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[News] Baixe agora a versão 1.28 de Dofus!
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post 28 Jul 2009, 10:57 | #1
[News] Baixe agora a versão 1.28 de Dofus!
A Versão 1.28 de Dofus já chegou!

Clique aqui para baixar a atualização!

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modificaçoes

Changelog 1.28
Challenges:
- Incurable: the challenge’s description has been changed.
- Unpredictable and Contract Killer: the random selection of new targets has been improved.
- Untouchable: if an enemy summon causes damage to an opponent, the challenge is now considered failed.
- Bonuses to drops at the end of a fight given by challenges are now correctly taken into account.
- Challenges will now increase the prospecting level of the team that completes them. For example, a bonus of 50% extra drops will increase the chance of dropping something by 50% and increase the team’s prospecting by 50%. We’ve changed the handling of these bonuses in order to allow small groups of players to break the prospecting lock of some items when they complete a challenge.

Items:
- Koolich Staff: this weapon is now two-handed. The probability of a critical hit is increased from 1/35 to 1/20. The bonus damage on a critical hit is increased from +7 to +10.
- Koolich Set: the wisdom bonus has been removed.
- Turko Set: the fixed damage bonus has been removed. The +1 AP bonus has been replaced by a +1 MP bonus.
- Minotoror Set: the summons bonus has been removed.
- Bow of the Bandit Archer, Bandit Sorcerer's Wand, Staff of the Wandering Bandit, Sword of the Swashbuckling Bandit: These items can no longer be maged. This change stops the items losing their effects when characters that use them relog.

Monsters:
- Dragostess: the spell Flirt attracts enemies correctly.
- Black Rat: the spell KilleRat works correctly.
- Kitsou Nere: the monster summons correctly.
- Dark Miner: the spell Magic Protection reduces damage correctly and increases resistance to loss of MP.

Areas:
- Fungus Cavern: Aggression and teleportation is now possible is this area.
- Brakmar: it is now possible to buy water in Inns from the following NPC:
o Alcey Itoevrywoan
o Krachan Porterr
o Jiaye Djaul
o Malicia Misery

Conquest Villages:
The resistance bonuses given by the conquest villages on Pandala Island have been reduced because of their effect in unbalancing PvP fights:
- Prosperity: the Water resistance bonus is reduced from 20% to 5%.
- Insight: the Fire resistance bonus is reduced from 20% to 5%.
- Elasticity: the Air resistance bonus is reduced from 20% to 5%.
- Tough: the Earth resistance bonus is reduced from 20% to 5%.

Calculation of Initiative:
Initiative is now calculated in the following way:
Each point spent in strength, change, intelligence or agility gives a point in initiative.
Total initiative remains weighted towards the character’s percentage HP (if your character starts a fight with 50% of its total HP, it will only have 50% of its total initiative).
We’ve changed the formula we introduced with 1.27 because it didn’t work out as we’d have liked it to. We wanted it to favour defensive characters more than offensive characters, but in fact it ended up helping two classes far too much, Sacriers and Osamodas (those based almost exclusively on using summons). These two classes benefitted too often from starting PvP fights first. With the new formula introduced with 1.28, we want to make Initiative fair between each class while restricting certain builds from always starting first.

Traps and glyphs:
- Traps and glyphs are now coloured so that they can be more easily distinguished from each other. Enemies that can detect traps will not “see” their colour (in order to avoid them knowing what trap they’ve uncovered).
- Traps placed by monsters are coloured black and their glyphs are coloured white.
Breeding:
- The maximum number of pregnancies of a mount has been corrected; from now on it is fixed at 20 and not 21.

Heroic Server:
- Teleporting to a spouse has been deactivated on the Heroic Server in order to stop people misusing this feature.
- It is no longer possible to destroy your equipment or objects present in your inventory during the preparation phase of a fight. This change affects all servers but will apply mostly to the Heroic Server.

