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 April 7th Dofus Updates part one!

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PostSubject: April 7th Dofus Updates part one!   Sat Mar 28, 2009 12:10 am

Beta Version 1.27.0

The 1.27.0 update primarily consists of improvements in the various gameplay systems, a better balancing of classes, new alignment quests, new challenges, improvements of forgemaging and dragoturkey breeding and also special spells. The game systems (management of armors, heals, unhealable life, tackle, and initiative among others) and the spells have been reviewed to make the classes more complimentary and to make the creation of game groups more flexible. We also hope to revitalize part of the game experience by making more ways for the players to level from their fights. We concentrated essentially on the reinvigoration of the tactical aspect of the game by developing the capacities for managing space by increasing the possibilities to change and to interact with the positions of allies and that of enemies.
We are concious that all of these modifications will change your gameplay to some degree, but we are making these modifications in the interests of the common good that we hope you share, to make the game better. These major modifications will allow us to continue to evolve the game in more tactical and fun directions.
We know that some of our decisions are difficult to understand and that you may have a great deal of difficulty understanding why we have chosen to change the game this way. We are taking the time to explain in detail and comment on the majority of the modifications that we're making, and to explain to you why we made these decisions and our goals.

Beta test:

This 1.27 update is in the process of being beta tested. All the modifications that are listed may be able to be changed in the weeks to come. This phase of the beta test will last around three weeks. If we are not satisfied with the results of these phases of the beta test, the functioning of certain game systems or the relevance of certain modifications, we will then make the decision to not include them in the 1.27 update. All the modifications of our game systems may potentially have many side effects, and we are counting on you to be vigilant and to report back to us any behaviour which you think are abnormal or don't conform to the intentions that we lay out in the explanations that we're giving you of our objections.
As usual, we are waiting for your intelligent, relevant and carefully considered responses, constructive criticism which will allow us to collection your opinions and improve the game.

Heroic Server:

The experience gained on the heroic server by completing quests is multiplied by 3. The experience is multiplied by 6 for the quests if your character has died and is not yet at the maximum level that you obtained before dying. We would like to improve the XP gains from the quests on the heroic server to diversify the ways that you can grow your character.

During PVP fights on the heroic server, the experience gained from winning goes from 5 to 10% of your adversary's XP. This modification allows us to encourage players to level their characters by winning pvp fights.

The maximum level obtained in a profession by a character on the heroic server is saved and experience is multiplied six times for that profession if your character has not reached the maximum level you had before you died. We want to allow crafters of the heroic server to benefit more easily from the time that they have invested in their character and to become operational again more easily after death.

Players who have dishonor points give 25% of their experience to their adversaries when they are defeated in PVP combat. Players who have dishonor points can no longer deactivate their pvp mode (their "wings" are permanently visible) as long as they have dishonor points remaining. the wings of aligned people who have dishonor points now become ragged and torn to make them clearly identifiable. We want characters who have dishonor points to become priority targets and that the consequences from aggressing neutrals become more severe to discourage agressions against neutrals without completely forbidding them.

It's no longer necessary to select the option "Display servers that aren't part of my community" to display the heroic server by default in the list of game servers.

Alignment Quests:
We have added 10 new alignment quests for each alignment (quests 40 to 50) and also a supplementary order quest. All the alignment quests have been revised to correctly use the quest book. The alignment quests also give experience points. We have added the possibility to change your order through a quest.

Alignment bonuses

We have decided to change the integration of the alignment bonuses in this update. The old alignment bonuses primarily gave combat bonuses that weren't balanced amongst themselves and which significantly affected the gameplay during non-PVP combat. Many players gravitated towards an order with the sole goal of benefiting from a combat bonus used outside pvp play. We have decided to replace the old combat bonuses with bonuses usable outside combat.

