1.29 cra. |
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1.29 cra. |
Member
Arachnophobe![]() |
16 Sep 2009, 07:07
| #1
1.29 cra.
Cra isn't already a strong, late-game character. What you want to do will really make it useless. Strength cras were really kinda different and that was good, all this randomness that people agreed for while making their cras. Punitive arrow now is like destructive before, only it has 3 turns of cooldown (even much worse because of the range). If it stays the same as it is now you can delete the spell, it's gonna be far too useless. Changing destructive the way you want is also not a good idea... It once again rapes str cras out of the thing that makes them amazing - randomness. Also, with all the funny cooldowns on 3/4 of the spells, we'll be forced to use one or two now. Remember that as str cra, we have no AoE damage spells, so destroying the damage potential will just destroy the idea of making or playing str cra and, as far as I can see, the only reasonable build for cra will be int (although explosive's gonna be worse too).
I really hope you don't want to force lots of cras to quit/change their characters and you will think of the changes you want to make at least once more. |
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16 Sep 2009, 07:34
| #2
this is a strategy game, not a luck game
even ecas have some degree of consistancy punitive is now a consistent decent and then high damaging spell, and less reliant on crits destructive arrow is now an awesome spell, lowing the damage of the opponent, lowering 30 damage a turn i beleive and if you think that int cras will be the only build you clearly havent looked at the chance spells the cra change is exactly what its suppost to be, less random, and doesnt need crits, and if you still dont like it, then go ahead and make a new character This post has been edited by rossiscooler: 16 Sep 2009, 07:35 |
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16 Sep 2009, 08:48
| #3
I have seen it all people, the changes that are about to take place in dofus 1.29.0
I will mainly talk about the cras, since i think they will fail even more by this 1.29.0 update. I think that the devs have mainly killed the str/agi builds since absorptive arrow is going to have a critical rate of 1/50, lower base/max damage but 4ap, this will make them good in pvp at the lower lvls but then their pvp abilities will go down as they get higher Punitive arrow will have recast and will no longer have a maximum damage of 100 All cra fans out there, if you are reading this it is recommended you switch to a chance build The developers have made cras the worst class possible to play. The following is true and these changes will be made in a few days maby 1-2 weeks We have reviewed the majority of Cra spells to increase the effectiveness of this class in PvP. All spell points given back are returned given the number of spells changed. Here are the major changes: - The randomness of Cras’ damage has been reduced to make their attacks more predictable and facilitate the establishment of reliable, attack-minded tactics. - The differences in the power of spells at levels 1 to 5 have been reduced to make them viable at level 1 and thus reduce the points investment required for the class to be viable in PvP (over the course of coming updates, this change will also be applied to all other classes). Obstructive spells (reduction of range, MP or AP, for example) have been generally modified so as to be almost as effective a barrier at level 1 than at level 6. - All Cra spells now have a usage limit per target in a single turn or a minimum recast time. This limitation helps us to facilitate balancing spells by allowing us much more easily determine the maximum potential defensive or offensive restriction over each turn. This restriction also allows us to more easily reduce the spells' AP cost to facilitate setting up combos without increasing the raw power of a spell. We also believe that these constraints encourage more players to make tactical choices between several different spells rather than repetitively using the best possible action. - The differences critical hits and normal hits have been reduced to make builds that are not based entirely on critical hits more viable, and thus make the class more accessible, without making critical hit builds less efficient. Restrictive effects have been modified to be essentially the same on a normal hit as on a critical hit. We want the tactical effects of restriction not to be subject to the randomness of critical hits. We have therefore changed spells so that critical hits do higher damage above anything else. - The recast time of some spells has been changed, and the durations of some effects reduced, to make a Cra's game more vigorous, less sensitive to unbewitching and to make them a more dangerous opponent. We believe that Cras were far too dependent on their spells bonuses, which made them very vulnerable to unbewitching. We want to limit the number of spells whose cooldowns exceed the duration of their bonuses. For spells with very powerful bonuses, but whose duration is short, we allow Cras to exercise greater control over their opponent's game, by imposing significant tactical decisions on their opponents. Specifically, exposing yourself to the attack of a Cra benefiting from its bonuses should be much more dangerous, but should not be continuous. The introduction more powerful bonuses with shorter durations allows us to further enhance the Cra's tactical game since the decision to use a spell that gives a bonus at the right time will have a significant impact on the outcome of battles. Furthermore, these changes allow us to better differentiate between offensive and defensive phases in a Cra's game to offer more varied game for Cras and their opponents. - Extra negative effects on enemies have been added to some offensive spells in order to provide Cras with better control of their opponent's game. - Spells critical hit rate at levels 1 to 5 are the same as at Level 6. As critical hit bonuses are increasingly easy to accumulate as a character progresses, it is generally not necessary to make critical hits less accessible at levels 1 to 5. - The critical hit rate of spells have been standardised according to 3 levels: 1/30, 1/40 and 1/50. This standardisation allows certain levels [of critical hit rates] to be reached through temporary bonuses to critical hits. Each Elemental build has at least one offensive spell at rates 1/30, 1/40 and 1/50. Low level spells are the easiest to achieve [at 1/2] in order to make a critical hit build playable at low levels. The offensive spells that have recast times have the highest chance of a critical hit (1/30 generally) and have moderate critical hit bonuses so as not to make their use too random. Spells giving bonuses are also based on this "three level" system of critical hit rates. This system makes it more interesting for each elemental build to want to move into the next "level" of critical hit rates, as for each transition to the next level [of critical hit rates], at least two spells reach 1/2. (Jiri's note: sorry about this paragraph, it hurts just as much in French as well as in English. When I'm less "addled" I'll try and improve it) - The maximum potential reduction of MP through Cra spells has been reduced during one turn, but the average of MP removed per AP used has been increased. We want to reduce the randomness of the restriction caused by MP reduction. In return for reducing the maximum potential removal of MP, the number of spells that push back targets has been increased to allow Cras to more easily keep a safe distance from their opponents. We decided to focus on the effects of push back rather than reduction of MP because we believe that the effects of push back allow for more interesting tactical possibilities for the opponents, making their positioning much more important. - The offensive capabilities of the class are increased when faced with opponents who use spells giving a temporary reduction in damage by increasing the potential damage of Cra's push back spells and with the addition of a poisoning effect of the 'new' spell 'Poisoned Arrow'. - The effects of critical hits are modified to be consistently more effective than normal shots. - The spell descriptions are updated. - Magic Arrow: the damage is less random and is increased at all levels. The critical hit rate increases to 1/30 at all levels. The AP cost rises to 4 at all levels. The spell is limited to 2 turns per target within the same turn. The range goes to 7, 8, 9, 10, 11, and 12 cells at levels 1, 2, 3, 4, 5 and 6 respectively. In addition to the initial damage, the spell now reduces the target’s range for one turn. - Homing Arrow: this spell is now called "Poisoned Arrow". The range of the spell goes to 7 cells at all levels, and is limited to two uses per target. The critical hit rate is now 1/30 at all levels of the spell. Damage is less random and is increased. The spell now causes Neutral damage. Half the damage is applied to the target when it is targeted by the spell, and the other half damage is applied at the beginning of the target’s next turn. This poisoning is not affected by the protections and reflections offered by other spells. The spell now costs 4AP at all levels. The minimum range of the spell is now 2 cells. - Retreat Arrow: the spell's damage is now less random. The spell now pushes back 3 cells on both normal and critical hits at levels 1 to 5 and 4 cells on both normal and critical hits at level 6. The critical hit rate is now 1/30 at all levels of the spell. - Frozen Arrow: the spell's damage is now less random and is increased. The spell removes 2AP on both a normal and a critical hit at levels 1 to 6. The spell is limited to 2 casts per target at levels 1 to 6. The maximum range of the spell passes to 6 cells at all levels. The critical hit rate is now 1/40 at all levels of the spell. - Burning Arrow: the damage is now less random, and increased on a normal hit and reduced on a critical hit. The spell’s area of effect is now 4 cells at all levels. The critical hit rate is now 1/40 at all levels. The spell’s range is now 4, 5, 6, 7, 8 and 9 cells at levels 1, 2, 3, 4, 5 and 6. The spell costs 4AP at all levels. The spell is limited to 2 casts per turn. The spell now pushes all targets present in the area of effect back one cell. - Distant Shooting: the duration of the range bonus is now 3 turns. The spell can be recast every 5 turns. The spell costs 2AP at levels 1 to 5 and 1AP at level 6. The critical hit rate is now 1/30. - Atonement Arrow (aka Cra's Wrath tongue.gif ): the damage