite the optimization of kolossoken yields and a certain form of entertainment that some participants get from the "no brain, full aggro" aspect of this practice and the ingenuity needed to optimize their game sessions, this practice is very harmful to the Kolossium experience.

In addition, as you told us in the survey, certain players' toxic behaviors can be highly discouraging and spoil the fun of the game:

Based on these observations, we set the following objectives:

  • Encourage players to take fights seriously, with the goal of winning rather than quitting without trying
  • Promote quitting rather than suicide (1v1 and 3v3) or killing allies (3v3)
  • Avoiding unintentional AFKs or match refusals
  • Maintain/add sanctions for behaviors that are harmful to other players and to matchmaking…
  • …while doing everything we can to avoid emptying out the queues
  • Block harmful strategies (especially those linked to "Farmossium")…
    1. Suicide to lower one's rating
    2. Suicide to avoid fights
  • …while still allowing players to leave fights that are dragging on too long
 

New rules!

Multiple rules and restrictions have been added or modified to respond to the problems described above:

  • It is now impossible to quit before the start of the 3rd turn
  • From turns 3 to 5, you will receive a penalty of up to 15 minutes before being able to start a new match. The penalty depends on the turn number and on the number of allies who have already quit at the time when you quit
  • From turn 6 on, there will no longer be any penalty for quitting

As for harmful behaviors, a new system has been introduced that will detect and track these behaviors for each player. Players will be expected to follow a few simple rules:

  • Do not harm other players' experience.
  • Do not harm your team's chances of victory.
  • Do not engage in "anti-game" behaviors or actions that attempt to circumvent the restrictions in place.

Depending on the frequency of these behaviors, their severity, and their recurrence after one or more warnings have been issued, we will apply sanctions to block players from playing in the Kolossium for shorter or longer periods of time, up to and including a permanent ban.

We're being intentionally vague about the details of this detection system in order to maintain its effectiveness. All you really need to know is that each of your actions and behaviors will be monitored from the moment you enter the arena! We've worked hard to correctly interpret all of this information in order to cover the broad range of behaviors that can be harmful to an enjoyable and successful match.
 

Two-stage deployment

Starting with the launch of update 2.61, we plan to deploy a first stage in which we will identify and note all the player behaviors that we consider inappropriate, but without applying sanctions. The goal of this stage is to analyze the data from this system and be sure that it's working as intended.
Once it's completely reliable, we will activate the system of automatic sanctions, and can then launch the new Kolossium season.

The Kolossium interface will include a summary of the rules and of all sanctionable behaviors. Pop-ups will warn you when starting to search for a match or in the preparation phase if you are about to break the rules, or at the end of the match if you have engaged in sanctionable conduct.
 

Arenas

Tactical Mode

In the various arenas available in the Kolossium, a number of problems can arise which force players to use tactical mode:

  • Obstacles greater than 1 block high
  • Foreground or background elements that make it difficult or impossible to fully see and understand what's happening in a fight
  • Areas where color and/or brightness contrast make characters or animations too hard to see
  • The game grid is not integrated into the battlefield design, or is hard to make out
  • Excessive detail and small decorative elements that spill over into usable cells, or that are too visually distracting

Tactical mode has become the vastly preferred visual mode because it is more user-friendly and easier to "read" in a fight. Certain world maps are very pretty and highly polished, but unfortunately turn invisible when switching to tactical combat mode because of their component elements that make them harder to read. However, we have more freedom in designing the Kolossium arenas, because they are independent maps that are used only for these kinds of fights. As you know, the visual aspect of DOFUS is very important to us, so we've revised each arena so that you can turn off tactical mode and fully enjoy the game's graphics. Some are receiving minor adjustments and others are changing completely, while still keeping the settings and themes that define their identity.

Note also that gameplay preferences for the use of tactical mode have been delinked between PvM fights in the World of Twelve and Kolossium fights, so that you don't have to make this change every time you switch from one game mode to the other.

To show what we're talking about, here's a before/after comparison:

List of arenas

Since we were redoing everything anyhow, and because we wanted to do something nice for our players, some new arenas have been added to the list of maps available for the Kolossium:
 

To be sure no one feels left out, these new maps are available in both 1v1 AND 3v3, with different starting positions appropriate for each mode.

Since these arenas have not yet been tested in real-world situations, we're especially eager to hear your feedback so that we can change the level design if needed.

And speaking of level design, we also took this opportunity to modify certain existing maps that were problematic, especially in terms of their size. Never again will you face a map 10 miles wide! Even so, we've taken care to maintain map diversity and a good balance between "ranged" and "melee" arenas.

Additional improvements

This update was also an occasion for us to make a few corrections and improvements that are a bit more subtle, but still every bit as important:

  • It's now impossible to spectate a friend's Kolossium fight during the preparation phase. As a result, it is no longer possible to spy on your opponents and adjust your equipment accordingly.
  • It's now impossible to sign up for the Kolossium if you're already in a fight (a technique sometimes used to avoid defeat in a PvM fight that a player is about to lose).
  • A delay has been added to the communication function for sharing a cell, to prevent it from being abused.

