The sad extinction of Fecas |
The sad extinction of Fecas |
![]() ![]() ![]() ![]() |
21 Nov 2009, 09:12
| #41
lol dude... uh my sadida vs chance eni is a lie that chance sadidas are "good" Bush fire is pointless in damage and tear is useless compared to an eni with vamp word i do like 200 while he uses stim word giving him 8ap =2 hits of vamp word which does 400-500 damage and also heals him. so yeah pretty much any chance class other than sadida is better lol and sac too with dissolution doing damage to all around it and heals.... Use Ultra-Powerful, Soothing Bramble, and your Chance Eniripsa can't hit a thing. La la la. Oh, and Bushfire outdamages Bramble. Make what you will of that. This post has been edited by Capwi: 21 Nov 2009, 09:14 |
![]() |
21 Nov 2009, 11:06
| #42
Srry for my low english skills.
I have feca 200 lvl (full scroll, turquise dofus etc). I leave pvp in v1.27. Feca can win only with noobs whose play xelor or iop (with tactic full dmg ofc). I play only in team pvm now. What is fun? hmm, when i last use burning glyph? 2 months ago. Glyphs are uselles in team. I only use spells: Immunity and Spell Rebound. Armors sux (reduction 100 when mobs hit about 600 ftw!). I play on 7 accounts, feca is my main. I dont want to change my main cuz i dont want to lose 200 lvl (400 br duns....). But fecas cant do anything, we must wait for buff. (Lichen talks about feca changes in Zone 48). |
![]() |
25 Nov 2009, 17:19
| #43
|
![]() |
27 Nov 2009, 08:26
| #44
Voici une liste non exhaustive (c'est ma spécialité) des modifications sur lesquelles nous réfléchissons :
- Revoir le sort de niveau 100. - Revoir le système de calcul des résistances en pourcentage en ne se basant plus sur un système purement additif mais plutôt sur un système euh... Un autre système : résistance finale = résistance1 + ((100 - résistance1)*résistance2/100)) etc. Bref sur un système de résistances dégressif qui valoriserait les valeurs de résistances en pourcentage importantes plutôt que le cumul de grandes quantités de petites résistances en pourcentage. Un tel système pourrait diversifier et enrichir les possibilités de gérer et d'optimiser ses équipements, réduira les valeurs globales de résistances en pourcentage et valorisera les résistances en pourcentage apportées par les sorts Féca, qui sont peu nombreuses mais dont les valeurs sont importantes et qui ainsi ne subiront pas (ou peu) les malus de "stack". Nous n'avons pas encore pris de décision pour l'instant, il s'agit juste d'une piste que nous comptons explorer. - Revaloriser le mode de jeu exploitant les coups critiques sans le rendre indispensable pour avoir un personnage efficace. - Passer un des deux sorts d'élément terre vers l'élément neutre. - Rendre le jeu du Féca plus souple et plus nerveux tout en gardant les "cooldows" : par exemple, pour le sort Trêve, nous aimerions réduire sa durée à un seul tour, réduire son coût en PA et réduire son intervalle de relance, afin qu'il puisse être utilisé beaucoup plus souvent par le Féca pour se sortir d'une mauvaise situation et gagner un bon contrôle du jeu ennemi. Nous pourrions éventuellement étendre cette réflexion aux autres sorts de la classe Féca. - Revoir le potentiel offensif du Féca (attaque nuageuse entre autre). Pour les problèmes de classe très coûteuse en points de sorts, la classe Féca bénéficiera à terme comme toutes les autres classes, d'une revalorisation des sorts aux niveaux 1, 2, 3 et 4 afin de rendre tous les sorts viables, même avec un investissement de points de sorts très réduits. Nous ne voulons pas que les monstres attaquent les joueurs sous l'effet de renvoi de sorts, rendre les monstres moins "intelligents" pour renforcer l'efficacité ne fait pas partie de nos objectifs pour l'instant. Ce sort se distingue d'une immunité lorsqu'il s'agit de protéger des alliés d'un sort de zone. Nous ne prévoyons pas de vous apporter des protections supplémentaires contre les poisons ou les dommages de poussée, ces deux sources de dommages sont censées représenter des failles exploitables dans votre mode de jeu. Nous sommes cependant conscients que ces sources de dommages peuvent être des sources de déséquilibres pour la classe Féca. Nous nous pencherons sur cette question. Nous étudions également la possibilité de renforcer les capacités de diminution du potentiel offensif adverse plutôt que d'augmenter le potentiel défensif du Féca qui nous semble actuellement suffisant. Nous considérons