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Iop Balancing in 2.8

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Community Manager Kami Snowfoux Kuddler
* * * * * Member Since 2009-10-19
posté August 30, 2012, 18:47:27 | #101
These changes are now available for testing on the beta server. You can download the beta client here: Click here

Happy testing!



199
Turretz (Zatoishwan)
Avarice
Greedovore Devourer
* * * Member Since 2011-09-27
posté August 30, 2012, 18:47:58 | #102
Hmmm... they are changing the Iops so much. I have one that is just for professions on it at the moment because I cant get a group for Otomai.
Would really like to make use of this, but unfortunately no magic Orb = no reset :/


posté August 30, 2012, 18:55:04 | #103
all the holy gods thanks a lot ive got an iop 199lvl and just like a shit IM HAPPY FINALY THEY R CHANCING!


posté August 30, 2012, 19:21:31 | #104
inna way im glad there nerfing the iops now my chance cra might actually stand a chance against an iop but int iops might be as good as dead but then again dofus is random like making my agi cra fight lvl 120's in kolo when its only lvl 71


144
Djinn (Solar)
Octillery
Tofu Stroker
* Member Since 2012-04-19
posté August 30, 2012, 19:53:57 | #105
Lame


posté August 30, 2012, 21:03:29 | #106
Pffff they have only changed 1 decent spell, that being mutilation and now for some reason people think that str iops are destroyed and unusable? You have to be kidding me?!


This post has been edited by Mushroom-Alliance - August 30, 2012, 21:12:42.
Reason for edit : Typo >.>
199
Turretz (Zatoishwan)
Avarice
Greedovore Devourer
* * * Member Since 2011-09-27
posté August 30, 2012, 21:09:35 | #107
Oh and if a Panda on your team goes before you... Poutch + wrath


posté August 30, 2012, 21:31:55 | #108
There will be allways haters -- anyway ill see in 2.8,maybe ill startrto play with my old lvl 124 iop...


posté August 30, 2012, 21:49:38 | #109
everything is gr8....
just not happy abt intimidation...it used to b one of my main moves...
but now by limiting it to just 3 times per turn per target....
well...just hope that when the official 2.8 releases intimidation is not restricted to just 3 use per turn per target... :/


Arachnophobe
* Member Since 2007-11-12
posté August 30, 2012, 21:51:55 | #110
MAGIC ORB!!!


Gobball Breeder
* Member Since 2006-07-08
posté August 30, 2012, 22:45:41 | #111
new power is awesome 300%dam or 350% on crit, i also like the new spell poutch is very good,
Mutilation i don,t really under stand why would you need +6ap on a turn when you can only cast SOI twice per a turn? it would be better if you could use a weapon with it,
increase is ok but i would rather it was 2ap cost,compulsion ,from a pvm point of view is useful on bosses, i suppose to keep them in the same spot,
overall i think poutch and compulsion is the ones i will use most
just wish i had more spell points


This post has been edited by snax - August 31, 2012, 01:10:10.
posté August 31, 2012, 00:07:39 | #112
wow crit hit on celestial sword from 46-50 to 36-40... how does that makes iop more powerful!?


200
IopX (Rosal)
Purple Haze
Arachnophobe
* Member Since 2006-11-08
posté August 31, 2012, 00:27:11 | #113
The lack of a + damage buff (increase, compultion, bravery & mutilate) will significantly reduce the damage output when using weapons with multiple damages. (bearic sword, aztech, royal gob sword, ect.)

In the case of the bearic sword, a 300% power spell does not come close to making up forr the lost +damages that could be stacked over several turns.

I suggest power include a +75 damage buff to make up for the +damage spells that are being removed.



posté August 31, 2012, 01:52:20 | #114
Another nerf to Celestial? what the hell problem do these guys have with celestial..thats twice its been nerfed in 2 simultaneous updates..taking taking Agi Iop for a joke now ankama they're hardly any Air Iop as it is and the one spell Air Iop had against str was that it out-damage sword of Iop then u go reduce Celestial damage even more? even more so you reduce the crit damage WHICH MADE THE SPELL STAND OUT FROM OTHERS..ur a bunch of jokes. Why should sword of Iop be stronger than Celestial when you can use it to hit across the map..The new spells are good,nothing else needed to be changed,your trying to make every Iop just play Earth build which is a boring build imo. Leave Celestial how it is while you still can dont completely RUIN THE AIR BUILD up. Bunch of jokers i swear ( from hydrazoa in forum)


