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[News] DOFUS version 1.27: Rebalancing of classes
 Mafaldrag
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post 27 Mar 2009, 11:13 | #1
[News] DOFUS version 1.27: Rebalancing of classes DOFUS version 1.27 is arriving on 7 April 2009!

And it’s time to think seriously about modifications to several classes as part of a global rebalancing. Several spells have been modified and new ones added… opening the door to a new style of gameplay for all!

You’ll also find an introduction to Pain Shared and Felintion, the new Special Sacrier and Ecaflip Spells in the last part of this news!

 

 With each update, we try to reinforce the power balance between all classes and this time, we’ve gone further in this direction, with two main modifications: Sacrier spells have been redesigned and unhealable damage has been introduced.
Other more minor adjustments will accompany these significant changes.

Modifications to the Sacrier ‘Punishment’ spells:

Before version 1.27, a team could be built in a certain way to give excessive and definitive power to Sacriers, with almost no way to counter this tactic. This often leads to overly one-sided combat and negatively affected the strategic possibilities of the game. On the other hand, the Punishment spells did not offer enough bonuses in solo play.

In this update, we have redesigned the Sacriers’ Punishment spells with two objectives in mind:
- To reduce the power of Sacriers in optimised team (to make other classes equally attractive)
- To increase their usefulness in solo play, in varied teams and in PvP.

For these reasons, the Punishment spells now have a temporary duration. They can be recast when their effects wear off.
For the duration of the spells effect, all damage received by a Sacrier will bring bonuses, which also have a specific duration.
These bonuses will be fixed and will systematically grow weaker during a given turn (the first blow received will bring a high level of bonus, the second, a little less etc).

It is therefore not so interesting anymore for teams to focus all their blows on Sacriers during a full game turn: the Sacrier will have to find the right balance between maintaining power and attacking the enemy, especially since Sacriers will now be much more exposed in combat. Damage dealt by the opposition may be enough to make the Punishment spells worthwhile.

In solo play, Sacriers will now have significant and rapid characteristics bonuses once they have received several blows from the enemy.

The spell Wise Punishment which aimed to compensate for the great difficulty Sacriers had in gaining XP alone was rendered useless by new Punishment spells which made solo play far easier. It has been replaced by Vital Punishment.
This spell will work in the same way as the other Punishment spells, by giving Vitality bonuses to Sacriers, avoiding the need for healing in order to compensate temporarily for a loss in Health Points.

In a general way, the loss in power to teams optimized around a ‘super-punished’ Sacrier will not be entirely disadvantaged, because they will also benefit from the global re-evaluation of several other classes since the changes to spells and the addition of Special Spells which will make for considerably quicker combat.
Simply put, Sacriers will no longer be the only characters in teams with the ability to deal high levels of damage. They will even be able to lend their allies some of their power with their special spell Pain Shared.

Modifications to heals:

The heal system up to now has allowed characters who concentrated solely on healing to recuperate with each turn exactly the number of health points they lose. This system was open to abuse and PvP, as well as PvM, combat was sometimes interminable when characters didn’t focus on attacking at all, but rather chose to heal endlessly. This way, they couldn’t lose (or win!) and the fight only came to an end when one of the players gave up. In PvM, the power of heals was also far too high and removed much of the tactical element of the game where one character could return all health points to a group of others.

In order to give a shot in the arm to DOFUS’ tactical interest, while at the same time rebalancing classes and devaluating healing spells, we’ve decided to introduce a new element into the game: damage which is unhealable with each blow received.

The concept is very simple:
- A character deals damage to you, you can only heal a certain amount of it and the maximum number of health points falls even when you are healed.

This system will put an end to endless battles since it will now be preferable to invest in your allies’ protection instead of a character’s own healing capabilities.



