Back to forum.dofus.com

No flash

Iop Balancing in 2.8

Thread closed

Former Subscriber Larva
* Member Since 2010-07-12
posté August 30, 2012, 21:49:38 | #101
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... :/


Subscriber Arachnophobe
* Member Since 2007-11-12
posté August 30, 2012, 21:51:55 | #102
MAGIC ORB!!!


Subscriber Gobball Breeder
* Member Since 2006-07-08
posté August 30, 2012, 22:45:41 | #103
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.
Former Subscriber Larva
* Member Since 2011-12-14
posté August 31, 2012, 00:07:39 | #104
wow crit hit on celestial sword from 46-50 to 36-40... how does that makes iop more powerful!?


200
IopX (Rosal)
Purple Haze
Subscriber Arachnophobe
* Member Since 2006-11-08
posté August 31, 2012, 00:27:11 | #105
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.



Former Subscriber Larva
* Member Since 2011-12-14
posté August 31, 2012, 01:52:20 | #106
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)


200
Xgold (Solar)
Weapon X
Former Subscriber Ouginak Torturer
* Member Since 2009-04-29
posté August 31, 2012, 03:37:34 | #107
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.
200
Former Subscriber Pandora Opener
* * * * Member Since 2009-04-12
posté August 31, 2012, 04:15:32 | #108

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.


200
Xgold (Solar)
Weapon X
Former Subscriber Ouginak Torturer
* Member Since 2009-04-29
posté August 31, 2012, 04:26:03 | #109
ok, thanks. They need to increase this, damage wasn't much at all.


Subscriber Mopy King Cleaner
* * * * Member Since 2008-05-24
posté August 31, 2012, 05:20:49 | #110

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
Subscriber Piglet Milker
* Member Since 2008-04-04
posté August 31, 2012, 05:41:27 | #111

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


Unofficial Forum Answer Bot Count Harebourg Clocker
* * * * * * Member Since 2006-02-21
posté August 31, 2012, 06:27:45 | #112
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.
Subscriber Arachnophobe
* Member Since 2010-06-27
posté August 31, 2012, 07:33:18 | #113
I hope the buffs would compensate for the lessening of damage on Celestial Sword ... I don't wanna be a freakin str Iop xD


Subscriber Mopy King Cleaner
* * * * Member Since 2008-05-24
posté August 31, 2012, 16:04:50 | #114

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....


Subscriber Arachnophobe
* Member Since 2006-10-17
posté August 31, 2012, 17:13:39 | #115
Ouch, i am less motivated to play than already is now. -1


Subscriber Gobball Breeder
* Member Since 2006-07-08
posté August 31, 2012, 17:18:28 | #116
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  


Former Subscriber Larva
* Member Since 2011-12-14
posté August 31, 2012, 18:51:53 | #117
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!


Subscriber Arachnophobe
* Member Since 2010-06-27
posté August 31, 2012, 19:22:03 | #118

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


Subscriber Larva
* Member Since 2011-10-14
posté August 31, 2012, 19:59:54 | #119

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...


Subscriber Treechnid Hugger
* Member Since 2007-05-29
posté August 31, 2012, 22:00:16 | #120
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)


Former Subscriber Arachnophobe
* Member Since 2012-04-11
posté August 31, 2012, 22:11:25 | #121
this means it is almost dofus 3?


200
Member of the Zenith * Member Since 2011-08-23
posté August 31, 2012, 22:45:00 | #122

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
Subscriber Celestial Bearbarian Basher
* * * * * * Member Since 2006-01-02
posté August 31, 2012, 23:06:07 | #123
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?


Unofficial Forum Answer Bot Count Harebourg Clocker
* * * * * * Member Since 2006-02-21
posté August 31, 2012, 23:14:49 | #124
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.
Member of the Zenith * Member Since 2006-09-30
posté August 31, 2012, 23:39:48 | #125

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.


Unofficial Forum Answer Bot Count Harebourg Clocker
* * * * * * Member Since 2006-02-21
posté September 01, 2012, 00:11:39 | #126

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.
Subscriber Tofu Stroker
* Member Since 2008-10-20
posté September 01, 2012, 01:17:26 | #127
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.


Subscriber Mopy King Cleaner
* * * * Member Since 2008-05-24
posté September 01, 2012, 01:42:05 | #128

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.


193
Azula (Rosal)
Platinum
Subscriber Kaniger Hunter
* * * Member Since 2009-05-30
posté September 01, 2012, 01:46:00 | #129

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.


Former Subscriber Arachnophobe
* Member Since 2011-04-29
posté September 01, 2012, 09:31:53 | #130
Friction seems so awesome to me


200
Xgold (Solar)
Weapon X
Former Subscriber Ouginak Torturer
* Member Since 2009-04-29
posté September 01, 2012, 13:32:10 | #131
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.


Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2008-12-28
posté September 01, 2012, 13:58:45 | #132
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...  