Miscellaneous Spells:
- Cawwot: the spell now causes a level 6 summon to appear at level 6.
- Leek Pie: the amount of times the spell can be cast on a single target changes to 2 at levels 1 to 5. The spell’s range changes to 3, 4, 5, 6, 7 and 8 at levels 1, 2, 3, 4, 5 and 6 respectively. The probability of a critical hit is increased from 1/60 to 1/50. We have changed this spell because it gave all classes too much attacking power (through fixed damage bonuses) with large range. The spell had become more effective than some class spells and gave low and mid-level characters a long-range offensive ability that some classes really shouldn’t have had. The spell can still be used at long-range (it stays modifiable), but concessions have to be made (equipping items giving a range bonus). Points invested in the spell are returned.
- Summoning of class Dopple: The range and recast time of the 12 Summoning of class Dopple spells have been standardised.

Ecaflip:
- Perception: the spell correctly locates traps set by monsters.

Sram:
- Location: the spell correctly locates traps set by monsters.

Pandawa:
- Drunkenness: the spell’s description has been changed.

Sacrier:
Our statistics on balanced PvP fights (where honour points were won) revealed that the number of fights won by Sacriers (as either the target or the tracker, and across all levels) were far too high.
We have therefore decided to review several of this class’ spells in order to limit its power in PvP while at the same time trying not to reduce its PvM capabilities too much.
Overall, we felt that in version 1.27 Sacriers didn’t have to sacrifice much in the way of equipment thanks to, amongst other things, their punishment spells being too powerful. As a result, we thought to make these changes while adding constraints that could be got around by accepting concessions have to be made with equipment. Range reductions can be compensated for by wearing equipment giving bonuses to range. Reductions in the spells’ effectiveness can be compensated for by wearing items giving more characteristics. The constraints can be got around by making concessions to brute force. These changes also present more opportunity to create a different or atypical character (Range Sacriers keeping good mobility at long distances, Sacriers who partially ignore the power of close combat weapons to increase their defensive potential etc.).
We have also decided to reduce the maximum bonus that the punishments can give, while continuing to allow the Sacrier to accumulate bonuses to characteristics superior to those of other classes. In order not to penalise PvM, we have decided to no longer remove punishment bonuses given by monsters when the monster dies. This change will allow the Sacrier to keep a much more stable attacking potential in PvM and to not be affected by the reduction in the power of punishments.
- Forced Punishment, Bold Punishment, Nimble Punishment, Spiritual Punishment: the spells’ maximum bonus to their respective characteristics per turn has been reduced at all levels: 60, 80, 100, 120, 140 and 200 at levels 1, 2, 3, 4, 5 and 6 respectively. Points invested in these spells will be given back.
- Cooperation, Transposition: the (modifiable) range of these spells changes to 10 cells at all levels. We have reduced the range of these two spells to give Sacriers’ opponents the possibility of staying out of the spells’ range and to force Sacriers to sacrifice some brute strength by equipping items giving a range bonus. From now on the spells cost 4AP at level 6 in order to limit the effectiveness of using both of the spells and an attack in the same turn. However, the delay between being able to recast the spells has been changed to 8, 7, 6, 5, 4 and 3 turns at levels 1, 2, 3, 4, 5 and 6 respectively. Points invested in these spells will be given back.
- Attraction: the spell’s minimum range changes from 0 to 2 cells. The spell’s critical hit has been removed because it made the movement of targets too random. The spell’s range is now modifiable but is reduced at all levels, changing to 9, 10, 11, 12, 13 and 14 cells at levels 1, 2, 3, 4, 5 and 6 respectively. This modification allows us to make investing in items giving a bonus to range more attractive and allows opponents that can reduce range to more effectively counter the spell. The spell now costs 3AP at all levels. The spell now allows an opponent to be brought closer by 2 cells at level 1 and 3 cells at level 2. Points invested in this spell will be given back.
- Vital Punishment: the way the spell works has been changed. HP is regained during two turns when the Sacrier is attacked, but the use of a close combat weapon during those turns is forbidden. The number of HP regained changes to 60, 80, 100, 120, 140 and 200 at levels 1, 2, 3, 4, 5 and 6 respectively. We have changed this spell in order to make it much more effective in PvM and to reduce the effectiveness of the spell in PvP for Sacriers who exclusively use close combat attacks. We designed the spell to compensate the loss of HP associated with punishments, while temporarily reducing the Sacrier’s offensive power by limiting the use of their close combat weapon. Points invested in this spell will be given back.
- Flying Sword: the summon’s fire resistance is reduced at all levels. The summon now has 2AP. The spell ‘Cutting’ now costs 2AP and is limited to a maximum of 2 uses per target. The summon’s base strength is increased in order to reduce the impact of the special spell ‘Pain Shared’ on the summon’s offensive power. Cutting’s damage is less random and has been reduced at all levels. The maximum range of the spell Flying Sword increases from 1 to 3 cells at each level but is not modifiable. We’ve changed this spell in order to reduce the Sacrier’s offensive potential but to increase their placement capabilities, notably against classes that can significantly reduce range (as the range of the spell is not modifiable).We have reduced the offensive power of this summon because it caused too much damage over several turns for a small amount of AP. Points invested in this spell will be given back.
- Bloodthirsty Madness: the number of HP stolen at level 6 is reduced from 300 to 200. We have changed this spell because it allowed too much HP to be regained. Points invested in this spell will be given back.
We’ve decided to balance Sacriers over several stages, for the time being we’re focussing on reducing the brute force of Punishment spells and also of Flying Sword, as well as adding certain positioning constraints on spells that offered incomparable mobility. We will continue to closely monitor the ratio of victories to defeats in balanced fights to determine if the Sacrier class needs further work or not.
Class Temples and Dopples:
- The allocation of Dopple’s spells has been reviewed for Dopples that were too powerful or not powerful enough.