is less random and the spell now causes Water-type damage. The spell can be recast every 4 turns. The maximum range of the spell is 5 and the minimum range is 1 at all levels. The critical hit rate is now 1/30 at all levels. The spell applies the state Gravity (which prevents the target from using movement spells) for 2 turns. The spell costs 4AP at all levels. The spell now gains a damage bonus for a period of 4 turns when it is cast, thereby significantly increasing the spell damage (damage multiplied by 3), if it is cast every 4 turns. This damage bonus cannot be unbewitched. - Bat’s Eye: The spell costs 3AP at all levels. The duration of the effects of reduced range last 2 turns at all levels. Range is reduced by 6 cells on both normal and critical hits at all levels. The spell can be recast every 4 turns at all levels. The spell now steals HP through water-type damage in all of the spells area of effect. The spell’s range is now 4, 5, 6, 7 and 8 cells at levels 1, 2, 3, 4 and 5. - Critical Shooting: The spell costs 2AP at all levels. The bonus to critical hits lasts 3 turns at all levels. The spell can be recast every 5 turns at all levels. The bonus to critical hits is now 9, 10, 11, 12, 13, and 14 on both a normal and a critical hit. The range of the spell is modifiable and is now 1, 2, 3, 4, 5 and 6 cells at levels 1, 2, 3, 4, 5 and 6. A critical hit increases %damage. - Paralyzing Arrow: the damage is less random. The spell now causes Water-type damage. The spell costs 2AP at all levels. The critical hit rate is now 1/40 at all levels. The spell now steals 1MP on both a critical hit and a normal hit. The range of the spell is now 4, 5, 6, 7, 8 and 9 cells at levels 1, 2, 3, 4, 5 and 6. - Punitive Arrow: damages are less random. The spell can now be recast every 3 turns and gives a damage bonus for a duration of 3 turns which can significantly increase the spells damage when it is recast after 3 turns (damage is doubled). We changed this spell to enrich the Cra’s spells, to make a spell that is a significant deterrent and that has high offensive potential but that needs to be cast at the right time, and can potentially be countered by opponents. The damage bonus associated with the spell cannot be unbewitched. The critical hit rate is now 1/30 at all levels of the spell. The spell costs 4AP at all levels. The minimum range of the spell is now 4 cells. The maximum range of the spell is now 8 cells at all levels. - Powerful Shooting: The spell’s effect lasts 2 turns on both a normal and a critical hit at all levels. The spell costs 3AP at all levels. The spell’s range is modifiable and is now 1, 2, 3, 4, 5 and 6 turns at levels 1, 2, 3, 4, 5 and 6. The spell increases damage by 110, 120, 130, 140, 150 and 200% damage on both a normal and a critical hit at levels 1, 2, 3, 4, 5 and 6. The spell can be recast every 6 turns at all levels. The critical failure rate is now 1/100 at all levels. - Plaguing Arrow: the critical hit rate is now 1/40 at all levels of the spell. The spell costs 3AP at all levels. The spell is limited to two casts per target. Damage is increased at all levels of the spell. - Lashing Arrow: the damages are less random and increased at all levels. The spell is limited to 1 cast per target at all levels. The spell removes 1MP for 2 turns on both a normal and a critical hit at levels 1 to 5. The spell removes 1MP for 3 turns on a normal and a critical hit at level 6. The spell costs 3AP at all levels. The spell’s range is now 7 cells at levels 1 to 5. The critical hit rate is now 1/40 at all levels of the spell. - Eagle Eye: The spell costs 3AP at all levels. The range bonus lasts 4 turns at all levels. The critical hit rate is now 1/50 at all levels. - Destructive Arrow: The spell costs 4AP at all levels. Damage is less random. Damage is increased at levels 1 to 4. The maximum range of the spell is now 6 at levels 1 to 5. The minimum range of the spell is now 2. As well as the initial damage, the spell now applies an additional penalty of fixed damages of 6, 7, 8, 9, 10 and 15 at levels 1, 2, 3, 4, 5 and 6 to the target for a period of one turn. The spell is limited to two casts per target. - Absorbing Arrow: the damage is less random. The spell costs 4AP at levels 1 to 5. The damage on both a normal and a critical hit at levels 1 to 5 is reduced in order to offset the spell changing to 4AP. The average damage caused by the spell is maintained. Damage is increased at level 6. The spell is limited to two casts per target. The critical hit rate is now 1/50 at all levels of the spell. - Slow Down Arrow: the damage is less random. The damage on a normal hit is increased and decreased on a critical hit. Damage is increased at levels 1 to 4. The spell costs 5AP at levels 1 to 5. The range of the spell is now 8 cells at all levels of the spell. The critical hit rate is now 1/50 at all levels. - Explosive Arrow: the damage is less random and increased at levels 1 to 4. The spell costs 4AP at all levels. The critical hit rate is now 1/50 at all levels. The range of the spell is now 8 cells at all levels. - Bow Skill: the spell's effects last 1 turn (the turn the spell is cast, and the following turn). The bonus is increased at all levels of the spell. The spell can be recast every 5 turns at all levels. The range of the spell is modifiable and is now 1, 2, 3, 4, 5 and 6 cells at levels 1, 2, 3, 4, 5 and 6. - Dispersing Arrow: The spell costs 3AP at all levels. -Rokai (shika) This post has been edited by Guardian-Blized: 17 Sep 2009, 16:03 |
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16 Sep 2009, 09:26
| #4
My sugestions for Absorptive arrow?
Every hit casted with absorbtive arrow will gain a 15% damage buff, so instead of raping the CH rate up to 1/50 and decrease AP down to 4 . Keep it at 1/40 and just with 5AP cast add the 15%damage buff per cast to make it more powerfull instead of ruin the agility build. My sugestion for punitive arrow? Dmg on critical would be 20, every time you crit with this spell the base base damage would increase by 3-5 per cast, so it is like a iops wrath but the 3 base dmg is stackable (infinate) this way, brokle will not be abused by the old punitive arrow. |
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16 Sep 2009, 09:57
| #5
They just made cras more balanced, even more stronger, .... less random means, their min damage is raised and their max damage lowered,...so if u hited 1 turn 300 other turn 50 , now u will hit 200 and next turn 180...isnt that better?
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16 Sep 2009, 10:32
| #6
Looks like intel Cras got a buff and agil/str got a nerf? Is that what's going on here?
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16 Sep 2009, 10:34
| #7
I think chance got a big buff, intel a smaller one, str and agi got a slight nerf and crit/str got nerfed badly.
EDIT - actualy I think agi nerf isnt so bad, less random damage, reduced ap and also extra push back on retreat arrow are small buffs. This post has been edited by SilentRevenge: 16 Sep 2009, 10:39 |
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16 Sep 2009, 10:36
| #8
I'm usually not one to cuss on forums but this is some bullshit....
I didn't see an extra pushback for retreat arrow, it has always been 3 at level 6. EDIT: Actually now that I have used it myself I am kind of excited about this update. This post has been edited by puntang: 23 Sep 2009, 15:42 |
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16 Sep 2009, 11:07
| #9
this is a strategy game, not a luck game even ecas have some degree of consistancy punitive is now a consistent decent and then high damaging spell, and less reliant on crits destructive arrow is now an awesome spell, lowing the damage of the opponent, lowering 30 damage a turn i beleive and if you think that int cras will be the only build you clearly havent looked at the chance spells the cra change is exactly what its suppost to be, less random, and doesnt need crits, and if you still dont like it, then go ahead and make a new character I agree on one thing and disagree on another: 1) yes, now looking at a chance cra becomes the way. 2) less random and doesn't need ch. Yeah, it was like that, but the solution is worse than the problem: the matter was to enhence the base damage, not to completely rebuild a class by adding strange effects (look at gravity state added to atonement arrow). Honestly I really don't understand now which is the role of a cra. Once we knew two things: a cra is weak but hits at distance. Now they have deleted the latter and left the previous. Worse still, now a decent cra requires being a 4-element build (three minimum) to exploit the new changes. That is simply impossible. Was it so difficult to simply enhence the base damage of spells?? Or change the soft cap for stats? Was it? |
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16 Sep 2009, 11:42
| #10
-30 damage per turn isn't that much at epic levels.
For example, my cra has +60 dmg base and pretty nice stats for my build. Cra's abilities to drain MP and range were decreased, but we got more damage spells. I can't say it makes the class more strategical. And I strongly disagree with "the cra change is exactly what its suppost to be, less random, and doesnt need crits". We expected absolutely different approach. |
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16 Sep 2009, 12:22
| #11
Absorptive lvl 6 is nerfed badly, Int spells became more stable but weaker in dmg (except Magic Arrow).
Cras can't drain MP and range effectively. With all the cooldowns it's more a nerf than buff. |
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16 Sep 2009, 12:26
| #12
I don't understand why Ankama only cares about intel cras, what about the others who put so much time to make a good str cra or agility because they didn't want to wait 89 levels to get a decent spell, they just say fuck them, I thought this was supposed to be a CRA buff not an INTEL CRA buff, this update sucks.
This post has been edited by puntang: 16 Sep 2009, 12:27 |
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16 Sep 2009, 12:30
| #13
And as usual, Ankama starts the cooldown-nerfing with the Cras. Really, thanks. Have we ever been anything other than the weakest class?
Edit: Wait, Lashing Arrow is now 1 cast per target per turn? This post has been edited by Capwi: 16 Sep 2009, 12:32 |
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16 Sep 2009, 12:40
| #14
How bout fixing the soft caps and leave the spells the fuck alone...
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16 Sep 2009, 13:09
| #15
Intel doesnt get that big a buff, take a look at what chance builds get...
