Devblog 2.62 - The Eternal Conflict 2021-11-26 19:00
Back to listThe Eternal Conflict
In the Birthplace of Good and Evil
Inflamed by fanatics, the conflict between Bonta and Brakmar is heating up. Chaos threatens to overtake everything. Huppermages are calling on adventurers to face their worst nightmares and fight the Dissonance… and the Master of Dreams conjures up some mysteries. What role does the guardian of the Primordial Dofus play, and what is their place among the immortal Powers? As the story of the Eliocalypse comes to an end, another journey can begin… leading you to the edge of dreams, and to the origins of the Krosmoz.
An all-new series of quests follows up on the Pandala epilogue and the Pandamonium quests to conclude chapter III of the Eliocalypse and reveal the mystery behind this new area. There will also be plenty of secondary quests to illustrate the conflict between Bonta and Brakmar. Last but not least, you'll discover new consequences resulting from the reunification of the Dofus.
New Area: The Destroyers' Nightmare
This new level-200 area is a chaotic representation of Bonta and Brakmar, where buildings from the two cities combine in unlikely and disturbing ways. As you explore this colorless Nightmare, you'll see the influence of the Horsemen of the Eliocalypse in scorched landscapes, starving populations, violent battles and bloodthirsty madness. As for the dungeon, it retraces the key events of the first Crimson Dawn, which crystallized the conflict between Bonta and Brakmar.
But hopping on your trusty Dragoturkey or taking a boat won't be enough to get you there this time. No, you'll have to use other methods… but we'll let you discover those for yourself.
The Destroyer Family
A new family makes its first appearance. Prepare to meet the Destroyers, the reincarnated demons who populate the Nightmare. They wander the area, goading mortals into battle. These fearsome monsters shamelessly indulge their darkest predilections and protect the Nightmare from offensive enemies.
Eternal Conflict Equipment
No less than 13 new items of equipment will be making their appearance in this new area:
- The Destroyers set: a level 200 set with 3 items focused on Chance / Agility / Pushback Damage / Critical Hits / Dodge / Range / MP Parry
- The Relics of the Crimson Dawn: a level 200 set with 6 items of equipment. This set contains:
- 3 items linked to Bonta, with a focus on Chance / Agility / Lock / MP Parry / Critical Resistance / AP
- 3 items linked to Brakmar, with a focus on Strength / Intelligence / Dodge / AP Parry / Pushback Resistance / MP
- This set was designed so that the penalties on the Bonta equipment are counterbalanced by the bonuses on the Brakmar equipment, and vice versa.
- 3 non-set weapons
- the level 180 Nightmarish Dofus, with a Support focus
Bonta the Majestic and Brakmar the Terrible
Both cities have been given a top-to-bottom overhaul:
- Visually, the two cities are now completely different from before. Not a single cell has been left untouched. Brakmar has been transformed to reinforce its image as an artificial metallic city built atop magmatic rocks. The city's visual readability has also been improved. As for Bonta, we've adopted an artistic direction more in line with the movie "Dofus – Book I: Julith". Surrounded by water, the city now boasts a richer, more modern style. The two cities will also come to life in two new Kolossium maps.
- The size of both cities has also been cut in half to minimize the distance between their many points of interest (from about 140 maps per city to 70). As a result, the zaapis have been removed from both cities. In Brakmar only, a tube-based travel system has been added.
- Residents have also gotten a refresh. All NPCs in Bonta and Brakmar have been given a makeover so they'll fit right into the cities' new looks.
- Finally, the cities' structure has also been transformed. Bonta is now divided into 3 areas at different altitudes: the "Promontory of the Heavens", the "Immaculate Heart" and the "Artists' District". The "Ivory Harbours" port area rounds out the city. As for the city of evil, the circular structure with an island at the middle has been kept, but the navigation system has been updated with the addition of cable cars. Brakmar is now divided into 4 areas: the "Anvil", the "Breastplate", the "Pot" and the "Anchor". We've also taken advantage of this revamp to add crafter and lumberjack workshops in both cities (and garbage cans in Brakmar – this terrible injustice has finally been righted).
So, what do you think? Will this revamp tilt your loyalties to one side or the other?