Pets:
Soul Eaters:
The number of creatures needed to feed certain soul-eating pets has been changed in order to make their evolution faster and more balanced. These improvements are not retroactive and will only apply for creatures that are killed after these changes have been made.
- Treechster: to gain 1% damage, 150 Trunknids must be killed (instead of 200), or 50 Treechnids, Venerable Treechnids or Treechnees (instead of 100). The number of Dark Treechnids, Dark Treechnees, Ancestral Treechnids and Soft Oaks to kill has not changed.
- Miniminotot: to gain 1% damage, 50 Minokids or Scaratos or Minoskitos or Manderishas or Khamelerosts must be killed (instead of 100), 30 Quetsnakiatls (instead of 50), 5 Mumminotors or Deminoballs (instead of 10). The number of Minotots and Minotorors to kill has not changed.
- Borbat: to gain 10 pods, 50 Ouassingues must be killed (instead of 100), or 40 Boggedown Ouassingues (instead of 50), or 20 Miremops (instead of 30), or 15 Mopeats (instead of 20). The number of Mopy Kings to kill has not changed.
- Jellufo: to gain 1 point of vitality, 100 Biblops must be killed (instead of 200), or 50 Blops (instead of 100), or 25 Blopshrooms or Trunkiblops (instead of 50), or 15 Glutoblops (instead of 30). The number of Royal Blops and Royal Rainbow Blops to kill has not changed.
- Black Dragoone: to gain 1 point of wisdom, 15 Dragoss or Warrior Dreggons or Dragostess or Flying Dreggons must be killed (instead of 30). The number of Crocabulias, Dreggons, Explosive Shells and Healing Shells to kill has not changed.
- Vampyrina: to gain 1 point of vitality, 30 Chafers or Kwoans or Prepubescent Chafers must be killed (instead of 100), or 20 Ribs or Invisible Chafers or Chafer Archers, or Chafer Foot Soldiers (instead of 50), or 15 Chafer Lancers (instead of 20). The number of Markschafers to kill has not changed.

Pets’ Health Points:
All pets now have a maximum of 10 HP. Here is a list of pets affected by this change:
- Air Bwak
- Water Bwak
- Fire Bwak
- Earth Bwak
- Bow Wow
- Bow Meow
- QuaQuack
- Nomoon
- Peki
- Little White Bow Meow
- Little Black Bow Wow
- Wabbit

Arenas:
- It is no longer possible to enter an arena as a Jack O'Gobball or a Jack O'Tofu.
- It is no longer possible to be transformed into a Jack O'Gobball or a Jack O'Tofu when fighting Al Howin’s monsters in an arena.
- Experience bonuses given at the opening of a new server, as compensation following a game outage or as compensation following a tournament no longer apply in arenas. This restriction only applies to global bonuses and not consumable items (Candy of the Wise One, for example).

