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As announced in Gamakna #0, a simplification of high-level content is scheduled for the next update (2.42). The goal is to get this content back in sync with how the game has evolved over the years, and to establish just the right balance of difficulty and accessibility. Before we go any further, let me briefly explain what we're talking about here: "High-level" content refers to content at difficulty levels higher than Frigost II: Frigost III, obviously, but also the Divine Dimensions, the Underwater Extension and a few individual dungeons (Tal Kasha and Shadow, for example). It's probably pretty clear what we mean by "simplification": we'll be making this content less difficult. See below for details. Let's go back to the days before these dungeons were introduced, when the most difficult content in the game was in Frigost II. This content has itself been simplified in the past; we increased accessibility and reduced the difficulty so that more players could meet the prerequisites to reach Frigost III, which then allowed a larger slice of the population to have access to this content. However, for players who had reached level 200 and completed the dungeons that were available at the time, there wasn't really any more room to progress – and that was the biggest complaint we heard from the community: With all of the improvements we made to the dungeons after Frigost II (simplification, the addition of modular dungeons, achievements, etc.), none of them provided any new challenges to players who had already completed that content, and those players hadn't had anything new to sink their teeth into for several years. It was at that point that we integrated Frigost III. But we wanted to avoid a situation where, the day after Frigost III came out, most of those same players would have already finished it and gone back to asking us to add new content for them. So it was important to us to provide content that would have a slightly longer lifespan (i.e. that would take a certain amount of time for players to get through). There are only so many ways to make sure that players don't play through new content "too quickly": Impose time limits: X dungeons (or X attempts) per day. This solution is totally artificial, and although we have tried to limit the addition of daily content over the years, we don't want to do it in this particular form. Impose limits on exchanges: prevent players from exchanging items acquired in the dungeons, so that they have to make their way through every last bit of the content (often several times) if they want all the rewards. Needless to say, we don't much like this solution either: DOFUS relies in large part on its exchange system, and limiting that would do much more harm than good. Produce a lot of content: 20 dungeons will probably give players a longer in-game experience than 5 dungeons. But that would also mean investing more resources – and besides, quantity is not the same thing as quality. Produce replayable content. This was the preferred solution before Achievements were introduced: adding content with very rare, highly randomized loot, thus ensuring a very long lifespan. We have turned away from this approach (to some players' great disappointment, we know) for two main reasons: DOFUS is a tactical game, so it's inherently less interesting when played repeatedly: once you've won a battle, doing it again is much easier. The whole challenge is coming up with a winning strategy. The battle doesn't change from one iteration to the next (or not much, mainly to limit the impact of random factors on the outcome of battles), so it often unfolds in an (almost) identical way every time. Having to go through the same dungeons again and again heavily penalized single-account players and less frequent players, who didn't necessary have the time to go through these dungeons regularly. On average, players had to complete 15 to 20 dungeons per character in order to build even a single item. Furthermore, at the time, it could sometimes take dozens of hours to finally complete a dungeon (what with having to go through every room again on each attempt, and 8-character battles that took a long time), and certain players didn't get any reward at all if they were unlucky. Produce more challenging content: offer relatively difficult dungeons that require a major investment of time and effort to achieve victory, but with a big reward for the first victory. Obviously, this last solution is the one we've decided to go with, in part because some of the player feedback we received in the past was fairly critical of the difficulty level of the content we were producing (which was seen as being too easy). Today, the situation seems to be reversed: criticism of the lack of high-level content, which was a recurring theme just 4 years ago, has now given way to concerns about an overemphasis on this type of content. We think this is because, back then, the proportion of characters who had hit the highest possible level was much lower, and the players in question were eager for more challenging content (since reaching level 200 required a lot of investment at the time). Since then, we've made character progression easier, with the goal of giving more players access to high-level content. There are a lot more level 200 characters now, with the side effect that many of them don't