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Adding Value to Certain Sets

By [Ankama]DOFUS-Touch - ANKAMA - August 01, 2019, 07:45:56
DevTracker AnkaTracker

Hello, everyone!

Today we're inviting you to help us workshop a project that could begin late this year. We hope you'll turn out to contribute in a constructive way.

As most of you know, many existing sets are not used at all or very much. This could have various explanations: not enough resistance, inadequate elemental stats, unappealing set bonuses, or more generally that some sets are considerably less effective than others.

To prevent these sets from becoming completely obsolete over the course of the next few patches to add content, we'd like to take the time to restore some of their value. Keep in mind, this doesn't mean we won't be adding anything new!

What would these changes look like?


 1) Only tweak the bonuses for these sets

This option amounts to changing what bonuses are received when several items of the same set are equipped. It's the basic solution we're considering for all sets chosen.

It was already used for the Meno Set a few weeks ago.
2) Completely remake the set

This would consist of remaking the set from scratch: the set bonus as well as the characteristics provided by all the elements making up the set.

This option would be used selectively as a complement to the first one and not for all the sets.

For some sets, we believe only modifying the set bonuses is not enough to make them viable.

The Kan-O-Mat Set, for example, could have its component equipment pieces changed in the following way:
 
In practice, the change would be applied like so:
  • The modified set would be duplicated: elements + set bonus effects.
  • The old version would be renamed. For example: Worn Kan-O-Mat Headgear.
  • This old version could no longer be crafted.
  • The component elements of the old set (the worn version) could be traded in for the new version from a specific NPC. As a result, players with the old version are free to keep it if they wish.

The goal of this second option is to be able to manage especially complicated cases. It would only be used for sets with very low levels of use, crafting, or reselling. We would therefore suggest which ones might undergo this "processing".

What sets would be affected?


In the long term or a bit sooner, we'd like to look at all level groups. More in the short term, we'll first focus on VHL (very high level) sets.Here are a few sets we think would be good to tweak first:
  • Count Harebourg
  • Hail
  • Kan-O-Mat (with option 1 or 2)
  • Nocturnowl
  • Oshimo
  • Vicious (with option 1 or 2)
  • Stringsecticide
  • Gladiator Bworker

 We're hoping you'll contribute in three main areas:
  • What sets do you think should absolutely be tweaked in the level group 190-200?
  • What key elements of these sets would have to be accentuated to make them more useful while not fundamentally changing them?
  • Do you think option #2 is viable for the most problematic sets? Or would you rather we confine ourselves to solution #1 for all cases?

Along the same lines as the shield revamp that's coming later (work is proceeding well!), we'd like to refurbish elements already in the game in order to have a solid foundation for elements to come.

What do you think of this project? Feel free to expand on the arguments for your responses to the questions above! 
Reply
First Ankama intervention

Hello all,

Thank you for your feedback! Several of the proposals from the French and international communities were very interesting.

At the moment, we're here with the first three sets that we'd like to modify: the Count Harebourg set, the Nocturnowl set, and the Oshimo set.

As these sets are not extreme cases and are used by a large number of players, option 1 is naturally what is being envisaged to guide the changes. As a reminder: 

"This option amounts to changing what bonuses are received when several items of the same set are equipped. It's the basic solution we're considering for all sets chosen.


Count Harebourg Set

The main issue with this set comes from its penalties, notably regarding Resistances. This becomes particularly bothersome when considering its use in PvP.

Here's what we are proposing to offset this concern:

Simply offsetting this set's penalties with massive characteristic boosts does not seem sufficient, and seems too restrictive for a relatively unique element in its element and at this level range. We therefore prefer to offset some of its weaknesses (but not all) in addition to the characteristic boost. This way, rather than merely "canceling out" the set's penalties, we keep some of them to give it its own specificity.


Nocturnowl Set

Each item in this set has a different element, which makes it less attractive to use as a whole. This creates a tendency to complete another set with the item having the corresponding characteristic. We therefore propose adding non-negligible characteristics bonuses in the three elements concerned to the set's bonuses. In addition, damage would also be increased significantly:


Oshimo Set

For this set, we propose compensating slightly for the Range penalty and increasing the Critical Resistances already offered with the headgear:
What do you think of these proposals? Please keep in mind that the goal is not to make these sets inevitable, but rather to allow a wider range of players to better exploit them.

