Class Balancing 1.55
By [Ankama]DOFUS-Touch - ANKAMA - May 31, 2022, 17:00:00* This devblog was updated on June 21, 2022, with the latest changes available in the game following the At the Heart of the Legend update.
As mentioned in [Missive #15] earlier this year, we'd like to offer minor balancing updates more often, in order to more regularly advance the overall project and test various changes in isolation.
Our main goal across all classes is still to smooth out the stat brackets so that all classes will be on a level playing field when it comes to spending points. Our more long-term goal is to offer each class three (and only three) balanced elemental paths, to be used alone or in combination.
Smoothing out the stat brackets is intended to allow each class to increase stats with the following brackets:
- 1 for 1 up to 100
- 2 for 1 up to 200
- 3 for 1 up to 300
- 4 for 1 up to 400
- 5 for 1 above 400
And of course, alongside these two projects, we're continuing to tweak other classes when it seems necessary.
For this update, we've made changes focused on three classes whose brackets we wanted to revisit. The classes are Enutrof, Ecaflip, and Iop.
Minor changes have also been applied to other classes; these will be detailed later.
It's worth noting that the changes made to Ecaflips do not amount to a class revamp. With this year's schedule, we can't guarantee we'll be able to offer a revamped Ecaflip as we had initially wanted for 2022. That's why we decided to modify its brackets in this update, thereby offering a version of the class that's more similar to the others and more satisfying, but without fundamentally altering its gameplay. So keep in mind that these changes aren't meant to substitute a future revamp.
This also allows us to test certain small-scale mechanics to see whether or not they should be included in a future revamp.
Details about the changes will be divided into three parts: minor, moderate, and major changes.
Minor Changes
Pandawa
Karcham- The spell cannot be cast if the caster is in the carrying state.
Sram
Deviousness- The spell's range has increased: 4/4/4/4/4/5 > 4/4/4/5/5/6.
- The spell's damage has increased.
- The maximum number of casts per turn is now 3.
- The maximum number of casts per target is now 2.
- The spell's critical hit rate has been reduced: 1/30 > 1/40.
- The spell's critical hit rate has been reduced: 1/30 > 1/40.
Foggernaut
This class's stat brackets have been tweaked. As these are already close to the target brackets, spell damage remains unchanged for now.
Rogue
Blunderbuss- The spell's range has increased: 3 > 4 (rank 6).
- The spell's AP cost has decreased: 5 > 4.
- The critical hit rate has been increased: 1/50 > 1/35.
- Effect stacking now maxes out at 2.
- Spell damage has decreased.
- The erosion penalty has been reduced: 25 > 15.
- AP reduction applied by the spell has increased: 1 > 2.
- The critical hit rate has been reduced: 1/30 > 1/35.
- The spell can now be cast in a diagonal line, forming a casting zone in a square around the caster.
- Max effect stacking is now 1.
Moderate Changes
Iop
The stat brackets have been tweaked. Damage from spells in affected paths has been tweaked to match the new brackets, leading to overall reduced damage to offset the higher stats from brackets.
Three spells have been removed:
- Friction
- Vitality
- Poutch
These spells were some of the class's least used, or we found that they didn't offer enough value. So they have been replaced by three new spells: two Air spells and one Fire spell. The points spent on these spells have been refunded.
Due to the modified spells and brackets, the order in which spells are unlocked has changed so as to more evenly distribute the elemental paths over the course of progression.
We wanted the paths to be geared in this way:
- Earth path: mainly geared toward damage
- Air path: geared toward positioning/movement
- Fire path: geared toward weakening opponents
- The critical hit rate has been reduced: 1/30 > 1/50.
- The critical hit rate has been reduced: 1/30 > 1/40.
- The spell's area of effect has been reduced: 3-cell cross > 2-cell cross.
- The duration of the bonus granted has been reduced: 4 turns > 2 turns.
- The spell's range has increased: 0 > 1/1/2/2/2/3.
- Spell damage has decreased.
- The critical hit rate has increased: 1/40 > 1/35.
- Spell damage has decreased.
- The critical hit rate has increased: 1/50 > 1/40.
- Max effect stacking is set to 1.
- The MP reduction is now only applied to enemies.
- The spell no longer inflicts Air damage.
- The spell's AP cost has decreased: 4 > 3.
- The spell now applies a shield to the caster based on their level, up to 200% of the level at spell rank 6.