really have the time or interest to invest in finishing the challenging content we provide for them, even though it's labeled “level 200". Simply put, the fact of having reached the highest possible level doesn't mean what it did a few years ago. In response to extensive feedback along these lines, we've decided that it's time to simplify our high-level content for a number of reasons: We don't want to ignore the increasing number of players who have reached level 200 but find that the content at that level requires far too much time and effort to complete. We want to make this content more accessible to a wider variety of class compositions. Given that we now have a lot of high-level content, we can more easily reduce the "lifespan" of each dungeon without giving the impression that our "end game" content is over too quickly. Overall, we've worked on a number of different points: Removing or replacing certain mechanics: We want to make certain battles more accessible by limiting the number of things players have to keep track of. For example, in the Catseye battle, the system of black glyphs has been replaced by damage if a monster starts its turn in the same cell as a character, while splash damage and healing have been removed (when attacking a monster or character who was on the same tile number as another). Reducing certain effects: Similarly, by reducing the strength of certain effects, we ensure that they do not require as much attention, because mistakes are not punished so severely. Against Vortex, for example, resuscitated monsters now have less health and less MP. Making monsters easier to understand and predict: We have modified most of the monsters in the affected zones (except for Tal Kasha, Merkator,and Shadow, for which only the bosses have been changed). Removing certain unnecessary or redundant spells: for example, Skt-Zo can no longer give shield points, and Spookkoth's place-swapping spell no longer exists. Reducing certain monsters' mobility: reduced MP and added recast intervals on certain teleportation spells. More constraints on casting spells that were previously too easy to cast: addition of straight-line casting for certain long-range spells, reduction in certain monsters' range, longer cooldown periods. Improved visibility for certain effects: We have recently developed new tools to make combat easier to understand, and we're taking advantage of changes to the dungeons to use those tools retroactively whenever possible on the dungeons that came out before the tools were available. For instance, when battling the Queen of Thieves, the bomb that is going to explode at the end of the current character's turn will now be indicated by an icon. The details of these changes will be provided in the changelog; for now, here's the list of the dungeons that will be affected: Catseye Vortex Queen of Thieves King Nidas Koutoulou Meno Dantinea Tal Kasha Merkator Shadow Missiz Freezz Klime Nileza Count Harebourg Sylargh This doesn't mean that no other dungeons will be reviewed, but we chose to concentrate on the dungeons with the most issues, given the time that was available to us. We will continue to keep an eye on the results of our changes, both in beta and beyond, and make any necessary adjustments. We expect these dungeons to work better now, but above all, we hope that more players will have an opportunity to explore them, and therefore take full advantage of all the content we have to offer. By the way: this doesn't mean that we're completely abandoning the possibility of producing more "demanding" content in the future. We'll keep thinking about the best ways to provide this type of content to the players who ask for it, while still making sure that it's accessible and interesting to as many players as possible. Idols and Achievements are already useful tools to provide a significant difficulty boost for content that is still generally accessible, but we hope to iterate on these mechanics in order to feed the insatiable appetites of our most demanding players.
In order to make your game experience even better, we've been working on a new feature that will make its appearance in update 2.41: Quest Tracking! In this interface, you'll easily be able to track the progress of your ongoing quests and their objectives. The days of opening the Quest Book hundreds of times to check your progress in the An Eternal Harvest quest are over. Now, you can play in comfort! How It Works When you receive a new quest, it will be automatically added to the Quest Tracking interface (you'll be able to deactivate automatic adding and add quests manually via an option in your Quest Log). The Quest Tracking interface will open once you begin tracking a quest and will close when there are no more quests to track. You'll be able to track 3 or 5 quests, depending on the option selected. If the interface is full when you receive a new quest, it won't be tracked. You will also be able to track quests directly from the Quest Book using the "Track" button, by clicking on the "pin" icon in the quest list or by clicking on an objective's "landmark" icon! The names of the stages will no longer appear in Quest Tracking. You'll simply see the quest name and the objectives, which will update automatically. To find out more about the stage, you can consult your Quest Book. You can use the pin-shaped button to activate or deactivate specific tracking of