It's been the subject of discussion and debate for months and months, but finally, you're going to find out exactly how Fecas will change after their revamp!


The main goal of this rework is to make Feca play more diverse and more dynamic. In pursuit of that goal, we've worked on several objectives. 
  •     Combine the elemental Feca armor spells.
  •     Concentrate the Feca's defensive role on himself while allowing him to still directly protect his allies.
  •     Reworking the Feca's direct damage spells to offer him 4 viable elementary builds, each with its own distinct role.
  •     Propose a greater glyph diversity with, most notably, a glyph for each elemental build.
  •     Put in place a new type of Glyph in order to reinforce the Feca's map control role. This new glyph, called "Aura-Glyph", applies debuffs to entities for as long as they stay on the glyph.
  •     Rework which spells are unlocked as Fecas level up in order to offer a more fluid progression to new Fecas.
  •     Improve the class' mobility as well as its locking role while reducing the impact of "spamming" certain spells (most notably, AP loss).

Less redundancy in defensive spells

The armors

Since we have but one word, we've started with combining all elemental armor spells into one. Rather than having one armor for each element, the Feca now has a unique armor spell that reduces damages in all elements for a 2 AP cost. In exchange, he'll have to deal with a reduced duration and cooldown: it will offer 2 turns of protection for a 3-turn cooldown, and is cast in a 3-cell circle. Furthermore, the reductions applied to allies within the circle will now be less important than the reduction applied to the Feca, as these abilities to protect a great number of allies used to offer too much of an advantage to teams featuring a Feca. 
This should liven up the fights with or against a Feca, with a shorter casting cycle for the armors, and slightly reduce his abilities to protect allies while putting their own ability to withstand hits on the front row.

The Fraction issue

We've made a few modifications to the other protection spells as well. The most significant of all is the disappearance of the Fraction spell (it will be replaced with another, of course): we felt that this spell was working far too well with the Feca's other abilities, to the point where he could, in some situations, make is entire team practically invincible, especially against monsters that didn't have unbewitchment spells. So we have decided to remove it from the Feca's spell list, to the benefit of other abilities that would come to complement those already in existence, rather than exponentially increasing their efficiency. We are however studying the possibility to introduce a similar spell on another class (yet to be chosen), which would give it a good synergy with the Feca.

Immunity and Spell Rebound

But it's not the only large change: the way the Spell Rebound and Immunity spells work will be modified as well. One will totally reduce ranged damage (dealt from 2 range or more) while the other will reduce close-combat damage (dealt from 1 range) for a turn. They each work like an immunity but only on one type of damages (range or melee), with the difference that they no longer apply an invulnerable state, so that erosion and indirect damage can still be applied. However they have an interesting complementary effect: the spell that cancels melee damage will give 1 MP per ranged hit received, while the other will increase the caster's power with each hit received in melee. In addition, each spell will see its AP cost and cooldown time reduced by 1. Please note that the two are not cumulative on a same target (if one is already present on the target, it will be removed and replaced if the other is cast on the same target).

The main point is to modify Spell Rebound, which was redundant when paired with Immunity in a PvM setting (when it wasn't used to abuse AI failings) and to cut Immunity in two to give it a better tactical interest. Each of the two new spells has two different means to avoid receiving damages but they require a choice. One of these means is direct (e.g., reducing all ranged damage), while the other is dissuasive in nature (melee attacks increase the target's power), which seems to us to be much more interesting than letting a single spell work in every situation.

I see you gloating at the thought of mocking us that this separation that goes against the armor-fusing logic. And it's true, after all, why have two spells with a similar role when elemental armors are centralized in a generic armor in order to avoid redundancy? To this, we answer (yes, we're answering ourselves) that the uses of these two mechanics are actually quite different. On the one side, we have the elementary armors; the strategy behind these spells doesn't vary from one to the other in the flow of a battle: they aren't situational spells, but rather very generic spells. If you come across a character dealing damages in one element, you'll don the corresponding armor: it would never occur to you (except when uninformed) to use Glowing Armor against a monster that has no fire-based attack. It turned out that this elemental dimension was uninteresting because it was rarely dependent on the fight's context, only on the entities present at the start of said fight: there is no actual choice. So by combining these armors, we're only making this mechanic lighter by removing redundancies. Whereas in Immunity's case, it's rather the other way around. The spell is used by default in a context where an ally is in trouble and we know this ally will be safe no matter what (except in case of monsters or opponents who unbewitch). The only real choice is determining when is the right time to cast the spell. By separating the spell into two different options, the Feca needs to make the right choice, depending on the situation, the fight's context and the mobility of their opponents.