PvP and Territory Conquest:
- Abandoning a PvP fight no longer affects the loss and gain of honour points abnormally.
- Summons present in team PvP no longer affect the loss and gain of honour points abnormally.
- Targets now gain the same amount of XP that their tracker would if the target wins the fight.

Artificial Intelligence:
- The AI correctly takes reflection spells into account (Soft Oak will no longer attack a target protected by a reflection spell, for example).
- The AI correctly takes damage reduction into account (Sacrificial Dolls correctly attack Royal Blue Jellies and Cracklers no longer attack Gobballs under the influence of the Toad spell, for example).
- The AI no longer attempts to target an empty cell with a spell in order to benefit from a bonus (Craborals no longer attempt to target an empty cell with a spell to gain a damage bonus, for example).
- The AI will choose to attack the summoner rather than the summon wherever possible (Black Rat attacks summoners in preference to their summons, for example).
- The AI’s decision of whether to attack or not is improved when monsters don’t move but move their opponents (the Sacrier Dopple is no longer happy just to use its Attraction spell and will use Punishment as well, for example).
- ‘Devoted’ monsters no longer approach opponents when they can’t use their spells on their allies (The Inflatable or the Living Bag no longer approach opponents, for example).
- The AI correctly takes poisoning into account when handling unbewitchments (Red Wyrmlings can now unbewitch poisoning caused by Ouginaks, for example).
- The AI will no longer attempt to teleport if it would be more profitable to attack an opponent (Piralaks no longer attempt to Jump if they can attack an opponent instead, for example).
- The AI’s decision of whether to attack or not is improved when monsters are under the effect of movement spells (Kittens will attack a Moowolf under the effect of Fury correctly, for example).
- The handling of AoE spells is improved and no longer stops monsters from hitting their allies in certain case (Palmflowers aim at their targets correctly, for example).
- The handling of a monster’s movement to gain line of sight has been improved when its target is surrounded by 4 obstacles (Tofus correctly attack targets surrounded by 4 obstacles, for example).
- The formula for detecting invisible characters has been modified, detection now takes place according to the distance between the invisible character and its opponents. For each monster, the probability of detecting invisible characters is from now on equal to 1/r². Where r is the distance between the monster and the invisible character. As such, an invisible character situated 1 cell away from a monster (in close combat), will be detected consistently by the monster. An invisible character situated 2 cells away is detected with a 1 in 4 chance. We’ve changed this formula to make invisibility far more viable in PvM.
- The formula for monsters detecting traps has been modified. The probability of detecting a trap is now: Lm/(Lc*10), Where Lm is the level of the monster attempting to detect the trap, and Lc is the level of the character that set the trap. At equal levels, a monster now has a 1 in 10 chance of detecting a character’s trap. We’ve changed this formula to make using traps far more viable in PvM.
- Devoted monsters no longer gain aggressiveness during turns where they don’t do anything, and no longer move towards their opponents as a result. Devoted monsters will therefore attempt to stay close to their summoner.
- Monsters that are able to unbewitch their opponents will correctly take into account any active reflection spells on their targets.
- Monsters that use spells causing damage based on their %HP (like Punishment, for example) will correctly take into account any active reflection spells on their target.

Quests:
- Experience gained from monsters killed during fights where the monster is allied to a player character is counted correctly at the end of the fight.

Alignment Quests:
New alignment quests are available:

Bonta:
- 51 The Port Salutes.
- 52 Equip the Garrison.
- 53 A Game of Hide and Seek.
- 54 House Hunting.
- 55 Modern Warrior : Special Tactics.
- 56 The Militian's New Clothes.
- 57 Ambiguous Ambitions.
- 58 Assault on the Patrol.
- 59 The Grafioze Curse.
- 60 Delayed Action.
- Apprenticeship: Knight of Hope
- Apprenticeship: Follower of Writing
- Apprenticeship: Renegade Hunter
- 54 House Hunting: the map at [1,32] has been fixed, the wagon correctly moves aside and no longer gets in the way when players are standing on the tiles.