Order of the Valiant Heart / Order of the Bloody Heart

Disciple of Menalt / Disciple of Djaul (20)
-Additional loss of energy to vanquished enemies: 200 points
-Use of level 1 aggression potions (1 square aggression)

Rider/Surineur (40)
-Additional loss of energy to vanquished enemies: 400 points
-Use of level 2 aggression potions (2 square aggression)

Order of the Saving Spirit / Order of the Unhealthy Spirit

Disciple of Jiva / Disciple of Hecate (20)
-Use of resurrection potions

Apprentice/Somber Apprentice (40)
-Use of freedom potions

Order of the Attentive Eye / Order of the Putrid Eye

Disciple of Silvosse / Disciple of Brumaire (20)
-Use of objectification potions

Spy/Somber Spy (40)
-Use of immobile camouflage potions

The aggression potions cause automatic aggressions of players of the enemy alignment who pass in the aggression zone of the potion. Once the fight starts, the potion loses its effect, and it can only launch an automatic fight for one aggression. The aggression potions allow agressing invisible players.

The resurrection potions allow you to revive a ghost or a person turned into a tombstone.

The freedom potions allow you to force a person transformed into a tombstone to free its soul. These potions allow you to prevent enemies from reviving their allies.

The objectification potions allow you to transform into certain decoration elements. The character regains his appearance when he moves.

The immobile camouflage potions render you invisible, but the character regains his appearance when he moves.

The new Class Temple Dopples

It becomes possible to challenge, for free once in each 22 hours, your class dopple and also those of the other classes. The delay of 22 hours allows you to challenge the dopples once per day in the same timeframe. The players can now challenge the dopples until level 200. Challenging the dopple of your class gives more experience than challenging the dopple of other classes. For each victory against a class dopple, the players win a token (Doplon). The tokens can be exchanged for, the class spell, the keyring for the weekly dungeon, a guildalogem, or the possibility of decreasing the spell points from a spell to recover spell points. The characteristics and the spells for all the challenge dopples are revised.

One spell can be forgotten for 7 Doplons of your class or for 1 Doplon of each class. The players thus have the possibility to forget their spells, for example, by fighting their class dopple once each day or fighting all 12 dopples to forget it more quickly.

The class temples allow regain of energy points for characters who log off there.
We have created class temple potions that allow you to directly teleport to a class temple.

This revision of class temples allows the creation of new meeting points for players, to learn the workings of the spells of the other classes by challenging their dopples and to progressively gain XP points and to be compensated for the investment of time in this.

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Ecaflip: We have changed the functioning of many of the Ecaflip class spells to reinforce the secondary healing role of this class. Certain spells have been modified to uniquely augment the potential heals on allies. We would like to give the Ecaflip class a secondary healing role which corresponds to the primary role, the healing spells on allies have very random effects.

Felintion: The damages are less random at all levels of the spell. When the spell is used on allies, it pushes them back and heals them. When used on enemies, it retains its original function, life steal and pushback. The spell points are returned.

Heads or Tails: The damages are increased for level 1, 2, 3 and 4. The power of the effects on allies (but not on the caster) is increased.

Ecaflip's Chance: The spell costs 2 AP at all levels of the spell, but the cooldown changes to 10, 9, 8, 7, 6, 5 turns at levels 1, 2, 3, 4, 5, 6 respectively so the spell cannot be used permanently while making it easier to use at low levels. The spell points are returned.

All or Nothing: The power of the effects on allies (but not on the caster) is increased.

Perception: The functioning of this spell is modified, traps and invisible players are not detected unless they are within the zone of the spell. The cooldown is increased. The size of the area of effect is modified. The spell now has a critical hit available. The spell costs 2 AP at all levels of the spell. The probability of a critical failure goes to 1/100 at all levels of the spell. The spell points invested in this spell are returned. We've modified this spell to make it interesting to all levels and to increase the tactics involved in detecting traps and invisibles, which can now only be detected nearby.

Summoning of Ecaflip Dopple: The life points and characteristics of the dopple are modified. The summon has available the following spells: Feline's Leap, Heads or Tails, Reflex, Roulette. The spell points are returned.

Xelor:

Mummification: The values of the damage reduction are modified to take into account the new damage protection formula. The spell points are returned.

Summoning of Xelor Dopple: The life points and characteristics of the dopple are modified. The summon has available the following spells: Xelor's Dial, Blinding Protection, Demotivation and Flight. The spell points are returned.

Iop:

We wanted to revive the interest in the Iop class for groups of many characters (PVP, versus monsters and in dungeons) and we have thus modified many spells to potentially allow this class to not only increase its own damage, but also the damage for the whole team.