certain quests. Each quest added will display the 3 first objectives and will activate the associated landmarks if there are any, so as not to overburden the interface and the landmarks on the map and the minimap. If, however, you would like to see all of a quest's objectives, you can display them using the "See More" button. A "See Less" button will display just the 3 first objectives again. As soon as an objective is attained, it will disappear from the list and the next one will appear. The Quest Tracking interface for the An Eternal Harvest quest, for which the landmark is activated for the first three objectives. Quest objectives are given a specific color for each tracked quest. This makes quest tracking easier, especially when you're looking at the map or the minimap! The quest name is displayed when you pass the cursor over the area where it's located on the map and the minimap. You also have the option of minimizing the interface to a simple icon, placed at the edge of the window (movable). You know, just in case you'd like to pause your "Doing Quests" activity in favor of the "Tearing Apart Mobs" activity! "I'll do some quests later! Over here, Droopik!" Interactions By right clicking on a quest you can: Stop tracking this quest. Display or hide quest landmarks on the map and the minimap. Move the quest up in the list. By left clicking on a landmark you can activate or deactivate the landmark on the map or on the minimap. By right clicking on an objective you can: Remove the objective from quest tracking. If there is only one objective, this will also remove the quest. Hide the landmark for this objective. By left clicking on the green item name or monster name, you can open the bestiary where you will find more specific information about it. Please note that various information messages (commonly known as "feedbacks" in the studio) are displayed in the chat, in particular to warn you that you've reached the maximum amount of quests trackable in the interface when trying to add a new one. Options Track 3 quests maximum / Track 5 quests maximum Automatically track accepted quests Automatic resizing of the window: this option is selected by default. If you untick the box, you will be able to change the height of the window to suit you. The width of the window can always be changed, whether this option is ticked or not. Hide all landmarks Font size: small - medium Opacity of the window background: 50% - 70% - 90% We hope you'll find this new interface especially helpful during your adventures in the World of Twelve. As for me, I wish you all the best in game! Now, I'm going to get back to the mock-up of the interface for... Q & A Why don't the landmarks always show the exact location of the objective? This is mainly due to transitions between external and internal areas, which are problematic for us (especially underground, in the mines, etc.). This is an area where we'd like to make some improvements.
The Sacrier was the last class on the list for a revamp in 2016, and is meant to finish off the year in style. Just like we saw in the Eniripsa and Osamodas revamps, the Sacrier has some damage spell weaknesses that are the result of a very limited range of elemental spells: only the Water path fares a little better with 2 spells, while the other 3 paths have only one. What’s more, the Sacrier’s capacity to absorb damage dwindles as the power of monsters increases. When this is combined with almost exclusively short-distance attack spells it makes the class highly vulnerable to high level content. In addition, these spells are starting to be a little too old and inefficient in comparison to the other recently revamped classes. All in all, this makes a convincing argument for revamping the Sacrier class from top to bottom. The Sacrier’s roles have always been clearly identified and will be reinforced: positioning, damage and, above all, the capacity to receive hits in place of their allies. In this revamp, we try to strengthen the roles fulfilled by the Sacrier while making each of them more challenging and compatible with each other (without blocking them like with the Masqueraiders) while also improving the different elemental paths. Punishments The basic function of punishments hasn’t really changed in years, maybe even since the class was established: it consists of receiving hits to be able to inflict even harder hits. There has been one punishment per element and an additional one that never really proved its efficiency: the Vital Punishment. We would like to undo this elemental punishment system and move towards a system that gives each punishment a role from among those three that are traditionally the Sacrier’s, and which will considerably improve the Sacrier’s capacity to fulfil said role, while making them generally less effective in the two others. As such, there are three punishments: Voyager’s Punishment: A punishment that improves the positioning role. It makes it easier to cast spells from a distance but also decreases the caster’s vitality. Scathing Punishment: A punishment that improves the damage inflicting role. It increases the Sacrier’s potential for damage, but also makes them less resistant. Survivor’s Punishment: A punishment that improves the tank role. It increases the Sacrier’s vitality and allows them to add a life steal effect on some spells. In return, they inflict less damage. To these effects