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Showing content with the highest reputation on 11/18/17 in all areas

  1. 4 points
  2. 3 points
    Let's be honest who really hates the current system anyway? Personally I just hate being agressed at all. At least in the current system you had a relatively easy way to avoid getting attacked. From what I hear this new system is just 100% worse lol. So for me the good sollutions are to either keep the old system or to remove the agro mechanic in its entirety.
  3. 3 points
    I've tested this unvoluntarily (on the test server) by stepping out of the lake palace door. I was insta-aggroed by koalak mobs. The second a fight finished, thanks to the usual lag, I was aggroed by the next mob. This went on for about 20 fights or so, before I got lucky and managed to hot-key a recall pot. My level did not protect me from those pesky koalaks. I find the overall idea interesting but the current implementation is total BS. There should be an extended truce period after the first aggro or the trigger times should be much longer than they are now.
  4. 2 points
    Have you missed the Goultarminator? A volunteer players' association would like to give you a chance to experience it again and is organizing the Tournament of Nations from December to February! We mentioned it before in Gamakna no. 2, but now it's time to tell you a little more about the Tournament of Nations organized by community members. A GOULTARMINATOR-INSPIRED TOURNAMENT Like the famous summer tournament of years past, the Tournament of Nations will pit the new merged servers against each other in breathtaking battles. The group phases followed by a classic fight tree will determine this winter's grand winner, and it's up to you to be the major players in this event by representing your servers! However, before perhaps becoming a legend on your server, you'll need to sign up and qualify! The speed and popularity trials of the Goultarminator are done: To qualify for the Tournament of Nations, you will need to prove your skills during PvP fights in 4 against 4 format! HOW TO QUALIFY While sign-up are open to all, the qualification system will allow only the best players to represent their servers in January. Indeed, no less than 20 rounds of fighting will be played to designate a title holder and second in each class for each of the 14 game servers (the single-account servers and Heroic server are not part of the competition). It is up to you to get ahead of the pack by performing better than your competition in order to represent your server this winter! THE TOURNAMENT FORMAT The fights will be in the same format as the most recent tournament – that is to say, four 4-against-4 matches on the BETA server. Even though historically the team compositions were set at the Goultarminator, this will not be the case for the Tournament of Nations. For each fight, the server captains can build their 4-member teams as they desire, and thereby offer different strategies every match night for a great show! SIGN ME UP! If you are interested in the tournament and already see yourself becoming the hero of your server this winter, here is a link to the tournament's website, including the rules and the registration modalities! Please note, of course, that this tournament's dates will not overlap with those of the DOFUS World Series – Winter Edition 2018, so you can participate in both tournaments without any issues. Good luck to you all, and may the best server win!
  5. 2 points
    It was obvious that aggresive monsters were changed to highly aggresive, the whole concept and their motivation is THAT stupid. Connection issues will almost surely make this dumb idea never happen, unless Ankama is in suicide mode. For the record: your character logs in before the login screen fades out and you see the map; this includes the screen freezing at 50% or whatever arbitrary number the current version of the bug displays. If your internet connection fails, your character(s) stays connected serverwise sometimes even for minutes. In some cases, this ocurrs even when closing the window instead of logging out manually. There, now yo can get AFK aggroed when logging in or out, or just having crappy internet.