196
Xgold (Solar)
Weapon x
Piglet Tracker
* Member Since 2009-04-29
posté August 31, 2012, 03:37:34 | #115
Just tested on beta server, here's my two cent. :-)

Compulsion
- the two turn on caster for removal mp, needs to change to one turn.
other than that, i like it.
bravery guide
- sick spell now, just would like to know what is the percentage
of damage given to others around the target.
increase
- omg, sick spell now. no one will get away from me now, :-)
mutilation
- love it, now once i'm done cuting down my ap and need a boost, I'll just use this.
just can't use wrath, but i'll live with it.
sword of fate
- mix feelings as i'm str build, i'll need to research going str/int build.power - please put to three turns, two isn't cutting it for me.
Concentration - might be a glitch, but the damage was the same. didn't see a change even with a boost to spell. i test at max lvl 6.

Spell animation is kind of cheesy, but ooo well.
Overall, good job. I'll adapt and adjust to new changes.just started the changes on beta, here's my feel.


This post has been edited by xxsem - August 31, 2012, 03:40:11.
199
Pingwin Pwner
* * * * Member Since 2009-04-12
posté August 31, 2012, 04:15:32 | #116

Quote (xxsem @ 31 August 2012 03:37) *
bravery guide - sick spell now, just would like to know what is the percentage
of damage given to others around the target.
20% of the original damage.


196
Xgold (Solar)
Weapon x
Piglet Tracker
* Member Since 2009-04-29
posté August 31, 2012, 04:26:03 | #117
ok, thanks. They need to increase this, damage wasn't much at all.


Royal Mastogob Masticator
* * * * Member Since 2008-05-24
posté August 31, 2012, 05:20:49 | #118

Quote (Smucker @ 31 August 2012 00:27) *
The lack of a + damage buff (increase, compultion, bravery & mutilate) will significantly reduce the damage output when using weapons with multiple damages. (bearic sword, aztech, royal gob sword, ect.)

In the case of the bearic sword, a 300% power spell does not come close to making up forr the lost +damages that could be stacked over several turns.

I suggest power include a +75 damage buff to make up for the +damage spells that are being removed.
Its already the best buff in the game next to backlash 0_O


199
Piglet Milker
* Member Since 2008-04-04
posté August 31, 2012, 05:41:27 | #119

Quote (xxsem @ 31 August 2012 03:37) *
Concentration - might be a glitch, but the damage was the same. didn't see a change even with a boost to spell. i test at max lvl 6.

Second damage is against summons only


Celestial Bearbarian Basher
* * * * * * Member Since 2006-02-21
posté August 31, 2012, 06:27:45 | #120
I wouldn't mind seeing some +damage added onto Power, just not as much as you are asking for.


This post has been edited by Revil-Nunor - August 31, 2012, 06:27:57.
posté August 31, 2012, 07:33:18 | #121
I hope the buffs would compensate for the lessening of damage on Celestial Sword ... I don't wanna be a freakin str Iop xD


Royal Mastogob Masticator
* * * * Member Since 2008-05-24
posté August 31, 2012, 16:04:50 | #122

Quote (ReplacementAccountForZena @ 31 August 2012 07:33) *
I hope the buffs would compensate for the lessening of damage on Celestial Sword ... I don't wanna be a freakin str Iop xD
They didn't lower the damage....


Arachnophobe
* Member Since 2006-10-17
posté August 31, 2012, 17:13:39 | #123
Ouch, i am less motivated to play than already is now. -1


Gobball Breeder
* Member Since 2006-07-08
posté August 31, 2012, 17:18:28 | #124
mutilation is much better cast on a ally ,you dont lose CC abilty or wrath and ally gets 5ap for the their turn and must be a bug but they lose 3ap from this total ap the next turn(so+2ap) and the turn after that they lose -3ap from there normal ap  


posté August 31, 2012, 18:51:53 | #125
can u please leave cele sword alone!!!!??? its the only main spell that agi iop has! why reduce its damage!?