193
Azula (Rosal)
Platinum
Subscriber Kaniger Hunter
* * * Member Since 2009-05-30
posté September 01, 2012, 14:46:08 | #133

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.


Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2008-12-28
posté September 01, 2012, 15:47:32 | #134

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.


Subscriber Mopy King Cleaner
* * * * Member Since 2008-05-24
posté September 01, 2012, 17:04:42 | #135

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?


Subscriber Tofu Stroker
* Member Since 2011-08-04
posté September 01, 2012, 20:29:35 | #136
PLEASE PLEASE PLEASE CANCEL THIS UPDATE, NO IOPS WANT MUTILATION TO GO!!!!!


Subscriber Tofu Stroker
* Member Since 2008-10-20
posté September 01, 2012, 23:16:21 | #137
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.


Former Subscriber Kami Snowfoux Kuddler
* * * * * Member Since 2009-03-26
posté September 01, 2012, 23:36:43 | #138

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 .-.


193
Azula (Rosal)
Platinum
Subscriber Kaniger Hunter
* * * Member Since 2009-05-30
posté September 02, 2012, 00:07:24 | #139

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


-Yen.


Subscriber Tofu Stroker
* Member Since 2008-10-20
posté September 02, 2012, 00:17:21 | #140
Tell that to the Sacriers?

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


Subscriber Touchparak Smasher
* * * * Member Since 2009-05-26
posté September 02, 2012, 00:29:49 | #141

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.


185
Kaulai-lt (Rushu)
Aras
Subscriber Arachnophobe
* Member Since 2011-02-20
posté September 02, 2012, 00:39:14 | #142
Seems like someone's forgot about srams? Srsly?


Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2008-12-28
posté September 02, 2012, 04:09:06 | #143

Quote (kaciu-draugas @ 02 September 2012 00:39) *
Seems like someone's forgot about srams? Srsly?
Hope you don't ment that they need to be "improved", because they can be seriously dangerous.


Former Subscriber Kami Snowfoux Kuddler
* * * * * Member Since 2009-03-26
posté September 02, 2012, 04:49:14 | #144

Quote (Justinchi-san @ 02 September 2012 00:17) *
Tell that to the Sacriers?

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

Who asked for erosion damage? I just said that the spell will kick any Sacrier's arse.


This post has been edited by XehanordHeartless - September 02, 2012, 04:51:12.
Subscriber Mopy King Cleaner
* * * * Member Since 2008-05-24
posté September 02, 2012, 05:59:38 | #145

Quote (XehanordHeartless @ 02 September 2012 04:49) *

Quote (Justinchi-san @ 02 September 2012 00:17) *
Tell that to the Sacriers?

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

Who asked for erosion damage? I just said that the spell will kick any Sacrier's arse.
That spell will kick anyones arse. For example, I am running korriander and I stack 50% extra erosion (easy). My mask deals 2k damage (1k eroded +250 to the spell) My cra does 3k damage (1.5k eroded + 375 damage to the spell) Then my osa swings for 3k damage (1.5k eroded +375 + damage to the spell). Now we have a spell hitting for 70 base fire damage along with a boost of extra damage of 1000!! Please tell me that is not Over powered. This is a fire wrath. Just easier to land, and less ap.


Almanax Altruist Gobkool Shearer
* * Member Since 2005-11-01
posté September 02, 2012, 09:23:01 | #146
Short; Do not reinvent completely now and then, tweak a little bit more often and do mind your priorities.

Longer rant:
It is said by Zenith that the Devs do not take kindly to direct suggestions, especially involving well thought out math examples(go figure)
but can be persuaded by things more of a "visionary/direction" type argument.
Well... I would argue that Iops having been "stale and easy" is actually a very valid argument to keep them as is, why is that, you ask?
Having a simplistic option for the people inclined to fancy such is not at all a bad idea, optimally there should be simple options that
just plain "work" and more intricate options that can be even more beneficial if masterfully played but worse if people do them poorly.
So my take on this is that the concept of the changes is fundamentally flawed, there is no need to "complexify" all classes.
Also as pointed out, it comes out as yet an other extremely poor choice from a priority perspective, messing with a not broken class
while there are classes that actually need the attention.
That I actually play a chance/+damage/omni Iop whom actually leveled up those plus damage spells is not what irks me the most,
it's just the blatant disregard for doing things in sane manageable steps, never shall Ankama do the tweaking in minor steps, no no,
one must always overdo things completely and mess with multiple variable at once, blissfully unable to see obvious flaws up front and
then taking months or years to "fix" things,(Off course, overdoing it in the opposite way OP=useless/useless=OP).
If Ankama made minor tweaks more often to spells instead of the over the top revamps would anyone bet against me that it would both
have us more balanced by now and people being less furious when the whole concept of their class/build is tossed out completely with
little warning or reason?
Fix what you broke before you start fiddling with things not (yet?) broken, I know, an outrageous request. *sigh*
and from a personal perspective, having had several of my characters altered beyond any recognition over the years I would point out
that this too is something they should avoid, if you invest in your class/build and his/her style, changing the whole concept detatches
you from the character, it is not the character you made anymore, and from a "keep your customers" view that is unwise.
Tweaks over time does not suddenly make your beloved character something else entirely, over the top revamps does and is certainly
a source of many people seeing fit to take their leave, where as a more "evolving in small steps" over time would be accepted.
(Not that the sub par support and waiting for major bugs to get fixed is endearing for that matter, also things Ankama should prioritize)