we add a new mechanism that reinforces each Punishment: if the Sacrier is low on health at the start of their turn, their appearance is modified and the effects of the punishments are reinforced, making them more dangerous. Obviously, the Sacrier cannot cumulate the effects of several Punishments but they can switch between them every turn, depending on what they want to achieve. Furthermore, the Sacrier can also decide to play without using any punishment if they do not want to suffer the penalties. To do so, they just have to cast the active punishment once again to undo its effects. Scathing Punishment Voyager’s Punishment Elemental Spells Following the same logic as Punishments, each elemental path has 3 spells, and each reinforce a particular role. However, the Earth path has been removed to allow other paths to have more spells without reducing the Sacrier's range of utility spells. There are no restrictions on elemental spells: each can be cast independently from the active Punishment. Air Element Spells for this path are focused on movement and position switching: it is the mobility path. It allows the Sacrier to move around the map more easily while inflicting damage. Assault: The spell has been revamped and now lets you switch places with a target in close range, while also causing Air damage. Light Body: Inflicts damage at close range and gives 1 MP to the caster each time. Light Speed: Teleports caster in a line and causes Air damage in the cells crossed. If the Sacrier’s health is low, they will earn a Dodge bonus. Fire Element The spells for this path are the most powerful in terms of damage, but they also injure the Sacrier. Their effects are not limited to simple damage-dealing and can prove very effective in a group fight. Blood Bath: The caster inflicts Fire damage on themselves while also dealing it to an enemy. Allies in contact with the target are healed. If the Sacrier is near death, then their healing potential is increased. Motivational Pain: Inflicts Fire damage on the caster and to any enemies in the spell's area of effect. Gives the caster a damage bonus for one turn. Blood Loss Ritual: The caster inflicts Fire damage on themselves while also dealing it to an enemy. Reduces the target’s mobility. Water Element The spells for this path allow the Sacrier to spring to the center of a melee and increase their resistance to damage. If the spells for this element are used in combination with Survivor’s Punishment, they will all benefit from a life steal effect. Absorption: Steals life based on Water element. Projection: Takes the Sacrier closer to the target and deals Water damage to the target. Safe Position: Deals Water damage and reduces enemy mobility. If the Sacrier is near death, then they become more resistant Utility Spells The effects of Evasion, Punishment and Life Transfer stay the same: the first allows the Sacrier to dodge a close-combat attack, while the second deals damage based on the Sacrier's health. Lastly, the third one transfers some of the caster’s health to nearby allies. Flying Sword has been changed to adapt to the Sacrier’s active punishment; its characteristics are going to be altered based on the active punishment. Punishment Attraction still attracts a target, obviously. But it also transfers some of the Sacrier’s health to the target in the form of healing if it is an ally, and in the form of damage if it is an enemy. Transposition now functions on allies as well as enemies and has the same special effect as Attraction, based on whether the target is an ally or an enemy. Bodyguard replaces the Sacrifice spell. It allows the Sacrier to receive damage instead of an ally, but the damage suffered during its effect is magnified. Invigorating Sacrifice allows the caster to sacrifice some of their ability to cause damage in order to regenerate health. Self Sacrifice: The caster loses health points in order to cause damage in an area around them. Characteristics Update This is the last class that needed to be updated on this score, so we have taken this revamp as an opportunity to standardize the softcaps on characteristics. The Chance, Strength, Intelligence and Agility characteristics now have the following softcaps: 1 for 1 from 1 to 100 2 for 1 from 101 to 200 3 for 1 from 201 to 300 4 for 1 from 301 upwards Vitality remains at 1 for 1 and Wisdom remains at 3 for . So, the Sacrier will no longer have the possibility to have more vitality than other classes using the repartion of their characteristics points. This will be compensated by the removal of the Erosion penalty on Punishment spells and a gain in vitality when using the Survivor’s Punishment. Furthermore, this gives Sacriers more choice in how they can distribute their characteristics and no longer limits them to investing everything in Vitality. These changes will be available in the 2.39 Beta, so feel free to come try them out and tell us what you think. Please note that some of the spell names used in this Devblog are not final and may change before release.