i have to change class cause of this change in agi iop!! grrrr ... this will cost me lots of kamas uknow that! gosh!


posté August 31, 2012, 19:22:03 | #126

Quote (greekg @ 31 August 2012 16:04) *

Quote (ReplacementAccountForZena @ 31 August 2012 07:33) *
I hope the buffs would compensate for the lessening of damage on Celestial Sword ... I don't wanna be a freakin str Iop xD
They didn't lower the damage....
o: someone told me the damage would be lower on normal and crit ones , because they're lowering the crit rate to 1/40 , haven't got access to the beta so i cant confirm it xD


posté August 31, 2012, 19:59:54 | #127

Quote (ReplacementAccountForZena @ 31 August 2012 19:22) *

Quote (greekg @ 31 August 2012 16:04) *

Quote (ReplacementAccountForZena @ 31 August 2012 07:33) *
I hope the buffs would compensate for the lessening of damage on Celestial Sword ... I don't wanna be a freakin str Iop xD
They didn't lower the damage....
o: someone told me the damage would be lower on normal and crit ones , because they're lowering the crit rate to 1/40 , haven't got access to the beta so i cant confirm it xD
Celestial Sword
31-35(46-50) air damage is reduced to 31-35(36-40)
1/45 critrate becomes 1/40


I don't like very much those changes.
Power is too short! I hope they'll reduce the ap cost from 3ap to 2ap...


Piglet Milker
* Member Since 2007-05-29
posté August 31, 2012, 22:00:16 | #128
I'm very happy for the Iops, and I hope that balancing changes will be arriving quickly for other classes.


Quote (lichen @ 29 August 2012 16:55) *
We have compensated for the reduction in damage augmentation spells by increasing the damage of some Iop offensive spells (including those spells in the Earth and Neutral elements that benefitted from the old version of Mutiliation).

Sword of Iop, level 6
4 AP, range 1-4 (linear, modifiable)
Casts per turn: 2
Damage: 30-34 earth damage (cross of 3)
Critical damage: 35-39 earth damage (cross of 3) (1/50 CH)

Mound, level 6
4 AP, range 2-8 (modifiable)
Casts per turn: 2
Damage: 10-13 earth damage (cross of 3)
Critical damage: 16 earth damage (cross of 3) (1/30 CH)



Quote (Pelmosoda @ 31 August 2012 19:59) *
Power is too short! I hope they'll reduce the ap cost from 3ap to 2ap...

Power, level 6
3 AP, range 0-6
Cooldown: 4
Maximum accumulations: 1
Effect: 300% power (2 turns)
Critical effect: 350% power (2 turns) (1/50 CH)

Powerful Shooting, level 6
3 AP, range 0-6 (modifiable)
Cooldown: 6
Maximum accumulations: 1
Effect: 250% power (spells) (3 turns)
Critical effect: 290% power (spells) (3 turns) (1/40 CH)


posté August 31, 2012, 22:11:25 | #129
this means it is almost dofus 3?


posté August 31, 2012, 22:45:00 | #130

Quote (Weather-Balloon @ 31 August 2012 22:11) *
this means it is almost dofus 3?
Not exactly. With the way program numbering works, after 2.9 will be 2.10 (two point ten), then 2.11, 2.12, and so on and so forth until 3.0 is finished and prepped for release. The first version got up to 1.29 before 2.0 came out, so Dofus 3.0 is probably a long way off.  


200
Celestial Bearbarian Basher
* * * * * * Member Since 2006-01-02
posté August 31, 2012, 23:06:07 | #131
These changes just piss me off. There's no reason why any of these spells got removed. Did you ever see an iop that's overpowered because of Increase? Or Bravery Guide? Or Compulsion? Nope. They're just random spells they removed in order to get some more "strategic" spells in. Yeah right. In a game in which you just randomly crit fail and lose your entire turn, and in which EVERY AND ALL sources of endgame damage are dependant on critical hits, which just randomly happen or don't happen. How very strategic.

Sure, give us your new gimmick spells. But please, for the love of god, stop pointlessly removing old spells that were neither overpowered nor otherwise problematic.

Also, gotta love that cast limitation on cut. Yeah, as if there weren't alredy plenty of cast limitations on everything. Is the design goal of this game to have pointless cast limitations on every spell in existence?