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16 Sep 2009, 13:18
| #16
Which adds to the reason why the update is stupid. PLEASE stop buffing spells for a build that has such horrible soft caps FFS!! As a matter of fact get rid of chance spells for the cra all together, it is soooo stupid, JEESE what is wrong with you ANKAMA!!
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Member
Moon Hammerer![]() ![]() ![]() ![]() |
16 Sep 2009, 13:36
| #17
Ankama strikes again! Buffing by nerfing, sense this makes none.
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16 Sep 2009, 13:37
| #18
PLEASE stop buffing spells for a build that has such horrible soft caps FFS!! you mean like agi xelor or intel iop? Both are off-element builds, yet they are (at lower levels at least) considerd to be OP builds. Low soft-caps dont always mean a build is strong or weak. |
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16 Sep 2009, 13:44
| #19
-30 damage per turn isn't that much at epic levels. For example, my cra has +60 dmg base and pretty nice stats for my build. Cra's abilities to drain MP and range were decreased, but we got more damage spells. I can't say it makes the class more strategical. And I strongly disagree with "the cra change is exactly what its suppost to be, less random, and doesnt need crits". We expected absolutely different approach. its more than 30 damage per turn obviously, your opponent loses 30 damage per attack, per damage hit and who is "we" do you speak for the entire cra population now? |
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Arachnophobe![]() |
16 Sep 2009, 13:46
| #20
Hey everyone.
I have a lvl 197 Str Cra with a set designed to give 1/2 CH for punitive arrow, as well as the class boots so I may use punitive 2x on a single character per turn. Yes, punitive is random damage but I also have an Iop alt and have no interest in PvP whatsoever so my PvM game is actually good fun as my crits on punitive serve me well. When I heard of the intent to boost Cra I was hoping that it would somehow allow punitive to be maybe less powerful but more reliable - now I see it will actually be nerfed into nothingness, and as for the other spells..... reeks of PvP thinking. As I look at it there is no excitement from a str Cra point of view for the upcoming v1.29. At lvl 197 my equips are damn expensive and it is not just an easy option to change to agi, chance or int. Even if I did, what lement to chose? 40 - 60Mk for a good set is a hefty price to run around testing the various elements till I find one that brings satisfaction. To me this looks like the end of Str Cra as we know it.... no buff here What do you think? Will v1.29 create a better, more powerful Cra or will it spell confusion and chaos especially among high lvls (150+). Is this a buff or a very big nerf on behalf of str characters? |
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16 Sep 2009, 13:48
| #21
you mean like agi xelor or intel iop? Both are off-element builds, yet they are (at lower levels at least) considerd to be OP builds. Low soft-caps dont always mean a build is strong or weak. I am far past being overpowered at a low level. I have never seen a high level agility xelor that is OP, they get "nerfed" by leveling. I don't see how anyone can say intel iops are OP either, at low level yes, but who cares? I don't want a class to get to lv 60 and know that's it. High level int iops are not so great. |
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16 Sep 2009, 13:56
| #22
I think intel cras will be very happy with this so called "buff". And for some odd reason if you're a chance cra you will be very happy too.
On the other hand this isn't much of a buff for agil/str cras, it's more of nerf and a slap in the face for already being the most worthless PvP class around. I seriously hope they re think this update and fix it with the next... This post has been edited by puntang: 16 Sep 2009, 13:58 |
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16 Sep 2009, 14:34
| #23
Hey everyone. I have a lvl 197 Str Cra with a set designed to give 1/2 CH for punitive arrow, as well as the class boots so I may use punitive 2x on a single character per turn. Yes, punitive is random damage but I also have an Iop alt and have no interest in PvP whatsoever so my PvM game is actually good fun as my crits on punitive serve me well. When I heard of the intent to boost Cra I was hoping that it would somehow allow punitive to be maybe less powerful but more reliable - now I see it will actually be nerfed into nothingness, and as for the other spells..... reeks of PvP thinking. As I look at it there is no excitement from a str Cra point of view for the upcoming v1.29. At lvl 197 my equips are damn expensive and it is not just an easy option to change to agi, chance or int. Even if I did, what lement to chose? 40 - 60Mk for a good set is a hefty price to run around testing the various elements till I find one that brings satisfaction. To me this looks like the end of Str Cra as we know it.... no buff here What do you think? Will v1.29 create a better, more powerful Cra or will it spell confusion and chaos especially among high lvls (150+). Is this a buff or a very big nerf on behalf of str characters? this game is turning pvp. get used to it. been happening since 1.27. which is exactly why i quit this game months ago. i was a wis xelor. they destroyed my build. i had to change everything. stat reset to hybrid agi. had to change every single piece of equipment. by the time i did it all they nerfed xelors even more with the pathetic 3 range thing. at which point id had enough and quit. shame really. this was once a great game back in beta and the first year |
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16 Sep 2009, 14:39
| #24
Well how about intel ecas? They certainly are not weak at higher levels, and they have the same cap. Intel and agi iops? Arguably not as strong as str, but far from being weak. Chance and agi xelors often go hybrid at later levels, but they are not weak. Just because the soft caps are horrible, does not mean the build shouldnt get a buff.
This post has been edited by SilentRevenge: 16 Sep 2009, 14:39 |
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16 Sep 2009, 14:52
| #25
ok whatever, bad softcaps are good.
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Kaniger Hunter![]() ![]() ![]() |
16 Sep 2009, 15:02
| #26
The damage range on Explo needs to go a bit higher yet. The proposed changes have it a little less than Playful Claw. 2 problems here .... Ecas have better caps so improved damage and it's a level 70 spell versus a level 90. Yes, Playful is linear but it's received 20 levels earlier. Explo needs better damage potential. I would expect that an INT Cra should be able to match a STR Eca's Playful or a STR Iop's SoI and, when you consider the stat caps, the current proposed changes won't accomplish that.
The STR Cra build is a build without a 80, 90 or level 100 damage spell which means it should pale, damage-wise, in comparison to other builds. Punitive has been overpowered for its level for a long time. Yes, that statement will piss off some people but it's the truth. Destructive should be the spell you rely the most on and it's a decent spell. The STR build now has: 1. The low-level, 4 AP spell - Homing(Poison) 2. The useful, support 3 AP spell - Lashing 3. The dual-purpose spell - Punitive (damage + buff) 4. The primary damage spell - Destructive The build has changed tons from being a one-hit, KO build to being an all-around, balanced build but I know that most STR builds don't care about that .... they want their old Puni back. They should put Absorptive's CH back to where it was. A pure AGI Cra already has terrible caps to fight against. The 4 AP change is nice but the more I think about it, the more I think this build does not need a nerf in any respect. I love the Paralyzing, Bat's Eye, Eagle Eye, Powerful Shooting, Magic Arrow, Frozen Arrow, Retreat, Homing and Atonement changes. Make the class much stronger, overall. Unless I read the update, Bow Skill still needs to be improved upon. It's our level 100 spell and it's still just a level 2X-3X style buff. Increase damage potential of Explo, return Absorptive's original CH rate and I think the update will be a success ..... even if it makes half the current STR Cras quit or change builds. New STR Cras will be a strong, balanced build and that is probably what matters most. |
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16 Sep 2009, 15:16
| #27
I'm a 193 int Cra and I just played on the test server, I must say, some spells are very useful but our main spell died
What about the buffs.. I hate it O.o Bow Skill was my favourite spell, now it only lasts 2 turns Bats Eye is just lovely in PVP, so is Paralyzing arrow and Retreat arrow now. - Scan |
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16 Sep 2009, 15:20
| #28
this game is turning pvp. get used to it. been happening since 1.27. which is exactly why i quit this game months ago. i was a wis xelor. they destroyed my build. i had to change everything. stat reset to hybrid agi. had to change every single piece of equipment. by the time i did it all they nerfed xelors even more with the pathetic 3 range thing. at which point id had enough and quit. shame really. this was once a great game back in beta and the first year Yet many of the 150-200 xelors I know are not affraid to run around with their wings up even if they are not PvP machines themselves. Something like that may be hardly said about many other classes. As to cras: STR - not getting f...d, but changed a lot INT - euhm, pure int may not work anymore, not that it did in PvP before, and even now eng game very few cras stay pure int. Often due to equipment choices. INT/CHA - tweak here tweak there, I will have to rethink spells, but equipment stays more or less. AGI - never had AGI cra, I heard pros and cons of changes, more cons, everyone seems to be pissed at 1/50 absorbing arrow INT/AGI - hmm, gonna wait for Nikto CHA, or WIS/CHA - looks like a build to try out now for PvP, I am curious to see CHA cras now Overall feeling: Chance looks appealing now, tho hindered by soft caps. As I am more concerned for PvM, explo will still be better than slow down, atonement arrow looks like fun. Lashing arrow is a good trade for non crit cras. The way critical shooting works on test, many cras will not rely on crits that much. I am eager to see how this works out in the end. I expect some changes to come anyway. This post has been edited by meatraw: 16 Sep 2009, 15:21 |
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16 Sep 2009, 15:36
| #29
*sighs* im not saying they are a good thing, im saying bad softcaps are not the end of a build
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16 Sep 2009, 15:40
| #30
I know, I just don't feel like arguing right now.