The spell Pain Shared is a Punishment spell which Sacriers can cast on allies in close combat (i.e. between one and four allies). This Punishment gives a bonus of %damage. The spell works in a similar way to other Sacrier punishment spells. Each blow received by an ally under the effects of Pain Shared will give them bonuses. The spell may be recast as soon as its effects wear out. Instead of concentrating the damage potential of an entire team solely on a lone Sacrier, this spell can divide up the attack potential throughout the team, whatever the attack element of the members of the team are. This should reduce the duration of fights considerably. As a result, as well as Sacriers having the ability to receive high levels of damage, they can now increase the damage potential of their team while their own power increases with the damage they receive from adversaries.

The spell Felintion has not been changed, and it still allows Ecaflips to deal damage to enemies and to simultaneously repel them and heal themselves. When Ecaflips cast Felintion on an ally, they are repelled, but theft of life and damage is replaced by healing. This spell also reinforces the Ecaflip’s capacity as a healer and confirms their potential as an alternative healer.

 
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 hullupaska
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post 27 Mar 2009, 11:22 | #2
I guess its time to say bye bye to my dear sac and make agi sram :S
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 SeaGang
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post 27 Mar 2009, 12:14 | #3
Yah, and seems it's also say bye bye to my lovely eni and..and..I don't know what to say. I'm so disapointed, sorry Ankama. I know you don't mean anything bad, and you want to try different strategies inside the game and make it much more logical, and I appreciate that, but it just don't make me happy.
Sorry. sad.gif
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 GusMorgan
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post 27 Mar 2009, 12:33 | #4
I don't know why people complain about this so much. Sacriers and Enis are still valueable team members, and those who have tried them on the testerver claim they are still good, Just diffrent. Personally I think change is good and anything that brings more tactics to a TACTICAL game is an improvement.
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 DOKAH
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post 27 Mar 2009, 13:30 | #5
I m curious how the update will turn out. In general I think I m gonna like it somehow. However it seems monsters are gonna be a lot harder to beat due to incurable heals (idk how hard this will kick in with boss fights). Also the new dodge system will always allow a chance of dodgerolling (I wonder how people are going to run tynril dungeon now). My brains are already working overtime on how to make a "new" sac build. Guess we ll see soon enough what s gonna happen.
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 Lynerus
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post 27 Mar 2009, 13:51 | #6
Unhealable damage is not a good idea

I can hardly attack at all on my eni cause the damage other classes do is so high

I can either heal none stop and hope to repair all damage or attack and die its not both i dont know how enis can attack and heal or attack and not heal

Now that we cant heal half the damage its auto lose for eni cause we cant attack at all (least i cant or i die next turn)

This post has been edited by Lynerus: 27 Mar 2009, 13:51
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 lkjubgvh
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post 27 Mar 2009, 14:02 | #7
ya I don't know why so meny people are crying over the update, if it was going to kill a class they wouldn't do it.... in my opinion it sounds like sacs are going to get a lot better and once the update come out I might make one my alt. with the new punishment/ init systems I think it will give them a better small team player or solo. I think they also just got a whole lot better at pvp...... I am very interested to see all the updates and 21 spells and I really wanna know the enus spell and hope its awsome XD
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 -NoMercy-
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post 27 Mar 2009, 15:13 | #8
QUOTE (lkjubgvh @ 27 Mar 2009, 15:02) *
ya I don't know why so meny people are crying over the update, if it was going to kill a class they wouldn't do it.... in my opinion it sounds like sacs are going to get a lot better and once the update come out I might make one my alt. with the new punishment/ init systems I think it will give them a better small team player or solo. I think they also just got a whole lot better at pvp...... I am very interested to see all the updates and 21 spells and I really wanna know the enus spell and hope its awsome XD