  • Corrected disconnection problems if a Kolossium fight started while the player was in spectator mode.
  • The notifications for a proposed match, the start of the preparation phase, the start of a fight and the start of a turn are now displayed correctly, and remain on-screen until they've been seen. This should help to prevent unintentional AFKs or skipped turns.

We really hope that you'll like these changes, and that the Kolossium experience will now be healthier and more fun than ever! We're very eager to let you try out all these changes and share your feedback with us.

For those who may be wondering, we will of course be continuing to work on the Kolossium in the future, because there are still some important points to be dealt with, especially leagues… but all in good time.
 

Class Balancing

 

Osamodas

 

In update 2.60, we modified several spells for the Osamodas class: Batra, Dragon's Breath, Relay and High-Energy Shot. Our goal was to slightly reduce the power of this class, with just a few nerfs, to get a clear idea of their impact before continuing.

Whether it's Osamodas players, their allies or their enemies, everyone seems to agree that the class is still too powerful and clearly dominates PvP fights in both 1v1 and 3v3. The core issue is this class's high damage output, coupled with good (or even excellent) protection, survival, positioning, debuff and buff abilities. Summons for this class are also too tough, and too easy to re-summon even if they're killed.

Therefore, in this update, we've continued the work we started last time and started to tackle the problems listed above. Since the main balancing problem with this class lies in its versatility, the changes will affect spells in just about every part of its repertoire. We've also focused on the spells and characteristics of the summons.

That being said, we want to be very careful to limit the impact on performance in PvM, and we'll make changes in this regard if needed.

Before getting into the specific changes, we want to mention that a significant number of these modifications were suggested to us by experienced Osamodas players from all the different game modes, represented in this case by Wakder and Stratosfurique in a video by Luminova. We didn't necessarily implement all of their suggestions as-is, but their work gave us a very solid foundation for this new iteration of the class, and we thank them for their help!

And now, without further ado, let's get on to the changelog!

Current set

New set

  • Summons' Resistances (in %) have been reduced (by -5 to -10%).
    • Toads:
      • Melanic: 10% → No change
      • Albino: 10% → No change
      • Verdant: 10% → No change
    • Wyrmlings:
      • Melanic: 20 → 15%
      • Albino: 20 → 15%
      • Red: 20 → 15%
    • Tofus:
      • Melanic: 15 → 10%
      • Albino: 15 → 10%
      • Golden: 15 → 10%
    • Gobballs:
      • Melanic: 35 → 25%
      • Albino: 35 → 25%
      • Chestnut: 35 → 25%
  • Summons' Lock has been reduced (by -10 to -20):
    • Toads:
      • Melanic: 40 → 20
      • Albino: 40 → 20
      • Verdant: 40 → 20
    • Wyrmlings:
      • Melanic: 40 → 30
      • Albino: 40 → 30
      • Red: 40 → 30
    • Tofus:
      • Melanic: 0 → Unlockable + Unable to lock
      • Albino: 0 → Unlockable + Unable to lock
      • Golden: 0 → Unlockable + Unable to lock
    • Gobballs:
      • Melanic: 80 → 60
      • Albino: 80 → 60
      • Chestnut: 80 → 60
  • Melanic Wyrmling:
    • Diagofire:
      • How it works:
        • Inflicts Fire damage. Heals allies around the damaged target. Healing is reduced by half on the summoner.
  • Albino Wyrmling:
    • Incandescent Dragofire:
      • How it works:
        • Inflicts Fire damage. Heals allies around the damaged target. Healing is reduced by half on the summoner.
    • Draconic Inversion:
      • How it works:
        • Heals an ally. The enemies around the healed target suffer Fire damage.

          Healing is increased if at least one enemy is damaged, and is reduced by half on the summoner.

    • Dragon Conflagration:
      • How it works:
        • Inflicts damage on enemies and heals allies in a cone-shaped area of effect. Healing is reduced by half on the summoner.
  • Red Wyrmling:
    • Curative Dragofire:
      • How it works:
        • Heals the target.

          Healing is reduced by half on the summoner.

    • Dragobstruction:
      • How it works:
        • Heals the target. If the caster is Controlled, reduces the duration of the effects on the target by 1.

          Healing is reduced by half on the summoner.

  • Aquaculture:
    • How it works:
      • Inflicts Water damage on targeted enemies, those adjacent to them, and so on. The caster's Toads count as enemies for this chain but do not suffer damage.

        Gives 1 Toad charge (requires a target).

    • Casting conditions:
      • AP cost: 5 → 4
  • Canine:
    • How it works:
      • The Lock penalty has decreased: 10 / 25 / 40 → 10 / 20 / 30
  • Repulsive Fang:
    • How it works:
      • The caster now moves 2 cells closer, but no longer gains MP.
      • Inflicts Air damage on enemies, repels the target and moves toward it. The caster gains 1 Tofu charge (requires a target).
    • Casting conditions:
      • Max range: 2 / 3 → 4 / 5
  • Sedimentation:
    • How it works:
      • The Power penalty is reduced: 120 / 150 → 75 / 100
  • Scalding Poison:
    • How it works:
      • No longer provides a second Toaquocharge when damage is activated by a Toad.
    • Damage:
      • Level 130: 16 to 18 → 13 to 15
      • Level 197: 18 to 20 → 15 to 17
  • Cross Scale:
    • Damage:
      • Level 135: 33 to 37 (Crit: 40 to 44)
  • Crackler Punch:
    • Damage:
      • Level 40: 22 to 25 (Crit: 27 to 30)
      • Level 107: 28 to 31 (Crit: 34 to 38)
      • Level 174: 35 to 39 (Crit: 42 to 47)
  • Call to Order:

    • Is now the variant of Sixth.