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16 Sep 2009, 15:46
| #31
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16 Sep 2009, 16:14
| #32
Ankama strikes again! Buffing by nerfing, sense this makes none. Agree with this statement, I do. Seriously? Why the hell couldn't they just buff the existing class, instead of scrapping it and making a new one based around Cha spells?! All they needed was some tweaking, and some slight buffs here and there. They increased damage on most spells, that was good... pretty much every spell will be useful now. But the spells that were good before were either nerfed to oblivion, or nerfed a small amount. They went WAY overboard on making spells' damage dependable... we went from being the most random dealing class in the game to by far the most dependable. Seriously... NO ONE has damage spells that are THAT reliable. Not that I'm complaining about this... but it really just seems like Ankama is being an ass about these cra "buffs". To the people talking about the Crit spell... it might be nice, but you're forgetting that almost every cra spell has a LOWER crit rate now, and that the crit effects are pretty much no better than the normal hits... so it will be completely pointless to EVER get 1/2 on ANYthing now, unless they make some big changes... |
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16 Sep 2009, 16:17
| #33
Chance cra, you say? Let's see...
I found 4 spells with chance damage. 1) Atonement: At lvl 5, 21-23 damage. Gravity state doesn't really matter because u can get those with every build. So you get some damage every 5 turns, at maximum of 5 range (it's not adjustable). Cool. 2) Bat's eye: At lvl 5, 12-14 damage. Rapes some range, but for 2 turns so who cares. You get 12-14 damage every 5 turns. 3) Paralyzying arrow: Now that's weird. A spell with lower damage on crit than normally. So, at lvl 5 it's 9-10 damage for 2 ap, but can be cast only twice at the same enemy in one turn. Can steal mp so it's not so bad, but still it's not high damage. 4) Slow down arrow: At lvl 5, 21-23 damage and steals 2 ap in AoE. It's for 5 ap till level 180, so let's count it as that so far. It's linear, so pretty pain in the ass to use. Assuming. You have 2 spells that you can use every turn and 2 that you can use every 5 turns. The damage output is pretty poor imo. and the ap raping/mp stealing isn't that good. (why would cra need so many mp?). And why the heck would an archer rely on pure luck? Get some skill, god dam' it :< |
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16 Sep 2009, 16:27
| #34
yeah, lets compare the shitty chance cra of 1.29 to the chance cra of 1.28 (which is a perfectly viable build)
Slow down arrow level 5 15 - 21 (less), steals 2 in aoe, 5ap till level 80, still linear and oh wait, thats it isnt it they got buffed |
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16 Sep 2009, 16:41
| #35
Yet many of the 150-200 xelors I know are not affraid to run around with their wings up even if they are not PvP machines themselves. Something like that may be hardly said about many other classes. most of them are not wis builds though. certainly not the lvl 200's. of course im sure their are a few out their who still pvp. they prob just aggro cras though as anyone can beat them |
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16 Sep 2009, 16:54
| #36
Yeah. I so agree. Iops should be made only for str, fecas for int, srams for agi, xelors for wis, sadidas for str, cras for chance. Hooray! Let's screw all other build, leave one hardly playable. God, that's a great idea.
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16 Sep 2009, 16:56
| #37
punitive is now useless destructive arrow is now a mediocre spell, lowing the damage of the opponent, lowering 30 damage a turn i beleive and if you think that int cras will be the only build you clearly havent looked at the chance spells the cra change was not in any way, shape or form what we were expecting, less random, and useless to ever get crits, you might as well go ahead and make a new character Fixed a few things. Also... tell me how Int Cras got buffed? Sure, all our damage spells are about equal in power now, with varying effects, but all our buffs were nerfed, and the ability to get high damage crits is taken away, meaning our overall power is lessened by a huge amount. So now we're basically just a bland toolbox that can do various almost-useful things, while doing shitty damage from a range, and requiring lots of Diamonds to do so. Int Cras are undoubtedly NERFED... not buffed... The only cra build that wasn't nerfed by these changes was of course Chance Cra, which nobody cared about in the first place. And not only were they buffed... they were BUFFED HUGELY. What once was the red-headed-stepchild build will very soon become the predominant Cra build. How does this possibly make a bit of sense? And they have the worst soft caps to boot... |
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16 Sep 2009, 16:59
| #38
Thank you for the meaningful replies. I have to agree with Killerfurby - in PvP most Cra's just plain suck, the main reason why I don't care for this aspect of the game as I enjoy playing my character for the PvM where things go a little better against opponents I can choose to fight. I also agree that punitive is a very powerful spell but with the randomness aspect it is not overpowered. Ask any Cra who uses punitive and they will tell you that more often than not you are called a noob and your damage sucks! On the odd occassion you strike lucky and roll some heavy damage and for this reason a Str Cra really needs the class boots - to get 2 chances in the round to strike some luck.
Since going over the proposed updates I have to again agree with Kilelrfurby - maybe the time has now come to hang up the gloves and bid farewll to the community. After reaching lvl 197 and seeing your character be degraded in the name of PvP really hurts. Sure I can start again but damn.... what a grind! Just dont feel up to killing blops and kanis again. I could leech, sure, but how long till the new character is nerfed aswell? I already have a lvl 189 Sacrier - nerfed beyond repair in my opinion. I have a lvl 180 Iop - Str one nerfed to the point of sadness and the Int one will follow suit if all the cries for nerf are heeded. I have a lvl 106 enu but cant rely on him as my main for good damages and pulling us through. I guess when the update comes I just need to log in, check it out and do some XP runs. Soon I will be able to tell if this game is worth keeping or whether I need to move on somewhere else... I hope it will still be fun. |
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16 Sep 2009, 17:01
| #39
most of them are not wis builds though. certainly not the lvl 200's. of course im sure their are a few out their who still pvp. they prob just aggro cras though as anyone can beat them Most all Xelors these days ARE Wis builds. They OWN in PvP. They are RIDICULOUS at raping AP, STILL. I know you may be pissed about your nerf back in the day... but Xelors are still a ridiculously strong class. Try coping with the changes, and learn to freaking play. This is not in any way related to these Cra changes. Cras sucked. They always have. There's no disputing that. Ankama finally promises us a BUFF, and we get NERFED hardcore. THIS is a lack of justice... NOT what was done to Xelors. |
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16 Sep 2009, 17:04
| #40
It's not all bad but it does make me a little worried considering pandas are gonna be next.
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16 Sep 2009, 17:06
| #41
int cras magic arrow has a boost, and has a neat effect, buff
burninng arrow has less ap cost, and has a nice pushback effect, buff frozen arrow, more consistant, 2ap all levels, buff explosive arrow, sure it doesnt hit zomgwafflesauce damage anymore, but it doesnt have that stupidly low 10 hit as well, consistancy is better than randomness, buff bow skill, crits, powerfull, distant, they havent been buffed or nerfed, they have been changed, some areas have gotten worse, some have gotten better, just because you cant spam buffs in the first turn then go nuts for 4-5, does not make it a nerf, its called timing now lets look at those other spells, which helps ALL cras, not just the ones that do int damage dispersing, 3ap, cant agrue thats a buff bats eye, does a bit of damage, even if ur not chance, u will have +dmg and powerfull shooting wont you? and i bet almost every cra would have bats eye leveled anyway, at least the ones that pvp eagle eye, less ap, buff This post has been edited by rossiscooler: 16 Sep 2009, 17:07 |
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16 Sep 2009, 17:23
| #42
I also agree that punitive is a very powerful spell but with the randomness aspect it is not overpowered. Ask any Cra who uses punitive and they will tell you that more often than not you are called a noob and your damage sucks! On the odd occassion you strike lucky and roll some heavy damage and for this reason a Str Cra really needs the class boots - to get 2 chances in the round to strike some luck. ABSOLUTLY AGREED 3 turns between two casts now? critical builds will be gone I thought the update would be good for cras but now I can only dream about killing someone >< hope they undo this by the way lashing arrow sucks now too lashing arrow was my savior in pvps with the -2mp (2 turns) This post has been edited by dedehdalaje: 16 Sep 2009, 17:27 |
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16 Sep 2009, 17:23
| #43
True.