Thanks in advance for your feedback!


Going Further

To conclude, here are some replies to some of your questions.

"Huge issue: Your idea of making 'used' items – which isn't bad at all – raises the question of item exoticism. What about exo items? And already exo Shushu, Count, Vicious, Glacial, etc. rings (AP/MP/RA/summon the rest is reproducible)?"

This is exactly why we're leaving it up to the players to convert their items or not. Some players may prefer playing with the old versions because they like their exos or stats, or simply because they prefer the old versions. That's up to them!

"The 100/150 sets like Soft Oak and Moowolf have become too problematic because of the number of items for the AP or MP bonus. One solution would be to split these sets in two. Each with a specificity (part of the Moowolf in Earth, and a second in Air or bi-element)? Each with an AP bonus (to provide more diversity at level 100/150)?"

The Minotot, Obsidemon, Moowolf, Soft Oak, Rat ceremonial, Dreggon (on PC), and Ancestral Treechnid sets are especially concerned."

Modifying some of these sets is something that we do ultimately want to do. But you must understand that if a set gives an AP bonus with 7 items, for example, that doesn't mean that its split-in-two versions will do so.

"When we go to NPCs to exchange the old items for new ones, will the item stats be similar? With new lines added as perfect stats? Or will the stats be random? Or even perfect stats for all items even if the item we are exchanging didn't have perfect stats? And what about sm vitality, characteristics, etc. or even AP, MP, RA, summons, res exos, etc. How will it work?"

When trading with an NPC, a new item will be generated, just like in classic fabrication. The characteristics of the generated item won't take into account the characteristics initially present on the item handed over, nor any exotic modifications that it might have received. Once again, this is why we're leaving it up to players to decide if they want to trade in their items or not.
See message in context
Reactions 25
Score : 323

This is an interesting project. Some sets are not used, and other sets pre-frigost pale in comparison with new elemental damages and such.

What sets should absolutely be changed? What is it failing at? What is the supposed function of the set Which Option?#1=Change Set Bonuses#2=Change item stats entirely What are some ideas for changes?
Count Harebourg Lack of resists.The set needs to be better than the Freezz/treadfast combo, or Broucey Set in order to choose the boots over that set. Top level Earth Set #1 Keep the resistance malus on the hat, but offset it with +15% resists if you have all three set items (for an end result of +10%)

The initiative penalty is also bad on the ring. Adding 600 initiative to the 3-item set bonus would offset that and encourage the count boots instead of broucy boots.
Sucker Set A set that is so hard to farm, and used to be the ultimate set before frigost was released. This set has fallen behind. A light omni set. #1 Add 30 elemental stats, +15 damages . Also adding 20 Fire/Water/Air/Earth Resist

Adding 50 pushback resist, some critical resist, and AP/MP Dodge would round it off for an updated 199 set.
Hail Set You can’t equip the staff without having Dolmanax + full scroll or the sleet set Str/Cha + fits with the Sleet set #1 Add +10 Air and +10 Fire damages
Increase Set bonus to 60 Int and 60 Agi
Sleet Set This set needs to add more to compliment the Hail set Int/Agi + fits with the Hail set #1 Add +10 Water and +10 Earth DamagesIncrease set bonus to 60 Chance and 60 Strength
Kan-O-Mat set It doesn’t have an area where it excels, aside from 60 wis on each piece I can’t really figure out the intended use of the set. Maybe it is supposed to be for Xelors. #2 I would add some AP removal, and 1 summon. Increasing the stats but don’t make it compare to Meno. Add additional stats and damages for all three of its elements.
Nocturnowl Synergies. People mainly use one item for the 100 stats in their element. Tri-Element Earth/Water/Agi set #1 The full set bonus counteracts the negatives from the set.Add more resists for a 200 set. And +50 Neutral damage too. Other tri-element sets like Cycloid and Meno give ~180 to all three elements, I would add +30 elemental stats on all three pieces too.
Oshimo Synergies. Set suffers when used by non sacrier, masq classes or xelor It has great AP removal #1 Add range to the 2-item set bonus. (+1).3-item (+2). It also needs resists.
Vicious This set needs a complete rewrite. It needs to be better than Fuji, and work with the new Meno Belt Mainly Agi, secondary earth stats. This is currently the highest level earth/agi set #2 The set needs 100 more str and 100 more agi. It also needs some resists.
Stringsecticide  This set is a little old fashioned, but still gives great budget heals and summons Its got a lot of summons and heals. But was released before +fire damage and other secondary spells #1 Add some vit/ fire damage/ heals to the set bonus

 
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Score : 45

I really like the idea.  I can say that the bonus on a set should match the characteristics for the set pieces and also negative resists are a real turn off when looking at a set for use.