Celestial Bearbarian Basher
* * * * * * Member Since 2006-02-21
posté August 31, 2012, 23:14:49 | #132
Iops were one of the classes that didn't need a change, I am not saying you can't change them but c'mon now, there are classes that actually NEED changes and this is what you give us?

Doing this is just an insult to every Enutrof, Xelor or Sacrier player out there, you have time to fix classes that didn't need it, but you can't get around to fixing the ones that need it. Well played, Ankama, well played.


This post has been edited by Revil-Nunor - August 31, 2012, 23:17:08.
posté August 31, 2012, 23:39:48 | #133

Quote (Revil-Nunor @ 31 August 2012 23:14) *
Iops were one of the classes that didn't need a change, I am not saying you can't change them but c'mon now, there are classes that actually NEED changes and this is what you give us?

Doing this is just an insult to every Enutrof, Xelor or Sacrier player out there, you have time to fix classes that didn't need it, but you can't get around to fixing the ones that need it. Well played, Ankama, well played.
I do agree that the Enu and Xelor are in need for an overhaul, but the only class in this game I have never had interest in is the Iop.

It has been waaay too simple of a class for a very long time.

Due to the new development direction of each class being able to fill multiple rolls, which the Xelor, Enu, and Sac can do currently, I feel that the Iop overhaul makes sense.

Please don't take this as me saying it is completely justified.
I am simply stating that it makes sense.


Celestial Bearbarian Basher
* * * * * * Member Since 2006-02-21
posté September 01, 2012, 00:11:39 | #134

Quote (Electricotter @ 31 August 2012 23:39) *

Quote (Revil-Nunor @ 31 August 2012 23:14) *
Iops were one of the classes that didn't need a change, I am not saying you can't change them but c'mon now, there are classes that actually NEED changes and this is what you give us?

Doing this is just an insult to every Enutrof, Xelor or Sacrier player out there, you have time to fix classes that didn't need it, but you can't get around to fixing the ones that need it. Well played, Ankama, well played.
I do agree that the Enu and Xelor are in need for an overhaul, but the only class in this game I have never had interest in is the Iop.

It has been waaay too simple of a class for a very long time.

Due to the new development direction of each class being able to fill multiple rolls, which the Xelor, Enu, and Sac can do currently, I feel that the Iop overhaul makes sense.

Please don't take this as me saying it is completely justified.
I am simply stating that it makes sense.
Simple yes, but it was very dependable and I think that is an elegance in and of itself. I don't think every class needs to be as gimmicky as a Rogue or a Fogger, if people liked that sort of style then more people who be using them, but it seems that Ankama is bound and determined to make it so.

Sacriers don't fill multiple roles, not anymore, they are just a meatbag that dies in a couple turns.

If you like the changes there is no need to defend yourself for liking it.


This post has been edited by Revil-Nunor - September 01, 2012, 00:24:58.
Tofu Stroker
* Member Since 2008-10-20
posté September 01, 2012, 01:17:26 | #135
I'm glad the Iops finally became a focal point of improvements. I agree that there were just too many buffs and not enough versatility. These changes have really pushed the class forward and made me like playing my Iop again.

I especially appreciate the new strategic front that has opened up to us. It is now possible to actually force more interesting reactions from your opponent by managing mp stealing, bringing them closer, locking them, and pouring out sudden high-end damage. It makes them able to take on ranged opponents with greater ease, while also having a countermeasure against opponents who want to be in-your-face.

At first, I thought you all ruined Sword of Fate, but it is more interesting now.

One thing I couldn't see is the Bravery Guide splash dmg on foes adjacent to the attacked target. Does this only work with particular spell damages?

All in all, nice changes.

For those saying other classes need focus, just wait your turn. Enu is the only class that I really think needs anything, and not much at that.


Royal Mastogob Masticator
* * * * Member Since 2008-05-24
posté September 01, 2012, 01:42:05 | #136

Quote (Justinchi-san @ 01 September 2012 01:17) *
I'm glad the Iops finally became a focal point of improvements. I agree that there were just too many buffs and not enough versatility. These changes have really pushed the class forward and made me like playing my Iop again.

