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Post by Gormal on Sept 18, 2009 5:49:18 GMT -5
Just some of the Changes proposed. I'm just posting the change of spell levels and then the proposed Cra changes.
Changing the levels at which Class Spells can be received: - To facilitate the growth of low-level characters and to make it easier for beginners to get a feel for each class, we have decided to review the allocation of certain low-level class spells. This balance will continue in future updates.
Cra: - Critical Shooting: the spell is now received at level 21. - Retreat Arrow: the spell is now received at level 1. - Frozen Arrow: the spell is now received at level 3. - Homing Arrow: the spell is now received at level 1.
Ecaflip: - Feline Leap: the spell is now received at level 1. - Roulette: the spell is now received at level 21. - Bluff: the spell is now received at level 3. - Perception: the spell is now received at level 6.
Eniripsa: - Forbidden Word: the spell is now received at level 1. - Wounding Word: the spell is now received at level 6. - Draining Word: the spell is now received at level 17. - Frightening Word: the spell is now received at level 1.
Enutrof: - Unsummoning: the spell is now received at level 26. - Coins Throwing: the spell is now received at level 1. - Fortune: the spell is now received at level 6. - Living Bag: the spell is now received at level 1. - Reducing Key: the spell is now received at level 17. - Ghostly Shovel: the spell is now received at level 3.
Feca: - Glowing Armour: the spell is now received at level 9. - Earth Armour: the spell is now received at level 1. - Blindness: the spell is now received at level 6. - Aggressive Glyph: the spell is now received at level 1.
Osamodas: - Crow: the spell is now received at level 31. - Animal Blessing: the spell is now received at level 3.
Pandawa: - White-Hot Vulnerability: the spell is now received at level 13. - Hangover: the spell is now received at level 1. - Alcoholic Breath: the spell is now received at level 6.
Sacrier: - Bold Punishment: the spell is now received at level 21. - Attraction: the spell is now received at level 1. - Evasion: the spell is now received at level 3. - Life Transfer: the spell is now received at level 90. - Swap: the spell is now received at level 6. - Transposition: the spell is now received at level 54. - Dissolution: the spell is now received at level 17. - Cooperation: the spell is now received at level 48.
Sadida: - The Madoll : the spell is now received at level 9. - The Block: the spell is now received at level 1. - Earthquake: the spell is now received at level 26. - Dolly Sacrifice: the spell is now received at level 3. - Paralyzing Poison: the spell is now received at level 1. - Tear: the spell is now received at level 6.
Sram: - Location: the spell is now received at level 17. - Invisibility: the spell is now received at level 1.
Xelor: - Xelor’s Sandglass: the spell is now received at level 6. - Haziness: the spell is now received at level 21.
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Post by Gormal on Sept 18, 2009 5:50:25 GMT -5
Cra: We have reviewed the majority of Cra spells to increase the effectiveness of this class in PvP. All spell points given back are returned given the number of spells changed. Here are the major changes:
- The randomness of Cras’ damage has been reduced to make their attacks more predictable and facilitate the establishment of reliable, attack-minded tactics.
- The differences in the power of spells at levels 1 to 5 have been reduced to make them viable at level 1 and thus reduce the points investment required for the class to be viable in PvP (over the course of coming updates, this change will also be applied to all other classes). Obstructive spells (reduction of range, MP or AP, for example) have been generally modified so as to be almost as effective a barrier at level 1 than at level 6.
- All Cra spells now have a usage limit per target in a single turn or a minimum recast time. This limitation helps us to facilitate balancing spells by allowing us much more easily determine the maximum potential defensive or offensive restriction over each turn. This restriction also allows us to more easily reduce the spells' AP cost to facilitate setting up combos without increasing the raw power of a spell. We also believe that these constraints encourage more players to make tactical choices between several different spells rather than repetitively using the best possible action.