I tried the Vicious set and it just wasn't as useful as the Nevark's set.  The low str and earth damage for this set makes it a option 2.

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Score : 69

Acho interessante reinventar o SET do zero... e seria interessante ter SET baseado em PVP e outros Baseados em PVM por exemplo, assim os SET que são fracos em uma modalidade se sobressaem em outra.

OFF-TOPIC: Pelo amor de Deus revejam também questões relativas aos PETS e frustante por exemplo UPAR um BORBAT até 1000 PODS matando os bichos na turfeia, digo tem que matar bicho demais puta merda...

E exagerado matar por exemplo 50 bichos para ganhar um ponto de características...
 

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Score : 82

 

Vontheviking|2019-08-01 07:45:36
This is an interesting project. Some sets are not used, and other sets pre-frigost pale in comparison with new elemental damages and such.
What sets should absolutely be changed? What is it failing at? What is the supposed function of the set Which Option?#1=Change Set Bonuses#2=Change item stats entirely What are some ideas for changes?
Count Harebourg Lack of resists.The set needs to be better than the Freezz/treadfast combo, or Broucey Set in order to choose the boots over that set. Top level Earth Set #1 Keep the resistance malus on the hat, but offset it with +15% resists if you have all three set items (for an end result of +10%)

The initiative penalty is also bad on the ring. Adding 600 initiative to the 3-item set bonus would offset that and encourage the count boots instead of broucy boots.
Sucker Set A set that is so hard to farm, and used to be the ultimate set before frigost was released. This set has fallen behind. A light omni set. #1 Add 30 elemental stats, +15 damages . Also adding 20 Fire/Water/Air/Earth Resist

Adding 50 pushback resist, some critical resist, and AP/MP Dodge would round it off for an updated 199 set.
Hail Set You can’t equip the staff without having Dolmanax + full scroll or the sleet set Str/Cha + fits with the Sleet set #1 Add +10 Air and +10 Fire damages
Increase Set bonus to 60 Int and 60 Agi
Sleet Set This set needs to add more to compliment the Hail set Int/Agi + fits with the Hail set #1 Add +10 Water and +10 Earth DamagesIncrease set bonus to 60 Chance and 60 Strength
Kan-O-Mat set It doesn’t have an area where it excels, aside from 60 wis on each piece I can’t really figure out the intended use of the set. Maybe it is supposed to be for Xelors. #2 I would add some AP removal, and 1 summon. Increasing the stats but don’t make it compare to Meno. Add additional stats and damages for all three of its elements.
Nocturnowl Synergies. People mainly use one item for the 100 stats in their element. Tri-Element Earth/Water/Agi set #1 The full set bonus counteracts the negatives from the set.Add more resists for a 200 set. And +50 Neutral damage too. Other tri-element sets like Cycloid and Meno give ~180 to all three elements, I would add +30 elemental stats on all three pieces too.
Oshimo Synergies. Set suffers when used by non sacrier, masq classes or xelor It has great AP removal #1 Add range to the 2-item set bonus. (+1).3-item (+2). It also needs resists.
Vicious This set needs a complete rewrite. It needs to be better than Fuji, and work with the new Meno Belt Mainly Agi, secondary earth stats. This is currently the highest level earth/agi set #2 The set needs 100 more str and 100 more agi. It also needs some resists.
Stringsecticide  This set is a little old fashioned, but still gives great budget heals and summons Its got a lot of summons and heals. But was released before +fire damage and other secondary spells #1 Add some vit/ fire damage/ heals to the set bonus

 

All very good suggestions. I would also say to reduce the amount of negative critical resistance on treadfast set or offer some back as a set bonus due to the coming change to the power stat and the reduced damage output.
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Score : 570
The count set needs an extra item added to this set (cape) I think the cape stats can be decided by you guys as most capes at endgame level give 40- 70 stat to a certain or multiple elements without limitations or penalty. Adding a cape can give you guys leniency to what the 4th set bonus may give but I believe the set bonus for 3 items should remain at giving an AP.