que le sort spécial Féca est efficace, mais nous sommes conscients qu'il est peu utilisé par la communauté Féca et nous envisagerons peut-être de le modifier même si pour l'instant nous n'avons pas réellement progressé en interne sur ce sujet. Nous n'avons pas l'intention de revoir les paliers de caractéristiques pour l'instant, ce type de modification aurait des conséquences extrêmement importantes sur l'ensemble du jeu. Ce n'est pas une possibilité que nous écartons totalement, mais elle n'est pas à l'ordre du jour car nous n'avons pas encore pu mesurer efficacement l'ampleur de tous les changements et de toutes les modifications liés à une évolution aussi importante. But its French :/ Google translate: Here is a list (my specialty) changes which we are considering: - Review the fate of the 100 level. - Review the system for calculating the resistance percentage in not based on a purely additive but rather a ... uh Another system: final resistance Resistance1 + = ((100 - Resistance1) * résistance2/100)) etc.. In short a system which would value decreasing resistance values of resistors significant percentage rather than the accumulation of large quantities of small resistance percentage. Such a system could diversify and enrich the opportunities to manage and optimize their equipment, will reduce the overall values of resistors in percentage and value resistors percentage made by spells Feca, which are few but whose values are important and and will not suffer (or little) the penalty of "stack". We have not yet decided for now this is just a track that we have explored. - Elevating the game mode operator critical hits without making it necessary to have an effective character. - Making a two spells earth element to element. - Make the game Feca more flexible and more nervous while keeping the "cooldows" For example, the fate truce, we would reduce its duration to a single turn, reduce its cost AP and reduce its range renewal order it can be used more often by Feca to get out of a bad situation and make a good control of the game enemy. We could possibly extend this thinking to other sorts of class Feca. - Review the offensive potential of Feca (attack cloud among others). For problems of class very expensive outlets, the class Feca term benefit like all other classes of upgrading spells at levels 1, 2, 3 and 4 to make all spells viable, even with a Investment points out very low. We do not want the monsters attacking players under the effect of removal of spells, making them less monsters "intelligent" to strengthen the effectiveness is not part of our goals for now. This spell differs from immunity in protecting allies a lot of zone. We do not expect you to provide additional protection against poisonous or damage of thrust, these two sources of damage are expected to represent exploitable flaws in your game mode we are also aware that these sources of damage can be sources of imbalances for class Feca. We'll revisit this issue. We are also studying the possibility of strengthening the capacity of lower offensive potential adversary rather than increase the defensive potential of Feca which currently seems sufficient. We believe that the fate Special Feca is effective, but we know it is little used by the community Feca and we may consider to change it even if for the moment we have not really progressed internally on this subject. We do not intend to review the levels of features for now, this type of change would have important consequences on the whole game This is not a possibility that we dismiss completely, but n is not on the agenda because we have not yet been able to effectively measure the extent of any changes and any changes related to an important development. |
![]() |
29 Nov 2009, 17:35
| #45
So they're revising secondary armors such as SR, Immunity and Truce then? At least the cooldowns will be shorter, but the turns are shorter too. :/ Ah well, I hope it's for the greater good for our class. It's a good choice they made to make the offensive potential of Fecas a little better, I guess. This post has been edited by -Philippines-Rules-: 29 Nov 2009, 17:36 |
Member
Gobball Breeder![]() |
14 Dec 2009, 20:09
| #46
My Feca was my first characture on Dofus. I quit at lvl 55+ because the class was utterly useless and REALLY slow to level up, even with good gear. I then quit the game entirely soon after because I got discouraged and didn't feel like starting a new character.