As for the changes themselves I have little to say since I can't load the beta(I would have filed a well documented ticket how it falters,
but why bother when likely it will be ignored anyways), not that the changes really matter in the sense I am against the amount of
changes done at once
from principle more then any single change by itself.


185
Kaulai-lt (Rushu)
Aras
Subscriber Arachnophobe
* Member Since 2011-02-20
posté September 02, 2012, 14:13:44 | #147

Quote (XehanordHeartless @ 02 September 2012 04:49) *

Quote (Justinchi-san @ 02 September 2012 00:17) *
Tell that to the Sacriers?

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

Who asked for erosion damage? I just said that the spell will kick any Sacrier's arse.
Ofc I meant "Improve" for srams. Since they was nerfed long time ago, they must be improved ! And I totally indeed that iop's needs improved a bit too. Just mine opinion )


193
Azula (Rosal)
Platinum
Subscriber Kaniger Hunter
* * * Member Since 2009-05-30
posté September 02, 2012, 18:58:51 | #148

Quote (kaciu-draugas @ 02 September 2012 14:13) *

Quote (XehanordHeartless @ 02 September 2012 04:49) *

Quote (Justinchi-san @ 02 September 2012 00:17) *
Tell that to the Sacriers?

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

Who asked for erosion damage? I just said that the spell will kick any Sacrier's arse.
Ofc I meant "Improve" for srams. Since they was nerfed long time ago, they must be improved ! And I totally indeed that iop's needs improved a bit too. Just mine opinion )
Again, this thread is about IOPS. Not about any other classes being buffed or nerfed or whatever.

-Yen.


Subscriber Larva
* Member Since 2012-07-11
posté September 03, 2012, 06:27:56 | #149
First of all, I really hope Devs read these posts, I've got good info, and I would like to be read.

Well, This is my first comment in the Devblog. Since one of my main characters is the Iop (Strenght lvl198), and my main damage dealer, I was very concerned about this future change, so I downloaded the beta server and this is what I found out. I would like to clarify things between people fighting about these changes.

First, damage did increase, I'm dealing more damage with Sword of Iop and Pressure. I'm dealing about the same damage with old spells with old Power on, and the new spells without Power on. So this is a major (and positive) change.

The new Power counteracts (and improves) the damage "lost" by the removal of the soon to be removed spells. But being the duration and cooldown reduced to 2 and 4 turns (respectively), makes the Iop constantly be spending 3 AP and reducing the possibilities to damage the opponent. And this greatly affects 10 AP (us poor) Iops that will not be able to attack two times with Sword of Iop in half of the turns we have Power on. It would be only fair for he Iop community to increase duration of the spell to at least 3, leaving the cooldown the same, since the old method of Power allowed Iops to always have the effect on.

Also, the modification of spell Sword of Fate, in my opinion, is actually good, since it will tempt high lvl Iops on becoming hybrid (Str/Int or Int/Str), instead of being full Str. This will give Iops more versatility and make them much more interesting (and hard) to play.

The other major thing I have to say concerns the new spell Duel, which I find rather useless. Why would I try to take all mp from my opponent if there are several ways to run from that kind of situation? For example, Sacriers, Cras and Pandawas on the opposite team, or even and opponent Iop to use Intimidation, putting in one's Iop in a very disadvantaged position. And in the case that the opponent doesn't run away, the use of that spell costs 4 AP, leaving the 10 AP iop with only 6 AP to attack. What are we supposed to do with 6 AP? swinging once the Peccary blade to deal 1000 damage, when the enemy has all their AP to attack us?10 AP on a sram next to us, everybody knows it means death. Plus, next turn they get to run away, and the Iop still has to stand there like an idiot, and can't jump!

Other than that, I feel the iop has been improved completely. I really hope to clarify a few things to all the community with these words, and really hope the Devs take into account the two critiques I made


Subscriber Arachnophobe
* Member Since 2007-11-12
posté September 03, 2012, 22:34:57 | #150
"However, we will not distribute Magical Orbs this update, because we have not made significant changes to the base theme of the class."

LMFAO that's the dumbest thing ever oh u know we are just completely changing the class and most people are probably going to change elements but no magic orbs for you. Ankama team must be on some serious drugs.

WE NEED MAGIC ORBS WTF ANKAMA


This post has been edited by fggfs - September 03, 2012, 22:47:32.
Top

Thread closed