Eagle eye, one less turn, buff. Bats eye, less turn, buff. Frozen arrow, still 3 ap. Bow skill, lasts 1 turn. "Needs timing", buahahaha... Explosive, randomness taken. Soon we won't need to fight, we'll just use calculators to see who wins in a fight. Distant, 2 turns less, TIMING! Critical, 2 turns less, much more crits.. but who's gonna need'em with the new update? |
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16 Sep 2009, 17:33
| #44
int cras magic arrow has a boost, and has a neat effect, buff burninng arrow has less ap cost, and has a nice pushback effect, buff frozen arrow, more consistant, 2ap all levels, buff Yes, these spells were all buffed. However, they all sucked hardcore before... and are now made decent. explosive arrow, sure it doesnt hit zomgwafflesauce damage anymore, but it doesnt have that stupidly low 10 hit as well, consistancy is better than randomness, buff Damage being made less random is not a buff... the average damage is still the same. A balance, but not a buff. However, with the critical rate being decreased, and the critical effect being lessened... this spell as a whole is nerfed, not buffed. bow skill, crits, powerfull, distant, they havent been buffed or nerfed, they have been changed, some areas have gotten worse, some have gotten better, just because you cant spam buffs in the first turn then go nuts for 4-5, does not make it a nerf, its called timing dispersing, 3ap, cant agrue thats a buff bats eye, does a bit of damage, even if ur not chance, u will have +dmg and powerfull shooting wont you? and i bet almost every cra would have bats eye leveled anyway, at least the ones that pvp eagle eye, less ap, buff 1. Bow Skill is useless now. It only lasts for one turn. HUGE nerf. 2. Crit Shot gives a LOT more crit now... sure... but almost all the crit rates of spells were reduced, meaning it's basically the same as it was... only it only lasts half the time. HUGE nerf. 3. Powerful is buffed. It will actually be useful now, even without leveling, which is great. The spell sucked before... but it is undoubtedly buffed by this update. Buff. 4. Distant only lasts half the time. So what if it only costs 1 AP at level 6? You won't be able to use that one remaining AP on anything. HUGE nerf. 5. You're right. Dispersing was buffed. It really should have been 3 AP from the start though... it was by far the highest-AP-cost knockback spell in the game. Buff. 6. Bat's Eye. They did not buff this spell. The effect that it was used for, and depended on (for what use it had) was nerfed. They turned it into a damage spell, and nerfed the effect. The effect only lasts about 1/3 of the time now... making it pretty much useless except for damage, even with the lower AP cost. For everyone but Chance Cras this is a nerf. 7. Eagle Eye. I will accept that this spell was buffed, even though the duration was nerfed. The AP cost was so incredibly awful before... that I am overjoyed to see it finally not waste an entire turn to cast. And at least they didn't nerf the duration as much as Distant... though it's still only able to be up 2/3rds of the time. Buff. About half our spells were buffed, and the other half nerfed. All that changed, is that now we have to use diamonds to get all the spells we need, and we lost power in the meantime. This is not a buff... by any means. |
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16 Sep 2009, 17:39
| #45
As most have said; Punitive Arrow really Didn't need a nerf. I haven't tested it out yet though. But as it is the spell rarely does extensive damage. Never mind DECENT damage.
Most all Xelors these days ARE Wis builds. They OWN in PvP. They are RIDICULOUS at raping AP, STILL. I know you may be pissed about your nerf back in the day... but Xelors are still a ridiculously strong class. Try coping with the changes, and learn to freaking play. This is not in any way related to these Cra changes. Cras sucked. They always have. There's no disputing that. Ankama finally promises us a BUFF, and we get NERFED hardcore. THIS is a lack of justice... NOT what was done to Xelors. Total agreement. I wouldn't really say Xelors got nerfed at all. They can still rape you down to 1 AP with ease and take their time killing you. If you some how (miraculously) avoid being raped down to a ridiculous amount of AP, they can reduce and reflect any damage they incur for 4-5 turns? You end up taking significantly more damage then you're dealing on top of the Xelor attacking you. This post has been edited by Fuzzy-Nuts: 16 Sep 2009, 17:40 |
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16 Sep 2009, 17:39
| #46
i already wrote this but this topis looks like the rite one for this:
The fu*k is this... Why the hell they are nerfing cras? Ya for me it's a nerf.... Chance cra? they saw soft caps of cha? it's fu**ing 5:1 from 80cha.... Why they are nerfing agi? taking plaguing weaker Absorbtive. BUT HEY at least BOT's will be happy nd all nubs lvl 1-50........ Let's say we have an agi cra lvl 190+ He want hes spells on 1/2 and he have them. Hes base agi is 300 since its 5:1 from 300 so max he can is 32X anyway Since hes quite good and have some overmags he have items that adds 550agi Hes buffing so 26 bow skill and 200% powerfull shooting (so Critical Hit on both) Now he have 99dmg (cause he don't have perfect dmg on items) and 281%dmg Absorbtive: lvl 6 13-24 air dmg and 25-36 air dmg on CH so... 259-394 and 406-542 on CH hes dmg on full buff is 259 to 542 on 0% res air........... Is that overpowered? Once again Ankama want to force players to quit their chars or just complitly change their sets and why? Cause they just don't want to use their heads to make new areas and thats the easiest way to keep players bussy (getting new items) |
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16 Sep 2009, 17:45
| #47
Chance cra, you say? Let's see... I found 4 spells with chance damage. 1) Atonement: At lvl 5, 21-23 damage. Gravity state doesn't really matter because u can get those with every build. So you get some damage every 5 turns, at maximum of 5 range (it's not adjustable). Cool. 2) Bat's eye: At lvl 5, 12-14 damage. Rapes some range, but for 2 turns so who cares. You get 12-14 damage every 5 turns. 3) Paralyzying arrow: Now that's weird. A spell with lower damage on crit than normally. So, at lvl 5 it's 9-10 damage for 2 ap, but can be cast only twice at the same enemy in one turn. Can steal mp so it's not so bad, but still it's not high damage. 4) Slow down arrow: At lvl 5, 21-23 damage and steals 2 ap in AoE. It's for 5 ap till level 180, so let's count it as that so far. It's linear, so pretty pain in the ass to use. Assuming. You have 2 spells that you can use every turn and 2 that you can use every 5 turns. The damage output is pretty poor imo. and the ap raping/mp stealing isn't that good. (why would cra need so many mp?). And why the heck would an archer rely on pure luck? Get some skill, god dam' it :< I presume you answered to me (too) and yes, I say that chance cra is the first build now. I say that by considering that I'm a lvl 191 (so slow down at lvl 6) and that in epic lvl an int char is, at the same time, a chance char (tot or gladiator set) Moreover, the class belt (if I remember well) sacks the linear mode of the slowdown, thinking that before you needed an event belt to have your spell at 1/2, you can manage the odd belt. But what I really think is: - slowdown sacks two ap and cause higer dmg than explosive (which doesn't have other effects): good for slowdown - frozen sacks 2ap, costs 3ap, limited to 2 casts. Paralyzing steals mp - and believe me, a cra needs mp and stealing them is so much better - and cause damage for 2ap: in a word a combo slow+2xparalyzing gives more effects for just 8ap. - int spells are oddly the same for range, dmg, effects at all lvls, so you can have the "strategic" effects without lvling them - bat eye is a spell all cras uses, adding an AoE heal is, well, the top - atonement is pretty nice. The gravity state prevent sacriers from coop/trans, iops from jump, feca from teleport and xelor from fly. Just think about casting atonement and 2xparalysing: the target is there for you, just waiting to be hit for a turn. - at low lvls the chance build is bloody much easier to develop, to craft sets and to lvl up (chance and wisdom are incredibly linked together in sets) at a ridiculous costs. So, I think that chance is much better than any other build with 1.29, I'll try anyway. The intents of Ankama is clear: they have invented the chance cra damaging the str cra which is, in my opinion, the dead build now |
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16 Sep 2009, 17:55
| #48
Yeah... look at the previous power ranking for competitive cra elements at epic level:
1. Strength - by far the strongest 2. Agility - versatile and strong when done right 3. Intelligence - not versatile at all, but good AoE 4. Chance - by far the least versatile Now the roles will be completely reversed: 1. Chance - by far the strongest and most versatile 2. Intelligence - quite versatile, but mediocre AoE 3. Agility - somewhat versatile, and pretty weak 4. Strength - by far the weakest They pretty much turned every class's weakness into its strength, and every class's strength into its greatest weakness. If this isn't turning the class upside down... I seriously don't know what is. |
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16 Sep 2009, 17:55
| #49
To be honest, I'm really pissed bout the changes because lately I decided that I want to make a str cra. Got it leeched to 8x in few days, still leeching it but now, Ankama decided to completely destroy the build I was really looking forward to. I don't like the idea of chance cra, sux for me. Str was a really fun, random build. They're gonna make it pathetically unplayable.
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16 Sep 2009, 18:02
| #50
And about the overall spells, like eagle eye, bowskill, distant shooting, critica hits and so on, nothing to say: I don't like the changes, ankama simply decided to impose losing time and ap for buffing each two turns. Cras have never been loved by Ankama and that's real.
I just think that, looking at these changes, the less bas build is chance. The best idea would be to delete a cra and play a iop, which are never never never nerfed |
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16 Sep 2009, 18:02
| #51
Yeah I've started working on my Iop about a month ago. I can see where my Sram is headed;Eventual deletion due to nerfing so bad that no one wants to play a Sram. I've already seen many established Srams move on to other characters all together as well.
