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Background This time last year, we revamped the Sacriers, eliminating the Earth path, reorganizing elemental spells, and modifying Punishments, which were more effective when Sacriers have less than 50% their health points. We rapidly realized that these changes to the Sacriers (notably those involving the Punishments) unfortunately raised a few issues: Sacriers could change Punishments several times per turn, and this allowed them to perform multiple roles easily. The system that required Sacriers to have less than half their health points to take advantage of maximum power Punishments was not very intuitive and generated an overly strong threshold effect. For these reasons, we made considerable changes in how Punishments work last April, disconnecting them from the Sacriers' Vitality and applying a progressive bonus over several turns. This update allowed us to significantly improve the class without having to overhaul all spells in depth. It made the class function in a healthier manner by better separating the various roles that Sacriers can fulfill. However, this has moved the class further away from what had previously been its specialties, notably its "Berserker" side and the ability to manage and use their Vitality wisely. When creating spell variants (and this goes for all classes), we do not want to use mechanics that do not satisfy us as the basis for spells. This is why we wanted to clean up Sacrier spells before dealing with their variants. The Revamp This revamp aims to make the class more coherent with what it is supposed to be (its identity as a Berserker class) while improving how certain mechanics operate. Punishments Punishments have always been a cornerstone in Sacrier spells. Last year, we reduced their number to three: Swift for mobility, Robust for taking hits, and Bloodthirsty for damage. Today, we are leaving these vestiges of the past behind us: The Punishment system has been eliminated. Suffering = Power We are replacing it with a "Suffering" system: The more Suffering that Sacriers accumulate, the less life they have and the more damage they inflict. The less Suffering they have, the more life they have and the less damage they suffer. Sacriers can, depending on the spells they use, increase or reduce their Suffering. Their level of Suffering is determined by the spells they use: Very offensive elemental spells increase Suffering. Defensive elemental spells reduce Suffering. Sacriers can therefore decide whether they want to play a defensive or offensive role, by playing some spells instead of others. There are obviously some limits. Suffering varies from -10 to 10 and cannot go beyond these limits, with the following bonuses: Positive Suffering (1 to 10): Sacriers gain damage but lose Vitality with each increment of Suffering. At 6 and above, they change appearance and gain a better damage bonus. Negative Suffering (-1 to -10): Sacriers gain Vitality with each increment. At -6 and below, they change appearance and gain a damage reduction bonus. This system seems to us to be a good alternative to the Punishment system: Their roles are no longer determined by Punishments that take the place of other potentially more interesting spells. Sacriers' actions are what determine their role over time. Sacriers' damages are inversely proportional to their capacity to withstand damage (the less Vitality they have, the more damage they can cause, and inversely). As you must have noticed, the mobility bonus from the Swift Punishment has not been replaced in the Suffering gauge. While this Punishment played its role well (positioning/movement), it is a role that serves above all to complement both the class's offensive and defensive capacities. For this reason, we did not want to isolate it. Sacriers are therefore free to use mobility spells (including Transposition) at any level of Suffering. Spell Organization The elimination of Punishments therefore freed up 3 new spells, making it possible to bring back Earth! The 4 elemental paths have been reorganized to better integrate the Suffering system. Each path is structured as follows: 1 positioning or movement spell 1 "offensive" spell that increases Suffering 1 "defensive" spell that lowers Suffering The utility spells, for their part, are little affected by this revamp: The spell Transposition no longer needs a specific state to be cast. The spell Convalescence no longer needs a specific state to be cast. The spell Punishment no longer needs a specific state to be cast, and no longer applies the Gravity state. The spell Pain Shared has been replaced by a new spell that increases Suffering by 2 levels. The spell Pain Shared spell is now used as a variant. The spell Evasion now operates in a slightly different manner: It now applies Close Combat Invulnerability and always pushes back one cell in close combat attacks.