    • Ranks: 45 / 112 / 179 → 90 / 157
    • Casting conditions: 

      • Max range: 4 / 6 / 8 → 5 / 6
  • Takeoff:
    • Casting conditions:
      • AP cost: 5 → 4
      • Max range: 4 → 6
  • Gambol:
    • How it works:
      • The MP bonus can now only be stacked 3 times max.
    • Casting conditions:
      • Casts per turn: 3 → 2
  • Relay:
    • How it works:
      • Effect duration has been increased to 3 turns.
      • Links the allied target to the nearest summons to give 2 AP to the target. If the two entities are within 5 cells of each other, they switch places.

        The effects dissipate on the death of the summons or target, or after 3 turns.
        Neither the summons nor the target may already be under the effect of Relay.
        If the target is a summons, the recast interval is increased by 2 turns.

  • Whirlwind:
    • Casting conditions:
      • AP cost: 4 → 3
      • Max range: 4 → 5
    • Damage:
      • Level 75: 23 to 26 (Crit: 28 to 31)
      • Level 142: 29 to 32 (Crit: 35 to 38)
  • Animal Tandem:

    • Casting conditions:
      • AP cost: 2 → 3
      • Max range: 5 → 6
  • Whip:
    • Casting conditions:
      • AP cost: 2 → 1
      • Max range: 5 / 8 → 6 / 8
      • Casts per turn: 2 → 3
  • Crop:
    • How it works:
      • Applies movement effects based on the number of summoning charges and their family.

        • Wyrmling: repels the caster 1-3 cells.
        • Toad: moves the caster closer by 1-3 cells.
        • Gobball: attracts the target by 1-3 cells.
        • Tofu: Repels the target 1-3 cells.

    • Casting conditions:
      • Max range: 5 → 4
  • Animal Blessing:
    • Is now the variant of Replacement.
    • Ranks: 90 / 157 → 45 / 112 / 179 
    • Casting conditions:
      • Cooldown period: 3 / 2 → 4 / 3 / 2
 

Rogue

As you know, the Rogue class has been a problem for quite a while now: it shines in PvM and solo PvP thanks to its devastating damage and its ability to completely turn the outcome of a fight around – all with plenty of style. Unfortunately, this gameplay doesn't work well at all in multiplayer PvP, whether in Kolossium 3v3, in tournaments or in AvA. To alleviate this problem and enable our Rogue friends to properly enjoy all game modes, we've done a thorough revision of this class's repertoire. The challenge is to avoid creating an imbalance in the game modes where the class is already very strong. We therefore started with a detailed analysis of the situation in order to define our objectives and develop the appropriate solutions, which you can read about below:

High-level objectives:

  • Improve the class's performance in multiplayer PvP
  • Stay as close as possible to current performance in solo PvP
  • Reduce performance in solo and multiplayer PvM (mainly damage-dealing ability)
  • Improve progression and learning of the class mechanics, especially at very low levels where the gameplay is hard to use effectively
  • Maintain the need for teamwork (allies helping Rogue), while also making it more autonomous and not only in one direction (Rogue helping allies)
  • Reduce the theorycraft requirements
  • Maintain the overall skill of the class, as well as the skill cap between starting players and experts