CONSTRUCTIVE CRITICISM We received an enormous amount of feedback following the updating of jobs applied in Version 2.29. Here is a summary of the main issues that we intend to correct in version 2.30: Some resources are far too rare and make the manufacturing of items (including consumables) too difficult. Recipes for consumables are sometimes too complex, and the dependence on other professions is too restrictive. The profession of fisherman is too difficult to level and the absence of certain protectors is penalizing. Progression in the profession of hunter is too laborious. HARVESTABLE RESOURCES We completely changed the distribution of harvestable resources in the game. We have balanced all quantities of resources present in the game according to their level (the higher the level of the resource, the more rare it is). We have also improved the distribution of resources throughout the world: you can find resources on a much larger number of maps. Almost all areas of the game now have resources. Here are some comparisons to illustrate the changes in the amount of resources between version 2.29 and version 2.30 (the amounts indicated for version 2.30 are intentionally rounded, we are continuing to work on value adjustments). Fisherman: A comparison with the values present in version 2.29 is not possible because the way that fishing works has been changed. CONSUMABLES RECIPES Almost all consumables recipes have been modified: They have been simplified (fewer types of ingredient):At low levels recipes only use one ingredient. Recipes only incorporate resources from monsters if the item requires level 40 profession or higher The dependency on other professions has been reduced:Only after level 20 do recipes use ingredients from other professions. When ingredients come from other professions, they are lower in level than the main job level required and are in smaller amounts. Hit points gained through consumables are reduced accordingly. Items used only for other jobs recipes (eg the concoctions) can no longer be made and can be used to retrieve the ingredients that were used to make them. With these changes we hope to facilitate low-level progress in consumable manufacturing professions. It should no longer be necessary to advance several harvest professions in parallel for players who do not wish to rely significantly on trade. A Hunter who Hunts Hunting In version 2.29, almost every monster family has a specific meat. This operation makes the progression of the Hunter profession too restrictive because the number of different meats is very important and they can usually only be obtained in one area. This operation also involves the addition of a new type of meat and their recipes associated with each new monster family added to the game. In version 2.30 we decided to proceed in a different way, we now have 21 different meats that are more generic and can be used by several different monster families. Old types of meat that no longer exist can be converted into new types of meat. Old types of meat that still exist cannot be converted, as they are still usable. Old meat is now changed to one of two new categories: Expired Meat (resources) and Primitive Meat (consumables); old types of meat are no longer available in the markets. List of meats: Every Fish has a Past, and Every Fisherman a Future All types of fish now have a dedicated and identifiable harvest location. So you can choose which fish you want to fish more easily. All fish have a protector allowing additional quantities of resources to be obtained. This profession now has 21 different fish, which provides greater progression flexibility to the role (a new type of fish can be harvested every ten levels). SMITHMAGIC JOB PROGRESSION In Version 2.29 the progression of the smithmagic professions during the first levels was too difficult. We modified the xp formula to facilitate this growth, particularly in the early levels. Obtaining Smithmagic Runes Since the introduction of the new smithmagic rune generation system, we use a history of item destruction whose size is deliberately limited (the number of old items crushed are progressively into account less and less when calculating bonuses or penalties applied to items as time goes on). This history cannot be too long because we do not want new items in the game to benefit from an excessively large bonus compared to the old items which have been in the game for a long time (and logically account for a significant number of total crushes). In version 2.30 we decided to increase the size of this history. The most commonly crushed items will incur major penalties but items crushed less often will get bigger bonuses. We are aware that the changes to the smithmagic rune generation mechanism and to professions have generated significant changes in the price and scarcity of most runes. Our goal is not to make forgemagic excessively elitist, we do hope that it remains accessible but we want to make sure that the most powerful items (typically those with "exotic" forgemaging) are not commonplace either. Manufacture of Mass Produced Goods In Version 2.29, the production of mass produced items could be too long and difficult to follow (as the chat interface is spammed with manufacturing object messages). Each manufacturing request was dealt with separately, which implied a potentially large load for game servers, forcing us to delay each production. In version 2.30 we have modified this operation and mass production of items are now processed at the same time, all objects are instantly made. We felt it was no longer relevant to make players "wait" in front of their craft interface without them being able to actually interact with the game during the production of their objects. DEPLOYMENT These changes can be tested in version 2.30 BETA. Source: http://www.dofus.com/en/mmorpg/news/devblog/tickets/442298-improving-professions-resource-gathering