We would be slightly more useful if our shields didn't have such a low range. If we could shield our party members from a long distance, like Eni's can heal from a long distance, then we would be so much more useful. As of now, your teammates have to be standing right next to you in order to get the shield, which is stupid.. I don't see the logic in that. I'm not sure what exactly the Feca's role in this game is.. a sportive class? A buff class? 55 levels and I still haven't figured that out.. that's why I quit. They may aswell delete this class, as they obviously have not put the effort in making it usefull. ( I mean that with all sincerity). In ALL the MMORPG's Ive played ( Ive played over 50+) I have never seen a class get nerfed as badly as Feca. |
Member
Arachnophobe![]() |
15 Dec 2009, 23:05
| #47
My Feca was my first characture on Dofus. I quit at lvl 55+ because the class was utterly useless and REALLY slow to level up, even with good gear. I then quit the game entirely soon after because I got discouraged and didn't feel like starting a new character. We would be slightly more useful if our shields didn't have such a low range. If we could shield our party members from a long distance, like Eni's can heal from a long distance, then we would be so much more useful. As of now, your teammates have to be standing right next to you in order to get the shield, which is stupid.. I don't see the logic in that. I'm not sure what exactly the Feca's role in this game is.. a sportive class? A buff class? 55 levels and I still haven't figured that out.. that's why I quit. They may aswell delete this class, as they obviously have not put the effort in making it usefull. ( I mean that with all sincerity). In ALL the MMORPG's Ive played ( Ive played over 50+) I have never seen a class get nerfed as badly as Feca. you havnt even seen the full power of the feca until lvl 70 and up when we can get our paralyze and fire glyph its so much fun. u just take all there mp and watch them burn |
![]() ![]() ![]() ![]() ![]() |
15 Dec 2009, 23:55
| #48
The part I still don't understand was that Fecas were not overpowered prior to the 1.27 nerf. It was just a totally senseless nerf that ruined the entire class.
|
![]() ![]() ![]() |
16 Dec 2009, 01:06
| #49
What exactly was nerfed in 1.27? As I'm not sure which change/nerf you're talking about. The last few were:
The shields gained an immediate 2 range, but were slightly reduced to fixed values. As a high level feca I actually enjoyed that change. I could reduce many shields to 3-4 points and still find them useful. Immunity was made 1 turn. Huge nerf here, but it was the sad consequence of Ankama's focus on 1vs1 PvP. Burning glyph dealt reduced damage away from the center, but the average damage stayed the same. I like that the damage became less random, but it is significantly (and annoyingly) less for mobs standing around the edges. Backlash was made to steal strength and limited to 2 casts per target. Don't really see the point of that limit. Reflect became 1 turn and 100% certain (from 5 turns 20% certain). Another useless change - basically another 1 turn immunity that needs to be leveled to be useful. I have high hopes for the upcoming "Review the offensive potential of Feca". I hope it's not limited to changes to cloudy attack (there were suggestions to make it 2-elements). A good suggestion I've seen somewhere is to make the glyphs (agressive and burning) give a small % fire weakness for a few turns. This post has been edited by Bujax: 16 Dec 2009, 01:11 |
![]() ![]() ![]() ![]() ![]() |
16 Dec 2009, 06:19
| #50
Shields 4 turns with a 1 turn open cooldown was the big one for me. I lost interest in my character when it became tedious to keep my shields up. The change to burning glyph, not necessary, making a glyph that you can't put directly on someone have more damage in the middle square is completely pointless for anything other than getting dropped into by an opposing sacrier.
|
![]() |
17 Dec 2009, 00:30
| #51
the change in how shields were calculated was the biggest nerf if you ask me. now shields of anything other than glowing armor does not reduce hardly anything its barely enough to keep you alive pre level 70 in pvm... not even considering what that does to pvp. It was a change meant to make the unique builds better but realistically the shields from those builds are now just limited to one shield that reduces half of what it would if the character were intel. a pointless change if you ask me.
|
![]() ![]() ![]() ![]() |
17 Dec 2009, 00:36
| #52
Actually, I believe I read that it wouldn't have affected the higher-end Fecas that much, assuming they scrolled their stats and stuff. However, the change was indeed a definitive blow to the lower-end Fecas. I'd rather spend my energy uselessly whinging about the 1-turn Immunity though.