Brokle: To allow for the use of mounts with this spell, we have used a traditional spell animation. The spell points for this spell are returned.

Iop's Wrath: The function of this spell is completely modified, we think that the previous version of the spell leaves too much up to chance, which is not in agreement with the general functioning of this class's spells. The new version of this spell allows attacks during each of four turns with a critical failure chance of 1/100. The first time the attack is launched, the damages are equivalent to an average close combat attack, and the spell gives a considerable bonus to the power during four turns but reduces by one square the range of the spell Jump. If the spell is cast on the fourth turn, the damages are very large. If the spell is cast after the fourth turn, the damages are equivalent to an average close combat attack. The players who are nearby when this spell is cast maximize their damage for four turns. The new version of the spell is more tactically interesting because, when used correctly, the Iop can sacrifice his mobility (reduction of the range of Jump for 4 turns) and make sure that he is touching an enemy on the fourth turn. The enemies will thus have to scrupulously avoid being in contact on the fourth turn. The modification of this spell equally increases interest in the Iop class in groups of players in fights against monsters, because of the considerable damage this spell does when correctly used. The points invested are returned.

Summoning of Iop Dopple: The life points and characteristics of the dopple are modified. The summon has available the following spells: Power, Compulsion, Increase and Bravery Guide. The spell points are returned.

Sram:

We have modified the spells of this class to make invisibility less powerful while making certain spells more interesting by giving the Sram class the ability to weaken enemies. The different traps of the class are balanced while remaining complementary.

The area of effect of the traps is modified so the damage of the central square of the glyph does 110% of the glyph damage. The squares lose 10% of damage for each step as you move out from the center. This change makes the traps more tactically interesting since the position of the enemy on a glyph now directly determines how much damage it receives.

Location: The functioning of the spell is modified, traps and invisible players are not detected unless they are within the zone of the spell. The cooldown is increased. The range is increased at all levels. The size of the area of effect is modified. The spell temporarily increases the range of the Sram. The spell now has a critical hit. The spell points for this spell are returned. We have changed this spell to make it more interesting to all levels and to make the detection of invisible players and trams more tactical, by making it necessary to pick an area where you think the traps and invisibles are situated. The increased range allows players to temporarily overcome the weak range of the class.

help new players discover their class temple and obtain their class spell.
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PostSubject: part 2   Sat Mar 28, 2009 12:11 am

Feca:

We have reduced the protections of the Feca class when played solo, but increased their efficiency when played in a team. The increase to Fecas' protection in team play makes it possible to limit the need for healing and the loss of unhealable damage.

The functioning of the glyphs is modified so the damage of the central square of the glyph does 110% of the glyph damage. The squares lose 10% of damage for each step as you move out from the center. The spell points for all glyphs will be returned. This change makes the glyphs more tactically interesting since the position of the enemy on a glyph now directly determines how much damage it receives.

Spell reflect: This spell now reflects AP loss and damage spells 100% of the time, but it only lasts one turn. The spell range is boostable and is increased at all levels of the spell. All the spell points for this spell will be returned. We changed this spell to make it more effective for ally defense, but also to decrease the randomness of the defence it gives. It is now a more tactical spell since it makes it more easy to construct a game strategy.

Aggressive glyph: The damage is boosted and is less random. The range is boostable and is increased at all levels of the spell (3, 4, 5, 6, 7, and 8 squares range). The spell is no longer only castable linearly. The cooldown goes to 2 turns at all levels of the spell. This spell was modified to make it competitive with burning glyph while remaining a complementary spell because it's more flexible (range boostable, more important and not restricted to linear casting.

Immunity: The cooldown changes to 11, 10, 9, 8, 7, and 6 turns. The range is boostable. The spell costs 4 AP at level 1, 2, 3, 4 and 5 and changes from 2 to 3 AP at level 6. The duration of the spell changes from 2 to 1 turns at all levels of the spell. The values of its reductions were modified to reflect the new formula of shield calculation. We wanted to make this spell more simple to use (shorter cooldown, range boostable) but reduce its power (which we think is too high.) All the spell points for this spell will be returned.

Truce: The cooldown changes to 13, 12, 11, 10, 9 and 8 turns.