In parallel to the new content added in the 2.17 update, we've had a little bit of time to work on some class balancing. On the menu: spell modification on Ecaflips, Srams, and Foggernauts. And, more globally, a rework of the pushback damage formula! Modifications linked to pushback damagePushback damage has been the source of many an animated debate for the past few months, and notably so after the implementation of trophies with debuffs and some Frigost III items. There was indeed an issue with this source of damage, notably so when combined with some class abilities. It so happened that some classes that were already gifted with a good survival abilities, movement skills, and map manipulation have also been able to enjoy a very powerful source of damage that goes right through most types of protection. However, we as developers find the pushback damage play-style very interesting for the game as a whole since it's based on placement in combat and therefore on anticipation and thinking ahead. Pushback is also a double-edged sword in the sense that it generally requires one to be in very close range to one’s target and thus to expose oneself to enemy attacks. These reasons have made us want to bring this mechanic to the light and give pushback and the play-styles that depend on it a more decisive role in battle. We want to make clear in light of the modifications to pushback damage in 2.17 that we are not giving up on this pushback play-style, but, like every play-style, we have given other players ways to effectively counter this style by preparing themselves and their characters in advance. This starts by increasing the number of equipment pieces that provide a resistance to pushback damage. There have been some in the latest updates, and we will continue to add some in a moderate manner as there aren’t enough of them in all level brackets at this time. The goal is to allow players who want to specifically counter the pushback style to do it so with more choice, as specializing in pushback damage is definitely allowed (and we anticipate that it will become more prominent in the future). To stay on the topic of items, the trophy bonuses granting pushback damage have been reworked. Thus, the Major Jostler Trophy has been changed to 64 pushback damage, whereas the bonus of the Major Stalwart Trophy has been adjusted to 128 pushback resistance. The debuffs of some of those trophies however, have not been modified. The point of this modification is to allow players a more effective counter to pushback damage, whilst keeping in mind that using this counter can be dangerous or even useless: nothing can guarantee that your opponents (in the event of a PvP battle) will have adopted the pushback play-style. By the same logic, the point of these stat reductions on trophies is to balance the power: a player who equips a pushback damage trophy potentially forces all of his opponents to equip a pushback damage resistance trophy (in lieu of other trophies that could support different styles of gameplay). That’s why it seems only logical that the trophy increasing pushback damage resistance grants more bonuses than the one increasing the pushback damages. The same logic is applied to damage reduction, to AP/MP loss resistance and it is not impossible that other trophy modifications will follow this formula in the future. In addition to these trophy changes, we have performed a minor bit of balancing on the Iop and Masqueraider classes: the Intimidation spell is restricted to two casts per target and three casts per turn rather than three casts per target and four casts per turn. The pushback damage from Boliche is now 1. These two modifications aim to reduce the offensive potential of these two spells which were deemed to be too easily abused. Their damage output to AP cost ratio was, until now, far too high, especially when they are spammed. Lastly, the formula for calculating pushback damage has been entirely reworked. We have kept the overall function of the system, but removed the randomness. Here are the main points to remember: (extracts from the 2.17 update changelog) A character’s level always influences the amount of pushback damage they deal. The impact of pushback damage bonuses and pushback damage resistance bonuses (from spells or equipment) is now dependent upon the number of cells the character is pushed. If the character is pushed one cell, 25% of the pushback damage (and pushback damage resistance) bonus is taken into account. If the character is pushed two cells, 50% of the pushback damage (and pushback damage resistance) bonus is taken into account. If the character is pushed three cell, 75% of the pushback damage (and pushback damage resistance) bonus is taken into account. If the character is pushed four cells, 100% of the pushback damage (and pushback damage resistance) bonus is taken into account. If the character was pushed five cells, 125% of the damage bonus is taken into account and so forth. As a reminder, same as with the old version of pushback, if a spell pushes the target back by several cells but the pushed target is not directly against an obstacle, the number of cells pushed is equal to the number of cells the target would have been pushed if the obstacle was not