  6. 2 points
    Announcing a tournament a few weeks before the major class screw-up. :thinking:
  7. 1 point
    Here are my notes on the Huppermage spell variants so far: Direct Damage Spells Huppermage originally had 3 spells in each element: single target 3AP single target 4AP with additional effect AOE 3AP with HP steal, 1 use every other turn Their variants follow a similar system: single target 5AP, higher damage single target 4AP with additional effect single target 2AP with HP steal, 1 use per turn These spells still apply states, generate runes, and trigger elemental combo effects like the originals. The new additional effects on the category 2 variants are earth: -critical (+critical on ally), air: retreat, water: advance, fire: swap position. Air, earth, and fire builds have more long range options than before, although many of them are linear only. Water builds still have only short range spells. Air spells have earth variants and vice versa. Water spells have fire variants and vice versa. So you can now have up to 6 spells in one or two elements, at the cost of having fewer spells in other element(s). State Based Spells Courant Quadramental (Quadramental Current?): variant of Polarity. 2AP, 6 range, one use per turn. Similar element-dependent effect as Polarity, but the earth pushback effect is only 1 cell and on entities adjacent to the target instead of the target itself, water attraction effect is also only 1 cell on entities within 1 cell of the target instead of the the target itself, and air symmetrical teleportation is for entities within 2 cells of the target instead of the caster. A fire target swaps with its closest entity (similar to Koutoulou effect). Morph: variant of Elemental Drain. 4AP, 4 range, 1 use per target. Deals about 40, 46 crit damage on target in the same element. This spell buffs itself depending on the element of the target: strength increases its use per target limit by one, air increases its range by 1, water lowers its AP cost by 1, and fire increases its base damage by 20. Each effects last two turns and can stack twice. Unlike Elemental Drain it doesn't consume the state or steal stats. Cycle Élémentair (Elemental Cycle?): variant of Contribution. 1AP, 8 range, 2 uses per target. Changes elemental state of the target, earth -> water -> fire -> air -> earth. Boucle Élémentair (Elemental Loop?): variant of Imprint. 2AP, 3 range, 2 uses per target. Deals low damage on the target based on elemental state, and then changes its state like Cycle Élémentair. Rune Based Spells Manifestation: variant of Runification. Triggers the targeted rune (like Runification but just for one rune) up to 5 range away. If the cell is empty, creates 3HP summon and at the same time applies the same effect as Courant Quadramental (Quadramental Current?). The summon dies at the start of next turn and applies elemental state to nearby enemies. Piègé Élémentair (Elemental Trap?): variant of Propagation. 3AP, 6 range modifiable. Creates a trap on top of the target rune which when triggered, applies a single target version of Propagation's rune target effect (earth -1 ub, air unable to lock, water gravity, fire half received healing). Surcharge Runique (Runic Surcharge?): variant of Runic Healing. 3AP, 5 range, 2 uses per turn. Consumes all your runes and deal their damage on the target. Répulsion Runique (Runique Repulsion?): variant of Journey. 1AP, 2 uses per turn. Consumes all your runes. Targets next to you are pushed back 2 cells per rune consumed. Other Spells Gardien Élémentair (Elemental Guardian?): variant of Elemental Shield. Summon with 4MP and deals damage to a linear target, in the same element as the target's state, or neutral if it has none. The summon gains 250% power whenever the huppermage performs a unique elemental combination. This buff is infinite, so it can stack up to 1000% power.
  8. 1 point
    Hello all! This post is meant to inform those interested in learning about and possibly joining this brand new guild on Ilyzaelle. First and foremost, I'd like to introduce myself. My in-game name is Abandonego and despite my partner hating my hermit life, I game game and game. I always have and most likely always will. Gaming is a form a stress relief, as we all know, and therefore I'm magnetized to it and everyone else who plays games with me for the same reason, fun. Community building in the gaming scene has also been an interest of mine for quite some time. If it's administering a CoD community of 50+ players, leading a 500-man ESO clan, or giving a helping hand to Rust official servers, I am in. And now, I am beginning another task and adventure with this Dofus guild. Silk Road is a guild that I aspire to grow bottom-up into a guild that represents the English-speaking community in few ways. It is meant to represent the gamer that can be hardcore, that can be casual, that can be knowledgeable or be a newbie, that can be all those things AND that is a respectful, polite, and positive person. Silk Road is a guild meant to break bridges between players and function as a community able to play together through camaraderie and service. If you are interested in giving Silk Road a try, please message me here, in game or e-mail me at ma.abandonego@gmail.com. Also feel free to reach out to me or our members over Discord! See you in game!
  9. 1 point
    I don't mind the aggro system that we have been dealing with for years. It creates areas where not many people want to go and thus creating higher priced resources. i like that there are lower level, easy to farm areas that are just difficult to get to. But this new system is annoying, I logged in one several accounts and just so happen to be in the Agony Valley area and was immediately aggroed on each character. I don't like the fact that even if you aren't moving, you will be aggrod. I shouldn't be 200 and being aggrod by level 60 monsters unless i run right into them or near them. They should be frightened of me, not willing to fight. Edit: What the hell do i replace my Enu with? Sram? Another Cra? x.x
  10. 1 point
    Then they should also make you invulnerable after the game doesn't receive any input for like 10 seconds to make afking safe, or if you're in away mode. All of these things still don't fix the problem of how you now have to be constantly alert while, for example, waiting for a late group member for a fight in an aggressive area. Imho they should get rid of all aggro, apart from maybe aggro in koalaks/wabbits - and not change the current system otherwise.