Burning glyph: The damage of the spell is boosted at all levels to make up for the new way that glyph damage is modified. All the spell points for this spell will be returned.

Armor of fire, earth, wind and water: The damage reduction is fixed at all levels. The damage reduction values are identical for the caster and the allies that it's cast upon. The cooldown changes from 8 to 4 turns. The duration of the spell changes from 8 to 3 turns. The values of the damage reduction are modified to take into account the new damage protection formula. We have reduced the cooldown to make the Feca class less sensitive to unbewitchment. We've put in a gap between the end of the armor's effect and its recasting to allow adversaries to take advantage of a chink in their armor (which can be plugged with other spells.) We used fixed damage reduction values to in order to make the behavior of armors more predictable for enemies and allies, and thus to facilitate tactics being planned ahead of time (by knowing exactly how much an armor will reduce, you can figure out which risks to take and which are bad bets, for example.)

Summoning of Feca Dopple: The HP and characteristics of the dopple are modified. The summon has the following spells: Art of staff, teleportation, spell rebound, and natural attack. All the spell points for this spell will be returned.

Special Spells:

Each class will now have a special spell. The special spells can't be bought in temples, but instead can be obtained by a Doplon token (token gained by facing a class dopple). We have created and modified these spells to generally improve the interest of the classes in team pvp.

Iop: Brokle

We decided to modify the functioning of this spell, we want the Iop class to be more useful within a team and to make it possible to speed up the gameplay for the whole team by allowing allies to increase the effectiveness of their attacks and spells.

The brokle spell will no longer cause damage or loss of agility, but will for a short time place the target in a state where all rolls affecting that target have their maximum value. This spell could, for example, be cast on an enemy, and all the attacks of allies against that enemy will be maximized.

One could equally cast this spell on an ally so all the heals or bonuses are maximized. This spell is very powerful but dangerous to use; by maximizing the damage done on an enemy one could equally maximize the heals they receive and their bonuses. In the same way, by maximizing the heals and bonuses on your ally, you give your enemies the chance to maximize their damage on your ally. This spell is most effective on the spells with very random effects and not very effective on spells whose effects are not very random. This spell can also be cast on the caster.

Ecaflip: Felintion

The general workings of this spell is not modified, but we want the Ecaflip class to serve as alternative healers (with random healing). We thus decided that casting this spell on allies should heal them.

This spell can then not just be used to move enemies, damage them and restore HP, but also to move allies, heal them and restore HP.

Osamodas: Spiritual Leash

The general workings of the spell is not modified, but it is made easier to cast and much more effective, the resurrected allies will have a higher percentage of their life. Moreover, if no allies have died, the spell allows resurrection of the most recently dead summon.

The resurrection of an ally or summon no longer requires an additional available summon (the maximum available summons is thus no longer a constraint for this spell because the resurrected summon or ally is not counted towards the total.) The healers, tanks and principle attackers are often priority targets during pvp fights because of their critical role in the combat.

We intend to give an important role also to the Osamodas in pvp combat through this upgrade to the spell effects.

Sram: Jinx

This spell, when launched on an enemy, minimizes their rolls for a limited time. All their attacks or spell effects will thus roll their minimum value.

With this special spell, we would like to reinvigorate the teamplay abilities of the Sram class by giving him a protection ability (the damage of effects of the enemy's spells are greatly reduced for a short time), and by giving him precognition (since the target's spell gets minimum values, it's possible to work out what tactics will be used.)

Cra: Dispersive Arrow

This spell remotely pushes back by two squares in the 4 linear directions both enemies and allies, but not the caster himself, with the quirk that it can move the target behind others. It makes more easy to keep enemies at a distance without being blocked by two things in a line, and to more easily move groups of monsters.

It allows an encircled ally to be easily freed, or several allies which cannot dodge roll an enemy. With this spell, we hope to reinvigorate the Cra in team play, and to give him a unique ability (movement of backstopped targets), and to give him the ability to reposition enemies fairly effectively (the spell can be cast on an empty spells to move all the adjoining characters.) We hope to reinvigorate, with this spell, the range capacities of the Cra.

Feca: Warning statement Translator's note: Okay, so the actual translation is "Be on your guard", but this machine-rendered translation of a traditional fencing term amuses me greatly. I'm going to petition for it in the real translation!