The problem you guys have regarding old sets is the ability to reach 12/6 ap with old/new sets vs the traditional Tread/Bearb set combo... we need more options to reach 12 ap with old and or new sets combined... for example the count set with cape addition... I can use the count hat ring and cape to achieve + 1 ap set bonus and I may choose to use a brocey set for an additional AP … with ochre and exos I can obtain 12 ap making this set combination more sought out than tread bearb (especially with the power % nerf)

Another Cool addition would be adding the Inky Veil into the Sucker set Officially <--- why it hasn't been ive been confused about since 2009 dofus pc... this set is extremely hard to obtain and requires a lot of time fishing to even get close to crafting a few items vs paying someone 5mk and farming frigost 3 for you... with that being said you already have control on the production on this set/items.. I think it would be great to see the kringloves vit bonus increaded to 300 vs 200.. I would like to see the inky veil be added to the set allowing the 4th set bonus to give some other useful stats such as more resistances elemental damages initiative etc... The kralo ammy needs to be reworked due to % power Nerf... and some other set Hat/Belt/boots needs to be implemented with similar stats to the sucker set that gives an AP bonus making 12 ap obtainable Please @ me when you receive this as I have posted 3 times or attempted to on the workshop thread but would submit for w/e reason thanks
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Score : 570
also I think you guys should consider adding new trophies to boost the economy within the servers... players sitting on a few hundred million kamas or up near the billion mark would have something to invest in (pebbles etc) for new trophies vs having no new sets that allow for 12/6 ish
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Score : 69

 

Pandasaur|2019-08-02 01:25:57
also I think you guys should consider adding new trophies to boost the economy within the servers... players sitting on a few hundred million kamas or up near the billion mark would have something to invest in (pebbles etc) for new trophies vs having no new sets that allow for 12/6 ish


yeah that would be nice
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Score : 161

 

Pandasaur|2019-08-01 19:25:57
also I think you guys should consider adding new trophies to boost the economy within the servers... players sitting on a few hundred million kamas or up near the billion mark would have something to invest in (pebbles etc) for new trophies vs having no new sets that allow for 12/6 ish


This. 100% this. Hell, just take some of the >12 ap > 6 mp restrictions off of some of the non-set items like Creaking Tree Hat. Tone down the items if you think that'd make them too powerful – I'd much rather have a weaker filler item that let's me reach 12/6 than having a gaping hole in my equipment set.
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Score : 75

 

MrDSire|2019-08-02 14:35:30
 
Pandasaur|2019-08-01 19:25:57
also I think you guys should consider adding new trophies to boost the economy within the servers... players sitting on a few hundred million kamas or up near the billion mark would have something to invest in (pebbles etc) for new trophies vs having no new sets that allow for 12/6 ish



This. 100% this. Hell, just take some of the >12 ap > 6 mp restrictions off of some of the non-set items like Creaking Tree Hat. Tone down the items if you think that'd make them too powerful – I'd much rather have a weaker filler item that let's me reach 12/6 than having a gaping hole in my equipment set.

I actually think there's a better way to make those items relevant. Make the <12AP, <6MP restriction items have even higher stats. Give them stuff like 500VIT, 120STR/INT/CHA/or AGI, +30 elemental damage, +10 crit, etc. Test the limits to how much extra stats offset the 12th AP or 6th MP. Ankama could always just release new equipment that fills in the 12/6 design space, but it would be a shame if the 12/5 or (especially) 11/6 mega-stats concept does not get fully explored. 
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Score : 3

Un set que nadie usa es el hel munster, tiene demasiado malus... Seria bueno que le echaran una ojeada. Y por lo que veo el set de Cil se queda super corto en stats, siendo superado por el set gusanesco que se supone es de menor nivel.

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Score : 34

More bonus to 1+ PA or 1PM

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Score : 4

Concuerdo con  f3guitar, el set hel muster como esta en inviable, aunqe da buenos stats sus malus son demasiados, es una lastima xq ensima no hay muchas variantes para una build agi sue 190+, por ahi podrian bajarle los stats que da pero a cambio sacarle los malus. 