Brakmar:
- 51 Slaughter in the Plains.
- 52 In Sphincter Cell's shoes.
- 53 The Smith with Two Left Hands.
- 54 Just call me poison.
- 55 The spy that keeps on giving.
- 56 Mighty Militiaman.
- 57 The Smith.
- 58 Acute Paranoia.
- 59 Like Brakmarians do.
- 60 The Panta Maria's treasure.
- Apprenticeship: Knight of Despair
- Apprenticeship: Follower of Pain
- Apprenticeship: Soul Hunter
- 51 Slaughter in the Plains: Kaffra Keeper’s text no longer appears as ‘undefined’.
- 54 The spy that keeps on giving / Kamas make the world go round: the objective ‘Escort the tactician to Oto Mustam’ appears and is validated correctly.

Miscellaneous:
- Stealing Kamas using a weapon or a spell will now only apply to monsters.


Este post foi editado por -Alundra-: 29 Jul 2009, 12:36
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 BADalan
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post 28 Jul 2009, 12:59 | #2
No server de teste,eu ja havia entrado antes do 1.28,lá resetaram as skills,mas no jogo não! dry.gif
Ouvi de alguns amigos que resetou as skills deles,mas de outros não,nem as minhas,nem do meu irmão,gostaria que resolvessem isso. wink.gif
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 -Alundra-
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post 28 Jul 2009, 13:10 | #3
as magias modificadas foram devolvidos os pontos. no que NÃO foi modificado, continua como estava.
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 RoxDrixGox
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post 28 Jul 2009, 13:39 | #4
QUOTE(-Alundra- @ 28 Jul 2009, 13:10) *
as magias modificadas foram devolvidos os pontos. no que NÃO foi modificado, continua como estava.


Bem que poderiam postar as mudanças agora de tudo o que mudou smile.gif

Falaram q ia mudar monte de coisa ate agora a unica coisa quee vi que mudou foi algumas spell dos Sacriers, Iniciativa e o set Turko blink.gif
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 BADalan
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post 28 Jul 2009, 13:43 | #5
QUOTE(-Alundra- @ 28 Jul 2009, 14:10) *
as magias modificadas foram devolvidos os pontos. no que NÃO foi modificado, continua como estava.

sim,eu entendo,mas parei de combar,e agora terei de matar os dopples 3 vezes pra esqueçer feitiços?poderia resetar pra ajudar né biggrin.gif , e vc poderia explicar então pq no server teste me resetou?,obrigado rolleyes.gif

Este post foi editado por BADalan: 28 Jul 2009, 13:46
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 jfSkywalker
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post 28 Jul 2009, 13:56 | #6
Como podem retirar o + 1 PA do set turko? Tivemos o maior sacrificio para adquirir o set por causa das suas caractériscas.. E ai vocês, com a maior cara de pau vêem e retiram o PA? Pra mim isso significa muita arbritariedade..

Espero que esta questão seja revista.

Grato pela atenção,

jfbransou
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 BADalan
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post 28 Jul 2009, 13:59 | #7
QUOTE(jfSkywalker @ 28 Jul 2009, 13:56) *
Como podem retirar o + 1 PA do set turko? Tivemos o maior sacrificio para adquirir o set por causa das suas caractériscas.. E ai vocês, com a maior cara de pau vêem e retiram o PA? Pra mim isso significa muita arbritariedade..

Espero que esta questão seja revista.

Grato pela atenção,

jfbransou


isso foi uma opção q eles tiveram,e quiseram remover,nada d+,é dificil,mas não impossivel arranjar um set equivalente,sadidas ja arranjaram novo set combo(pelomenos eu sei um) pq os otros não conseguem? wink.gif
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 -Alundra-
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post 28 Jul 2009, 14:03 | #8
um grande erro de vcs é achar que sadidas combos soh podem usar set turko, existe muitas outras opçoes e melhores, basta vcs leram um pouco o wiki do dofus.
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 jfSkywalker
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post 28 Jul 2009, 14:14 | #9
QUOTE(BADalan @ 28 Jul 2009, 13:59) *
isso foi uma opção q eles tiveram,e quiseram remover,nada d+,é dificil,mas não impossivel arranjar um set equivalente,sadidas ja arranjaram novo set combo(pelomenos eu sei um) pq os otros não conseguem? wink.gif



Amigo, no mundo do Direito isso se chama ARBRITARIEDADE! Não é impossivel, eu sei. Mas a questão é que eles não levaram em consideração o trabalho que cada jogador teve para comprar algo. Se hoje, eles retirassem o + 1 PA de todos os gelanos, aí você, ao que parece, ficaria calado, e aceitaria tudo numa boa? (Isso caso vc tenha um).