|
![]() |
17 Dec 2009, 00:38
| #53
Well I am hardly understanding your why talking about fecas being weak.Every class has it's ups and downs.You just have to have Tactic I say.If you don't have tactic, no matter what class you make, you won't truly get better.
|
![]() ![]() ![]() ![]() ![]() |
17 Dec 2009, 00:53
| #54
182 Intel Feca here to throw in my numerous cents.
1.) Fecas suck in PvP. Period. 2.) Fecas are mediocre in PvM. Glyphs damage is too low to make up for lack of offensive abilities at high levels, and shields are so lame in epic level PvM I rarely bother casting them. my time is better suited attacking with a good weapon. And for those of you who argue Str Fecas make up for all this.. When I started playing this game, Str Fecas werent even a part of the game.. so after all these years I should change my character because of one poor update. and the change wont even bring me up to par with other characters anyways? *Travis |
![]() |
17 Dec 2009, 23:00
| #55
Actually, I believe I read that it wouldn't have affected the higher-end Fecas that much, assuming they scrolled their stats and stuff. However, the change was indeed a definitive blow to the lower-end Fecas. I'd rather spend my energy uselessly whinging about the 1-turn Immunity though. While i agree with you scrolling does cancel out some of reduction that was lost by this update it is still weaker if you are 101 scrolled in every stat as opposed to the old shield calculation method. And yes immunity being reduced to 1 turn was a big loss but i think making spell rebound 100% effective nearly cancels out that... though it doesnt apply to weapons so just gotta hope they cant cc you xD.... anyway fecas have always been a pvm class anyway so this wasnt a big deal other than the fact that you must invest 10 more points into another spell that you may or may not have orignally used. I agree with travis... with soft caps as terrible as strength fecas they hardly compare to an intel feca in upper levels. i do find this build pretty fun to play though.. and they may be slightly better in pvp but as far as upper level pvp strength feca is probably going to be the worst build due to the high monster resistances to neutral damage and the poor shields a feca would have with that build. The range on a strength feca is terrible requiring them to tank and as a strength feca there is just no way they could compare to a sacrier or iop when it comes to tanking anything worth fighting the only way i can think of to build a pvm based strength feca is to scroll and stat wis using wisdom equips and hope to ap theft things with the various glyphs and blindness spells even with all of that it wont be as useful as a xelor or osa when it comes to ap stealing.... sooo the debate that the buff to strength fecas compensates for the great nerf of an intel feca hardly makes any sense. |
![]() ![]() ![]() ![]() |
18 Dec 2009, 13:37
| #56
By the way, a question here, what was the change made in 1.21 (or 1.20, can't remember)? I remember Feca shields becoming non-infinite, but I'm pretty sure it was more than 4 turns though. Also remember them gaining additional AoE around that time.
|
![]() |
19 Dec 2009, 00:56
| #57
i think it was 6 or 8 turns im leaning more towards 8 turns
|
![]() ![]() ![]() ![]() ![]() |
30 Dec 2009, 11:16
| #58
At first it was 4 turns with 8 turn cooldown, then it became 6/8 then finally 8/8 which was fantastic. Now it just sucks lol.
*Travis |
![]() ![]() |
30 Dec 2009, 11:36
| #59
I quit my lvl 86 feca. It sucked
Anyways. Immunity nerfed. Even Spell Rebound was pretty much nerfed. All shields. Fecas destroyed. My feca friends gone. And so it was that fecas disappeared from the face of Earth... EXCEPT SMEG. Smeg lives on foreva. ._. |
![]() ![]() ![]() ![]() |
30 Dec 2009, 11:47
| #60
I just made me a feca, and I don't think they're realy screwed up
at the beginning they have the str shield and I lvd it immediatly, so i fight like this: I put up my shield, i hit, glyph etc... when the shield works off I use either immunity or spell rebound (so they won't attack me) and I shield again This post has been edited by Zarnal-Ahkna: 30 Dec 2009, 11:47 |
| Lo-Fi Version | Time is now: 21 March 2010, 03:06 |