- The differences critical hits and normal hits have been reduced to make builds that are not based entirely on critical hits more viable, and thus make the class more accessible, without making critical hit builds less efficient. Restrictive effects have been modified to be essentially the same on a normal hit as on a critical hit. We want the tactical effects of restriction not to be subject to the randomness of critical hits. We have therefore changed spells so that critical hits do higher damage above anything else.
- The recast time of some spells has been changed, and the durations of some effects reduced, to make a Cra's game more vigorous, less sensitive to unbewitching and to make them a more dangerous opponent. We believe that Cras were far too dependent on their spells bonuses, which made them very vulnerable to unbewitching. We want to limit the number of spells whose cooldowns exceed the duration of their bonuses. For spells with very powerful bonuses, but whose duration is short, we allow Cras to exercise greater control over their opponent's game, by imposing significant tactical decisions on their opponents. Specifically, exposing yourself to the attack of a Cra benefiting from its bonuses should be much more dangerous, but should not be continuous. The introduction more powerful bonuses with shorter durations allows us to further enhance the Cra's tactical game since the decision to use a spell that gives a bonus at the right time will have a significant impact on the outcome of battles. Furthermore, these changes allow us to better differentiate between offensive and defensive phases in a Cra's game to offer more varied game for Cras and their opponents.
- Extra negative effects on enemies have been added to some offensive spells in order to provide Cras with better control of their opponent's game.
- Spells critical hit rate at levels 1 to 5 are the same as at Level 6. As critical hit bonuses are increasingly easy to accumulate as a character progresses, it is generally not necessary to make critical hits less accessible at levels 1 to 5.
- The critical hit rate of spells have been standardised according to 3 levels: 1/30, 1/40 and 1/50. This standardisation allows certain levels [of critical hit rates] to be reached through temporary bonuses to critical hits. Each Elemental build has at least one offensive spell at rates 1/30, 1/40 and 1/50. Low level spells are the easiest to achieve [at 1/2] in order to make a critical hit build playable at low levels. The offensive spells that have recast times have the highest chance of a critical hit (1/30 generally) and have moderate critical hit bonuses so as not to make their use too random. Spells giving bonuses are also based on this "three level" system of critical hit rates. This system makes it more interesting for each elemental build to want to move into the next "level" of critical hit rates, as for each transition to the next level [of critical hit rates], at least two spells reach 1/2. (Jiri's note: sorry about this paragraph, it hurts just as much in French as well as in English. When I'm less "addled" I'll try and improve it)
- The maximum potential reduction of MP through Cra spells has been reduced during one turn, but the average of MP removed per AP used has been increased. We want to reduce the randomness of the restriction caused by MP reduction. In return for reducing the maximum potential removal of MP, the number of spells that push back targets has been increased to allow Cras to more easily keep a safe distance from their opponents. We decided to focus on the effects of push back rather than reduction of MP because we believe that the effects of push back allow for more interesting tactical possibilities for the opponents, making their positioning much more important.
- The offensive capabilities of the class are increased when faced with opponents who use spells giving a temporary reduction in damage by increasing the potential damage of Cra's push back spells and with the addition of a poisoning effect of the 'new' spell 'Poisoned Arrow'.
- The effects of critical hits are modified to be consistently more effective than normal shots.
- The spell descriptions are updated.
- Magic Arrow: the damage is less random and is increased at all levels. The critical hit rate increases to 1/30 at all levels. The AP cost rises to 4 at all levels. The spell is limited to 2 turns per target within the same turn. The range goes to 7, 8, 9, 10, 11, and 12 cells at levels 1, 2, 3, 4, 5 and 6 respectively. In addition to the initial damage, the spell now reduces the target’s range for one turn.
- Homing Arrow: this spell is now called "Poisoned Arrow". The range of the spell goes to 7 cells at all levels, and is limited to two uses per target. The critical hit rate is now 1/30 at all levels of the spell. Damage is less random and is increased. The spell now causes Neutral damage. Half the damage is applied to the target when it is targeted by the spell, and the other half damage is applied at the beginning of the target’s next turn. This poisoning is not affected by the protections and reflections offered by other spells. The spell now costs 4AP at all levels. The minimum range of the spell is now 2 cells.
