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Devblog: Class Balancing 2.68

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Besides the Eniripsa and Ouginak, we also took the opportunity to modify some other classes as part of the 2.68 beta. Some only received bug fixes or very minor changes, but four classes in particular saw more significant changes.

Unlike the major revamp we've done for the Eniripsa class, the changes for these other classes are closer to the ones we made for Ouginaks: improvements to the core gameplay and mechanics to strengthen the class's role and identity, a few changes to variants, and lots of little changes to utility or elemental spells – mostly buffs, but also a few nerfs when needed.

The Sadida is a bit of a special case, as for this class the changes are mainly in the "nerf" category. The balancing here is mainly focused on teams of multiple Sadidas in PvM, whose sharing of the Infected state and their different summons-related spells made them clearly overpowered.

So without further ado, here's a quick overview of our objectives with this update!

ELIOTROPE

  • Improve options to unlock without breaking the bank
  • Reward a more discerning approach to portal management with the Neutral spell
  • Allow players to use up to 4 spells at once for each elemental path, to diversify gameplay and strengthen the role of each path
    • Finally give the Water path a true identity, focused on the caster's mobility
  • Balance a few utility and elemental spells
  • Overall, provide richer gameplay which still has constraints, just not as strict

HUPPERMAGE

  • Enable Huppermages to finally be the versatile elemental mages they were always meant to be, by giving them the ability to really play all elements:
    • 4 elements
    • 3 elements
    • 2 elements
    • 1 element
    • Pushback / Critical / Non-critical damage
  • Improve the least-used utility and elemental variants
  • Increased emphasis on multi-element spells
  • Improve the least powerful effects of spells that use states
  • Ease certain casting conditions

SADIDA

  • Slightly reduce the survivability of the class and its summons
  • Slightly reduce debuff effects, as well as damage related to debuffs and poisoning via infection
  • Drastically reduce the power of teams made up of multiple Sadidas
  • Add flexibility to the Earth and Water paths, which will now each have 3 spells that can be played simultaneously
  • Slightly improve non-infection gameplay

MASQUERAIDER

  • Update spell acquisition to improve character progression throughout the game
  • Increase the number of spells that can be played per mask and per element via:
    • Changes to variants: as of this update, no elemental spell is across from another spell in the same element
    • More spells usable in two masks at once (Coward/Intrepid and Intrepid/Psychopath)
  • Improve the least-used variants – masks, utility and elemental
  • In general, enable Masqueraiders to be even more versatile and unpredictable, while also giving them a more consistent and interesting spell kit

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