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Gravestorm

Spell Variants

122 posts in this topic
In the December update we will give you the possibility to go beyond level 200 by earning Prestige levels. These levels will allow you to unlock new spells dedicated to each class, which we call variants.

 

446433.jpg

 

Objectives


The spell variants system has the following main objectives:
 

  • Offer new spells for each class: We would like to create more variety and versatility in the classes so that some of the secondary roles can evolve into primary roles for example. We would also like to create more variety in the pertinent elemental branches for all of the classes.
  • To allow characters in the same class to distinguish themselves, to create original “builds” and add a significant degree of choice (the mechanism of a spell “deck”). At present, the system’s unlimited spell points don’t make it possible to have an element of choice concerning spells, since all of the characters in the same class have access to the full range of its spells during combat. With the spell choice system, we increase the overall versatility of the classes, while obliging players to select spells between battles (not all of the spells can be used in the same battle).
  • Giving players additional tools to help them adapt to the game’s difficulty. We want to make a wider variety of class builds possible and allow players to partially modify the capacities of a class to meet their requirements (specific Boss, quest battle, etc.). For example, we want certain classes to be able to increase their protection capacities to the detriment of damage inflicted, if their group lacks sufficient protection.
  • To make the game more accessible to new players while also making it richer for experienced players. The variants will ultimately allow us to unlock the first spells for the simplest characters while simultaneously allowing us to offer spells with more tactical depth beyond level 200.

 

How it Works


Each “class spell” will eventually possess a variant (in the December update only the first 6 class spells will possess a variant). We plan for all spells to have a variant before the end of 2017.

The spell variants are unlocked starting at level 200 (one new variant per Prestige level).

The player must choose between the basic spell and its variant (the player cannot use a spell and its variant in the same battle).

Some variants are simple spell variations but they can have a substantial impact (altering the range, AP cost, effect zone, etc.) while others may have radically different effects and introduce new game mechanics to the class.
 

Removal of Spell Levels

The idea of levels (or grades) for spells has been removed. Spells now evolve automatically based on the level of the character.

We removed the concept of spell levels and spell points to be invested because this mechanism added unnecessary complexity without adding any richness to the game (it did not allow the player to make genuine choices because all of the spells could reach level 6).

Additional spell points (obtained via spell scrolls) owned by characters will be automatically converted into Kolossokens when the update is released.
The removal of spell scrolls (no longer obtained from the NPC but converted into Kolossokens) could lead to a decrease in the destruction of Kolossokens and hence lower their value.

We will continue working on increasing the destruction of Kolossokens (to increase their value) but we will not be able to provide any significant modifications in time for the December update. However, a new surprise reward will be available in December in exchange for an exorbitant amount of Kolossokens!
 

Flexibility

The player can change their spell variants between each battle. By allowing great flexibility in the choice of variants, we want to encourage you to devise new, dedicated tactics for each battle.

Ever had problems because your character doesn’t have enough positioning or protection skills to win a fight in a high-level quest? By picking certain spell variants you are given the possibility of making a “build” specifically tailored to a difficult fight.
 

Common Spells

Common spells (Spark, Release, etc.) will not have any variants.

These do not have spell levels and evolve automatically (like class spells).

In the long run, we would like to change the way they work. We haven’t added any new common spells for several years because they create big problems in terms of balancing since they give common abilities to all of the classes and are devoid of choice (each additional common spell can be used in combination with all the other existing spells).

Ideally, we would like to add many more common spells, on condition that they introduce a genuine element of choice (for example, thirty or so common spells available but a maximum of 3 can be selected per combat).

However, we would like to focus on adding new spell variants in 2017 before we look at changing the system of common spells.
 

Tournaments and Competitive PvP

To possess all of the spell variants for a class, a player will have to take their character past level 200.

We realize that this additional progression phase might be seen as one more obstacle to attaining a very high-level, competitive PvP.
This is why we are also paying careful attention to the amount of experience required to enter the Prestige levels. We don’t want it to take an unusually long time to obtain all of the spells for a class.

We will make sure that battles in the Kolossium at a very high level allow you to earn enough experience to unlock Prestige levels in a reasonable fashion.

Q & A

Will it be possible to save several variant choices (as we do for custom sets)?

We know that this sort of system will become more and more important as we continue to add new spell variants. We would like to see how the system works first so that we can determine the best way of saving your spell variant choices.
 

How can a player prepare a tactical PvP response if we don’t know which variants our opponent will use beforehand?

This is an issue that we are aware of and we will continue to work on this problem.
 

Isn’t there a risk that the classes lose their identity with the addition of these new variants and become too flexible?

We will make sure that the new variants reinforce the minor or secondary roles that are already present in the classes. In some cases the variants could lead to new roles, but we will work to ensure that the identity of the class is preserved.
 

Will spells have more than one variant?

Based on your feedback, we could envisage the introduction of a second variant for each spell class.

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Well say goodbye to SP scrolls...

 

 

Quote

We will make sure that battles in the Kolossium at a very high level allow you to earn enough experience to unlock Prestige levels in a reasonable fashion. 

 

This makes me happy though, thanks Ankama.

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We still don't know if current XP is kept or we have to start from scratch.

Also what can I do with 1 500 000 kolossium tokens lol please more alternatives I don't need spark pebbles 

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6 minutes ago, Veldin said:

We still don't know if current XP is kept or we have to start from scratch.

Also what can I do with 1 500 000 kolossium tokens lol please more alternatives I don't need spark pebbles 

 

 

Quote

We will continue working on increasing the destruction of Kolossokens (to increase their value) but we will not be able to provide any significant modifications in time for the December update. However, a new surprise reward will be available in December in exchange for an exorbitant amount of Kolossokens!