- Retreat Arrow: the spell's damage is now less random. The spell now pushes back 3 cells on both normal and critical hits at levels 1 to 5 and 4 cells on both normal and critical hits at level 6. The critical hit rate is now 1/30 at all levels of the spell.
- Frozen Arrow: the spell's damage is now less random and is increased. The spell removes 2AP on both a normal and a critical hit at levels 1 to 6. The spell is limited to 2 casts per target at levels 1 to 6. The maximum range of the spell passes to 6 cells at all levels. The critical hit rate is now 1/40 at all levels of the spell.
- Burning Arrow: the damage is now less random, and increased on a normal hit and reduced on a critical hit. The spell’s area of effect is now 4 cells at all levels. The critical hit rate is now 1/40 at all levels. The spell’s range is now 4, 5, 6, 7, 8 and 9 cells at levels 1, 2, 3, 4, 5 and 6. The spell costs 4AP at all levels. The spell is limited to 2 casts per turn. The spell now pushes all targets present in the area of effect back one cell.
- Distant Shooting: the duration of the range bonus is now 3 turns. The spell can be recast every 5 turns. The spell costs 2AP at levels 1 to 5 and 1AP at level 6. The critical hit rate is now 1/30.
- Atonement Arrow (aka Cra's Wrath tongue.gif ): the damage is less random and the spell now causes Water-type damage. The spell can be recast every 4 turns. The maximum range of the spell is 5 and the minimum range is 1 at all levels. The critical hit rate is now 1/30 at all levels. The spell applies the state Gravity (which prevents the target from using movement spells) for 2 turns. The spell costs 4AP at all levels. The spell now gains a damage bonus for a period of 4 turns when it is cast, thereby significantly increasing the spell damage (damage multiplied by 3), if it is cast every 4 turns. This damage bonus cannot be unbewitched.
- Bat’s Eye: The spell costs 3AP at all levels. The duration of the effects of reduced range last 2 turns at all levels. Range is reduced by 6 cells on both normal and critical hits at all levels. The spell can be recast every 4 turns at all levels. The spell now steals HP through water-type damage in all of the spells area of effect. The spell’s range is now 4, 5, 6, 7 and 8 cells at levels 1, 2, 3, 4 and 5.
- Critical Shooting: The spell costs 2AP at all levels. The bonus to critical hits lasts 3 turns at all levels. The spell can be recast every 5 turns at all levels. The bonus to critical hits is now 9, 10, 11, 12, 13, and 14 on both a normal and a critical hit. The range of the spell is modifiable and is now 1, 2, 3, 4, 5 and 6 cells at levels 1, 2, 3, 4, 5 and 6. A critical hit increases %damage.
- Paralyzing Arrow: the damage is less random. The spell now causes Water-type damage. The spell costs 2AP at all levels. The critical hit rate is now 1/40 at all levels. The spell now steals 1MP on both a critical hit and a normal hit. The range of the spell is now 4, 5, 6, 7, 8 and 9 cells at levels 1, 2, 3, 4, 5 and 6.
- Punitive Arrow: damages are less random. The spell can now be recast every 3 turns and gives a damage bonus for a duration of 3 turns which can significantly increase the spells damage when it is recast after 3 turns (damage is doubled). We changed this spell to enrich the Cra’s spells, to make a spell that is a significant deterrent and that has high offensive potential but that needs to be cast at the right time, and can potentially be countered by opponents. The damage bonus associated with the spell cannot be unbewitched. The critical hit rate is now 1/30 at all levels of the spell. The spell costs 4AP at all levels. The minimum range of the spell is now 4 cells. The maximum range of the spell is now 8 cells at all levels.