present. Pushback damage dealt to a target is no longer random. If a target is pushed onto another target, pushback damage dealt to the second target is recalculated, taking into account the second target’s pushback damage resistance and the pushback damage of the original attacker, but retaining the same number of pushed cells as the first target. This result is divided by 2, which is the final amount of damage taken by the second target. The formula detailed: For the first target: ([Attacker level]/2 + [Attacker's pushback damage - target's pushback damage resistance] + 32) * [Push range left]/4 If the first target is pushed on another target, the formula is the following for the pushback damages dealt to the latter: ([Attacker's level]/2 + [Attacker's pushback damages - new target's pushback damage resistance] + 32) * [Push range left]/8 For any additional targets, the formula stays the same but the pushback damage is divided by two again, and so on for each additional target. To explain the entire change from a different angle, the impact of pushback damage bonus is greatly reduced on short pushes: in the instance where spells only push for a few cells (e.g., Frightening Word who only pushes back one cell or Backwash who only pushes back two cells) or in the instance where the target is not directly pushed against an obstacle. Class spell balancingIn addition to this pushback damage balancing, we looked at the Ecaflip class and, in a smaller way, the Sram class. These are two classes that were deeply reworked at the beginning of the year and that were even granted a slight follow-up in the following updates, with some minor modifications. This update gave us a chance to add some interesting addition to the previous modifications because they were simple to apply, in terms of coding. An important modification has also been applied to the Foggernaut class: turrets can now be pushed. Ecaflip Since several updates, we have modified the way the Ecaflip spells work, because the chaotic effects of their spells had too much of an impact on the way the battle turned out, putting players at the mercy of the RNG. So, we are adjusting the outlook of the Ecaflip class as a whole. Rather than reinforcing the traditional "wild-card" idea of the Ecaflip with randomness that integrates very badly into the DOFUS battle system, we prefer to move towards a risk-taking gambling perspective. So the Ecaflip has several choices offered to him but each one can flip on him if he's not good enough to anticipate the way the battle can be played over the next few turns. This way, we hope to offer to this class many ways to alter the context of the battle, forcing anyone (or anything) on battlefield to adapt and modify the way they play. For example, that's what the Roulette spell does now: everybody enjoys the same bonuses but it doesn't mean that everyone will be able to enjoy them the same way. It will also force some people to act differently from what they had planned, without entirely changing the outcome of the battle either. And this brings us to the Ecaflip's role in battle, or rather the Ecaflip's many different roles in battle. It's a class that has always been very versatile, be it in terms of elemental damage or in terms of roles, and that's what make them a difficult class to balance: we must insure that an Ecaflip can't play all of their roles at the same time while being too good at each and every one of them, but we must also make sure still each of their roles stays interesting individually. During the latest rebalancing of the class, we added restrictions to the Ecaflip’s gameplay, which had been very flexible until then. These constraints were handled, among other ways, by the modification of the Catnip spell, leaving Ecaflips very vulnerable to being locked. After this earlier modification, it became clear that Ecaflips were becoming an extremely difficult class to equip; it became very detrimental for Ecas to neglect certain characteristics (like dodge) or certain elements, and the results on the battlefield weren't always satisfying. So we worked on those various points in order to offer Ecaflips more freedom in their gameplay, even if the price of freedom is the necessity to make choices! It is to that end that several modifications were made to a large number of Ecaflip spells: Now, Feline Spirit allows an Eca to jump behind a target. Its range has been decreased but it can now be cast in a line as well as diagonally. This gives the spell a range equivalent to that of axes. This will allow an Ecaflip some sort of mobility, even if they are locked. The repercussion to the caster of spell if the spell is not used again by the end of their next turn is reduced. The power boost offered by Wheel of Fortune is increased but the spell now applies a resistance debuff to the caster for two rounds, in place of the small amount of damage the spell once did to the caster. This reinforces the ability of Ecaflips to play all elements but does so to the detriment of his own survival. The way Rekop works has been slightly modified: damages suffered are highly increased but the spell is no longer stackable more than once and costs 5PA. So it becomes a very powerful spell which the Ecaflip and his team can rely on to deal heavy damages. We also suppressed Rekop's critical hit: its four types of damages, coupled with certain equipment that gave critical damage