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
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:

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:


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.
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.
Adding 50 pushback resist, some critical resist, and AP/MP Dodge would round it off for an updated 199 set.
Increase Set bonus to 60 Int and 60 Agi
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.
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...
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.
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
yeah that would be nice
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.
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:
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:
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!
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.
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:
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:
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.
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
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.
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.
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