Hmm, I hope the cra's spell is good.
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 Cleozar
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post 27 Mar 2009, 15:22 | #9
So...apart from ppl crying about their sac and eni, what does everyone think about the 2 new spells they've shared? Personally I like the update to felintion. It was a great spell to begin with, but will now come in handy in group fights, esp if you don't have an eni around. I know eca's aren't a healing class but you can't always find an eni to join your group so it's nice to have some sort of a healing spell in other classes. Just my 2 cents! lol
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 Meggeh
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post 27 Mar 2009, 16:02 | #10
QUOTE (Lynerus @ 27 Mar 2009, 13:51) *
Unhealable damage is not a good idea

I can hardly attack at all on my eni cause the damage other classes do is so high

I can either heal none stop and hope to repair all damage or attack and die its not both i dont know how enis can attack and heal or attack and not heal

Now that we cant heal half the damage its auto lose for eni cause we cant attack at all (least i cant or i die next turn)




I know exactly what you mean.:/
I don't think it's a re-balancing of classes at all.
If it was, it should've just stuck to maybe the limit on healings.
I almost feel useless next to Osa's Resurrect and Eca's Felintion healing now.
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 YourCraftsman
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post 27 Mar 2009, 16:39 | #11
It looks like ankama want make PvM battles a lot harder and longer and PvP battles easier nad faster.
Maybe too many 200 lvls? Guys go hunt and make lvls before it will be harder.

This post has been edited by YourCraftsman: 27 Mar 2009, 16:40
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 Pentx
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post 27 Mar 2009, 16:40 | #12
I think it's perfectly ok that they're trying to make other classes more viable healers. as soon as they make it so my eni can wtfKILLyou in 1 turn. I made my eni as a healer because, in every game I've ever played, I enjoy playing the support/healer class. I didn't make my eni to be able to put out massive amounts of damage and I don't like that they're trying to force eni's out of the healing role and into the damage role (by increasing our agility based attack. inorite it's a good idea), and taking away the eni's solo power in PvM if I can't heal myself to full I die, simple as that. As far as I can see this update is to quiet all of the people on the forums screaming "OMG I died! nerf (x) NAO!" and at the same time it's hindering PvM and forcing people into groups, and allowing classes that can already do massive damage (ecas) to have spells that can do just as much healing as the class that is defined by it's healing power (eni, of course). Also, no matter how good they try to make it look in writing, the sac punishment "buff" is a huge nerf why not just make X class with high damage capabilites and stick them full of vit gear? You'll get the same if not better results.

This post has been edited by Pentx: 27 Mar 2009, 16:42
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 shirkaanan
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post 27 Mar 2009, 16:50 | #13
QUOTE (Pentx @ 27 Mar 2009, 17:40) *
I think it's perfectly ok that they're trying to make other classes more viable healers. as soon as they make it so my eni can wtfKILLyou in 1 turn. I made my eni as a healer because, in every game I've ever played, I enjoy playing the support/healer class. I didn't make my eni to be able to put out massive amounts of damage and I don't like that they're trying to force eni's out of the healing role and into the damage role (by increasing our agility based attack. inorite it's a good idea), and taking away the eni's solo power in PvM if I can't heal myself to full I die, simple as that. As far as I can see this update is to quiet all of the people on the forums screaming "OMG I died! nerf (x) NAO!" and at the same time it's hindering PvM and forcing people into groups, and allowing classes that can already do massive damage (ecas) to have spells that can do just as much healing as the class that is defined by it's healing power (eni, of course). Also, no matter how good they try to make it look in writing, the sac punishment "buff" is a huge nerf why not just make X class with high damage capabilites and stick them full of vit gear? You'll get the same if not better results.


Not too make too many enemies here, but I do think an eni nerf was due. Maybe not at low levels, but definitely at high levels. The point that Ankama makes about fighting enis PvP is well taken. An eni was hands-down the most difficult class to fight, and they can still do descent damage with a good wand or hammer. Fighting a high-level eni that can virtually erase any damage that you deal to it and then still able to attack you was an exercise in futility. With that said, I guess it remains to be seen if Ankama over-nerfed them - it wouldn't be the first time they've done that.

