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Gravestorm

Sacrier Revamp Devblog

70 posts in this topic

I'm excited :) I like this idea for them, granted I will have to wait for beta and see how I feel about it then :p 

 

Hopefully this stays the way I see it in my head! I hope it does, anyway

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I think the changes are great. 

Here is my post on OF.

Spoiler

Love the changes. A bit sad to see earth build go but this looks like a good direction to step in. 
With more attacks to choose from, sacs are more tactical almost immediately. 

I think the looks are great! I wouldn't change a thing. The scathing punishment look reminds me of the Attack on Titan anime! That is so bad a**!!! How could you guys not see the correlation! 
I love it! You basically can bulldoze enemies with a titan! 

I see a lot of complaint's, but I think its way too soon to jump on the negativity train. 
These changes are not final and as Schmendrick posted above me, you can still enjoy high vit but now its a buff instead. 
Overall I think these changes are awesome. Being less reliant on others to buff you is a huge plus in my opinion! Good work Dev team! 

#TitanSkinForTheWin! 

 

 

Edited by Aurah

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Definitely makes the play style more interesting, however as I've said several times in the past, I'm still behind the conspiracy theory that there will be a Dofus/Wakfu crossover or maybe even a merge in the future. But who knows!  :D

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So from what I can gather is they've nerfed the 1:2 base vit and removed sacriers huge buff potential in replace for a few more elemental spells and completely got rid of an element, so that's down to three and one whole element hits the sacrier too, and to put some damage on map manip spells which if anything like huppers journey doesn't really hit too much, not entirely sure how this updates the class to become more 2.3 like, the only thing that can rescue the class from extinction is really high base damage on spells...

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So....they borrowed a lot from wakfu but didn't, took away a whole branch/build, made them ugly, have most of the spells take hp from them, yet also took their vit???! What the heck............

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So as someone who has never seriously played a sac and probably never will, what's the purpose of making a sac?

 

Honestly the revamp sounds to me like you're taking away to key role of a sac and making it into a nerfed version of different classes.

So I'll just give my opinion of the punishment changes since I don't feel like reading the spells at the moment

 

Voyager’s Punishment - While it might be cool, since it decreases the users vit(which is now going to be comparable to the vit of every other class) why would you want to use this punishment when Pandas fill this role and have a very handy dandy Res buff spell. As far as increased range goes, the same logic kind of applies since the mid range chars(assuming they don't plan to make sacs have long range potential) follows the same logic of why use a sac who will have nerfed Hp when you can just use Any other class (besides maybe iops) and have good mid range dmg and no vit debuffs?

 

Scathing Punishment - This really is dumb unless the spell dmg is significantly better than the current options, but even still this takes glass cannon to a whole new level. I mean maybe this punishment has potential for blitzing mobs(assuming this is a straight buff +500%dmg -1k vit on turn of cast) but if it's anything other than that, it seems to me like why bother?

 

Survivor’s Punishment - To me this is basically how they are trying to save the image of the current sac class? But honestly isn't this just like nerfing the current version of a sac? Since sacs are naturally going to have less vit due to their soft cap changes their ability to tank will be comparable to a feca from the sounds of it.

 

Overall I think the soft cap changes really just defeats the purpose of being a sac and makes the class just even more obsolete. The only saving graces for sacs will be if punishments are just straight buffs and not buffs based on being hit or sac spells base dmg is insanely high and broken. But even then this still only makes sacs a completely different class. Straight buffs makes sacs just another class that does dmg but has to play with gimic punishment states. OR (And I kind of wish this happens) they become the top teir glass cannon of dofus and go back to the more olden days of dofus where they cast scathing punishment, all of the allies hit/buff the sac and sac rapes with insane dmg through portals at the sacrifice of having basically no hp left ^^

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I was sort of hoping that they'd combine the Stat based Punis into a single one that gave +Dmg or +Power, and make a new one that gave Lock/Dodge (to compensate the Agi stat) - like how they combined all the Feca shields into a single one. (Maybe reduce erosion factor if the Vit cap changed). This frees up a bunch of slots for possible new utility spells (which I think they need atm).