Analysis of the current situation

  • Bombs' survival is very low in PvP: many classes can destroy them in 1 or 2 spells. Of course, damage directed at bombs is damage that's not inflicted on the Rogue or their allies, but it reduces the Rogue's contribution to almost nothing.
  • In PvM, it's the same situation, but it's much easier to hide bombs behind obstacles.
  • In PvP, players will also prioritize destroying a large bomb over a small one, which poses less of a threat.
  • In PvM, monsters pay no attention to bombs, so it's easy to attract them toward a wall by positioning yourself nearby, whereas in PvP, players are very careful not to get close to bombs.
  • In PvP, players therefore have to constantly move their bombs towards enemies (or move enemies towards their bombs, which is more difficult because there are fewer tools available), which exposes them to damage and requires the Rogue to use lots of AP (and spells with long cooldown periods).
  • In epic PvM, the Rogue practically never positions the monsters in their wall themselves. Rather, it's usually a Panda, Xelor or Eliotrope positioner character who takes care of this, so the Rogue can concentrate exclusively on protection and boosting their bombs.
  • Since the damage inflicted is huge, it's totally worthwhile for a team to dedicate lots of actions to positioning, but much less so in PvP, because players are less predictable, pay attention to bombs as mentioned earlier, and will do whatever they can to prevent the Rogue from having bombs with lots of Combos – either by jumping into the fight very quickly, or by systematically killing all the bombs one by one.
  • It's also important to note that enemies in PvP will always try to turn the wall against the Rogue or their allies if it's possible to do so; monsters do this too, but much less often and not necessarily on purpose.
  • Overall, the class has very few tools for team play, other than a bit of positioning, AP/MP reduction, unbewitchment and erosion, making it far less useful when it can't fulfill its "Damage Dealer" role.
  • Other than AP reduction, which is relatively effective in PvP, MP reduction, erosion and unbewitchment are difficult to use (AP costs, Range, areas, casts per turn or per target, etc.).
  • On the other hand, MP reduction is very effective in PvM, especially because it's ranged and in an area of effect (which makes the Rogue a bit more like a Sadida to a certain extent).
  • Walls are perfect for PvM due to their potential damage and the area of effect (and thus the possibility of multi-focus attacks).
  • Explosions are also very useful in PvM to finish off one or more monsters thanks to the area of effect, but they're less worthwhile than walls in long fights.
  • The area of effect for explosions, which is smaller than walls but with higher damage, logically makes them a more appropriate choice for PvP, where the meta is built around focusing on a single opponent to kill them off quickly.
    • This works fairly well in 1v1, since a single enemy will have a harder time getting rid of all the bombs in just 1 turn, and no ally can come in to make up for any potential bad positioning.
    • Nevertheless, for all the reasons mentioned about on the question of positioning, explosions are just as difficult to pull off in 3v3, if not more so.
  • We should also mention chaining, which consists of using latent bombs: 2 Latent Grenados and 2 other Latent Bombs next to them, then Last Breath on yourself and double Cadence on the monster that's positioned itself between the Latent Bombs, followed by a Detonator to blow it all up. This chaining approach is very powerful in PvM, again thanks to the AI that pays no attention to runes, unlike players.
  • Another essential point to be mentioned here has to do with theorycraft: to really take full advantage of its gameplay, the Rogue has to maximize a huge number of different characteristics:
    • Range, for spells like Detonator/Fuze, Magnet, Kickback, Dirty Trick, all the Air spells, Magnetic Trap, Powder, Sticky Bomb and finally Kaboom
    • Vitality, not only for the Rogue themselves to be able to take damage (since this class often has to expose itself to damage in order to place its spells), but more importantly, to increase the vitality of their bombs (which, as you'll recall, inherit 20% of the summoner's HP)
    • The elemental statistic and elemental damages, in order to inflict sufficient damage with spells, walls and explosions
    • Resistances (%) in the Rogue's own element (which is difficult with most equipment), in order to avoid being destroyed if enemies position a Rogue within its own wall
    • 2 summons at the very least, mainly in order to be able to summon the Boombot and Walking Bomb in the same turn, and to place pivots that can be used to move bombs
    • If possible, lots of AP or MP reduction if playing Water or Air
    • Initiative, in order to play their first turn as quickly as possible, and thus to be effective earlier in the fight
    • Whether in Air mode or the other modes, a maximum amount of Dodge is very useful to avoid using too many AP/casts per turn/cooldown periods to get out of lock

Planned approach

    • Revise the damage done by walls and explosions
    • Improve access to positions of bombs and/or allied/enemy entities
    • Improve the erosion role
    • Index bombs' HP to the caster's level instead of their HP
    • Allow faster deployment of bomb gameplay
    • Improve gameplay mechanics based on AP reduction and MP reduction
    • Increase the usefulness of the different paths in their preferred areas and the game modes (PvP/PvM) they're intended to be used with
    • Revise acquisition levels and choices of variants to respond to the needs listed above and make leveling more flexible