- Powerful Shooting: The spell’s effect lasts 2 turns on both a normal and a critical hit at all levels. The spell costs 3AP at all levels. The spell’s range is modifiable and is now 1, 2, 3, 4, 5 and 6 turns at levels 1, 2, 3, 4, 5 and 6. The spell increases damage by 110, 120, 130, 140, 150 and 200% damage on both a normal and a critical hit at levels 1, 2, 3, 4, 5 and 6. The spell can be recast every 6 turns at all levels. The critical failure rate is now 1/100 at all levels.
- Plaguing Arrow: the critical hit rate is now 1/40 at all levels of the spell. The spell costs 3AP at all levels. The spell is limited to two casts per target. Damage is increased at all levels of the spell.
- Lashing Arrow: the damages are less random and increased at all levels. The spell is limited to 1 cast per target at all levels. The spell removes 1MP for 2 turns on both a normal and a critical hit at levels 1 to 5. The spell removes 1MP for 3 turns on a normal and a critical hit at level 6. The spell costs 3AP at all levels. The spell’s range is now 7 cells at levels 1 to 5. The critical hit rate is now 1/40 at all levels of the spell.
- Eagle Eye: The spell costs 3AP at all levels. The range bonus lasts 4 turns at all levels. The critical hit rate is now 1/50 at all levels.
- Destructive Arrow: The spell costs 4AP at all levels. Damage is less random. Damage is increased at levels 1 to 4. The maximum range of the spell is now 6 at levels 1 to 5. The minimum range of the spell is now 2. As well as the initial damage, the spell now applies an additional penalty of fixed damages of 6, 7, 8, 9, 10 and 15 at levels 1, 2, 3, 4, 5 and 6 to the target for a period of one turn. The spell is limited to two casts per target.
- Absorbing Arrow: the damage is less random. The spell costs 4AP at levels 1 to 5. The damage on both a normal and a critical hit at levels 1 to 5 is reduced in order to offset the spell changing to 4AP. The average damage caused by the spell is maintained. Damage is increased at level 6. The spell is limited to two casts per target. The critical hit rate is now 1/50 at all levels of the spell.
- Slow Down Arrow: the damage is less random. The damage on a normal hit is increased and decreased on a critical hit. Damage is increased at levels 1 to 4. The spell costs 5AP at levels 1 to 5. The range of the spell is now 8 cells at all levels of the spell. The critical hit rate is now 1/50 at all levels.
- Explosive Arrow: the damage is less random and increased at levels 1 to 4. The spell costs 4AP at all levels. The critical hit rate is now 1/50 at all levels. The range of the spell is now 8 cells at all levels.
- Bow Skill: the spell's effects last 1 turn (the turn the spell is cast, and the following turn). The bonus is increased at all levels of the spell. The spell can be recast every 5 turns at all levels. The range of the spell is modifiable and is now 1, 2, 3, 4, 5 and 6 cells at levels 1, 2, 3, 4, 5 and 6.
- Dispersing Arrow: The spell costs 3AP at all levels.
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Post by mon on Sept 18, 2009 6:24:58 GMT -5
gah...i have some relearning to do
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Post by Sandy on Sept 19, 2009 9:02:26 GMT -5
Holy shit.. so uh, people get spells earlier on, which leaves bigger gaps during mid-high levels..?
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Post by Cotton on Sept 19, 2009 17:11:39 GMT -5
I guess they wanted to prevent the whole 'hurry up and level/leech to xx so that you can start using your build' thing. It also forces people to make choices about their build sooner, though - suddenly there's a lot of useful/damage spells they must decide between for point allocation right away.
Seems like they want people to stop leeching and enjoy their build right now. Will it work? Guess we'll find out...
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Post by Sandy on Sept 20, 2009 0:31:01 GMT -5
The only big difference is Enu with their Coins @ lvl 1. Cras get Homing Arrow 2 levels earlier.. right?