Feca Shield, Reinforced Protection, and Truce

Let's stay on the protection spells and talk about Feca Shield. The spell will now work differently. Besides seeing its duration and cooldown reduced, it will no longer give a bonus in %resistance. The spell now reduces the final amount of damage received by 25% (at level 6). To make matters simple, no matter what type of damage (except poisons) the recipient takes, with the Feca Shield spell, they'll be reduced by 25% compared to the damage they would have taken without Feca Shield. This new reduction stacks with all other reductions, while the elemental %resistance used to be in competition with them. 

Reinforced Protection, who also had the same %resistance effect, is replaced with a spell that increases the Feca's and his glyph's damages, to the detriment of his protection spells. Much like the Eniripsa's Mot Olof, the Feca will then be able to considerably increase their offensive potential, but that won't totally prevent them from using their defensive potential. Reinforced Protection seemed to us to be far too powerful for its cheap AP cost and a downside that is now negligible after the adjustment to weapons (the Weakened state). Furthermore, we're not satisfied with the %resistance increase effect that is far too efficient in some cases (mainly on summons) and it doesn't work well on characters that have already boosted their elemental resistances to the max.

Truce now applies the "Pacifist" state on its caster on the turn following its casting. This state prevents them from dealing damages (of any kind), so that they can no longer avoid the drawbacks of this spell by casting it at the end of the turn.  However, this state disappears at the end of their turn.


Multiple-use glyphs

You know several ways to trigger glyphs: at the start of the turn (like the Burning Glyph), walking through ( like bomb walls for instance) or at the end of the turn (Glyph of Repulsion). While we initially wanted to use the go-through trigger for this Feca revamp, after several balancing tests it didn't seem to us to be a viable solution. Unlike bomb walls, the Feca glyphs are placed instantly and do not require any preparation. Making them trigger immediately upon going through caused a dilemma, as we had to choose based on the following three possibilities: 
  •     Making them weak enough to counter the potential abuse in case of pushing opponents inside, but then they wouldn't be quite so dissuasive: going through them wouldn't be as dangerous.
  •     Making them really powerful but totally prevent their triggering if a character doesn't walk on it on his own to prevent abuse ( via push/pull/swap).
  •     Making two different trigger modes: one if the player goes through the glyph on his own during his turn. And one in the case where it's another player that forces him though the glyph. The first trigger mode having, of course, way more powerful effects than the second one.
The first solution didn't seem interesting to us because it wouldn't allow for effective terrain control: the impact the glyphs would have on enemy movement would have been minor.
The other two weren't intuitive enough and forced us to work on particular trigger cases for the glyphs without actually fixing all balancing issues.

So we decided to use a never-before-seen glyph: the Aura-Glyph. This glyph works in a peculiar way: it's placed on an area on the ground but only works on the character that are inside. Let's imagine an aura-glyph that would remove 6 range. If a character were to enter it, they would immediately suffer the -6 range debuff, and would suffer it for as long as they remain on the glyph. As soon as the character leaves the glyph, they would get their 6 range back. 

To make these glyphs usable, we had to make areas that are in average a bit bigger than the already existing glyphs: otherwise, it would have been far too simple to get out and so the debuffs wouldn't have had any significant impact.

You'll have to distinguish between two glyph types for the Feca: the elemental glyphs and the utilitarian glyphs. The four elemental glyphs are those associated to the four Feca builds. They each have two effects: one that applies at the start of the turn (if a character starts their turn on a start-of-turn glyph, they suffers its effects), and an aura-glyph effect. The first effect is simple: it deals damages in a given element to opponents (allies aren't affected) who start their turn inside. The Aura-Glyph applies a debuff to characters (both opponents and allies) who are inside (range, AP, MP, or final damage reduction).

Furthermore, it won't be possible to place more than one elemental glyph on any given turn. Each time a glyph will be cast, it won't be possible to cast any other elementary glyph before the next turn and they will all have a two-turn duration and three-turn cooldown.

There are two utilitarian glyphs: 

The glyph of repulsion will still be there but will now deal damages in all 4 elements. The way it works hasn't changed, it's cast once per turn and deals heavy damages to players who end their turn standing on it.

And the new Gravitational Glyph that is an Aura-Glyph that places the Gravity and Rooted (cannot be pushed or pulled) states on characters that are inside, with a two-turn duration and a four-turn cooldown time.

Furthermore, we have made it so there is a slight synergy between the Teleportation spell and the glyphs: when the Feca teleports inside one of their glyphs, they triggers its effects on all characters inside again. Little side-note: the Teleportation spell is also having its cooldown time, AP cost, and range reduced to make it easier to use, but it will be less efficient for the long-range movements.

These new glyphs allow for new synergies and a new dimension to the Feca's terrain control: it's no longer going to be about not starting one's turn on a glyph, but about paying attention to the various debuffs these glyphs give and finding the shortest way out of them. Don't forget that they still deal damage to those on them at the start of their turn. These glyphs allow the Feca to create very dangerous areas on a map and it will be in the Feca's best interest to seek help from their allies or locking abilities to keep their opponents inside.