Changes Made

Current set

New set

  • Leveling
    • With this new distribution of spells within the Rogue's kit, the 4 elemental paths are available earlier, in each case with the bomb followed soon after by the first elemental spell.
    • The Air and Fire paths, which are the most PvM-oriented, are always the first paths available.
    • Positioning spells, both utility and elemental, are more quickly accessible.
    • Conversely, spells that increase the damage inflicted by walls and bombs show up later.
    • By placing 1 spell for each element across from the spell for another element, the number of elemental spells available simultaneously is increased by 1 for each path.
      • Pure damage spells are presented across from spells of the same type. The same is true for spells with utility effects.
  • Walls and Bombs
    • Bombs' Vitality is now indexed to the Rogue's level (or technically, to their base HP, which increase with their level independently of equipment and characteristic points):
      • Current: 25% of caster's Vitality + 10 fixed HP
      • New: 80% of caster's base HP + 10 fixed HP
    • The number of Bomb casts per turn is increased to 2 per turn for all ranks.
    • The AP cost for Bombs changes from 3 to 2. However, each element bomb on the battlefield increases the AP cost of the summoning spell by 1 as long as it is alive.
    • Latent Bombs still cost 2 AP, but can now be cast 3 times per turn.
    • To more effectively communicate bombs' power, combo bonuses are now managed in a counter. Spells that increase combo damage will increase the counter by 1 rank for each use. This is the same counter that is used at the start of each bomb's turn to make it bigger. Each new threshold reached replaces the previous one; they do not accumulate. A normal bomb that has just been summoned starts at charge I. A latent bomb will start out directly at charge III.
      • I: 0%
      • II: 10%
      • III: 20%
      • IV: 40%
      • V: 70%
      • VI: 110%
      • VII: 160%
      • VIII: 220%
      • IX: 290%
      • X: 370%
    • Casting the bomb spell on an ally in the Kaboom state also gives a bonus to the ally, and to other allies as well within 2 cases who are also in the Kaboom state.
    • Casting the bomb spell on a bomb that has already been placed increases the combo and causes it to explode.
    • Normal and latent Seismobombs no longer have a greater combo bonus than other bombs. On the other hand, their explosion damage has been increased to be the greatest of the 4 types.
    • Damage from bombs cast on a target have been revised to be the same as the damage caused by normal explosions:
        • Air:
          • 6 to 7 → 9 to 10
          • 8 to 9 → 13 to 14
          • 10 to 11 → 17 to 19
        • Water:
          • 6 to 7 → 9 to 10
          • 8 to 9 → 13 to 14
          • 10 to 11 → 17 to 19
        • Earth:
          • 6 to 7 → 12 to 13
          • 9 to 10 → 16 to 17
          • 12 to 13 → 20 to 22
        • Fire:
          • 6 to 7 → 9 to 10
          • 9 to 10 → 13 to 14
          • 12 to 13 → 17 to 19
    • Explosion damage has been revised:
        • Air:
          • 9 to 10 → No change
          • 13 à 14
          • 17 à 19
        • Water:
          • 9 to 10 → No change
          • 13 to 14
          • 17 to 19
        • Earth:
          • 9 to 10 → 12 to 13
          • 13 to 14 → 16 to 17
          • 17 to 18 → 20 to 22
        • Fire:
          • 12 to 13 → 9 to 10
          • 16 to 17 → 13 to 14
          • 20 to 22 → 17 to 19
    • Damage from walls has been sharply reduced outside of the Rogue's turns and the turns of their Boombot, Megabomb and Walking Bomb summons.
        • Air Wall:
          • 9 to 11 → 1
          • 12 to 14 → 2
          • 15 to 17 → 3
        • Water Wall:
          • 9 to 11 → 1
          • 12 to 14 → 2
          • 15 to 17 → 3
        • Earth Wall:
          • 9 to 11 → 1
          • 12 to 14 → 2
          • 15 to 17 → 3
        • Fire Wall:
          • 13 to 15 → 3
          • 16 to 18 → 4
          • 19 to 21 → 5
    • Walls no longer inflict damage at end of turn.
    • The Rogue and their allies no longer take damage from walls, and no longer suffer AP and MP reduction from Water and Air walls. However, they still remain vulnerable to damage and reductions from explosions.
      • The Megabomb and Elemental Bombs still take damage and reductions from walls. The Megabomb can still receive the Kaboom state to make it immune to these, however.
    • Kaboom still makes the caster and their allies immune to damage and point removal from explosions, and allows them to gain the associated bonuses.
Type Targets Air Water Earth Fire
Walls Enemies -1 / 1 / 2 MP (1 turn) -1 / 1 / 2 AP (1 turn) / /
Explosions Allies +1 / 1 / 1 MP (2/2/3 turns, max stacking 2) +1 / 1 / 1 AP (2/2/3 turns, max stacking 2) +50 / 100 / 150 Power (2/2/3 turns, max stacking 2) +2 / 2 / 3 Range (2/2/3 turns, max stacking 2)
Enemies -1 / 1 / 2 MP (1 turn) -1 / 1 / 2 AP (1 turn) / /
 