- The Fire health steal line is now an Air health steal.
- The critical hit rate has increased: 1/50 > 1/35.
- Spell damage has decreased.
- The spell now grants a vitality bonus based on the target's health.
- The critical hit rate has increased: 1/50 > 1/40.
- The power bonus has been reduced.
- The duration of the spell's effects has increased: 2 turns > 3 turns.
- Spell damage has decreased.
- The spell's minimum range has decreased: 3 cells > 2 cells.
- The spell's maximum range has increased at levels 5 and 6.
- The critical hit rate has increased: 1/40 > 1/35.
- Spell damage has decreased.
- The spell no longer deals damage to the caster's allies.
- The critical hit rate has increased: 1/50 > 1/35.
- The critical hit rate has increased: 1/40 > 1/35.
- Spell damage has decreased.
- The critical hit rate has decreased: 1/40 > 1/45.
- Erosion is set to 15% at all spell levels.
- Inflicts Air damage on enemies and applies an Erosion penalty.
- The area of effect is a 3-cell ring around the targeted cell.
- The spell can be cast from 0 to 2 cells away; the range cannot be modified.
- AP cost: 3
- Critical hit rate: 1/40
- Steals health in the Fire element and reduces targets' power for 1 turn.
- The area of effect is a 1-cell cross.
- The spell can be cast from 2 to 5 cells away; the range cannot be modified.
- The spell has a cooldown period.
- AP cost: 4
- Critical hit rate: 1/35
- Attracts the target and inflicts Air damage on enemies. Increases the caster's Lock.
- This spell can only be cast in a straight line, with a range of 1 to 3 cells. This range cannot be modified.
- The spell can be cast up to two times per turn.
- AP cost: 4
- Critical hit rate: 1/35
Enutrof
The stat brackets have been tweaked. Damage from spells in affected paths has been tweaked to match the new brackets, leading to overall reduced damage to offset the higher stats from brackets.
Three spells have been removed:
- Mass Clumsiness
- Living Shovel
- Pandora's Box
As with the Iop situation, these spells weren't used much or we thought they didn't give the class enough value. So they have been replaced by three new spells: one Earth, one Water, and one Fire. The points spent on these spells have been refunded.
Due to the modified spells and brackets, the order in which spells are unlocked has changed so the elemental paths are better distributed over the course of progression.
We wanted the paths to be geared in this way:
- Earth path: mainly geared toward damage
- Water path: geared toward obstructing mobility
- Fire path: geared toward weakening opponents
- The spell's critical hit rate has increased: 1/40 > 1/35.
- The spell's maximum range has decreased; it is still modifiable: 8 > 6 (rank 6).
- The spell now removes range in addition to the spell's initial damage.
- Spell damage has decreased.
- The spell's range can no longer be modified.
- The spell's damage has increased slightly.
- The spell's critical hit rate has decreased: 1/30 > 1/40.
- The spell's maximum range has decreased; it is still modifiable: 8 > 7 (rank 6).
- Spell damage has decreased.
- The spell's critical hit rate has decreased: 1/30 > 1/40.
- The spell's area of effect has changed; it is now a 1-cell cross.
- The spell's maximum range has decreased; it is still modifiable: 7 > 5 (rank 6).
- The spell's minimum range has decreased: 3 > 2.
- The spell's critical hit rate has increased: 1/50 > 1/30.
- Spell damage has decreased.
- The maximum number of casts per turn is set to 2.
- The AP cost has decreased: 5 > 4.
- The difference between the minimum possible roll and the maximum possible roll has decreased at all spell levels. The maximum damage value remains the same.
- The spell's damage has decreased slightly.
- The spell no longer has critical hits.
- The duration of the penalty has decreased: 3 turns > 2 turns.
- The cooldown period has decreased at all spell levels. The new values are: 8/7/6/5/4/3 turns.
- The chest is now a controllable summons.
- The chest's healing is now a single-target healing spell. It can be cast two times per turn max. The spell's range depends on the summons's level.
- Steals HP in the Fire element and reduces healing received by the target.
- The spell has a range of 2 to 6 (modifiable) at rank 6.
- The spell can be cast 2 times per turn, and the effects cannot be stacked on a single target.
- AP cost: 4
- Critical hit rate: 1/35
- Inflicts Water damage in an area of effect and repels targets.
