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      Merry IMPSMAS 2017!   12/07/17

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Gravestorm

Dofus 2.45 Changelog

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Woah

I will sub for sure

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I do hope they decide to change the colour combination.

Because in my humble opinion, it's horrible....

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The arrogance of announcing new cosmetic items in subscriptions while offering useless overpriced harness' as compensation for the lost spell points or the little rewards for omega levels ... is too damn high. You can see selling ogrines and subscription is alot more important than satisfying your players for what they ask. 

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50 minutes ago, Topmaster said:

The arrogance of announcing new cosmetic items in subscriptions while offering useless overpriced harness' as compensation for the lost spell points or the little rewards for omega levels ... is too damn high. You can see selling ogrines and subscription is alot more important than satisfying your players for what they ask. 

 

Other than low level characters who scrolled many of their spells, we're not really losing anything from the spell point change. Level 200s especially are gaining access to all spells at highest levels. I do hope they'll add more rewards to make kolossokens worthwhile though.

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3 hours ago, Happida said:

 

Other than low level characters who scrolled many of their spells, we're not really losing anything from the spell point change. Level 200s especially are gaining access to all spells at highest levels. I do hope they'll add more rewards to make kolossokens worthwhile though.

Well i am also happy that we're getting free access to all spells, but thats not my point. I just have a problem with the stuff they are offering to fix the market value of kolossokens. They are like "if every player purchases one skeleton harness than it should be ok". These new livitinems could be perfect to put in the market for kolossokens .. 

Edited by Topmaster
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5 hours ago, Topmaster said:

"if every player purchases one skeleton harness than it should be ok". These new livitinems could be perfect to put in the market for kolossokens .. 

 

But how will ankama milk the community for more money if they add the new livis to kolo  :^) (^: 

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Servers are up.

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On 2017-11-16 at 5:35 PM, Viw said:

patch is live

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Edited by Gravestorm
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Whoever thought this new aggro system was a good idea can go neck themselves, u cant even load new map on all chars before u get aggroed just by switching map, seriously fuck off

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Oh you wanna join rest of your team in that fight? well fk you i'm going to aggro you on 2 other mobs. And they dont even have the decency to put a zaap in this joke of an area

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#getrekt508 ^___________^

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gotta make an AHK script which automatically transports your team  to havenbag since we won't be able to stand still anymore 😂

Edited by white cat 22
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I'm pretty sure one of the main objectives of the aggro change is nerfing sufokia repeatable quests. Those bottles take like 5 seconds to grab.

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oh btw nice new underwater mobs, gets 2 mp every turn, goes invis, places ranged traps, reflects dmg. Couldnt u have thought about something more annoying

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Haven’t had any problems with it myself, using an AHK-script to move my 4 characters from map to map at ilyz mobs. Just have to be fast with it. Had to put the quality down a bit though so transitioning between windows wasn’t as laggy.

 

Edit: Never mind, went to haven bag on all 4 characters while I grabbed a drink. Came back to all my chars dead in 1v1 fights. Rip karm + dragoone, u'll never be forgotten.

Edited by TheFook
...
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11 hours ago, TheFook said:

Haven’t had any problems with it myself, using an AHK-script to move my 4 characters from map to map at ilyz mobs. Just have to be fast with it. Had to put the quality down a bit though so transitioning between windows wasn’t as laggy.

 

Edit: Never mind, went to haven bag on all 4 characters while I grabbed a drink. Came back to all my chars dead in 1v1 fights. Rip karm + dragoone, u'll never be forgotten.

Hey do you maybe want to share that script :$? I'm looking for one but i just can't find it online ;<

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22 hours ago, phakboi said:

oh btw nice new underwater mobs, gets 2 mp every turn, goes invis, places ranged traps, reflects dmg. Couldnt u have thought about something more annoying

 

Sure, just make them revive each other :D

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The servers will be updated tomorrow, here is the list of changes made:

 

     Arenas are available (they were closed because some groups of aggressive monsters would attack different characters than the owner of the Soulstone).

