Community website Heroic forums
Your Account name : I don't have an account Your Password : I forgot my password
1.29 cra.
 Kalafmiszcz
Member Arachnophobe
*
post 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.
Go to the top of the page  
 
    +  Quote Post
10 Pages V   1 2 3 > »   
Start new topic
Replies (1 - 19)
 rossiscooler
Member Moon Hammerer
****
post 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
Go to the top of the page  
 
    +  Quote Post
 Guardian-Bliz...
Member Arachnophobe
*
post 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
Go to the top of the page  
 
    +  Quote Post
 Guardian-Bliz...
Member Arachnophobe
*
post 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.
Go to the top of the page  
 
    +  Quote Post
 Thompyyyy
Member Tofu Stroker
*
post 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?
Go to the top of the page  
 
    +  Quote Post
 puntang
Member Pikoko Pilot
**
post 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?
Go to the top of the page  
 
    +  Quote Post
 SilentRevenge
Member Great Coralator Polisher
***
post 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
Go to the top of the page  
 
    +  Quote Post
 puntang
Member Pikoko Pilot
**
post 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
Go to the top of the page  
 
    +  Quote Post
 NonameTM
Member Treechnid Hugger
*
post 16 Sep 2009, 11:07 | #9
QUOTE (rossiscooler @ 16 Sep 2009, 08:34) *
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?
Go to the top of the page  
 
    +  Quote Post
 Nikto
Member Minotoror Tamer
***
post 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.
Go to the top of the page  
 
    +  Quote Post
 Nikto
Member Minotoror Tamer
***
post 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.
Go to the top of the page  
 
    +  Quote Post
 puntang
Member Pikoko Pilot
**
post 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
Go to the top of the page  
 
    +  Quote Post
 Capwi
Member Royal Tofu Plucker
***
post 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
Go to the top of the page  
 
    +  Quote Post
 puntang
Member Pikoko Pilot
**
post 16 Sep 2009, 12:40 | #14
How bout fixing the soft caps and leave the spells the fuck alone...
Go to the top of the page  
 
    +  Quote Post
 SilentRevenge
Member Great Coralator Polisher
***
post 16 Sep 2009, 13:09 | #15
Intel doesnt get that big a buff, take a look at what chance builds get...
Go to the top of the page  
 
    +  Quote Post
 puntang
Member Pikoko Pilot
**
post 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!!
Go to the top of the page  
 
    +  Quote Post
 eotkodekff
Member Moon Hammerer
****
post 16 Sep 2009, 13:36 | #17
Ankama strikes again! Buffing by nerfing, sense this makes none.
Go to the top of the page  
 
    +  Quote Post
 SilentRevenge
Member Great Coralator Polisher
***
post 16 Sep 2009, 13:37 | #18
QUOTE (puntang @ 16 Sep 2009, 14:18) *
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.
Go to the top of the page  
 
    +  Quote Post
 rossiscooler
Member Moon Hammerer
****
post 16 Sep 2009, 13:44 | #19
QUOTE (Nikto @ 16 Sep 2009, 18:42) *
-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?
Go to the top of the page  
 
    +  Quote Post
 KarmaCuzzi
Member Arachnophobe
*
post 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 sad.gif

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?
Go to the top of the page  
 
    +  Quote Post
  Closed Topic

 

Lo-Fi Version Time is now: 23 November 2009, 02:32