Isso não é nada justo. Essa negócio de "opção deles"..: não é bem por ai. Se eles optarem por deixar todos os jagores lvl 1? Você acha absurdo? Entao amigo, não esqueça que tudo é relativo nesse mundo.

Aguardo um retorno.

Desde ja, agradeço-lhes pela atenção.
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 mixlanc
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post 28 Jul 2009, 14:20 | #10
qndo eu vo baxa aparece lah assistente de instalação do DOFUS 1.27.0 isso e erro na hr de escreve, tipo era pa aparece 1.28.0, ou tah com problema msmo?
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 -Alundra-
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post 28 Jul 2009, 14:34 | #11
QUOTE(jfSkywalker @ 28 Jul 2009, 15:14) *
Isso não é nada justo. Essa negócio de "opção deles"..: não é bem por ai. Se eles optarem por deixar todos os jagores lvl 1? Você acha absurdo? Entao amigo, não esqueça que tudo é relativo nesse mundo.



se for para melhorar o game, acho que sera bom sim.

dofus é um game de estrategia, tudo que esteja atrapalhando no game isso, deve ser modificado, todas as class estavam usando o mesmo set, isso é um problema, talves quem começou a alguns meses no dofus nao esteja acostumado a isso, mas quem ja joga a alguns anos, sabe que isso é normal no game e acontece sempre.

em 2 semanas ja nem vai mais se falar nisso como sempre..ate a proxima mudança chegar.
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 Shakanegromat
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post 28 Jul 2009, 14:45 | #12
QUOTE(jfSkywalker @ 28 Jul 2009, 15:14) *
Amigo, no mundo do Direito isso se chama ARBRITARIEDADE! Não é impossivel, eu sei. Mas a questão é que eles não levaram em consideração o trabalho que cada jogador teve para comprar algo. Se hoje, eles retirassem o + 1 PA de todos os gelanos, aí você, ao que parece, ficaria calado, e aceitaria tudo numa boa? (Isso caso vc tenha um).

Isso não é nada justo. Essa negócio de "opção deles"..: não é bem por ai. Se eles optarem por deixar todos os jagores lvl 1? Você acha absurdo? Entao amigo, não esqueça que tudo é relativo nesse mundo.

Aguardo um retorno.

Desde ja, agradeço-lhes pela atenção.


Falou e disse!!! Isso é uma injustiça. Não duvido muito que várias pessoas vão deixar de jogar por causa disso. è um desrespeito aos jogadores que trabalharam duro para usufluir de 8 pa e agora isso acaba???? Jogado no ralo todo o dinheiro gasto??? Deixo a pergunta aos administradores que fizeram essa atualizaçao.
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 jfSkywalker
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post 28 Jul 2009, 14:55 | #13
QUOTE(-Alundra- @ 28 Jul 2009, 14:34) *
se for para melhorar o game, acho que sera bom sim.

dofus é um game de estrategia, tudo que esteja atrapalhando no game isso, deve ser modificado, todas as class estavam usando o mesmo set, isso é um problema, talves quem começou a alguns meses no dofus nao esteja acostumado a isso, mas quem ja joga a alguns anos, sabe que isso é normal no game e acontece sempre.

em 2 semanas ja nem vai mais se falar nisso como sempre..ate a proxima mudança chegar.


Claro moderador.. Claro.. Palmas para você. Certamente em 2 semanas todos ja terão esquecido. Afinal, aki sou apenas 1 contra X mil... Mas se fosse ao contrario, certamente os "grandes desenvolvedores" mudariam de opiniao.

Mas realmente, melhorou muito o jogo. Com 1 PA a menos, eu ataco menos, eu demoro mais a derrotar meus inimigos (quando consigo) , eu demoro mais a subir de nivel.

Realmente, foi bem melhor pro jogo ;-) .

"O dono do burro coloca o rabo do deste onde o próprio dono quer. Se quiser colocar o rabo na barriga, coloque. Se quiser colocar na cabeça, coloque."

Encerro aqui minha discussão.