Shield Improvement In version 2.41, the shield system will be improved and new shields will be added to the game. Find out more here. We would like to improve the shield system for the following reasons: Shields are only useful for a minority of characters (they're of no use in PvE or in the Kolossium, for example). The conditions to equip them are based on an obsolete honor points system that is too often circumnavigated and leaves too much room for cheating and pre-arranged fights. Shields are considered large cosmetic customization elements, but they can't be used with two-handed weapons. We decided to completely review the way shields work in the next update to resolve these problems. Intentions Here are our main intentions for the new shield system: Usefulness for all characters: shields will give bonuses that will be useful in all types of combat (PvP and PvE). Significant impact on playing style: shields will have new effects that might have a big impact on the way a character is played. Choice mechanic: shields that will benefit from large bonuses will also have penalties to encourage players to make decisive choices when selecting a shield. Optimal accessibility: only a level criteria applies to use a shield and all characters can use them regardless of the type of weapon they have equipped. Destruction of resources: shields must allow you to consume monster, boss and kolossoken resources. Interactions with smithmagic: it must be possible to modify shields through smithmagic and generate runes. New effects and decisive choices Shields will be equipment like none other. They will benefit from the classic effects (those you'll find on the current equipment), and they will have new effects which: Increase damage dealt (in percentages) in melee/from a distance/by weapons/by spells. Reduce damage suffered (in percentages) in melee/from a distance/by weapons/by spells. These significant effects usually come with penalties, via effects which: Increase damage suffered (in percentages) in melee/from a distance/by weapons/by spells. Reduce damage dealt (in percentages) in melee/from a distance/by weapons/by spells. Classic effects will still feature on shields in smaller quantities than other equipment, but the impact of the new damage dealt or received effects will make a huge difference to the characters' efficiencies. We link these new effects to penalties to reinforce the notion of choice and help characters choose more efficient specializations. These new effects will be exclusive to shields at first, but may eventually be used (with weaker values and not necessarily with penalties) on other future game items. Hands Free The notion of a 1 or 2-handed weapon will disappear in version 2.41, which means that you'll be able to combine a shield with any weapon in the game. We want all characters to be able to equip shields without having to worry about which weapon to use. Some weapon balancing will be integrated in version 2.41. Crafting Shields will still be crafted by Artificers. Recipes will include Boss essences, Kolossium pebbles, monster resources and harvestable resources. Transition Between Old and New Shields The shields' effects, power and recipes are going to be completely changed and we can't convert all the old shields into new shields. The PvP specific resistance effects will be removed from the game because they will be replaced by different effects that work in all game modes. Here's what we've planned: Old broken shields: they can no longer be exchanged for other shields when talking to the Bouwada NPC. They can be equipped, but not crafted, and they can still be used with Mimisymbics. They will lose their PvP resistances. Examples: Swallowed Akwadala Shield, Horned Kloome. Shields made in game: they will be renamed and you will still be able to equip them, but not craft them. They can be used with Mimisymbics. They will lose their PvP resistances. Examples: Asse Shield, Mount Stinkky Shield. Cosmetic shields (shop): these shields will lose their PvP resistance effects (if they have any), but you'll still be able to equip them and use them as cosmetic items. Examples: Solaris Shield, Chisp Shield. Cosmetic shields (events: there are no changes to these shields. They don't currently have any effects and are purely cosmetic. Examples: Kimbo Shield, Dramak Shield. Tournament shields: these shields will lose their PvP resistance and will once again become purely cosmetic shields. Example: 646 Champion Shield. The thirty or so shields that you can currently craft in game will be reused to create the new shields (we will generally keep the names and visuals of the shields) with different levels, effects and recipes. Around twenty new shields will also be added to the game for some extra diversity. We advise you to recycle shields (made before update 2.41) to get nuggets before the release of update 2.41 (they won't be able to generate nuggets after this update because it will no longer be possible to craft them). Rune Destruction, Smithmagic and Generation In order to ensure the durability of shield crafting, you will be able to smithmage them to modify their effects, and it will also be possible to shatter them to generate classic Smithmagic Runes. The new shield-specific effects will allow you to generate new types of Smithmagic Runes and can therefore be used with all equipment through exotic smithmagic! The shields' low number of effects will primarily make smithmaging these items even easier (especially with the addition of exotic bonuses), but players will be encouraged to own several shields so they can easily adapt to different fight environments. This means you'll need to add exotic bonuses to several shields. Q & A Are you planning any alternative rewards for alignment PvP? We would like to concentrate on 1v1 PvP in the Kolossium's new 1v1 system, which will offer more balanced fights with kolossokens as rewards and experience for all characters, regardless of their level and their efficiency. Therefore, we're not planning on introducing alternative rewards for alignment PvP, which has more issues than you can shake a stick at, as far as we're concerned (an overwhelming amount of cheating, pre-arranged fights, very unbalanced fights, etc.). Why keep the old versions of the shields, which get in the way when consulting the Marketplaces? We have to keep the old shields in their category so they can continue to be used with the Mimisymbics. We are aware that keeping these old shields poses readability problems in game, but we would still like for you to be able to use these shields for cosmetic purposes. Will the shields make the characters more powerful? Generally speaking, the shields are going to make characters a bit more powerful. Most of all, though, it will allow characters to be better specialized because the biggest bonuses on the shields will have penalties. It will be easier to minimize the shields' penalties in PvE than PvP (monsters can't change shield and try to specifically counter your choices), which should make some of the PvE content more simple. This modification does not, however, replace the reduced difficulty of "end game" content that we are planning in 2017. Will the shields' new effects be taken into account when previewing damage? We're going to work on the damage previews to try and take into account all the new effects added by the shields. Are you planning to add new shields after update 2.41? With the new shield system a large variety of shields can be introduced. We would, therefore, like to add new ones after update 2.41.