This post has been edited by shirkaanan: 27 Mar 2009, 16:57
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 YourCraftsman
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post 27 Mar 2009, 17:01 | #14
It seems like Ankama dont nerf sacrier Punishment. Thats good.
I guess becouse of:
QUOTE
- To increase their usefulness in solo play, in varied teams and in PvP.


This post has been edited by YourCraftsman: 27 Mar 2009, 17:02
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 Pentx
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post 27 Mar 2009, 17:05 | #15
QUOTE (shirkaanan @ 27 Mar 2009, 17:50) *
Not too make too many enemies here, but I do think an eni nerf was due. Maybe not at low levels, but definitely at high levels. The point that Ankama makes about fighting enis PvP is well taken. An eni was hands-down the most difficult class to fight, and they can still do descent damage with a good wand or hammer. Fighting a high-level eni that can virtually erase any damage that you deal to it and then still able to attack you was an exercise in futility. With that said, I guess it remains to be seen if Ankama over-nerfed them - it wouldn't be the first time they've done that.


Yes, but in this game PvP is optional, PvM is not. I think my biggest problem with this update so far (other than the specific class nerfs) is the 10% unhealable damage (might be 5% now, I haven't checked). I understand that eni's were extremely hard to beat in pvp, but the nerf hurts PvM alot.
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 Murioto
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post 27 Mar 2009, 18:15 | #16
Youve killed sacs, ill see how itll be after the update, but most likely ill quit... i was so looking forward to becoming HL -.-'
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 shirkaanan
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post 27 Mar 2009, 18:23 | #17
QUOTE (Pentx @ 27 Mar 2009, 17:05) *
Yes, but in this game PvP is optional, PvM is not. I think my biggest problem with this update so far (other than the specific class nerfs) is the 10% unhealable damage (might be 5% now, I haven't checked). I understand that eni's were extremely hard to beat in pvp, but the nerf hurts PvM alot.


Yeah, I hope that Ankama bothered to change the way mobs heal each other in the same fashion. Can any mods verify this?
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 MassageMania
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post 27 Mar 2009, 19:11 | #18
Hmmm. what's to say... I used to play a 194sac/189eni/187crit cra team on Solar but got tired of spending 3hrs grinding dungeon to not drop a fraction of the mats needed for gear improvement which is the only way to improve your chars at that level. So i tried Mustam, which is ridiculous. Originally, I started playing on Rosal. 155iop/129eni/122 agil sram.... IMO sacs have been killed and eni too.... Non-healable damage? WTF is that? Tan San ghosts and most of the high level dungeon just got near impossible and definitely got twice as long if not three times as long. If people get bored trying to drop to craft high level gear now, the Ankama solution is to make it THREE times longer? Logically won't that just make it THREE times more frustrating? Well too bad I have several months left on my accts cuz they won't be seeing any more of me.
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 Arcinante
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post 27 Mar 2009, 19:39 | #19
QUOTE (Lynerus @ 27 Mar 2009, 14:51) *
Unhealable damage is not a good idea

I can hardly attack at all on my eni cause the damage other classes do is so high

I can either heal none stop and hope to repair all damage or attack and die its not both i dont know how enis can attack and heal or attack and not heal

Now that we cant heal half the damage its auto lose for eni cause we cant attack at all (least i cant or i die next turn)


Then you need to level some more to discover what immortality actually is. At least until April 7th.
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 Ixi-Leader
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post 27 Mar 2009, 20:27 | #20
I'm not sure what to say, have to wait an see an try it when it comes.
If the classes are being balanced, (though I doubt it) might make things interesting. If not harder taking on high lvl dungeons an mobs.
The only thing that I dont like about Dofus, is how those mobs stand on the crossing point an you cannot attack it... or go around it because some monsters are so big (Craklers, PCs, Fouxes, etc.) that you can't click on the cross point, to get where your going; even if trans-mode is turned on. I seen people display that Mad smiley when a mob moves an steps on those points.
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