- The spell has a range of 1 to 7 (modifiable) at rank 6. It can only be cast in a straight line.
- The spell can only be cast once per turn.
- AP cost: 3
- Critical hit rate: 1/40
- Inflicts Earth damage. For 2 turns, inflicts Earth damage if the target suffers a Range reduction. This effect may be triggered 3 times per turn.
- The spell has a range of 1 to 7 (modifiable) at rank 6.
- The spell can be cast twice per turn and once per target.
- The spell's effects are not stackable.
- AP cost: 3
- Critical hit rate: 1/40
Major Changes
Ecaflip
As explained earlier in this devblog, we wanted to make changes to the Ecaflip class in advance of a potential revamp so we could tweak its stat brackets. These changes also include removing its Fire path, which had been by far the least featured and, as a result, the least utilized.
As with Iops and Enutrofs, a change to stat brackets will in many cases lead to a reduction in spell damage. Ecaflips nevertheless remain the best single-target DPS class in the game.
For this class, all spells have been revamped, although some will have the same effect. Any spell points you've spent will therefore be refunded.
The level requirements for spells as well as the elements of certain spells have been changed to make elemental paths more consistent.
We wanted the paths to be geared in this way:
- Earth path: mainly geared toward damage and erosion
- Air path: geared toward mobility and positioning
- Water path: geared toward critical hits; these spells now trigger different effects or remove certain casting penalties when they deal critical hits.
With these changes, particularly in the Water path, we can examine random mechanics (through the critical hit system) without the random element becoming an issue or the outcome of a turn drastically changing for the caster, which could happen with the Bluff spell's damage, for example.
We tried to make the Ecaflip's player-focused side coexist as comfortably as possible with a less penalizing randomness-based system, in order to make the class less frustrating.
Heads or Tails- Inflicts Earth Damage Dealer and removes Lock from the opponent.
- Spell damage has been increased.
No changes made to this spell.
Rough Tongue- This is now a Water spell. The spell's damage has increased.
- Reduces enemies' Range and inflicts Water damage on them in an area of effect. Increases their Range on the following turn.
- On allies: increases their Range but reduces it on the following turn.
- In the event of a critical hit, allies are not affected by the Range penalty.
- The spell now grants a Power bonus instead of a Damage bonus.
- The cooldown period at level 6 has been increased by 1.
- Inflicts Air damage and reduces Pushback Resistance.
- Spell damage has decreased.
- The spell's effects can be stacked 2 times.
- The Catatack spell can now steal Air, Earth, or Water health.
- Reduces damage inflicted by the targeted enemy, but increases it on the following turn.
- On an ally, damage inflicted is increased on the first turn, but reduced on the following turn.
- The effects will be triggered on the next turn when the spell targets the caster.
- Spell damage has decreased.
- If the spell does a critical hit, the spell's damage is not inflicted on allies.
- This is now an Air spell.
- Spell damage has decreased.
- The spell no longer applies an AP reduction penalty.
- This is now a Water spell.
- Spell damage has decreased.
- If the spell does a critical hit, the Water damage is replaced by a Water health steal of equal value.
- Effects that can be triggered by the spell have been tweaked and are now as follows:
- Damage bonus of +20
- Healing bonus of +80
- Power bonus of +200
- Critical hit bonus of +30
- Range bonus of +3
- Dodge bonus of +30
- Lock bonus of +20
- AP reduction bonus of +20
- MP reduction bonus of +20
- Pushback damage bonus of +60
- Spell damage inflicted increased by 10%
- Weapon damage inflicted increased by 10%
- Ranged damage inflicted increased by 10%
- Close-combat damage inflicted increased by 10%
- If you inflict a critical hit, the spell's AP cost is reimbursed.
- The spell has a one-in-two chance of inflicting a critical hit.
- The spell's cooldown period has increased by 1.
- The duration of the spell's effects has increased by 1.
- The spell's damage has increased slightly.
- The critical hit rate has increased: 1/50 > 1/40.
- For 2 turns, the target is healed for a percentage of its health every time it gets a critical hit with a spell.
- The critical hit rate is 1/50.
This spell hasn't changed.
Reflex- This is now an Earth spell.
- The spell's damage has increased slightly.
- The critical hit rate has increased: 1/50 > 1/35.
- Inflicts Air damage and moves the caster closer to the target. Movement distance is 1 cell.