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.
In the 2.40 update, we decided to improve the bonuses given by the eight Dofus to make them more competitive with the trophies. Our main goal is to succeed in better differentiating the bonuses of the Dofus and the trophies so that each of the items will have their place and not have a competing item which is unequivocally more powerful. We think that the system is much richer and more interesting if the Dofus, like trophies, can be combined and chosen depending on the objectives chosen by each player. So in the majority of cases, we've concentrated on adding unique effects that are triggered during combat when certain conditions are met (as for the Turquoise Dofus, for example). These effects generally require that the player adapt their playing style to take advantage of them. They can also be countered by opponents if they adapt their playing styles in response. Ochre Dofus This Dofus keeps its fixed 1 AP bonus, but also gains an extra 1 AP bonus if the character hasn't suffered damage since their last turn. This extra combat bonus is not subject to the limitation of 12 equipment AP. This ability makes the characters who successfully protect themselves from damage (or who are rarely priority targets) more dangerous, but can also be countered by opponents damaging the Dofus bearer each turn. The way to get the Ochre Dofus is slightly changed in 2.40, because soul stones for capturing monsters will no longer be provided by the quest. Soul stones must be crafted, or purchased from other players. We're making this change because a substantial part of the soul stones used in the game come from remainders from the Ochre Dofus quest, and we would like to progressively revalue the use of Kolossokens. The Lair of the Giant Kralove's opening has also been changed in version 2.40: the 48 slabs to be activated will no longer have class or gender criteria. So you "just" have to bring together 48 different characters who have access to Otomai Island and get them onto the 48 slabs. Crimson Dofus This Dofus keeps its current bonus of 80 Power, and the character gains 1% damage for 1 turn each time an enemy attacks from a distance [attack from enemy (is)suffered from a distance] (bonus can stack 10 times). This ability lets characters who manage to stay far from their enemies increase their damage but opponents can counter it by staying close to or avoiding distance attacks against the Dofus bearer. Emerald Dofus This Dofus keeps its 200 Vitality bonus and the character gains 10% of their Health Points as shield points for a turn if they finish their turn in contact with an enemy. This ability rewards an offensive, close-range use of the Dofus. Opponents can counter it by being sure that the Dofus bearer can't reach them. Vulbis Dofus This Dofus keeps its 1 MP Bonus and the character gains 10% more damages if the caster has not suffered damage since their last turn. This ability makes more dangerous the characters who successfully avoid being targeted, but can also be countered by opponents damaging the Dofus bearer each turn. Abyssal Dofus The functionality of this Dofus has been completely reworked, and now offers a 1 AP bonus if the character is in contact with an enemy at the start of their turn and 1 MP bonus if they are not in contact with an enemy at the start of the turn. These AP and MP bonuses are not subject to the maximum AP and MP equipment restrictions. This ability offers a multipurpose Dofus whose bonuses depend on the actions of the bearer and their opponents. Its use can be countered, but the Dofus will provide a bonus in all cases. Cawwot Dofus This Dofus keeps its 60 Wisdom bonus and the character gains 25 AP Dodge for 1 turn if they suffer an attempt to remove MP and they gain 25 MP Dodge for 1 turn if they suffer an attempt to remove AP. These two bonuses do not stack (an AP Dodge bonus replaces the MP Dodge bonus, and vice versa). This will make it more difficult to simultaneously limit a character's AP and MP. In certain situations, it may be a good idea to remove AP or MP from an ally possessing this Dofus in order to give them a temporary AP or MP Dodge bonus. Watchers Dofus The way this Dofus works has been changed. It now lets allies in line with it at the beginning of the turn regain 7% of their Health Points (previously, they had to be in contact with the Dofus bearer). Ice Dofus This Dofus doesn't have an equivalent and competing trophy, but we still want to reinforce its use. Its damage bonus has therefore been changed from 20 to 25. Other Dofus We feel that the other Dofus are sufficiently balanced and used, so we are not currently planning to modify them. Turquoise Dofus: there is no equivalent trophy and we feel that guarantees it a place and sufficient interest. Dolmanax: it remains very powerful, considering its prerequisites and additional bonuses given by its characteristics, and has no equivalent among the trophies. Dokoko: there's no equivalent trophy, and its healing capacity is unique enough to guarantee it sufficient utility. Kaliptus and Grofus: these two Dofus have a unique Prospecting bonus that isn't present among the trophies, and they're stackable. Dotrich: no change will come to this particular Dofus. Cloudy: there's no equivalent trophy, and it is still sufficiently powerful. Dofawa: one day, this Dofus will be changed, and it will change your character's words so that every "Dofus" becomes "Trophus". Q & A Are you planning to create distinct slots for the Dofus and the trophies? A system in which the Dofus and the trophies have their own unique slots seems less interesting because there would be less choice than the current system (there aren't enough different Dofus). The current system offers a considerable number of viable combinations of trophies and Dofus, and it makes it so the player must choose. It's the compromise that seems most interesting to us. Do you plan to create a set bonus with the Primordial Dofus? Sets provide an extra bonus when certain items are equipped at the same time. This could reduce the number of viable choices for players, because the loss of the set bonus is generally such a penalty that it discourages the use of other, more diverse, items. The number of combinations of viable items is often reduced by the mere presence of set bonuses. This is the reason that we, for several years, have reduced the maximum size of sets and released trophies which offer greater bonuses to characters using few set bonuses. So we are not planning on adding a set bonus for the Primordial Dofus; we don't want the combination of several Primordial Dofus to be categorically more powerful than other combinations of Dofus and trophies. When will you add new Dofus? A new Primordial Dofus with an unprecedented bonus will be added in 2017. The reunification of the Primordial Dofus is coming…
Good evening, I'm reporting these informations directly from the french DofusFR stream that took place today (12/02/2016). So, it's confirmed Eniripsa Revamp is coming in April ! What informations have been revealed ? - 3 elementary ways, as before Int/Agi/Cha with 3 damage spells in each elementary way. Most of these spells will also have an effect on Allies. - Every elementary way can heal. Int like always will be based on characteristic points while Agi and Cha will have new/alternative mechanics (for example : Hit an enemy and allies get a % of damage in Heals / Briss mentioned the spell Distribution on Eliotropes which will be comparable to one of the Eniripsa spells). - Stimulation will also be changed, the AoE for the spell will not be the same and it will get 3 different effects. AP / Augmented Heals / Mark on the Ally. The mark will enable extra effects on other spell if used on Ally. - The class spell Mot Olov will be totally changed. - Word of Thorns will be completely changed. - Recovery will stay the same. - The AP rape on single target will disappear from the class. The AP rape in AoE (Word of Silence) will be kept. They don't want the Eniripsa to be able to remove AP's every turn. If I have more infos, I'll keep updating the thread.
As the title indicates i think a good step forward in this game would be to make finding groups/partys for dungeons faster and more efficient. An idea iv'e had in my mind for a while is give players more incentive to open up the team search tab by offering party rewards through using the team search like +5% exp or + 1 random candy after every 3 dungeons completed using the dungeon finder system just as 2 examples. Now i have taken into account how people with multiple accounts can abuse the rewards using the team search system that's why there should be some limit to how many accounts you can use in the team search system or have it that you must have at least 2 other players in your dungeon finder team. To summarize offering a better revamped team search group finder will allow alot of people who don't run multiple accounts the chance to finally do bigger dungeons and a revamped team searcher will allow dofus players to meet new people on their travels. Please add your thoughts on this and any new team search ideas you think should be implemented.
Ahoy Imps VIllage, mestre-zanpaktou, aka Vg-ttaw from Spiritia, posted a possible leak on Osa/Eni revamp arriving with 2.31. Rough translation: The video in question is this: Source: http://forum.dofus.com/pt/2-discussoes-gerais-interesse-geral/137031-padronizacao-do-nivel-caracteristicas?page=2#entry621424 If anyone has any more information about this rumor/leak please feel free to share them with the community.