Obrigado pela atenção.

Sem mais,

jfbransou.
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 jfSkywalker
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post 28 Jul 2009, 15:00 | #14
QUOTE(Shakanegromat @ 28 Jul 2009, 14:45) *
Falou e disse!!! Isso é uma injustiça. Não duvido muito que várias pessoas vão deixar de jogar por causa disso. è um desrespeito aos jogadores que trabalharam duro para usufluir de 8 pa e agora isso acaba???? Jogado no ralo todo o dinheiro gasto??? Deixo a pergunta aos administradores que fizeram essa atualizaçao.



Obrigado pelo apoio, mas ao que parece, eles são insensatos demais. Sendo assim, logo logo haverá uma outra concentração dos jogadores em um unico set. Claro e lógico. Algum set tem q ser o mais utilizado. E aí, certamente, eles farão outra mudança.

Atenciosamente,

jfbransou.

OBS: O Moderador nunca vai nos dar razão. Você sabe porque, né?
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 Coolfixe
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post 28 Jul 2009, 15:21 | #15
Vosses tem que comprender que todo pode acontecer num jogo
Agora tem que upar sem usar combo
tem de aceitar esse facto vosse naog ostam desistem e pronto angry.gif

Obrigado pela atençao smile.gif
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 jfSkywalker
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post 28 Jul 2009, 15:25 | #16
QUOTE(Coolfixe @ 28 Jul 2009, 16:21) *
Vosses tem que comprender que todo pode acontecer num jogo
Agora tem que upar sem usar combo
tem de aceitar esse facto vosse naog ostam desistem e pronto angry.gif

Obrigado pela atençao smile.gif


Você aceita as coisas calado... Eles podem fazer o que quiser com você.. você fica igual a um "calago".. mexendo a cabeça pra cima e pra baixo ("sim.. eu aceito").

Mas é assim mesmo. É um direito seu fica calado e aceitar tudo numa boa.
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 -Alundra-
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post 28 Jul 2009, 15:42 | #17
as reclamaçoes de vcs somente reforçam que o set turko limitou vcs, 99% dos novatos nem sabem que existem outros set´s, esse é o motivo da mudança. se vcs lerem suas proprias reclamaçoes vão ver o quanto estao limitados a um set.

"mudaram set turko, vou para de jogar"

esse é o comentario de quem nao aprendeu estrategia(dofus é um game de estrategia), mudar o set turko vai fazer os que tem capacidade a pensar novas opçoes, e existem muitas, botem os neuronios para trabalhar.

segundo charles darwin os que se adaptam as mudanças sobrevivem e os que não conseguem, estão fardados a desaparecer.

isso é a teoria da evoluçao das especies. se aplica ao game
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 -Alundra-
Modérateur forum

post 28 Jul 2009, 15:43 | #18
QUOTE(Coolfixe @ 28 Jul 2009, 15:21) *
Vosses tem que comprender que todo pode acontecer num jogo
Agora tem que upar sem usar combo
tem de aceitar esse facto vosse naog ostam desistem e pronto angry.gif

Obrigado pela atençao smile.gif



quem sabe jogar vai pode continuar a usar o combo normalmente, pois NAO MUDARAM NADA NA MAGIA.
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 kasjfkjadksjf...
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post 28 Jul 2009, 17:18 | #19
Eu mesmo não ligo muito mas tipo foi bom foi porque tipo alguns players só pensam set turko é o é o melhor e tal mas tipo não abra sua mente não existe só o set turko pra combo vai procura outro eu quando esqueci minha antiga conta perdi tudo e o que eu fiz??
Levantei a cabeça e bola pra frente não adianta reclama quer dizer é estrategia as vezes este jogo tem mesmo que ser complicado então olha pra frente e sadi combo sei la mistura varias partes de sets que dão damage sei lá e pronto quando vocês perceberem se esquecerão do set turko que que é isso vamo la pessoal.

Aqui é o fim da minha objeção
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 Guicesar
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post 28 Jul 2009, 17:22 | #20
ei gente quando vc inicia o jogo ele baixa o patch,+ vc tambem precisa fazer dowload no site??? huh.gif me res ponde ai gente por favor smile.gif
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Versão Simples Horário: 22 Novembro 2009, 09:29