This spell increases the percentage resistance to elemental damage on an ally (a Feca cannot be the target of the spell) for one turn only, at the cost of an AP, but it prevents him from using a close combat weapon during that turn. This very flexible spell allows the protection of many allies individually (it is constrained to one use per target per turn) for a short duration.

Our goal with this spell is to increase the protective abilities of the Feca to make up for the loss of healing abilities in team play.

Pandawa: Intoxication

This spell summons an immovable barrel which pulls in 4 enemies per turn (in the four directions, starting with the turn when summoned.) If the barrel is carried by the Pandawa, it heals four allies surrounding the Pandawa.

This spell allows the creation of new tactical restraints in combat. It makes it possible to bring enemies closer to you or move them farther away, but it also makes it possible for enemies to use it to their advantage by moving them more quickly.

Xelors: Rewind

This spells teleports all enemies and allies to their starting squares (those they were on at the beginning of the fight). If a summon is standing on that square, the summon exchanges places with the person or monster that will be there. This spell makes it possible for allies to perform or to prevent enemies from using placement strategies. The enemy team can easily anticipate or force the use of this spell, or try to use it to their advantage (by surrounding or putting traps on the starting squares, for example.)

This spell also makes it possible to control the distance separating the two teams, bringing them close if the starting positions were close or sending them away if the starting positions were distant.

Enutrof: Early retreat

This spell prevents, during a limited time, the use of movement spells as well as MP for all enemies and allies in the fight.

This spell gives the Enutrof class the unique ability to freeze all movement during a limited time, thus keeping enemies within reach of close combat or, on the other hand, keeping them at a distance longer.

Sadida: Tree of Life

This spells summons a static tree which heals allies or enemies who do damage to it.

This spell allows us to improve the healing capacities of the Sadida class by removing some potential damage-dealing (the damage done to the tree of life is not done to enemies.)

Sacrier: Pain sharing

This spell makes it possible to cast a punishment on allies (of limited duration) which gives them bonuses of percent damage (in all elements).

This spell allows some of the damage-dealing to be put on others instead of the Sacrier himself. It may be cast on flying sword to increase the damage it does.

Eniripsa: Lotof Word

When this spell is cast on the caster or on an ally, at the beginning of that player's next turn, the spell will do area damage equal to 1/3 of the target's life (but the target also loses them.) This spell boosts the Eniripsa's damage-dealing ability, and so compensates for the lost damage-dealing due to healing spells, and also allows him to defend himself more easily in cases where he is surrounded.

By increasing the damage-dealing at the expense of healing, we hope the Eniripsa class will be more viable at the low levels in pvm fights when they are not in teams.

PVP Quests: To continue what we began in the 1.26 update, we decided to rework the rewards given for the PVP quests, to vary them and to allow players who prefer PVP combat to reduce the number of PVM fights needed to get drops and experience. The changes and variations of the rewards also allow PVP to become a means of gaining riches, since the rewards can be exchanged and sold to other players.

The time between target changes decreases from 15 minutes to 5 minutes.

The XP gained for the pvp quests is increased 50%. We would like to encourage players to use the PVP system to level up and for it to be a viable alternative way to gain XP.

The targets of the pvp quest, if they win the fight in a balanced way, will receive half of the PVP quest reward (1 token and half of the PVP quest XP). This modification rewards players who defend in a balanced way and encourages players to activate their pvp mode and become viable targets, and also passively profit from being a target of the pvp quest.

If the chaser loses a balanced pvp fight against their target of the pvp quest, the quest is automatically ended and they can immediately request a new target for the pvp quest.

During the target assignment for the pvp quests, the server will try to assign targets not in their aligned city in order to give the maximum number targets that can be reached without too much difficulty.

We have added new rewards for the pvp quests. For each contract achieved in a balanced way, in addition to the XP and kama rewards, the player will get two exchangeable tokens (Pévéton) that you will be able to accumulate and exchange against characteristic scrolls, full soul stones with dungeon monsters, or spell scrolls. These rewards obtained from tokens will be exchangeable with other players.

Quests: New quests have been added in Astrub to encourage and
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April 7th Dofus Updates part one!
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