I especially appreciate the new strategic front that has opened up to us. It is now possible to actually force more interesting reactions from your opponent by managing mp stealing, bringing them closer, locking them, and pouring out sudden high-end damage. It makes them able to take on ranged opponents with greater ease, while also having a countermeasure against opponents who want to be in-your-face.

At first, I thought you all ruined Sword of Fate, but it is more interesting now.

One thing I couldn't see is the Bravery Guide splash dmg on foes adjacent to the attacked target. Does this only work with particular spell damages?

All in all, nice changes.

For those saying other classes need focus, just wait your turn. Enu is the only class that I really think needs anything, and not much at that.
They made str iops hit less, int ones insanely over powered, and agi about the same.


189
Kaniger Hunter
* * * Member Since 2009-05-30
posté September 01, 2012, 01:46:00 | #137

Quote (greekg @ 01 September 2012 01:42) *

Quote (Justinchi-san @ 01 September 2012 01:17) *
I'm glad the Iops finally became a focal point of improvements. I agree that there were just too many buffs and not enough versatility. These changes have really pushed the class forward and made me like playing my Iop again.

I especially appreciate the new strategic front that has opened up to us. It is now possible to actually force more interesting reactions from your opponent by managing mp stealing, bringing them closer, locking them, and pouring out sudden high-end damage. It makes them able to take on ranged opponents with greater ease, while also having a countermeasure against opponents who want to be in-your-face.

At first, I thought you all ruined Sword of Fate, but it is more interesting now.

One thing I couldn't see is the Bravery Guide splash dmg on foes adjacent to the attacked target. Does this only work with particular spell damages?

All in all, nice changes.

For those saying other classes need focus, just wait your turn. Enu is the only class that I really think needs anything, and not much at that.
They made str iops hit less, int ones insanely over powered, and agi about the same.
With my curent Iop (Strength/Agility) and having less than 900 str and less than 500 agi I feel that strength actually has been buffed as I used to hit 300 ish with sword of Iop and now I hit about 550 each hit. Talking about Sword of judgement, I really didnt see the sense of that Chance steal in SOJ. Also, I don't think they made Intelligence Iops over powered but just made them more usefull either in PvP and Pvm.

-Yen.


Arachnophobe
* Member Since 2011-04-29
posté September 01, 2012, 09:31:53 | #138
Friction seems so awesome to me


196
Xgold (Solar)
Weapon x
Piglet Tracker
* Member Since 2009-04-29
posté September 01, 2012, 13:32:10 | #139
Jump - Can we get a longer duration for -15 resistance one turn. It now has a cool down of two at max lvl.

Power - plz change to three turns.

Anyone know if we can mage the class set, cause omg i can see some ppl running around in class set due to update. Int class is so sweet now. Might have to make another iop to enjoy both worlds.


185
Raiiden (Dark Vlad)
Justice
Pikoko Pilot
* * Member Since 2008-12-28
posté September 01, 2012, 13:58:45 | #140
Never found Iop unbalanced. They were pretty decent, but really boring to play. I see this improvement more as a wider choise for other element classes of Iop, which is very neat.

Never tought those improvements on Panda did some justice either, they were pretty balanced too. But still dislike the 2x limit on Alcoholic breath...  


189
Kaniger Hunter
* * * Member Since 2009-05-30
posté September 01, 2012, 14:46:08 | #141

Quote (Tuckers @ 01 September 2012 13:58) *
Never found Iop unbalanced. They were pretty decent, but really boring to play. I see this improvement more as a wider choise for other element classes of Iop, which is very neat.

Never tought those improvements on Panda did some justice either, they were pretty balanced too. But still dislike the 2x limit on Alcoholic breath...
IMO the Iop was unballanced, as stated it hasnt barely been changed since it existed.
Also, the Panda changes before just came out of the blue: POOOF! Let's change Panda.

-Yen.


185
Raiiden (Dark Vlad)
Justice
Pikoko Pilot
* * Member Since 2008-12-28
posté September 01, 2012, 15:47:32 | #142

Quote (wonderous-yenthe @ 01 September 2012 14:46) *

Quote (Tuckers @ 01 September 2012 13:58) *
Never found Iop unbalanced. They were pretty decent, but really boring to play. I see this improvement more as a wider choise for other element classes of Iop, which is very neat.