To be honest, I'm really pissed bout the changes because lately I decided that I want to make a str cra. Got it leeched to 8x in few days, still leeching it but now, Ankama decided to completely destroy the build I was really looking forward to. I don't like the idea of chance cra, sux for me. Str was a really fun, random build. They're gonna make it pathetically unplayable. If you're still leeching it, you can't honestly be too bothered by this. Your Cra wasn't really entrenched in it's build like many others. I doubt you'll have to shell out kamas in the 10's of millions just to make your character viable This post has been edited by Fuzzy-Nuts: 16 Sep 2009, 18:06 |
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16 Sep 2009, 18:07
| #52
Agree with this statement, I do. Seriously? Why the hell couldn't they just buff the existing class, instead of scrapping it and making a new one based around Cha spells?! All they needed was some tweaking, and some slight buffs here and there. They increased damage on most spells, that was good... pretty much every spell will be useful now. But the spells that were good before were either nerfed to oblivion, or nerfed a small amount. They went WAY overboard on making spells' damage dependable... we went from being the most random dealing class in the game to by far the most dependable. Seriously... NO ONE has damage spells that are THAT reliable. Not that I'm complaining about this... but it really just seems like Ankama is being an ass about these cra "buffs". To the people talking about the Crit spell... it might be nice, but you're forgetting that almost every cra spell has a LOWER crit rate now, and that the crit effects are pretty much no better than the normal hits... so it will be completely pointless to EVER get 1/2 on ANYthing now, unless they make some big changes... "Lower Crit Rate"? WTH man?!?! u forgetting the Agi cras dammit!, 1/50 CH rate on absorptive arrow, that basicaly killed the agi build. and lower dmg on absorptive normal and crit, wtf is the point of making an agi cra now, ITS USELESS. |
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16 Sep 2009, 18:12
| #53
"Lower Crit Rate"? WTH man?!?! u forgetting the Agi cras dammit!, 1/50 CH rate on absorptive arrow, that basicaly killed the agi build. and lower dmg on absorptive normal and crit, wtf is the point of making an agi cra now, ITS USELESS. By "Lower Crit Rate" I mean "Lower Chance of Crit", in other words, worse, a nerf. So yes, I completely agree. |
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16 Sep 2009, 18:18
| #54
haha Strenght Cra. I alwayus thought when your'e stron youre strong but- french math frw strong = weak.
Bow Skill AHHAAHA ..... (-__-) 2AP (like it was) and 1 TURN? This spell is COMPTITLEY USELESS NOW I dpn't have str cra but making Punitive like that is nonsence it never was overpowered and now?... Froend told me that with hes over 1000str that 2nd max hit was aroung 800... pfff And all this just to make lvl 1-50 happy? what about 180-200? The higher lvl cra have the weaker he is.... Whats the point of Critical Hit in the game if nothing special happening when you have it? what's the point of having Turqoise Dofus?.... |
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16 Sep 2009, 18:19
| #55
its more than 30 damage per turn obviously, your opponent loses 30 damage per attack, per damage hit and who is "we" do you speak for the entire cra population now? Destructive Arrow: The spell costs 4AP at all levels. Damage is less random. Damage is increased at levels 1 to 4. The maximum range of the spell is now 6 at levels 1 to 5. The minimum range of the spell is now 2. As well as the initial damage, the spell now applies an additional penalty of fixed damages of 6, 7, 8, 9, 10 and 15 at levels 1, 2, 3, 4, 5 and 6 to the target for a period of one turn. The spell is limited to two casts per target. EDIT: Forgot to say that Frozen arrow lvl 6 is definitely nerfed: 2 casts per target instead of no limit and dodgeable 2 AP drain instead of 1d2+1 AP. Also if you must spend more AP to get the same effect for the same number of turns it doesn't called "timing", it's called "nerf". And if you can have crits only half of the time it's called nerf as it makes the spell useless as you can't use it for weapons and spells are no different on crit and non-crit. About everything else Dr-T already explained. This post has been edited by Nikto: 16 Sep 2009, 18:27 |
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16 Sep 2009, 18:38
| #56
As a str cra i want to chime in that i couldn't be happier. i am sick of going for entire fights and not hitting more than 130.
But really the thing i am most pleased about is that there is a time and place for every spell on my list. Punitive is nice if you keep up with it (i think it might need a tiny bit more damage added on subsequent hits, but that's it. Destructive is even more reliable, and will not be ignored just because i have punitive arrow. (before i always felt like there was almost no point to destructive because i should always be using punitive arrrow. boring.) Lashing is actually more powerful now, but requires upkeep (yes, before you could get -4mp on a target with 2 crits, but you had to get 2 crits, now it is nice and steady very reliable mp loss. very nice. also the 3 ap at all levels, means that non str builds have a reason to use it as well) and homing arrow is actually quite good as well. a decent starting spell that has a nice unique ability. I'm very happy as a str cra to be able to get rid of my crippling crit gear and be a usefull party member. no more being asked to bring my iop instead. Small things i'd like to note: Bow skill needs to either drop to 1 ap or maybe 1 ap, +1ap like roulette. Alternately it could give +%damage as well like mutilation. currently it just doesn't do enough for the cost. distant shooting needs a special effect on a crit like critical shooting does, or even with it's lower cost, eagle eye will be preffered. Absorptive needs to have it's crit rate put to 1/35 as it's just a bit too nasty for a spell that is in the unusual agility soft cap. I'm not sure about atonement arrows damage. It seems like it adds too much on the subsequent hits. But it is in a VERY off element spell type, and it's range is not very compatable with the rest of the water spells. Thus i'm witholding judgement. Although i do think it has too much range. with all it does, it should be 4 range linear at level 5. That's my thoughts |
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16 Sep 2009, 18:46
| #57
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16 Sep 2009, 19:25
| #58
I assume they are trying to do away with as much crit dagger play as they can also. Too bad crit shooting won't last as long as weapon skill anymore. So you get the choice of sacrificing more stats for crits so you don't need crit shooting, or you put up with more turns without 1/2 crits.
I hope they give all cras an orb with the update. I know I will need it...... |
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16 Sep 2009, 19:46
| #59
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16 Sep 2009, 19:57
| #60
I think Cra's are going to be a lot more fun the way they've been changed.
Opening up the other elements, and making them easier to play was a good idea. Sure there's going to be a lot less Str/Crit Cras, but I think they were pretty overpowered tbh. |
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16 Sep 2009, 19:59
| #61
Lol puntive should be castable at like level 80..
And same as wrath but higher damage bonus instead of + 26 or whatever it is. + 100? Maybe? |
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16 Sep 2009, 20:03
| #62
ok whatever, bad softcaps are good. More or less. While bad soft cap are bad at equal damage on a spell, it's rarely the case. For example, Natural attack, a fire attack has 9 to 13 damage for 3 AP at 6. Bubble has 16-24, with similar range (albeit a minimum range) and 3 AP cost at 6, and a 2 cast limit. We'll consider them basicly equal for this, as soft cap are concerned, and not the spell actual viability (Cough, strenghtstorm) Feca int softcap is 1+ [(int-1)/100] cost per points, whereas it water softcap is 1+[(cha-1)/20) So while Feca int softcap are only 2 after scrolling, the water softcap is at 5 already. With the 995 points distributable, you may have a max of +199 chance, or exactly 300 total chance with 101 scrolling. With the 995 int, you may have (101+ (2*100 (200)) + (3*100) (500) + 4*100 (900) + 5*19 (995), totaling the 995 stats point with 420 intelligence. At maximum stats difference, there is an 120 stats difference between the chance and intelligence build. Thereof, with 420 intelligence, you reach: (1+(420/100))* ((9+13)/2)= 57,2 average damage per natural (With no additional buffs). With 300 chance, you reach (1+(300/100))*((16+24)/2) = 80 average damage per bubble. Hey, thus far chance won. But wait, it get better! Admitting both scrolled their stats, and both got a +300 stats stuffs, with the Int Feca dumping ALL his stats in int while the chance dump it into wisdom (+331 wisdom) or vitality (+995 vitality). Int feca has 420+300= 720 intelligence total. Chance feca has (101+300)= 401 chance total Natural : (1+(720/100))* ((9+13)/2)= 90,2 average damage per natural. Bubble: (1+(401/100))*((16+24)/2) = 100,2 average damage per bubble. Wait, what? Did bubble just out damage natural AND gave it owner 995 additional vitality? Yes, it just did. Cue the int iop/water eni/air xelor stroken-alt (whereas the difference is even more obvious) upon realisation. So please, just stop bitching about bad soft cap, they're generally overcompensated. This post has been edited by Muniamx: 16 Sep 2009, 20:05 |
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16 Sep 2009, 20:27
| #63
Also... tell me how Int Cras got buffed? Sure, all our damage spells are about equal in power now, with varying effects, but all our buffs were nerfed, and the ability to get high damage crits is taken away, meaning our overall power is lessened by a huge amount. Explosive at 1/2 does the exact same average damage as it did before. Only now you can guarantee a 200% int boost and use a 1/50 weapon at the same time. You won't be hitting 500s any more but you won't be hitting 150s either. The base damage on Frozen got a 10% buff. Not sure why it's got a turn limit. Magic Arrow 6 got a huge buff but not quite far enough I think. Surely it should outhit Explosive on a single target? Burning Arrow 6 is awesome now. Both the pushback spells got major buffs. Int/agi is viable now in 1v1. Then you've got int/cha/wis. Don't have to worry about crits, lots of nice equips for you to use and 3 more spells you can do damage with. Agi & agi/crit cra were buffed majorly. Hybrid cra are given a huge buff. khymsrevenge & nikto - you don't need crits except for daggers any more. This post has been edited by ChoKuRei: 16 Sep 2009, 20:29 |
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16 Sep 2009, 20:39
| #64
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16 Sep 2009, 20:39
| #65
the majority of the changes shouldn't be too hard to adjust to. However, i think the Critical hit chance of Slow Down Arrow, Explosive, Destructive, and Absorptive arrow should be 1/40 and their critical hit damaged raised. That way ppl aren't pentalized for having them at 1/2 (none of the spells are even worth having 1/2 ATM). Also, Bow skill needs to go back to how it was or have other effects added to it (honestly i like to know the logic behind making it last 1 turn if only for more +dmg. still not even as good as iop's Mutilation). Critical Shooting needs to go back to how it was as well, nothing was wrong with it before. The Changes to Bat's eye are questionable. I think i'd rather have them last another turn than steal hp but that's me.