  11. 1 point
    Well, after spending 10 mins on beta, I've now experienced it for myself. I can imagine the devs discussing this at a meeting. Dev A: People are saying monster aggro is too annoying. We should probably fix that. Any ideas? Dev B: How about we make all monsters aggressive, instead of only some of them? And then make it so that players can't even go to the toilet safely without going into their haven bag first? Dev C: We don't want to annoy the high-levels when in areas they barely ever walk through anyway, so maybe we should make lower level monsters not attack higher levels. Dev D: We don't want to go that far. At least some monsters should always attack high levels no matter what. Dev A: Well, this sounds good to me. Let's get to work!
  12. 1 point
    Farewell, Mark, was fun to play n chat with you! we all know u'll be back.
  13. 1 point
  14. 1 point
    I conducted another test. I ran 4 chars into the new area. Monsters there are aggro. Running as fast as I could, I made it half way through the third map in before all 4 were aggroed, some on the 4th some of the 3rd map. One of the chars got lucky and won his solo fight, but of course he was insta-aggroed by a big mob right afterwards and was kindly informed that he couldn't use a recall pot in this phase of the fight. This is unplayable.
  15. 1 point
    WHAT I HAVE: Monoserver based. Got 3 friends which I mainly play with, Cra, Sadi and Eni, I'm the Enu. My eni friend decided to leave eni behind because he fellt unnescecary in this comp, what would be best for him to choose? WHAT I WANT: 1 more class
  16. 1 point
  17. 1 point
  18. 1 point
    You do realize that levelling is forbidden for you now, right?
  19. 1 point
  20. 1 point
    fuuuuuuuuuuuuuuuuuuuuuuuuuuuk i gave him 50 spell points XD
  21. 1 point
    Playerbase says monster aggression is annoying. - Makes monster aggression even more annoying.
  22. 1 point
    Hello Folks! I just wanted to keep those who may be interested, updated on the progress of Silk Road. We currently house 100 members on Illyzaelle, give or take. Of those 100 members, 80 members remain active. I do plan on reaching out to those who are MIA to find out if they will continue to play. The guild is also level 15 and has an average level of about 45. As the guild grows and members settle in, we have also incorporated our set of rules to help avoid complications, if any. Here are our rules as of now: 1. Be respectful/polite to guild members and non-guild members. This rule isn't meant to moderate chat or behavior on a micro level, but meant to avoid drama caused by aggression, disrespect or hurt feelings. 2. Do not scam or screw over another guild member. 3. No Racism, No Sexism, No Homophobia, No Exceptions. This includes ill-intended use of terminology and some terms all together. Aside from rules, Silk Road has managed to successfully host a couple guild giveaways within the last couple weeks to promote and encourage team work between guildies, and will continue to do so. As of now, any member may reach out and give another member a shout out for their friendliness/camaraderie or helpfulness/service and in return, the guild will reach out to those members on a biweekly basis to hand out prizes and rewards. In addition, guild members (special shout out to Caddy) have hosted their own giveaways within Silk Road, promoting donations in experience and guild activity and hopefully will continue to do so as the guild lives and breathes. Silk Road has evolved and continues to evolve accordingly to what our members seek. As of now, we are a friendly community of level-headed players who aren't rushing the game to complete server-firsts, but instead focusing on helping each other on our own quests, hunts, dungeons, gear and accommodating as much as possible to each member's progression as well as our own. Silk Road is also currently searching for an alliance with like-minded guilds and people. We are aware that a strong alliance is highly desirable by our members due to advantages that come along with conquering territories, but our members are even more interested in being part of an alliance where the guilds involved are simply cooperating and communicating, and I know as a fact other guilds are interested in this as well. So let this be a message to other English-speaking guilds that Silk Road is interested in an English-speaking alliance and are more than willing to cooperate with you to create one or join one! If you are interested in being a part of Silk Road, please reach out to me, or join our Discord. Otherwise feel free to lurk around and tune in on our future updates with Silk Road. ^^
  23. 1 point
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