 

Some modernization for classic spells would have been better. Like add diagonal pull for Attraction. Less cool downs on Transpo/Coop at the cost of range - maybe make it non modifiable (like feca Teleport) in order to make their map manipulating role better.

 

I'm not a huge fan of the "States" that they're been putting on every new revamped class. While it suits the Masqs (obviously), I feel like the ones they're showing here will be those "Locked into for 3-4 turns" types - and that doesn't seem as practical for Sacs. They're usually in high risk situations for their map control and CC based gameplay and you need to be able to swap between offense and defense pretty frequently. I mean we will have to see this in action to determine how viable these spells are depending on their damage ranges (did they reduce these to compensate the fact that we can dump char points better now?) AP costs, and AoEs.

 

Overall, I think they just needed to modernize some older spells, and free up slots to make new utility spells (which would probably have the answer to their currently poor endgame PvM/PvP viability). I don't think sponging damage or dealing damage was ever an issue, it's the lack of mobility/utility options that make them bad in PvM.

Edited by Casino-Royal
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Actually, I think you can cancel a state by recasting it, so I think it will be more like Drunk state, or the Osa states. But the issue is while those states make sense for those classes (masq/osa/panda), it makes no sense on a Sacrier. It ruins the identity and image of the class, which is supposed to be fairly down to earth and simple and reliable.

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Sounds gimmicky as fuck and it still feels like the main issues that were present on a Sacrier were not actually dealt with. I might be wrong though, I'll definitely need to test out the class during the beta period.

 

 

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As a former vit fog main I'm into sacs. But what I'm reading here doesn't remind me of sacs. A bit of wakfu sacs, of course.

 

 

Need that tank back, honestly. This game could use more diverse roles of importance in combat like any other mmorpg. It started to get more and more stale for me after revamps and changes drove my (imo) diverse team into shambles and was forced to follow a certain mold with only one or two options for specific functions, not so much actual roles anymore. 

 

I feel like at this point 50% of the classes have pretty much same abilities under different names and that they're all beginning to remind me of a jack of all trades master of none -class. Which used to be a role reserved for Fog :^)

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In my opinion when I heard about the Sacrier revamp I really hoped the tanking abillity would come back.

I still enjoy those 2008 Ghost video's on youtube where the sac is tanking them tan sans.

 

How I see the ideal sacrier would be with Damage Reduction and High mobility with a beserk type of state.

 

For example;

Spells like Cooperation/Transpo would be merged into a single skill with 1/2 turn cooldown

By switching with an enemy player the sacrier gets a buff of reducing incomming damage by 60% for 1 turn.

By switching with an ally the sacrier gets a buff of increasing their dodge/lock by 50 for 1 turn.

 

Swap should be kept and changed to when switching with an ally the sacrier gets healed.

When switched with an enemy they should gain dodge/lock for 1 turn.

 

The sacrifice spell changed.

When casted all ally players damage is absorbed by the sacrier and reducted by 80%.

So the sacrier only gets 20% of the damage done to players, but 100% damage when dealt to sacrier itself.

 

Their damage skills changed with a bloodlust/berserk effect.

This means the lower the sacriers hp the higher the damage.

100% hp = 20/25 dmg

80% hp = 35/40 dmg

60% hp = 50/55 dmg

40% hp = 65/70 dmg

20% hp = 80/85 dmg

<5% = 95/100 dmg

(note this is just an example of a higher ap higher dmg skill)

 

The steal on sacrier is great and should be kept on some skills, not all because in PvP their dominating with all that healing it's insane.

 

Attraction that heals allies and damage enemies is great, they should keep that.

 

Punishments should be merged, like obviously....

But not so much that it changes their state into something else. sacriers should be able to do everything at once, not like mask which has coward and agressive modes.

Punishments should give +200% dmg max. 5 turns = +1000% if fully buffed,

But they shouldn't get %dmg only when they are hit, they just gain 200% each turn, hit or not.

 

Then there are damage skills that respond to the amount of buff you gain, more buff = more damage obviously...

 

200% buff = Life Steal

400% buff = +5% resistance

600% buff = +50dodge/lock

800% buff = Damage Reducted by 20%

1000% Buff = Increase final Damage by 10%

 

So basicly sacrier builds up their strength over time, the more turns the stronger it gets, the less hp the stronger the individual skill.