That's all I see. Xelors didn't get clock, punch, or shrivel moved. Heck, I just looked quickly now and no one else got other elemental spells moved much.
I just think this is a total fail move. 2.0 is coming out, spells get moved to earlier levels. Ankama wants newbies to stick around for a while. Too bad it'll get extra-boring later on when they have no new spells for x levels. Ack, there's so many flaws with this idea that it's hurting my brain.
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Post by bruce on Sept 20, 2009 23:42:41 GMT -5
I think cotton got it right, they wanted to make most builds usefull right away to prevent leeching. I agree, things like moving coins to lv 1 was totaly necessary. For cras this is a big update, i mean, not if youre str cra cause the str cra is greatly nerfed. Mon will probably like it thought , and like how they made chance cras doable as a chance only build, and much better than the str one in my opinion.I actualy want a chance cra now.
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Post by Sandy on Sept 21, 2009 18:53:13 GMT -5
Wait, before you read my comment, I am assuming spells got MOVED and not REPLACED. I can't confirm because.. I have outdated client. Is my assumption correct?
Yah the enu coins was needed, but the others were not. In addition, coins should have replaced another spell. But no, everything just got moved to the early levels...
You guys don't see it because you are past 100 and 150's in some cases. But there's a huge lot of spells at the beginning, and a lot after you pass the joyful event of level 100. The joy isn't spread over all 1-100 and 100-200.
It really makes no sense why anyone would be happy about this. Everyone complains about a lack of content.. and we all just got nerfed pretty hard on content.
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Post by Caidran on Sept 22, 2009 5:18:45 GMT -5
Atonement arrow is a water attack now? Bleh, I like using that on my little cra I can see him having to restat >.<
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Post by bruce on Sept 22, 2009 17:41:09 GMT -5
Wait, before you read my comment, I am assuming spells got MOVED and not REPLACED. I can't confirm because.. I have outdated client. Is my assumption correct?
Yah the enu coins was needed, but the others were not. In addition, coins should have replaced another spell. But no, everything just got moved to the early levels... You guys don't see it because you are past 100 and 150's in some cases. But there's a huge lot of spells at the beginning, and a lot after you pass the joyful event of level 100. The joy isn't spread over all 1-100 and 100-200. It really makes no sense why anyone would be happy about this. Everyone complains about a lack of content.. and we all just got nerfed pretty hard on content. I may have a narrow vision about this.See, as an osa, from level 1-200 you never have enough spellpoints, until lv 26 there was at least 5 spells that you will need to max to 5 and eventualy 6 when you can. All buff spells need to be maxed, cause unlike other classes the osas main ability (summoning) cannout be boosted directly by stats or gear, so all spells end up as a must have. And, some spells seem to have been replaced, others were just moved. About the lack of content.I have a theory, i think they "sealed" the game's content with the ochre dofus quest, see, making new monsters now will make the quest harder, wich will make people complain. Atonement arrow is a water attack now? Bleh, I like using that on my little cra I can see him having to restat >.< Funny, when playing a little cra on oto mustan, i thought : "they should really make atonement arrow water to make chance build more viable, its really not so needed in a str build". I say reset your cra to chance.I did it on sieg's alt on test server and the result was great, and he is 40, he doesnt even have the "main" spell.
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Post by Sandy on Sept 23, 2009 9:03:26 GMT -5
So some spells did get moved huh. Bruce, very nice theory there. I still stick by my opinion that this is a large nerf game-wide.
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Post by Caidran on Sept 23, 2009 16:55:19 GMT -5
I only made the cra to really use Punitive arrow because of how often it's totally fudged me in PVP. Starting to get bored with him though
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Post by Incompetent-Killer on Sept 24, 2009 12:32:19 GMT -5
oh drat i gotta be 101 to max coin toss!
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Post by Sandy on Sept 25, 2009 5:09:52 GMT -5
Oh ho ho vary funneh.
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