  • Elemental paths:
    • Fire path:
      • Explobomb
        • See Walls and Bombs
        • Ranks: 1 / 68 / 134 → 1 / 67 / 133
      • Latent Explobomb
        • See Walls and Bombs
        • Ranks: 105 / 172 → 100 / 167
      • Extraction:
        • Ranks: 1 / 67 / 133 → 6 / 71 / 138
        • How it works:
          • Steals HP in the Fire element.
            The health steal is reduced by half on allies.
            • 15 to 17 (Crit: 18 to 20)
              • 7 to 8 (Crit: 9 to 10)
            • 20 to 22 (Crit: 24 to 26)
              • 10 to 11 (Crit: 12 to 13)
            • 26 to 28 (Crit: 31 to 34)
              • 13 to 14 (Crit: 15 to 17)
        • Casting conditions:
          • Max range: 3 / 5 / 7 → 4 / 6 / 8
      • Obliteration:
        • Ranks: 100 / 167 → 115 / 182
        • Damage: 
          • Level 115: 31 to 37 (Crit: 38 to 44)
          • Level 182: 37 to 43 (Crit: 44 to 52)
      • Pulsar:
        • Is now the variant of Cadence.
        • Ranks: 40 / 107 / 174 → 55 / 122 / 189
        • How it works:
          • Inflicts Fire damage on enemies and repels the targets in an area of effect.
            Does not affect the caster.
        • Casting conditions:
          • AP cost: 4 → 3
          • Area of effect: Point → 1-cell diagonal cross
          • Max range: 6 → 5
          • Min range: 3 → 2
          • Casts per turn: / → 2
        • Damage:
          • Level 55: 15 to 17 (Crit: 18 to 20)
          • Level 122: 20 to 22 (Crit: 24 to 26)
          • Level 189: 23 to 25 (Crit: 28 to 30)
      • Shot Pellets:
        • Is now the variant of Arquebus.
        • Ranks: 150 → 185
        • How it works:
          • Steals Fire health in an area of effect.
            The health steal is reduced by half on allies.
            • 29 to 33 (Crit: 35 to 40)
              • 14 to 16 (Crit: 17 to 20)
    • Air path:
      • Grenado
        • See Walls and Bombs
        • Ranks: 10 / 77 / 144 → 1 / 68 / 134
      • Latent Grenado
        • See Walls and Bombs
        • Ranks: 120 / 187 → 105 / 172
      • Carbine
        • Is now the variant of Machine Gun.
        • Ranks: 55 / 122 / 189 → 15 / 82 / 149
          • How it works: 
            • Inflicts Air damage on enemies and repels targets in an area of effect.
              • Pushes back 2 cells.
          • Casting conditions:
            • Casting conditions: 
              • AP cost: 4 → 3
              • Casts per turn: 1 → 2
              • Max stacking: 1 → /
          • Damage: 
            • Level 15: 14 to 16 (Crit: 17 to 19)
            • Level 82: 18 to 20 (Crit: 22 to 24)
            • Level 149: 23 to 25 (Crit: 28 to 30)
      • Machine Gun:
        • Is now the variant of Carbine.
        • Ranks: 165 → 125 / 192
        • How it works:
          • Inflicts Air damage and removes MP.
            • -3 MP (dodgeable, 1 turn, cannot be dissipated)
        • Casting conditions: 
          • AP cost: 4
          • Max range: 6 → 4 / 5 / 6
          • Casts per turn: 2
          • Casts per target: 1 → /
          • Max stacking: / → 1
        • Damage:
          • Level 125: 30 to 33 (Crit: 36 to 40)
          • Level 192: 34 to 38 (Crit: 41 to 46)
      • Boomerang Daggers: 
        • Is now the variant of Blunderbuss.
        • Ranks: 15 / 82 / 149 → 65 / 131 / 198
        • How it works: 
          • Applies an Erosion penalty and inflicts Air damage in an area of effect.
            • 13% erosion (2 turns, can be dissipated)
        • Casting conditions: 
          • AP cost: 4
          • Line of sight: no → yes
          • Max range: 4 / 6 / 8 → 4 / 5 / 6
          • Min range: 3 → 1
          • Casts per turn: 2
          • Max stacking: / → 2
        • Damage: 
          • Level 65: 24 to 27 (14 to 16 + 14 to 16 with Critical Hit)
          • Level 131: 29 to 32 (17 to 19 + 17 to 19 with Critical Hit)
          • Level 198: 32 to 36 (19 to 21 + 19 to 21 with Critical Hit)
      • Cadence:
        • Damage: 
          • Level 165: 26 to 28 (Crit: 31 to 34)
        • Casting conditions: 
          • Target necessary: no → yes
          • Max stacking: / → 1
        • How it works: 
        • Level 125: 30 to 33 (Crit: 36 to 40)
        • Level 192: 34 to 38 (Crit: 41 to 46)
        • Is now the variant of Pulsar.
        • Ranks: 125 / 192 → 165
        • How it works: 
          • Inflicts Air damage and removes 1 MP.
            Removes 1 additional MP (3 max) for each of the caster's Bombs, Megabombs or Walking Bombs adjacent to the targeted enemy.
        • Casting conditions: 
          • Target necessary: no → yes
          • Max stacking: / → 1
        • Damage: 
          • Level 165: 26 to 28 (Crit: 31 to 34)
    • Earth path:
      • Water path:
        • Water Bomb
          • See Walls and Bombs
          • Ranks: 35 / 102 / 169 → 30 / 97 / 164
        • Latent Water Bomb
          • See Walls and Bombs
          • Ranks: 145 → 140
        • Stolen Goods:
          • Is now the variant of Shrapnel.
          • Ranks: 140 → 45 / 112 / 179
          • How it works:
            • Inflicts Water damage on enemies and attracts the target.
          • Casting conditions:
            • Range: 4 → 3 / 4 / 5
          • Damage: 
            • Level 45: 17 to 19 (Crit: 21 to 23)
            • Level 112: 23 to 25 (Crit: 28 to 30)
            • Level 179: 28 to 30 (Crit: 34 to 36)
        • Shrapnel
          • Ranks: 190 → 155
          • How it works: 
            • Inflicts Earth damage and removes 1 AP.
              Removes 1 additional AP (3 max) for each of the caster's Bombs, Megabombs or Walking Bombs adjacent to the targeted
            • enemy.
          • Casting conditions: 
            • Target necessary: no → yes
        • Blunderbuss:
          • Is now the variant of Boomerang Daggers.
          • Ranks: 80 / 147 → 175
          • How it works:
            • Applies an Erosion penalty and inflicts Water damage in an area of effect.
          • Casting conditions:
            • Max range: 3 / 3 → 4
            • Max stacking: / → 2
        • Deception:
          • Is now the variant of Musket.
          • Ranks: 30 / 97 / 164 → 85 / 152
          • How it works:
            • Inflicts Water damage and removes AP in the area of effect.
              Does not affect the caster.
          • Casting conditions:
            • Diagonal casting: / → yes
            • Line of sight: no → yes
      • Seismobomb
        • See Walls and Bombs
        • Ranks: 70 / 137 → 25 / 92 / 159
      • Latent Seismobomb
        • See Walls and Bombs
        • Ranks: 180 → 135
      • Bombard:
        • Ranks: 85 / 152 → 40 / 107 / 174 
        • How it works:
          • Inflicts Earth damage on enemies and repels the targets in an area of effect.
        • Casting conditions: 
          • AP cost: 4 → 3
          • Max range: 6 / 6 → 4 / 5 / 6
        • Damage: 
          • Level 40: 14 to 16 (Crit: 17 to 19)
          • Level 107: 18 to 20 (Crit: 22 to 24)
          • Level 174: 23 to 25 (Crit: 28 to 30)
      • Weigh Down:
        • Ranks: 195 → 150
        • How it works:
          • Inflicts Earth damage on entities located between two Bombs in a line.
            Affected Bombs gain 1 Combo.
            Requires targeting a Bomb, Walking Bomb or Megabomb.
      • Arquebus:
        • Is now the variant of Shot Pellets.
        • Ranks: 185 → 75 / 142
        • How it works:
          • Reduces the duration of effects on the target and inflicts Earth damage on enemies.
        • Casting conditions:
          • Max range: 4 → 5 / 6
        • Damage: 
          • Level 75: 28 to 31 (Crit: 34 to 38)
          • Level 142: 35 to 39 (Crit: 42 to 47)
      • Musket:
        • Is now the variant of Deception.
        • Ranks: 75 / 142 → 195
        • How it works:
          • Inflicts Earth damage.
            Adds 1 Combo to the caster's bombs adjacent to the target.
        • Casting conditions: 
          • Max stacking: 2 → /
  • Utility Spells:
    • Detonator:
      • How it works:
        • Adds 1 Combo to one of the caster's Bombs and makes it explode.
          Gives 1 AP back to the caster right before the explosion.
    • Fuze:
      • How it works:
        • Makes one of the caster's Bombs explode.
          Gives 2 AP back to the caster right before the explosion.
    • Kickback:
      • How it works:
        • 210 → 175% of level as Shield points
        • The Shield points are now correctly displayed in the tooltip.
      • Casting conditions:
        • Max stacking: 2
    • Ruse:
      • How it works:
        • Applies shield points to one of the caster's Bombs, then moves them closer to it.
          May be used on the Megabomb or the Walking Bomb.
        • 210 → 200% of level as Shield points
        • The Shield points are now applied before the movement.
      • Casting conditions:
        • Max stacking: / → 2
    • Magnet:
      • Ranks: 20 / 87 / 154 → 10 / 77 / 144
      • How it works:
        • Adds 1 Combo once per Bomb per turn in an area of effect. Does not affect the centre cell.
          Attracts the caster's Bombs in the area of effect towards the target.
          May be used on the Megabomb or the Walking Bomb.