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Score : 167
Hola, buenos días!

Primero, quiero felicitarlos por el excelente trabajo que ustedes han realizado en Dofus Touch. En especial, por generar constantemente nuevos contenidos y por preservar su propio estilo de juego.

Respecto al taller, me parece muy buena decisión la reevaluación de algunos Sets olvidados. El hecho de nivelar y ajustar sus características, vuelven muy atractivos los equipos que no se utilizan actualmente. El impacto será muy positivo, tanto en la economía, como en el PVM y en el PVP.  Al tener más disponibilidad de Sets diferentes, las posibles combinaciones aumentarán. Lo anterior abre múltiples  opciones para jugadores PVM y PVP y también, renueva el comercio aumentando el valor de partes de equipo que no se venden ni rotan tan bien como otras.

Respecto a la implementación, tengo una pregunta: ¿Qué harán con las antiguas partes de equipo que tengan EXOmagueos o OVERmagueos? La primera opción, “Que el jugador decida conservarlas como estén” podría funcionar. Sin embargo, han pensado talvez, la posibilidad de cambiar el objeto antiguo por el nuevo, aun conservando el EXO o el OVER? No sé qué tan difícil sea a nivel de programación y de desarrollo del juego, pero les aseguro que no es la mitad de difícil que haber logrado un EXO o un OVER. Como saben, muchos jugadores invierten millones en poder obtener esos difíciles y únicos objetos. Poder actualizarlos conservando y valorando el esfuerzo de la Forjamagia estaría muy bien.

La reforma a los escudos es, en mi opinión, es la mejor de las noticias. En la actualidad estos equipos solo están destinados a PVP, esto hace que sean utilizados solo por un segmento de jugadores. En mi caso, soy malísimo en ese aspecto (PVP) y me gustaría poder disfrutar de las bonificaciones de los escudos en el PVM.

Por lo tanto, propongo y traigo a discusión las siguientes ideas:
  1. Restructurar todos las características actuales de los escudos. Realizar una revisión, cambio y ajuste (según lo más conveniente para el juego) y tener la posibilidad de bonificaciones que no sólo se limiten a resistencias sino a otras características como: Vida, elemento, curas, daños, entre otras.
  2. Posibilidad de adicionar o crear escudos que se integren o hagan parte de Sets completos.
  3. Si se aprueba el punto 1, crear la “Forjamagia de Escudos”   igual a las actuales especialidades de magia para equipo o armas.
  4. Quitar las restricciones que actualmente tienen la combinación de algunos escudos y armas. Esto hará que, sin importar el tipo de arma que elijas, puedas usar escudos sin restricciones.


Finalmente, sé que el siguiente tema no es de este taller, pero me gustaría saber ¿Actualmente tienen planeado en el corto, mediano o largo plazo, la implementación de nuevos DOFUS?  Y también ¿Tienen planeado en el corto, mediano o largo plazo la obtención otros DOFUS (Actualmente implementados) mediante el sistema de Misiones (Como el Dofus Zanahowia o el Dofus de los Hielos)?

PD: ¡Los eventos de grietas temporales han sido éxito! Nos traen recuerdos, son un guiño al pasado y son envidiados has por los jugadores de Dofus PC. ¡Excelente trabajo!


 Hello good day!

First, I want to congratulate you for the excellent work you have done in Dofus Touch. Especially, for generating new content constantly and for preserving D.T own play style.

For the workshop, I think the reevaluation of some forgotten Sets is a very good decision. The fact of leveling and adjusting its characteristics makes equipment that is not currently used very attractive. The impact will be very positive, both in the economy, in the PVM and in the PVP. By having more availability of different Sets, the possible combinations will increase. The above opens up multiple options for PVM and PVP players and also, renews the trade by increasing the value of pieces of equipment that are not sold or rotated as well as others.

For the implementation, I have a question: What will they do with the old pieces of equipment that have EXOmaging or OVERmaging? The first option, "That the player decides to keep them as they are" could work. However, have you perhaps thought about the possibility of changing the old object for the new one, even if you keep the EXO or the OVER? I don’t know how difficult it’s at by programming and development of the game, but I assure you that it is not half as difficult as having achieved an EXO or an OVER. As you know, many players invest millions in being able to obtain those difficult and unique objects. Being able to update them while preserving and valuing the effort of the Maging would be very good.