     The Glad Yator NPC (in the Kolossium building) lets you buy Kolossoken Scrolls for 1,000 Kollosokens each. This temporary measure will allow you to gather Kolossokens on other characters. Old Spell Point Scrolls are transformed into Kolossoken Scrolls.

     An explanatory information bubble is added in the Bestiary for aggressive monsters.

     The Relief Boots class item is modified: The bonus that used to allow you to cast the Roaming Glyph spell twice a turn is now a bonus that removes the need for Line of Sight when casting the spell.

     Added the missing Emilie Yuh NPC in the Xelor Temple.

     The progression of the A Bad Case of the Simples Quest is no longer blocked when escorting Simples to the Sadida Temple.

     As the Tower Turns Achievement: The Achievement now allows you to earn the Scourge of the Veriun Dead Title. Characters who have already validated the Achievement can talk to the Voice of the Twelve NPC in order to obtain the Title.

     Breaking Heart Quest: It is now possible to escort the Crackler Shaman to the different stages of the quest, even if the following character has been lost.

     Living items of the ring, belt, boots, or amulet subtype now work as intended when they are fed.

     The level of the character is correctly displayed in the end of fight interface after gaining a level.

     The performance of the game servers are optimised when handling Challenges during fights.

     The preview of the area of effect of weapons is fixed (some weapons used to display an incorrect area of effect).

 

 

Eniripsa:

 

     Pernicious Word is correctly unlocked at level 130 (and not at level 195).

     Self-Sacrificing Word now has 1 Max effect accumulation.

 

 

Ecaflip:

 

     Levels 2 and 3 of Wheel of Fortune correctly unlock at levels 90 and 132 (an not at level 36).

 

 

Enutrof:

 

     The increase in damage suffered applied by the Decadence spell works correctly.

 

 

Feca:

 

     Lifelessness now steals Intelligence before dealing damage.

 

 

Pandawa:

 

     Karcham no longer requires Line of Sight.

     The range of Propulsion is corrected for levels 2 and 3. It used to be 3 instead of 4 and 5.

 

 

Rogue:

 

     Gluing Explobomb no longer deals damage to allies.

 

 

Sacrier:

 

     Influx no longer deals damage to allies.

     Flying Sword no longer keeps its appearance and bonuses linked to the Sacrier's Suffering when said Sacrier gets back between the -6 to 6 Suffering levels.

     Flying Sword no longer needs a target to cast its Bloodthirsty Cutting Up spell.

     Motivating Pain correctly increases Suffering if the target dies.

     Ravages correctly brings the caster closer to his target even if said target dies.

 

 

Foggernaut:

 

     The behaviour of the Bathyscaphe turret is corrected: It correctly gives Shield to its allies every turn.

     Its Decompression spell (AP gift) is corrected and no longer affects the whole map (but can still be cast at an infinite Range without the need of Line of Sight)

     The Trawler turret only removes MP when in Evolution III.

 

 

Xelor:

 

     Premonition can correctly be cast while in Gravity state (but the spell will have no effect if the caster is in the Gravity spell at the moment when the spell takes effect).

 

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Hello! Did they change MP reduction? I cant keep mobs at 0mp because they got 2 MP directly after being at 0

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What monsters? and what mp reduction spells

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On 12/5/2017 at 9:00 PM, phakboi said:

oh btw nice new underwater mobs, gets 2 mp every turn, goes invis, places ranged traps, reflects dmg. Couldnt u have thought about something more annoying

 

The 2 MP buffs + special effects for each mob apply only if you end your turn without having at least 1 mob in a range of 6 around you. To prevent the dead mobs from playing, you need a special spell obtained by a new quest, it's 3 AP and CC only. It's a piece of cake with a well-geared team and a more CC strat. It's a good change to, for once, prevent 508 farming.

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2 hours ago, Shuko said:

Hello! Did they change MP reduction? I cant keep mobs at 0mp because they got 2 MP directly after being at 0

also pay attention to spell's max accumulation, it varies from spell to spell

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Ah... thank you friends.. looks like they added max effect accumulation to shovel of judgement

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bastards

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