          Attracts other entities by one cell only.
          Does not affect the caster.

        • The area of effect is increased at ranks 1 and 2: 5-cell cross → 6-cell cross
        • Accordingly, the attraction distance is increased to 6 instead of 5 at ranks 1 and 2.
    • Crossing:
      • Ranks: 130 / 197 → 120 / 187
      • How it works:
        • Adds 1 Combo once per Bomb per turn in an area of effect. Does not affect the centre cell.
          Attracts the caster's Bombs in the area of effect towards the targeted cell.
          May be used on the Megabomb or the Walking Bomb.
      • Casting conditions:
        • Min range: 1 → 0
    • Dirty Trick:
      • Ranks: 25 / 92 / 159 → 20 / 97 / 154
      • How it works:
        • Adds 1 Combo to one of the caster's Bombs and switches positions with it.
          The Combo is only applied if the position switch can occur.
          May be used on the Megabomb or the Walking Bomb.
    • Strategy:
      • Ranks: 135 → 130 / 197
      • How it works:
        • Applies shield points on one of the caster's Bombs and teleports it to its previous position in the current turn or previous turn.
          These effects are not applied if the Bomb is in one of the following states: Rooted, Gravity or Unmovable.
          May be used on the Megabomb or the Walking Bomb.
          • 50 / 75% of level as Shield points
      • Casting conditions:
        • Max range: 6 → 5 / 6
        • Max stacking: / → 1
    • Boombot:
      • Ranks: 45 / 112 / 179 → 35 / 102 / 169
      • No longer consumes 1 summons slot.
        • Detonation:
          • How it works:
            • Adds 1 Combo to one of the caster's Bombs and makes it explode.
            • Now removes the effects of Powder on the caster's Bomb before making it explode.
          • Casting conditions: 
            • Max range: 5 / 6 / 7 → 7 / 7 / 7
        • Exhaler:
          • Casting conditions: 
            • Max range: 5 / 6 / 7 → 7 / 7 / 7
        • Inhaler:
          • Casting conditions: 
            • Max range: 5 / 6 / 7 → 7 / 7 / 7
    • Megabomb:
      • Ranks: 155 → 145
        • How it works: 
          • Summons a controllable Megabomb that inflicts Neutral damage.
            Its damage increases each time it devours a bomb. It loses 1 MP per bomb devoured.
            When it dies, it explodes and adds 1 Combo to the caster's Bombs and causes them to explode in a 2-cell area of effect around it.
        • Megaboom / Kamegamikaze
          • How it works:
            • Kills the Megabomb and causes it to explode. Inflicts Neutral damage, adds 1 Combo to the caster's Bombs and causes them to explode.
            • No longer inflicts damage on allies in the Kaboom state.
        • Explosive Absorption:
          • How it works:
            • Attracts one of the caster's Bombs and kills it. Increases the Megabomb's damage inflicted and Vitality but removes MP from it.
          • Casting conditions:
            • Max range: 5 → 7
        • Megattack:
          • Casting conditions:
            • Max range: 6 → 7
            • Casts per turn: 2 → 3
            • Casts per target: / → 2
    • Roguery
      • Ranks: 6 / 71 / 138 → 50 / 117 / 184
      • How it works:
        • Applies shield points that cannot be dissipated on all the caster's Bombs.