 

However, this is just my ideal sacrier, no one would actualy like this but yea, w/e

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then sacriers (again) would be a*must* have class...

Edited by winged-one

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3 hours ago, Professor said:

By switching with an enemy player the sacrier gets a buff of reducing incomming damage by 60% for 1 turn.

 

The sacrifice spell changed.

When casted all ally players damage is absorbed by the sacrier and reducted by 80%.

So the sacrier only gets 20% of the damage done to players, but 100% damage when dealt to sacrier itself.

 

 

I know that's just your ideas, I know this numbers might be rounded up, I know it's your imagination of perfect sac, but I couldn't resist to say that reduction of 60% dmg is insane. It's way too much imo and then you came out with 80% reduct. So it's almost like sac gives to whole team immunity for a few rounds. Shield him up with even single prevent word and vit/reper or whatever and heal when needed and you have whole team under immu for some time.

 

So let's say some big 200lvl boss uses mass spell (for example Rough Tangue AoE so little cross) hitting everything inside for 5k each target. 3 chars are there so it's basically you have 3 dead chars, then with your sacri the sacrier sucks up the damage and he get's... 3k in total. Just small example. 

 

Also this is only my opinion, I have no issues to your ideas, just the numbers are quite too big :)

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I see it as current meta tanking, most of the times you can face-tank the enemies due large amount of damage and erosion.

But having a sac that absorbs those damage with high damage reduction allows " tanking " in the game.

 

Place iop close to mobs and go ham, sac does his thing and absorbs the damage dealth to iop.

 

I don't know what kind of dungeons are comming atm, nor their mechanics, but honestly I don't think true tanking would exist in dofus

anymore like in the old days.

This would be my answer atleast :)

 

But yea, thanks for the critism tho, as a player base we have to come up with idea's for ankama apparently...

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Is it going to beta this week?

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It seems not.

We may have to wait another week until 200+ mechanics are finalized.

 

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latest news

0ja6aZG.png

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15 minutes ago, Quadro said:

latest news

0ja6aZG.png

Change class to some op autowin char like cra.... oh wait 

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10 minutes ago, Monology said:

Change class to some op autowin char like cra.... oh wait 

eca ftw lmao

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Gonna cry if this is what my current sacrier is going to turn into js.

 

 

 

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Ankama has opened a survey regarding the spells of the sacrier, if you have tested the sacrier on beta please fill in this survery to help them balance the sacrier's spells.

 

Edited by Mystic-Water

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Well it's kinda vague, you can't really specify the reasons there (range? damage? too harsh penalties? etc).

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You can still post your detailed feedback in specific Official Forum threads.

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Thats a lot of text that doesn't say a lot h.

 

The class is deeply flawed. The kit does not work well together, some points are good, others are incredibly weak.

 

The kit was based around the sacrier being a tank, and still offers far too much punishment to the sacrier which currently isn't acceptable, given the 1:1 vit cap.

The agility spells are weak. The MP spell should be a steal, the 2ap spell is cute but I can't see myself ever using it as more than a swap and the final spell has a ridiculous cooldown, which is currently asking too much.

The chance spells are mediocre. The one that attracts you to the target is great. The steal spell is a joke for a single target, compared to what dissolution was. The final spell is okay, nothing special.

The int spells are a joke due to the damage to caster and a pure int build is simply not viable.

 

The heal spell is pathetic, to take 20% reduced final damage for 2 turns in exchange for 10% vit is a joke.

Attract and coop are also pathetic, there is absolutely no reason you should take 5% damage for casting, especially given 1:1 vit.

The class spell is literally the biggest waste of a class spell I've ever seen.

 

I believe the sacriers punishments need to work like Masq masks, 1ap and you can only go 1/turn. As it is, I don't like the fact you can change into dmg punishment, do your business then mp/vit yourself as a protective measure.

 

The class can be best described as 'jack of all trades, master of none'. This kit is a rough start of what the revamp should be and it should say a lot that the thing you're most excited about here is your weapon damage.

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1f5y46.jpg

 

All I can think about this beta.

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