Diversification of the offensive abilities

This rework of the protection spells left some space open for a few new spells for the Feca, unlocking their fourth elementary build: and Air elemental build! And we took the opportunity to rework their offensive spells panel in order to balance the Feca's four elemental builds, while giving each of them a distinct role. 

Each of the Feca's elementary build articulates around three spells, which each build having a speciality: 
  •     Element-related characteristics stealing (at level 6, we're talking 80 loss, plus CH),
  •     Ability that follows the build's (AP loss, MP loss, range loss, or micro-placement),
  •     Glyph that completes the abilities offered by the associated elemental build.

The Earth (and neutral) build gets AP loss abilities and a good striking force at mid-range. For AP reduction, it has the Blinding spell that now has an area of effect, but will now be limited to one cast per turn. Backlash is now only casted in diagonal and still allows the caster to steal Strength.
In addition, this build now has Blinding Glyph that deals earth damage and dodgeable AP loss to opponents (5 at level 6) as long as they stay on the glyph.

The Fire build is now the MP reduction build while still dealing very good damage at mid-range. Natural Attack now steals Intelligence and its damage is increased but its range is reduced and cannot be modified any more. A second Fire damage spell makes its appearance: it deals short range (2-3 range) damage and removes a great deal of MP. To complement these two spells, the familiar Burning Glyph now has the ability to remove MP (4 dodgeable) to opponents who are within the glyph.

The Water build removes range but is only played at long range. Bubble removes range from opponents; Cloudy Attack's damage is increased, but has now a minimum range of 3.  Paralyzing Glyph (which will become the Myopic Glyph) now removes 6 range (at level 6) and deals Water damages at the start of the turn.

The Air build can only be used at a very short range but takes advantage of area-of-effect and micro-placement spells. It has logically direct damage spells: one steals Agility on a 3-cell line and can only be cast from 2 cells away, while the other pulls the target for one cell with a cone-shaped area of effect. Aggressive Glyph (which will be renamed as the Attractive Glyph), which is now cast at short range, also deals Air damages and pulls entities on it toward its center at the start of the turn, in addition to reducing the damage dealt by anyone on the glyph.

The point is not to make Fecas much more powerful than they was, but to give them more diversity in their attack spells. Their attack spells become potentially much more interesting and they will have new melee-blocking abilities but we want to avoid the outcome that, in any given situation, Fecas always be able to deal damages, block opponents, AND reduce damage with great efficiency. Their spell-casting conditions are coherent with that: the more powerful spells can't be cast on a melee character. However, their movement abilities are improved with the greater flexibility of the Teleportation spell.

That way, we hope to offer four elemental builds complementary to each other that can combine efficiently as well as do just fine on their own, with visible strong suits and weak spots.


Will the Feca class be less powerful?

Some of the class' abilities will be less powerful but others will be improved: Fecas will be able to deal less damages at a very short range (1 range) and will have weaker ally protection abilities. However, all this comes with a consequent enrichment of their abilities to deal damages and a better manageability of their protection spells, leading to a richer, more interesting game: 4 elemental builds, each interesting with at least one damage glyph, a more varied offensive spells panel, a boost at the cost of protection spell, and a better ability to control opponents and their movements.

How is handled the case where several Fecas are in the same team?

The cooldown times of some protection spells and all glyphs are shared between all Fecas of a same team so that it is impossible to avoid cooldown times by increasing the number of Fecas in a team. Furthermore, the limitation to one elemental glyph per turn also applies to all Fecas in a team in order to avoid a glyph overload on the combat map. If a Feca casts an elementary glyph, no other Feca in the same team will be able to place an elementary glyph in the same turn.

What shape are the new glyphs?

We've used the "square" area for the Burning and Gravitational glyphs. At level 6, each of these glyphs cover 25 cells. The Myopic Glyph uses a size three circle area (25 cells). The Blinding Glyph uses a 2 to 4 cells circle area (equivalent to the old paralyzing glyph but with empty cells in the middle) spanning 36 cells. The new Attractive glyph has a star-shaped area spanning 17 cells.

Are Magical Orbs going to be distributed?

A Magical Orb will be given to accounts that have a Feca character. We'll put restrictions in place, based on the character's level and possibly their date of creation.

Are spell points going to be given back?

Yes, all Feca spell points will be given back.

When will we get a more precise changelog about these modifications?

We are working on making a more precise changelog, detailing the modifications that will be applied to the Feca class.
Unlike changelogs that are usually put online at the same time that the associated Beta version launches, we'll try to publish the Feca spell modifications changelog several weeks prior to the corresponding Beta launch.
As we're still doing tests and balancing on the new Feca spells, it is possible that some spells be modified before the launch of the associated Beta.
Category: Developpement