This post has been edited by ViperFang: 16 Sep 2009, 21:07 |
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16 Sep 2009, 21:06
| #66
Whats with that range on cra spells? Does Ankama is realy so stupid?
Dear ankama let me tell you the definition of an archer: An archer is a person who is expert in the use of a bow and arrow (archery). They were used in ancient and medieval times as part of armies. An archer was equipped with a bow and arrows which they used for long range battles. Who cares bout cha cra spells? Its' 5:1 from 80cha so when you scroll to 101 it's a waste of points. its better to add wis or vit... I think I'm the most flexible cra. I have 256 SP and since im 199 that mean I used 58 Spell Scrolls. I use most of cra spells. Plaguing (5), Frozen (1), Slow Down (6), Punitive (6), Explosive (6), Retreat (6), Absorbtive (6), Lashing (6), Paralyzing (5), Bow Skill (5), Powerfull (6), Distant (5), Critical (6), Bat's (6), Eagle (6), someties i use Atonoment (1) for neural soryo for example, planning on lvl 6 Destructive (1), Chafer (6), Arahnee (6), Hammer Skill (6), Dagger Skill (6), since Dispercing (1) have LoS I don't use it a lot only when I think I really have to. Plaguing should stay air; Paralizing could stay neutral (for neutral monsters for exaple) but I dont mind if it will be water. If so then I think casting should be different like some sotr of watter arrow that makes mud undef enemys feet; Bow Skill - was planing on lvl 6 but now i wont lvl it at all. recasting is redicolous and 1 turn is even more redicolous and not worth even having that spell on spell baar specialy since it's still 2AP. Iop's Increase is way better then this shit so at least I wil have points for dopple; Punitive arrow - LOL gess i will have 15 points again cause that recast is retarded whole buty about this spell that it was "do or die" now like someome sed soo we wil know fight results thx to calculator. Even though I'm not str Cra I loved this spell specialy with an Iop around; Absorbtive Arrow - just no coment.... i sed about this before 230dmg to 550 on full buffed full agi (well 300base and lets say 550from items, 281% 100dmg - CH on BS and PS) is not overpowered at all. Why they are nerfing the weakest cra there is I really dont know.. French math. Well but since its weaker... Can't it have an effect on CH? Yea I know now cra wont even lvl Critical shooting or wont be needing Turqoise Dofus or even 1CH on any item but what if Absorbtive Arrow would add -Critical Hits to an enemy? Lets say 1/2/3/4/5/6 or 10 on lvls 1/2/3/4/5/6. yea you heard me -Critical Hits not +Critical Failures. |
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16 Sep 2009, 21:25
| #67
nothing to say now....
i just decided to stop playin my cra (wis/agi,186lvl,full shroom waitin in a bank -.- ) |
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16 Sep 2009, 21:38
| #68
Explosive at 1/2 does the exact same average damage as it did before. Only now you can guarantee a 200% int boost and use a 1/50 weapon at the same time. Sure. Half the time. The other half of the time you'll be stuck with no buffs, no 1/2, and shitty damage. This definitely isn't a buff. You could argue that Explosive wasn't nerfed because of the less random damage... but it definitely wasn't buffed, overall. We lost power to gain some reliability. |
Member
Legendary Crackler Crusher![]() ![]() ![]() |
16 Sep 2009, 21:51
| #69
Sure. Half the time. The other half of the time you'll be stuck with no buffs, no 1/2, and shitty damage. Crit Shooting is 4/5 instead of 7/8 with double the crits. I'm inclined to say that's a buff. Powerful Shooting is 3/6 instead of 4/10, with 200% instead of 100/200%. That's definitely a buff. Bow Skill - nerf I agree but doesn't make a huge difference to Explosive. So you could say "I have 6 too many crits now and do less damage." Or you could say "Thank £^*!£$% God I don't need so many crits any more. I can improve my int (thereby doing more damage), vit & wis now." That's why it's a buff, even if you never use Burning and Magic. |
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Arachnophobe![]() |
16 Sep 2009, 21:55
| #70
Damn, who the hell wants to be predictable and stable? You got other classes for that, why can't you just let cras stay fun&random? I guess Ankama's forgetting that WE are the ones that they're living thanks to and that we make the game. You want to have a reliable damage, go sac, iop or whatever. Wanna have a fun and unpredictable class? Go for cra. Why'd they have to destroy it?
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Arachnophobe![]() |
16 Sep 2009, 22:01
| #71
Crit Shooting is 4/5 instead of 7/8 with double the crits. I'm inclined to say that's a buff. Powerful Shooting is 3/6 instead of 4/10, with 200% instead of 100/200%. That's definitely a buff. Can't understand what you're saying. The one thing we can't argue with is the powrful shooting. Yes, it got buffed. Critical? 6 more crits for the cost of having it like half the time and having to recast it more often. I don't call it a buff, I call it a nerf. |
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Legendary Crackler Crusher![]() ![]() ![]() |
16 Sep 2009, 23:23
| #72
Critical? 6 more crits for the cost of having it like half the time and having to recast it more often. I don't call it a buff, I call it a nerf. Since when is 4 turns out of 5 "half the time"? It's 80% of the time at worst and any CC battle is going to over in that time. |
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16 Sep 2009, 23:31
| #73
9-10 AP, 5 MP, 800 wisdom, 500 chance. My turn to level fast lol, tempting for me too maybe...gonna see what I do with upcoming 2nd glad set pieces, I try to stay int/cha. Int dmg > cha damage with current softcaps. Wis aspect of cha builds doesnt really bother me that much on cra, I rather stay with nice int even if it means cha down to 400 and wis down to 350-380. As long as its 10ap with gelano and my outdated xyo halfcrits without buffs and my pp wont fall below 330 I am going to be happy. I tried something like this on test server I liked the versatility of it. |
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Legendary Crackler Crusher![]() ![]() ![]() |
16 Sep 2009, 23:35
| #74
I have seen it all people, the changes that are about to take place in dofus 1.29.0 I will mainly talk about the cras, since i think they will fail even more by this 1.29.0 update. I think that the devs have mainly killed the str/agi builds since absorptive arrow is going to have a critical rate of 1/50 It's 18-20 on a non-crit now as opposed to 13-24. That's a buff for non-crit builds, not to mention a major buff to cra < 170. Plaguing is actually worth using now. Retreat got another major buff. Homing got an enormous buff. Destructive got a major buff at level 6. |
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Kaniger Hunter![]() ![]() ![]() |
16 Sep 2009, 23:42
| #75
Now, I don't play a Cra (let alone a Strength Cra), so I'll say right off that my point of view is far from authoritative...
With all the discussion of the changes to the higher-level Strength Cra spells, has anyone taken a good look at Poisoned Arrow yet? I mean, yeah, now it costs 4 AP, but if the "poison" damage truly ignores all resistances and reduction as the description suggests, it will be incredibly useful and powerful to Strength Cras. Has anyone tested it against Fecas with Immunity, Sadidas with Sylvan, or monsters that normally take no damage from everything (for example, those dice monsters in the Pakdakaze dungeon whose name slips my mind, or Pandora's Bokse, or even the Otomai bosses before making them vulnerable)? |
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17 Sep 2009, 00:41
| #76
Chance cra now
807 chance 56 dmg eq 40%dmg ... test in dojo Paralyzing on 130-187 dmg slow down 250-350 ch up to 480 Atontment 1st shot 260-360 and next shots are 800-1100 all time.. Cani Blade 350-650 x2 in turn |
Member
Legendary Crackler Crusher![]() ![]() ![]() |
17 Sep 2009, 00:48
| #77
With all the discussion of the changes to the higher-level Strength Cra spells, has anyone taken a good look at Poisoned Arrow yet? I mean, yeah, now it costs 4 AP, but if the "poison" damage truly ignores all resistances and reduction as the description suggests, it will be incredibly useful and powerful to Strength Cras. Yes it does and it's awesome regardless. So you got 9-10 base applied twice per attack. So hitting about 750 at distance in a 900 str build, or almost 1000 with a 12AP str/dmg build. |
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Scaraleaf Planter![]() |
17 Sep 2009, 01:26
| #78
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17 Sep 2009, 02:26
| #79
It's 3 turns, not 4.