Never tought those improvements on Panda did some justice either, they were pretty balanced too. But still dislike the 2x limit on Alcoholic breath...
IMO the Iop was unballanced, as stated it hasnt barely been changed since it existed.
Also, the Panda changes before just came out of the blue: POOOF! Let's change Panda.

-Yen.
Only thing that really was unfair was the push attack. Can't think of more.


Royal Mastogob Masticator
* * * * Member Since 2008-05-24
posté September 01, 2012, 17:04:42 | #143

Quote (wonderous-yenthe @ 01 September 2012 01:46) *

Quote (greekg @ 01 September 2012 01:42) *

Quote (Justinchi-san @ 01 September 2012 01:17) *
I'm glad the Iops finally became a focal point of improvements. I agree that there were just too many buffs and not enough versatility. These changes have really pushed the class forward and made me like playing my Iop again.

I especially appreciate the new strategic front that has opened up to us. It is now possible to actually force more interesting reactions from your opponent by managing mp stealing, bringing them closer, locking them, and pouring out sudden high-end damage. It makes them able to take on ranged opponents with greater ease, while also having a countermeasure against opponents who want to be in-your-face.

At first, I thought you all ruined Sword of Fate, but it is more interesting now.

One thing I couldn't see is the Bravery Guide splash dmg on foes adjacent to the attacked target. Does this only work with particular spell damages?

All in all, nice changes.

For those saying other classes need focus, just wait your turn. Enu is the only class that I really think needs anything, and not much at that.
They made str iops hit less, int ones insanely over powered, and agi about the same.
With my curent Iop (Strength/Agility) and having less than 900 str and less than 500 agi I feel that strength actually has been buffed as I used to hit 300 ish with sword of Iop and now I hit about 550 each hit. Talking about Sword of judgement, I really didnt see the sense of that Chance steal in SOJ. Also, I don't think they made Intelligence Iops over powered but just made them more usefull either in PvP and Pvm.

-Yen.
Please explain how 25% extra damage of all eroded damage is not overpowered?


182
Tofu Stroker
* Member Since 2011-08-04
posté September 01, 2012, 20:29:35 | #144
PLEASE PLEASE PLEASE CANCEL THIS UPDATE, NO IOPS WANT MUTILATION TO GO!!!!!


Tofu Stroker
* Member Since 2008-10-20
posté September 01, 2012, 23:16:21 | #146
One thing I think lacking is a way for Fire Iops to cause Erosion, effectively. SOF is now based on Erosion dmg, but Erosion dmg is mainly for Str Iops, at least effectively.

@greekg 25% of all eroded damage is not overpowered because it's ERODED DAMAGE. 25% of total hp would be OP.


Kami Snowfoux Kuddler
* * * * * Member Since 2009-03-26
posté September 01, 2012, 23:36:43 | #147

Quote (Justinchi-san @ 01 September 2012 23:16) *
One thing I think lacking is a way for Fire Iops to cause Erosion, effectively. SOF is now based on Erosion dmg, but Erosion dmg is mainly for Str Iops, at least effectively.

@greekg 25% of all eroded damage is not overpowered because it's ERODED DAMAGE. 25% of total hp would be OP.

Tell that to sacriers .-.


189
Kaniger Hunter
* * * Member Since 2009-05-30
posté September 02, 2012, 00:07:24 | #148

Quote (hunterrrzz @ 01 September 2012 23:02) *
Ik Ben wel benieuwd hoor
These aren't the dutch forums.


-Yen.


Tofu Stroker
* Member Since 2008-10-20
posté September 02, 2012, 00:17:21 | #149
Tell that to the Sacriers?

With as many punishments as you all have, why would you even need Erosion damage as well?


Pandora Opener
* * * * Member Since 2009-05-26
posté September 02, 2012, 00:29:49 | #150

Quote (Mushroom-Alliance @ 30 August 2012 21:03) *
Pffff they have only changed 1 decent spell, that being mutilation and now for some reason people think that str iops are destroyed and unusable? You have to be kidding me?!
I can guarantee that after the update, 99% of the people crying about them ruining Iops will be quiet. The Iops crying about them stopping strength from being viable are the same ones who spend a turn buffing for an extra 10 damage rather than attacking the enemy for 400 damage.

The only thing I don't like is how the buffs are clearly aimed at intel Iops.


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