- The spell has a range of 2 to 5 (modifiable) at rank 6. It can be cast in a straight line or diagonally.
- The spell can be cast up to 3 times per turn and 2 times per target (rank 6).
- AP cost: 3
- This is now a starting spell for the class.
- When the spell does a critical hit, the maximum number of casts per target goes up by 1.
- Healing done to allied targets is now a percentage of the target's health.
- The critical hit rate has increased: 1/50 > 1/35.
- This is now an Earth spell.
- Spell damage has decreased.
- The critical hit rate has increased: 1/40 > 1/35.
- Spell damage has been increased.
- Fire damage has been removed from the spell; it now inflicts Earth, Water, and Air damage.
- This is now an Air spell.
- The critical hit rate has increased: 1/40 > 1/35.
- This is now the class's special spell.
- It makes the targets in an area of effect Unlockable and applies the Gravity state to them on the next turn.
- The spell can no longer inflict a critical hit.
Instead of simplifying the game and making it more casual, you plan to implement more and more inventions that are useless, this is a mobile game?
As for the modification of the Iops, if it was already a secondary character, now it will be much more, it makes no sense to lower damage to intelligence spells, knowing that at least 80% Iops are hybrids with stats based on strength, now they want us to lower stats to strength to raise intelligence to hit less with both elements?
Anutrof are already one of the most neglected classes, they still have the same spells since years ago, they only have release (which is not even a class spell) to be able to move allies/enemies, and now they are taking away the anmimated shovel, a spell that should be controllable like the dopeul, the shovel is a fundamental spell to be able to move away/approach, now they put a movement spell and who knows how it will work, the pandora's box is a very used spell, don't their developers play Dofus?
Zurcarak's don't even say ....
For iop I think its an overall buff regardless of paths ( which was needed)
Water path for Eca is geared mostly for ranged damage I'm afraid it might seem a little weak.
Earth / Wind look awesome and make alot of sense, overall really happy with the direction, IMO agility seem especially interesting.
But, there is a balance issue you might have overlooked, and is now amplified - Water Feca is absolutely broken, and is now even stronger due to Enu's unbewitch range getting nerfed.
He's providing alot of initiative because chance builds, he has Rampart, which probably has the best value for any ability in the game(and outright makes alot of builds near-useless), feca shield, close / long range invu, Truce, Heroism makes it impossible to rush percs and is in a way another form of invulnerability, dodge glyph(honestly, why does it exists ??), Atraxia in a way is a minimum of a 2 ap exchange(leekpie) between characters, with the potential to get a net gain of AP expenditure out of the enemy - really useful. hes countering every single ranged class while outclassing them in damage & utility, have varied tools to deal with melee classes ( and he cant even be locked so you cant deny his ability to cast damaging spells), provides huge value for his team, paired with Eni it changes the game to revolve around eroison. - classes that dont have unbewitch or build paths that don't have access to a single high damage line spell or eroison are rendered near useless against him - (e.g: Earth / Water Sacrier, All paths of Cras, or generally multi-hit paths)
Rampart should be nerfed, range reduction for the maximum range of chance spells, duration /size of range reduction glyph should be reduced.
Also, remove dodge set bonus from spectral bandit, makes classes who arent agility unable to lock int classes.
Thanks for reading
Agreed: you hate multi element build, as by lowering spell caps you definitely killing them. Said so, having 3 different, equivalent, single element build could be interesting.
Just a comment: defining Vitality and poutch (for iops) and pandora box or living showel (for enus) unused spells, shows how much from the game developers know! That's really worrying!
#Don'tLetTheEnusDie!!! Pls
It will take a while to adjust my playing to the revamped skillset. But I believe the result will be less boring and more useful on many occasions. Sure, some things were lost. But I believe the overall effect is definitely an improvement for me.
The only thing I have to complain about is the weakness of SoJ. It was weakish before but now it's more noticeable compared to other skills. I'd wote for 3 ap and a slight downward adjustment in damage. And maybe a cap on casts per turn.
Other than that great job on the water enu. We've come a long way in versatility since my first turq in Rushu and the spamming of coins or melee weapon.
Wrath was underused by iops. We have decided to remove it. You are invited to our beta test where we can look at the changes. Of course, we have already decided on the changes and we will not care about your opinion. We will be giving away the 'ceremonial pig butt shield' as a gift to those who participate in the beta test.