Shield reform is, in my opinion, the best news. Currently these teams are only intended for PVP, this makes them used only by a segment of players. In my case, I am very bad in that aspect (PVP) and I would like to be able to enjoy the bonuses of the shields in the PVM.

Therefore, I propose and bring to discussion the following ideas:
  1. Restructure all current shield characteristics. Perform a review, change and adjustment (according to the most convenient for the game) and have the possibility of bonuses that are not only limited to resistance but to other characteristics such as: Life, element, heals, damage, among others.
  2. Possibility of adding or creating shields that integrate or become part of complete Sets.
  3. If point 1 is approved, create the "Shield Maging" equal to the current Maging specialties for equipment or weapons.
  4. Remove the restrictions that currently have the combination of some shields and weapons. This will mean that, regardless of the type of weapon you choose, you can use unrestricted shields.


Finally, I know that the next topic is not from this workshop, but I would like to know, Are you currently planning the implementation of new DOFUS in the short, medium or long term? And also, Do you have planned in the short, medium or long term to obtain other DOFUS (Currently implemented) through the Missions system (such as the Carrot Dofus or the Ice Dofus)?

PD: The events of temporary cracks have been successful! They bring us memories, they are a nod to the past and they are envied by Dofus PC players. Excellent work!
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Score : 1

podrian arreglar el set Conde, siendo un set tan significativo deberia almenos poder ser usable, el sombrero es demasiado malo como para ser considerado en ninguna situacion

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Score : 273

With the new restrictions coming for summons, the set that I feel needs a redesign is far below these end game sets.  Minotoror set currently gives an insane amount of +summons and with the cap set to 6 this set should definitely be on the list of a restat.

Mino hat being ridiculously under leveled compared to the rest of the set doesn't fit in with it either.  I would like to see this set retain the vit, wis, summons theme that it has but to also incorporate pods, power, and more prospecting. Make this set more attractive to non summoning characters as a looting, leeching, and profession set.

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Hello all,

Thank you for your feedback! Several of the proposals from the French and international communities were very interesting.

At the moment, we're here with the first three sets that we'd like to modify: the Count Harebourg set, the Nocturnowl set, and the Oshimo set.

As these sets are not extreme cases and are used by a large number of players, option 1 is naturally what is being envisaged to guide the changes. As a reminder: 

"This option amounts to changing what bonuses are received when several items of the same set are equipped. It's the basic solution we're considering for all sets chosen.


Count Harebourg Set

The main issue with this set comes from its penalties, notably regarding Resistances. This becomes particularly bothersome when considering its use in PvP.

Here's what we are proposing to offset this concern:

Simply offsetting this set's penalties with massive characteristic boosts does not seem sufficient, and seems too restrictive for a relatively unique element in its element and at this level range. We therefore prefer to offset some of its weaknesses (but not all) in addition to the characteristic boost. This way, rather than merely "canceling out" the set's penalties, we keep some of them to give it its own specificity.


Nocturnowl Set

Each item in this set has a different element, which makes it less attractive to use as a whole. This creates a tendency to complete another set with the item having the corresponding characteristic. We therefore propose adding non-negligible characteristics bonuses in the three elements concerned to the set's bonuses. In addition, damage would also be increased significantly:


Oshimo Set

For this set, we propose compensating slightly for the Range penalty and increasing the Critical Resistances already offered with the headgear:
What do you think of these proposals? Please keep in mind that the goal is not to make these sets inevitable, but rather to allow a wider range of players to better exploit them.

Thanks in advance for your feedback!


Going Further

To conclude, here are some replies to some of your questions.

"Huge issue: Your idea of making 'used' items – which isn't bad at all – raises the question of item exoticism. What about exo items? And already exo Shushu, Count, Vicious, Glacial, etc. rings (AP/MP/RA/summon the rest is reproducible)?"

This is exactly why we're leaving it up to the players to convert their items or not. Some players may prefer playing with the old versions because they like their exos or stats, or simply because they prefer the old versions. That's up to them!

"The 100/150 sets like Soft Oak and Moowolf have become too problematic because of the number of items for the AP or MP bonus. One solution would be to split these sets in two. Each with a specificity (part of the Moowolf in Earth, and a second in Air or bi-element)? Each with an AP bonus (to provide more diversity at level 100/150)?"