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Legendary Crackler Crusher![]() ![]() ![]() |
17 Sep 2009, 02:38
| #80
It's 3 turns, not 4. It's 4 turns including the turn you cast it on, which is the normal way of counting it. I just checked: only 1 turn where you don't have it and can't recast it. Ankama just confuse people with their "turns after you cast it" description. The only 2 cra buffs which have > 1 turn where you don't have it and can't recast it are: a) Powerful Shooting, which is 3/6 instead of 4/10. b) Bow Skill, which is 2/5, instead of 5/6. |
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17 Sep 2009, 02:48
| #81
lol, tempting for me too maybe...gonna see what I do with upcoming 2nd glad set pieces, I try to stay int/cha. Int dmg > cha damage with current softcaps. Wis aspect of cha builds doesnt really bother me that much on cra, I rather stay with nice int even if it means cha down to 400 and wis down to 350-380. As long as its 10ap with gelano and my outdated xyo halfcrits without buffs and my pp wont fall below 330 I am going to be happy. I tried something like this on test server I liked the versatility of it. Int/cha looks boring and too popular after update. Every epic lvl int cra will be int/cha or cha/int depending on overmaging... Anyway, I'm keeping all my equips and I'm still fishing for the last upgrade of agi/int set (got 5 rare fishes for today I'll switch back when I have all spells I want at level 6. |
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17 Sep 2009, 04:40
| #82
i already wrote this but this topis looks like the rite one for this: The fu*k is this... Why the hell they are nerfing cras? Ya for me it's a nerf.... Chance cra? they saw soft caps of cha? it's fu**ing 5:1 from 80cha.... Why they are nerfing agi? taking plaguing weaker Absorbtive. BUT HEY at least BOT's will be happy nd all nubs lvl 1-50........ Let's say we have an agi cra lvl 190+ He want hes spells on 1/2 and he have them. Hes base agi is 300 since its 5:1 from 300 so max he can is 32X anyway Since hes quite good and have some overmags he have items that adds 550agi Hes buffing so 26 bow skill and 200% powerfull shooting (so Critical Hit on both) Now he have 99dmg (cause he don't have perfect dmg on items) and 281%dmg Absorbtive: lvl 6 13-24 air dmg and 25-36 air dmg on CH so... 259-394 and 406-542 on CH hes dmg on full buff is 259 to 542 on 0% res air........... Is that overpowered? Once again Ankama want to force players to quit their chars or just complitly change their sets and why? Cause they just don't want to use their heads to make new areas and thats the easiest way to keep players bussy (getting new items) Totally agree, but its actually 5:1 agility at 200.....but yeah congratulations bots, your lv 20 cra is stronger. |
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17 Sep 2009, 05:19
| #83
I was looking forward to this buff, but the cool downs are ridiculous. As usual, Ankama fails at everything. I wouldn't trust the lot of them to wash my car properly.
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Legendary Crackler Crusher![]() ![]() ![]() |
17 Sep 2009, 05:40
| #84
Huh? Cra buffs have had cooldowns for ages. So you're unbuffed 1 turn in 5 instead of 1 turn in 6 or 8. Can you really find nothing to do on that turn???
You guys are making cra look like a bunch of whiny, ungrateful idiots. Smarten up, please. |
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17 Sep 2009, 05:56
| #85
Ungrateful? Cra's have been in desperate need of a buff for ages. And what does Ankama give us? A nerf for every buff. Gee thanks. Ungrateful? I have yet to see anything to be grateful for, seeing as how I'm not a Chance build. Bow Skill is officially useless. What a pathetic level 100 spell that is and it's nerfed as well. It's a complete waste of spell points, which are going to become very very precious after this update. Distant shooting is going to suck.
I just don't see the point with all the nerfs. It doesn't make an ounce of sense. We needed a buff, not a jumbled mess to try and cope with. Why couldn't they have just buffed a few of our spells? They didn't need to be big buffs, just a touch here and a touch there. Why did they need to nerf us so badly? It's just further proof that Ankama doesn't do smart and subtle. They like to rape the game for all it's worth and spend months doing damage control for all the idiotic mistakes they made. I really don't know why I bother with this. I thought building a Cra would be a safe choice. Wrong again. Edit: But don't get me wrong. Nothing was done that will force me to even threaten to quit. It's all easy enough to adapt to. I'm just annoyed that we're seeing nerfs at all. If Ankama just wanted to adjust a class, then it would make sense to see buffs and nerfs, leaving the class just about the same as it was before, just a little different. But Cra's needed a buff, not an adjustment. I don't think this update will solve the problem of Cra's still being the weakest class in the game. As a whole, Cra's are going to be no better off once the update goes through. This post has been edited by -zeusek-: 17 Sep 2009, 06:31 |
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Blop Gulper![]() |
17 Sep 2009, 06:57
| #86
They should put Absorptive's CH back to where it was. A pure AGI Cra already has terrible caps to fight against. The 4 AP change is nice but the more I think about it, the more I think this build does not need a nerf in any respect. Having recently restarted playing my cra because I liked the agil idea I cannot agree more with this statement. I already do far less damage than my int-based peers when you consider the AoE aspect of explosive. I rely on my 1/2 crits with absorb (and, as a secondary attack, punitive), along with the support spells like lashing to contribute in group PvM. In fact, I quit a rather successful PvP career to focus more on PvM, picking up a couple of zero-vit items to boost my agil and str. I agree that I could do just fine with destructive as my secondary str-based attack, but the nerf to absorb really hurts me bad! |
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Quetsnakiatl Cruncher![]() ![]() |
17 Sep 2009, 07:33
| #87
Yay!
Hope Mods have pacient to read all these whining and so on. Ungreatfullness and unknown argues are here... Ok, tha range of cras are no more infinite but they can turn it into for 3 turns. Fair enough for me. |
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17 Sep 2009, 09:39
| #88
Still, if you have to cast buffs more often it makes you waste AP.
And the turn you cast a buff can't be counted as a full turn. |
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17 Sep 2009, 10:05
| #89
Specialy cayse you usualy cast it when you have those 2AP left and nothing to do with them
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17 Sep 2009, 10:50
| #90
DAMN IT My char suck, Im agi Cra but this update is worst all good i got was corrupted, if my pvp was hard now i really suck in pvp what's happen with ankama All my build is going to hell with this update, if this is the real Update i will leave to play because i lose to much time in my build and u just come and do that my char become useless
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17 Sep 2009, 11:57
| #91
Fact of the matter is, my cra now sucks, period. Noobs can use chance cras too pvp, good for you. strength cra....well there are no more str cras. And I can't complain about intel cras, Ankama obviously wants people to be intel or chance but whatever, if I wanted an intel cra I would of made mine intel 4 years ago!
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17 Sep 2009, 12:00
| #92
Hi all this topic is for Ankama see our Chars Builds, ok lets explain My whole Build go to hell thanks to the update, thank u ankama if u do that i stop to play my Agi Crit Cra become a crap, if i do something in pvp right now with the update i will suck in one pvp fight i test that, so if i got a crap char i prefer stop to play,
I really love my char, why u do that u brake all our dreams whats wrogn with u ankama, Srams = Very good in pvp, Iops = Over powered, Sacris = ... not comments, but Cras = dont play cras. i hope that u fix the cras but do a good fix, no that Crap |
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17 Sep 2009, 12:09
| #93
I've just finished with my cra.
Stop playin. This is my vote. |
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17 Sep 2009, 12:10
| #94
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17 Sep 2009, 12:12
| #95
sure think
let's make chance cra! cool cool! maybe int sram, agi sadi, str eni? please,let's make game more interesting! <3 |
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17 Sep 2009, 12:15
| #96
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17 Sep 2009, 12:18
| #97
NOO!! what's wrogn with u guys that cant be, we will suck (I will suck more than others because they fuck my build), in a fact Agi Crit cra can join the hell T.T that cant be
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17 Sep 2009, 14:44
| #98
Hi Truelink,
I get the impression you only consider PvPing the main focus of playing. That should not be the case (but that's only my opinion of course.) Couldn't you reset, and become Chance ? or have you scrolled/fully scrolled .. I'm sure the majority of Cra players that have fully scrolled already have decided to stick with it (have made their peace with their PvP-lacking ability.) I'm considering building/scrolling my first Cra (Chance-build) after this update... Have yet to hear from any high-level (Lvl.6) Chance-spell-Cra's, yet. -Cato |
Member
Legendary Crackler Crusher![]() ![]() ![]() |
17 Sep 2009, 15:05
| #99
Zeusek - from your reply, it's clear you don't understand the changes and don't want to. That's fine - perhaps you shouldn't be forced to.
Bow Skill is only really nerfed for crit builds, I suspect because the new Homing is so overpowered. The damage output is better +36 for 1.75 turns > +13 for 4.75 turns. You've also got to bear in mind that Paralyzing is now 2AP. Maybe Bow Skill can go to 3/5 if Homing is nerfed. |
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17 Sep 2009, 15:21
| #100
Yes, they did buff Homing Arrow, and Paralyzing is finally worth using now, but I really didn't like the changes to Bow Skill. A 2-turn duration? Seriously.
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| Lo-Fi Version | Time is now: 22 November 2009, 05:22 |