The Sewers and the Rat Family
Like the cities themselves, the Bonta and Brakmar sewers have been completely updated and reduced to about a third of their previous size. The sewers now have a much more distinct visual identity that aligns more closely with each city's defining features.
Of course, reimagining the sewers also means a revamp of the iconic White Rat and Black Rat dungeons. Both of them have also received a complete visual overhaul.
While we were at it, we also remodeled the rat family. Currently, there's just a single family that is found in both the Bonta and Brakmar sewers, but also in the Amakna Castle Tunnels. In this update, three distinct families of rats have been created:
- the current level-50 family, which has been renamed "Amaknian Rats". This family has been removed from the sewers in both cities, and will now be found only the the Amakna Castle Tunnels. The monsters that are exclusive to the White Rat and Black Rat dungeons have been removed from this family. The Gleaming Rat has been removed from the game, and the Hyoactive Rat will now appear in the Amakna Castle Tunnels.
- two new level-110 families have been created: the "Bontarian Rats" and the "Brakmarian Rats". These new families will be found in their respective sewers and in the dungeons. One monster from each family will be exclusive to the dungeon, just as in the old dungeons.
The resources from these families have been updated (you can convert any obsolete resources in your possession by double-clicking on them).
Finally, rat equipment items and their set bonuses have been modified and the recipes have been adjusted (Boots, Cloak, Belt, Amulet, Mask, Weapon, Ring). Two new equipment items have also been created: 1 ring relating to the Bonta rat family and one for the Brakmar family.
Gobbowl
Dofus' most iconic sport is back in the game: GOBBOWL. Those of you have seen the Wakfu animated series are sure to be familiar with the two cities' intense passion for this sport. A stadium where anything goes, a roaring crowd, and a gobbowl ball… that's really all you need for a truly epic match.
In Dofus, the rules are simple: gather a team of 3, 4 or 5 players and bring your gobbowl ball to the Bonta or Brakmar gobbowl stadium. Positions are assigned at random (Captain, Attacker and Defender), and the match can begin! The goal of the game: The captain or one of the attackers tries to get the ball into their opponents' goal. To do this, use the Gobbowl-exclusive spells available to you. Depending on your role within the team, you'll have from 4 to 6 spells: "Carry the Gobbowl Ball", "Toss the Gobbowl Ball", "Lock", "Heaviness", "Amplification", and "Proximity".
You're probably saying to yourself: "Wait, aren't you missing two of Gobbowl's most important aspects?" And you're right! First, there's a seventh spell that only the captain can use: Cheat. Use your cheat to get random bonuses or penalties to use in the match. The Crowd also has a role to play. They'll grant you a bonus or a penalty that will depend on the cheat you used during the match.
Will the fan favorites win the day, or just the sneakiest cheaters? Hit the pitch today to find out!
Information on Gobbowl Spells:
- Spells Shared by All Players
- Defender
- Attacker
- Captain
- Cheat Spells (Only for the Captain)
Your Houses and Paddocks
The whole geography of both cities has been turned on its head. As a result, the houses and paddocks are no longer in the same places. Don't panic, you'll still get to keep them with this update. But breeders beware: the shapes of the paddocks have changed, so your existing breeding items will still be there, but placed randomly within the paddock.
To compensate for the lack of space after the sharp reduction in the size of the two cities, a new building has been added: the paddock tower. This tower – about 10 stories high and equipped with an elevator – contains all the paddocks that were previously located in the cities.
Get Your Finest Attire Ready
If you love nothing more than spending hours and hours picking out the perfect attire, we've created a new Marketplace just for ceremonial attire. The two cities will each have one, where you'll find every kind of ceremonial item there is, including living items and costumes. In your inventory, the various types of cosmetic items are moving from the equipment tab to a new tab of their own, where they've been separated into multiple categories.
Plus, for those who like to hang out near the Astrub zaap and show off their Witter Beanies, two new buildings have been added that are exclusively dedicated to ceremonial attire. A stage, curtains and a fitting room will be available for you to put on a fashion show.
Quests and Achievements
Along with all the changes to the cities of Bonta and Brakmar, we'll also be adding new exploration achievements. The old achievements will be deactivated. Players who have completed these achievements will lose the points granted, but will keep all the other rewards they earned. Achievement point counters will be updated, but the achievements they are associated with will remain confirmed if they have been unlocked.