The Minotot, Obsidemon, Moowolf, Soft Oak, Rat ceremonial, Dreggon (on PC), and Ancestral Treechnid sets are especially concerned."

Modifying some of these sets is something that we do ultimately want to do. But you must understand that if a set gives an AP bonus with 7 items, for example, that doesn't mean that its split-in-two versions will do so.

"When we go to NPCs to exchange the old items for new ones, will the item stats be similar? With new lines added as perfect stats? Or will the stats be random? Or even perfect stats for all items even if the item we are exchanging didn't have perfect stats? And what about sm vitality, characteristics, etc. or even AP, MP, RA, summons, res exos, etc. How will it work?"

When trading with an NPC, a new item will be generated, just like in classic fabrication. The characteristics of the generated item won't take into account the characteristics initially present on the item handed over, nor any exotic modifications that it might have received. Once again, this is why we're leaving it up to players to decide if they want to trade in their items or not.
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Score : 46

Hi Dofus-Touch,
Adding value to a set is an especially fun way to spice up game styles. Two alternate ways; adding lock and dodge, and ap/mp reduction as set bonuses. What's better than beating a fully geared level 200 in a blood-pumping fight of back and forth trades in damages? Well, doing it with strategy! Adding lock and dodge allows for tanks to mitigate damage by locking a damage dealer or blocking line of sight; mitigating damage for the whole team. Ap/mp reduction on 11 classes changes damage trades for both parties. Reducing 2 ap changes how much damage is traded between two classes; excluding panda, foggernaut, osa, and sacrier who specialize in map manipulation. 
The value can been seen in the secondary characteristics added to the set bonuses. There is so much fun in thinking deep into the strategy behind the fight. Hopefully this feedback is welcome to the Ankama team!
Long Time Player,
Onefifty

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Score : 141

Regarding the old Moowolf/Soft Oak/Minotot/Dreggon/etc. sets wouldn't be better to introduce new sets instead of modify already existing ones? Moowolf set is probably the most common set for a lot of strength classes like Iop (among lv 14x-19x) because is a simple way to reach 12 AP. Removing the AP bonus (and split the set into 2 different ones) would simply discharge the purpose of the whole set.

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Score : 205

The Count Harebourg Set should be the top strength set but even after the modifications you suggested with the 3 set pieces it falls short on this.  I do not like or would use a set that has negative resistances.  The 3 piece set bonus needs to cover resistances for all the elements and not just some of them.  Also why reduce the strength bonus down to 50 from 100?  Other sets give similar numbers for complete set for characteristic and damages so why reduce it?

Moowolf and Soft Oak sets are perfect as they are.  As stated above, Moowolf is one of the few sets that can be used from 14x-19x. 

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Score : 323

Count set looks great.
Nocturnowl needs 2 Range and ~10 critical hits to overcome the built-in item negatives and have some sort of net gain on the three-item bonus.

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Score : 339

Moowolf Is perfectly viable as-is. Used It personally 143-198, played on par with teammates rocking 170lvl items

Sad to see that count set still doesnt cut It. Freez hat and ring are just too good to pass in most cases (700hp, 180str, 9 crits with no malus on resistances, plus they merge perfectly with brucey set, the other go-to option for STR attackers (awesome crits, insane STR and decent resis).

In my opinion, what Is needed to make count set a real ALTERNATIVE is for It to create and alternate Path. Lets Say freez+Bruce Is the str-crit Path? Then count set must allow some kind of str-ini-resis Path, that must be impossible to get 1\2 crits with. This has been fine for every other elementi, while STR still lacks a full stats_nocrit alternative. I feel like count is the right set to try this.

As per nocturnowl i agree with those above me: being It the only trielemental set for CHA STR AGI, It makes set making hard enough, since Power Nerf (and It completely overlaps tf set,so not much to Say here). Looks like a natural mix would be with bearbaric set, but the resulting stats are ridiculously low. I too agree that at least some (more) crits and range must be added to make nocturnowl actually interesting as a full set.

Also, i really like the idea of 3piece bonus being Better than 2piece. As It Is now, some sets are just Better to use as 2 piece, since the 3rd item Is lackluster. Introducing additional bonuses Is likes giving stats to the weak 3rd item

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