bonuses were making it way too random. This randomness would have been incompatible with the new way it works, which only allows one cast at a time. Of course, removing this critical hit is compensated by the considerable increase in the damages dealt by this spell. As for Ecaflip's Luck, the way it works is divided in two ways. First, on the turn this spell is cast, damage the recipient takes will be changed to healing. But on the next turn, damage dealt to the recipient is doubled. The old, entirely random way it worked could be very frustrating and we logically decided to go for a more deterministic function, which allows for new synergies. To end the part about the Ecaflip, we have completely modified the way the Clover spell works, which no longer increases chances for critical strikes. Now, it modifies the way some of the Ecaflip's spells work as well as providing a healing bonus and a damage debuff. It can't be used at the same time as Wheel of Fortune: casting either of the two spells sets the cooldown time for the other spell to 3 turns. Under Clover's effect: All or Nothing no longer deals damage. Heads or Tails no longer damages to allies and no longer heals opponents. Playful Claw deals Water damage and changes to a life stealing spell. Feline Spirit no longer deals any damage (and caster repercussion damage is turned off). Perception heals allies instead of boosting their damage (but still detects invisible entities). Topkaj deals less damage. This opens up new possibilities for Ecaflips, be they Water, Fire, or Earth build. But that is done at the detriment of the power gain from the Wheel of Fortune spell and a debuff to damage. Other modifications have been made, most notably an increase to Reflex's damage. You can find the exhaustive list of these modifications in the 2.17 update changelog. Sram Modifications regarding the Sram are more minor but no less interesting. We've been wanting to reinforce trap gameplay, which deserves to be developed more. So in this update there are three modifications: Tricky Trap has been entirely reworked. It is now a Fire element spell and pulls targets triggering it towards its center. We think that, just like the Repelling Trap, this gives Srams new possibilities for micro-placement which increases the tactical potential of the class. We weren't happy with Tricky Trap’s old version: the possibility to cast it frequently and for a low AP cost sometimes forced a Sram to spam the map with this trap, all the while keeping in the back. Increasing Tricky's AP cost or its casting restrictions would have made it too similar to existing traps, namely the Mass Trap and the Lethal Trap. So we decided to offer Srams a new ability and reinforce their Fire build at the same time. Another noticeable change: the Repelling Trap spell now deals Air damage to opponents only. In addition to giving the Air build a damage-dealing trap, it can also trigger the Chakra Concentration spell, which indirectly reinforces Fire builds. Lastly, the Trap of Silence: its area of effect is slightly reduced. It becomes a size 2 square rather than a size 2 circle. That means it is now possible to escape this trap if the Sram doesn't decide to trigger it himself. The inconvenience of the circle area is that in some configurations, whatever the way the Sram's opponent moves, they will inevitably trigger the trap (unless they teleport). This is contradictory to the idea we have of a trap. Side note: it is not impossible that a Mass Trap could undergo a similar change in the future for this same reason. Although this modifications are far from revolutionary, we hope they will make the Sram's Fire build more competitive while offering an interesting new ability. Foggernaut: A modification is made regarding the Foggernauts: now their turrets can be pushed. There are a lot of circumstances where Foggernaut turrets entirely block a player, a monster or a whole portion of the field, for several turns. Given that the AP cost is rather low when compared to the results, we have decided to make it so that the turrets could be moved, but solely via a push. This will then allow players to get help if they are blocked by a Foggernaut without being forced to kill a turret. We are aware that this doesn't prevent a Foggernaut from using their abilities for field control to hinder their opponents in some configurations, but it does ask a little more investment of them. In the futureTo end this Devblog, we cannot finish this class balancing article without a nod to our Xelor and Feca players whose promised rework has been so long in the making: you are used to reading these words but although nothing decisive is currently under way, we are still working on the questions and problems of your classes, and new leads are regularly brought to light. Both these class restructures are constantly being worked on and we hope to be able to tell you more as soon as possible. However, you have to understand that these kinds of deep class modifications require a lot of time and reflection. That is why - rather than not changing anything - when there are other classes or playing systems whose status is less of a priority but who have changes that are quicker and easier to apply and follow through on, we will make those changes before we modify these two classes with more important problems. Source: http://www.dofus.com/en/devblog/posts/balancing-2-17