Quests from the old versions will still be present after this revamp, except for the library quest in each city: "Breeding Culture" in Bonta and "The Pen Is Sometimes Mightier" in Brakmar. Amayiro and Oto Mustam's dialogues have been completely revised to remove the inconsistencies that have accumulated over the course of various updates.
Finally, to make the most of these areas and give them some added content with a narrative structure, we've come up with 3 new quests in each city's sewer system. A new associated achievement has also been added. In these quests, you'll discover the close connections between each city and its sewers.
Treasure Hunts
Treasure hunts will be deactivated in both cities. Since the cities are now smaller, and have no direct horizontal or vertical connection to the rest of the continent, it's no longer possible to pass through them during a hunt.
Class Balancing
We're continuing our work on balancing the various classes. For this update, 5 classes will be modified: Osamodas, Rogue, Cra, Sram and Sacrier.
Osamodas
For the Osamodas, we wanted to keep pushing forward with the changes we initiated with the last update: restoring the value of certain spells that were struggling to compete with their variants, and simplifying the mechanics of multiple spells. This simplification allowed us to correct the way these spells work on a technical level, and to eliminate some slightly (or completely) unintuitive behaviors that sometimes occurred with certain spells.
Over the course of various updates, the class has started to accumulate more and more effects to manage the strength of its spells (like Gambol, for example), to the point where these spells were becoming difficult to use and making the game less enjoyable. The changes we've made should make the class stronger in certain ways and weaker in others, both in PvP and PvM, but should also improve the overall gameplay experience.
Rogue
With the changes we introduced in the September 2021 update, the Rogue class's main mechanics and all of its spells were changed to one degree or another. But even in light of all these changes, certain spells or mechanics were still causing problems, and either didn't meet the objectives we had set for that update at all, or only met them partially.
So in response, we're continuing this important overhaul with the following changes: modification of the Combo and an upgrade to start-of-turn bonuses, changes to wall damage, replacement of Latent Bombs, changes to AP & MP reduction, a new way of managing Kaboom bonuses, and reorganization of several spell pairs. We've also done various nerfs and boosts on spells that needed them.
Cra
For this update, we wanted to reduce the class's strength in PvP, where it's been overpowered for some time now. One major issue was the infamous Tyrannical Arrow, which adds too much damage to the class and allows for excessively "easy" combos with other classes. The Cras also have a very strong AP reduction ability that's both area-of-effect and ranged. All of this makes the Cra one of the best removal classes in the meta, if not the very best, without really having to sacrifice on damage, as explained above. The ability to inflict damage with Tactical Beacon that can't be parried, right from the first turn, is also highly problematic in all game modes, especially in 1v1. Finally, we've thoroughly revised how the Reprisal spell works; see the changelog for the details of what's changed. The goal was to reduce the spell's immediate power, while still maintaining its highly dissuasive aspect and adding an improved tactical and teamwork aspect.
Sram
After we nerfed the terrifying team comp of 1 Enutrof + 1 Sram + 6 Cras in PvM back in July 2021, Mist found itself constrained by an initial recast interval. Since one of the main problems with this composition was the Enutrof's Retreat spell, we decided to reverse this change for Mist to avoid penalizing Srams unnecessarily in PvM and PvP. Meanwhile, Wily has now been slightly nerfed in terms of its range to make it a little tougher to place, since its area of effect is already very easy to exploit.
Sacrier
In the wake of our (many) recent changes to this class, the Sacrier is now in a satisfactory state, except for one detail: the Berserk spell, which is much too perfect for ending a fight as things stand now. So our goal was to slightly increase its AP cost so that it's not a total no-brainer to use and breaks certain spell combos in the same turn. The damage bonus has also been slightly reduced. However, this is balanced out by the increase in the HP cost, which is there to increase the risk for the Sacrier in using this spell. Sure, the Sacrier will hit harder and take damage better, but their vitality will be even lower, making them easier to eliminate – especially if their opponents manage to unbewitch their shield points.
Until the English version is available, you can find the details of this round of class balancing on the French beta changelog.