 

Looks like they will add new rewards in the future though...

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And something on December, possibly a Harness.

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screw harnesses, i want some real useful stuff for the sp scrolls i worked hard getting ><

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Skeleton dragoturkey for 50000 kolossokens, go! Unless it's a skin instead of an actual mount, or the stats are unoriginal (50% power, 5% resistances).

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"Spell decks"

Hello Wakfu my old friend

 

Also, no more spell levels since it meant you didn't have to make choices?
I really disagree with that. Imo, they should make it so that you can only devel spells by otomai & potions again so that it does have meaning, albeit only before you buy tons of spell scrolls.

Edited by Sommanker

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1 hour ago, Veldin said:

We still don't know if current XP is kept or we have to start from scratch.

Also what can I do with 1 500 000 kolossium tokens lol please more alternatives I don't need spark pebbles 

 

Same 2.7 mil kolosokens here, id rather kms then get 20000 spark pebbles...

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So lvl 200+ went from only achievements and ornaments, to minor advantages for  a 200+, to radically different and new game mechanics for classes and as an added bonus they're removing spell point scrolls....

 

Boy oh boy this has been a ride and a half so far and there's still a month to go ^^

Edited by Bob-skittle
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57 minutes ago, TheFook said:

 

Same 2.7 mil kolosokens here, id rather kms then get 20000 spark pebbles...

 

i remember me farming crackler dungeon 24/7 :D :D :D 

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Granted Ankama replace spell points with another profitable item to purchase in the shop and refund players spell points invested into spells for tokens it's not really that much of an issue. 

 

Personally I'm not entirely sure why they haven't introduced a lot more item wise in the kollossoken shop prior to this update, it'd definitely of made kollossium a lot more desirable and active, I mean other mmorpg's even allow ornaments and titles to be bought with a PvP currency.

 

ps. Ankama pls give elemental drains alternative spell erosion over stat drain ok ty, ly izmar!!1! :^) 

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nearly finished levelling all spells on 8 chars and now you remove the levelling. thx for scamming ankama you are reported

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Fix.png

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Well shit....gg pebble prices gg

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I wish that they will add something cool for kolostrokens. Ankama is going to do so many changes for this year not sure what for? I think everything with spell points was good :(

Good luck with all the bugs and dc's in december...

 

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CxVGM_rWQAEEMSd.jpg

 

Something like this????

 

 

 

 

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What this dofus gives? 

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4 minutes ago, Elyroth said:

What this dofus gives? 

Gives you back the kamas you spent on scrolling 

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Wow veldin now you are scamming us

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The text is too white. Should've used something like #AAA8AD

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rofl its not even same font

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Here is what I just posted on the OF, in regards to lvl 200+, spell variants, and the removal of spell levels. Thoughts?

 

Quote

Schmendrick brings up a great point. Right now, PvM content is balanced with the current spell system in mind, where it's assumed characters level up specific spells to use and not (as ankama apparently believes) leveling up everything to max using scrolls.
If right now it takes an Iop with level 5 Pressure and other spells to get through something, when that becomes level 2-3 Pressure AND level 2-3 to Every other spell, that throws off all balance! And I don't trust Ankama with balance, sorry.
I think the current system is great, and if they want to add new spells to classes to encourage new playstyles, then fine, do so, but not while blocking other spells out.

Throwing level 200+, spell variants(locking other spells out in a fight), and the removal of spell levels all at once is a recipe for disaster unbalance, not to mention a class revamp at the same time (sacrier).
If anyone at AG does read this, here is my advice:

1.Complete the Sacrier revamp (which I don't even care for) first.
2. After that, introduce the prestige level system.
Have the prestige system include Either level 7 spells which are direct power ups, Or minor variations of pre-existing spells, from which you could choose. The variations would be minor enough so that choosing one over the other would not change actual gameplay or styles, but by choosing one, you'd still be able to specialize toward a goal. For example: currently the Masqueraider spell Tortoruga applies shield points to a target. One variation could be to apply slightly more shield points, but reduce damage damage the target deals by 3%, while the other variation would shield the target slightly less, but give some AP/MP resistance.
3.After, and -only- after the revamp and prestige levels are in place, should changes to the spell system happen, but preferably not at all.. I disagree entirely with the premise that it is an uninteresting system to level spells. Removing spell levels currently removes a great amount of the reason to gather kolossokens. it removes a big gameplay element from new players, as now they'll no longer look through the spells, taking time to decide which ones to level, which ones seem the most interesting they'll just wait for the next spell to appear. If you really want to limit characters during a fight, I'd prefer doubling the amount of spell points characters get by leveling up, and then remove spell point scrolls. Ta freakin' da. IF spell levels are removed in the fashion Ankama proposes, then it MUST happen alongside an Entire rebalance of all PvM content.
Leveling spells is part of how one creates a build (along with base stats and gear) and determines what playstyle you would like, and spell variations, such as they have been proposed, doesn't add more options within a fight, it just creates new limitations.
 

 

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I said communism is bad but all of you continued on like <333333 Stalin...

 

Now look at the game omg.. Everyone gets the same dofus', everyone gets the same base characteristic caps, everyone gets the same SP levels. Heed my warning when i say we need to rise up and destroy communism, as it is a parasite on society and this game.

 

But seriously Snark you can't complain about these spell variations until we've actually seen them. So far we've seen one iop spell get a change in AOE, I wouldn't put that tantamount to changing actual gameplay or styles. As for kolotokens, I am inclined to agree that this was mismanaged, as suddenly disincentivizing them means it's hardly done wonders for economies in the short term. What needed to be done is alternate purchase options for kolotokens should have been offered before removing SP.

 

In typical Ankama fashion this system is 1 step forward, 2 steps backwards.

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