          Shield points are also applied on their Megabomb and Walking Bomb.

          Creates several images of the caster to trick their opponents, and allows the caster to teleport. The images disappear if they suffer damage.
          Ends the caster's current turn.

          • 150% of level as Shield points (1 turn, cannot be dissipated)
    • Bunker:
      • Ranks: 115 / 182 → 160
      • How it works:
        • Makes one of the caster's bombs Invulnerable.
          May be used on the Megabomb or the Walking Bomb.
      • Casting conditions:
        • Initial cooldown period: 1 → 0
    • Remission
      • Ranks: 50 / 117 / 184 → 60 / 127 / 194
      • How it works:
        • Pushes back entities that attack the target in close combat.

          If cast on one of the caster's Bombs: reduces long-range damage suffered.
          May be used on the Megabomb or the Walking Bomb.

    • Walking Bomb:
      • Ranks: 160 → 170
      • No longer consumes 1 summons slot.
      • Dodge: +2
      • HP: 80% of caster's Health Points + 10 base HP
      • How it works:
        • Summons a controllable bomb that can obtain an element by targeting an elemental bomb.
          It dies to place a Bomb in the corresponding element at the end of its turn.
          It dies after 2 turns if it has not obtained any elements.
        • Mimesis:
          • Casting conditions:
            • Max range: 6 → 7
    • Powder:
      • Ranks: 65 / 131 / 198 → 70 / 137
      • How it works:

        • Applies the Unmovable state to one of the caster's bombs.
          Adds 1 Combo to the bomb and causes the bomb to explode if it dies.

          The effects are removed if the bomb is targeted by the caster's Detonator or Fuze spells or their Boombot's Detonation spell.

        • The critical hit and critical effects have been removed, since they're no longer necessary due to the new way the Combo works.
        • The Combo bonus and the explosion when the Bomb dies can no longer be dissipated.
    • Sticky Bomb:
      • Ranks: 175 → 180
      • How it works:
        • Places a Sticky Bomb on the target. The bomb may be activated by activation spells or bomb explosions.

          When activated, it inflicts damage in the caster's best attack element in a 2-cell area of effect.

          A Sticky Bomb cannot be applied to an allied Bomb, Megabomb or Walking Bomb.

      • Damage: 
        • 30 to 34 → 17 to 19
    • Last Breath:
      • Ranks: 60 / 127 / 194 → 80 / 147
      • How it works:
        • Reduces the caster's maximum Vitality to temporarily add 2 Combos to their Bombs.

          The spell's effects cannot be unbewitched.

        • The Power Bonus has been removed, so the spell no longer requires Critical Hits.
      • Casting conditions:
        • Critical Hit: 25% → 0%
    • Magnetic Trap:
      • Ranks: 170 → 190
      • How it works:
        • Places a single-cell trap that attracts the caster's Bombs, adds 1 Combo to them, and causes them to explode in a 3-cell area of effect.
          The attraction also affects their Megabomb and Walking Bomb.
    • Kaboom:
      • How it works:
        • Applies the Kaboom state on allies in an area of effect for 2 turns: if they are in a Bomb's explosion zone, they do not take damage and gain bonuses based on the type of Bomb (stackable 2 times):

          Adds 1 Combo to the caster's bombs in the area of effect.

          • Explobomb: Range
          • Grenado: MP
          • Seismobomb: Power
          • Water Bomb: AP
      • Casting conditions:
        • Area of effect: 1-cell cross → 3-cell cross
    • Imposture:
      • How it works:
        • If the target is one of the caster's bombs: adds 1 Combo to it.

          If the target is an ally: applies the Kaboom state on the caster and the targeted ally for 1 turn; if they are in a Bomb's explosion zone, they do not take damage and gain bonuses based on the type of Bomb (stackable 2 times):

          Explobomb: Range
          Grenado: MP
          Seismobomb: Power
          Water Bomb: AP

          Switches places with the target.
          The Combo or the Kaboom state is only applied if the position switch can occur.

Category: Game design