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July 03, 2015, 15:50:02 | #41
July 01, 2015, 20:41:54 | #42
I've added Hemoragie and Motion Sickness as poison.
Fleas were already counted as poison (their name is "Pupuces" in french)
"Maudit" is the new poison effect from Sadida.
Flaming is not counted as poison effect.
I have just posted few changes on french forum for this beta update, don't hesitate to check and share in english !
June 27, 2015, 01:51:53 | #43
I just posted few news about changes available in this beta in the french feedback section. Check it for your class !
June 27, 2015, 00:28:38 | #44
We have multiplied by 10'000 the experience you gain while figthing monsters.
It will allow you to XP your spell very quickly, while waiting for the restat fix.
June 26, 2015, 22:15:27 | #45
microbots damage only go off once (even if reactivated by a cybot,) and dont appear to be scalling correctly with foggers level.
stasilizer does appear to stack -res correctly even if the tool tip is broken in that regard.
foggernator does not turn itself off. thats weird.
Foggernator et Motherfogger are like Dhrellzerker, it's now a toggle and you can switch every turn or stay in that mode if you want.
yeah just dont forget, you only got 4 turns before it kills you.
Foggernator can't kill you, it's 30% of remaining HP, not Total HP. So the less HP left you have, the more efficient it is to use Stasis spells.
June 25, 2015, 14:30:00 | #46
The Heroes System It’s finally here: the Devblog on the Heroes! Following the announcement of this new feature on the forum for the various betas, many of you had questions. Now it’s time to give you some more details. We’re going to be devoting three Devblogs to this topic, with each post focusing on a specific element of the upcoming feature.
What are the Heroes?
Now, there’ll be some of you looking around in wide-eyed wonder, asking, “Uh, what are you talking about?”
The Heroes system will let you play up to three characters on a single account. The Heroes are, in fact, the characters on your account or your Sidekicks. So now you can play your healer at the same time as your favorite damage dealer!
That’s the big Heroes feature in a nutshell.... Since they’re characters in their own right who can be played alone, Heroes keep their inventory, quests, Achievements, characteristics, etc. You manage them exactly the same way as your main character! They earn the same experience, and they have their own loot and dungeon tokens.
Of course, all Heroes can enter a dungeon, as long as they have a key and have reached the required level. For example, if you have two characters at level 90 and one at level 60, the latter will not be able to visit Forfut.
Another important note: it’s impossible to exceed the extra character limit. So in addition to your main character, you’ll be able to recruit either two Sidekicks, 2 extra Heroes, or 1 Sidekick and 1 extra Hero.
Now that we’re all on the same page, I’m going to talk a bit about why we developed this feature and why it took so long.
What’s the point of the Heroes system?
First of all, the main goal of this feature is to enrich the game experience by further developing the tactical RPG aspect. Putting together a team made up of several character classes means more balanced teams and more variety of strategic actions, thanks to a more customized distribution of each character’s characteristics.
Some of you play several characters on different accounts. This lets you log in at the same time with different characters to form a group. The Heroes system provides the same type of gaming experience (multi-character) but makes it much easier: it’s more user-friendly and performs much better in terms of multi-client gaming.
We want all players who want to play this way to be able to do so, and in the best possible circumstances.
Is this the end of Sidekicks?
Though the Heroes system seems incompatible with Sidekicks, in reality they both exist in order to create a more tactical, multi-character game base. However, all players have their own needs and gaming style.
Playing with Heroes will require more of an investment than playing with a Sidekick. A Sidekick lets you get past stat point allocation and focus on your current character. Many of you use one Sidekick or another from time to time. However, we’re currently considering ways to make Sidekicks easier to use without reducing their efficiency.
One idea we’re considering is reducing the number of equipment slots and giving higher basic characteristics to offset the decrease.
We should add that the monetization will not be exactly the same. Acquiring a Sidekick is immediate and permanent, while the Heroes feature will be available for a limited time and will be renewable. I’ll wait until the next Devblog to tell you about the price.
Why is this feature taking so long to be released?
When we started working on development, we wanted to make it available in December 2014, but on one condition: we would release it when it was done. However, last December, we still had a way to go. The first major problem we had to deal with was integrating the Heroes system with all other game features. We had underestimated the number of changes necessary (and therefore the fixes we had to make) in terms of both design and reworking the source code. The second major issue was estimating the amount of development time required.
Starting in January 2015, we had to modify the design to respond to issues that had not been considered previously and create a more realistic plan. I’m not going to get into all the technical details here because it would take too long, but I’m going to use a question I read on the forum to illustrate my point: “Why not release the Heroes faster without having them participate in quests, just like Sidekicks?”
At first glance, it seems like a reasonable question. However, Heroes naturally affect quests (they’re characters), so we had a decision to make. Would the quests belong solely to the main character, or would they apply to each character? But beyond the issue of choice, each aspect of this option brought a development cost, because it was not as simple as just not having Heroes complete quests.
We decided to completely integrate them into the quest system for two reasons:
At this point, we went back to the drawing board and changed some ideas into the central mechanics of the feature: switching characters or the concept of “companies.” (Companies will be explained later in their own Devblog.)
Another point that we reviewed from square one was the interface. The feature’s original ergonomics were no good, and the first test feedback forced us to rethink the system. So we took another look at the entire interface, starting from the feature’s most basic goal: offer more modularity in order to increase strategic possibilities.
The new interface focuses on the player’s list of characters so that each player can easily and intuitively create a group.
And when do we expect the Heroes feature?
We can finally see the light at the end of the tunnel and expect it to be complete (that is, to have included all elements) in July. A specific beta will follow in July/August. The gold version is expected at the end of August, so the Heroes should be available in the next major update after the upcoming July update. Until then, I’ll continue to keep you informed of development through my letters to the community.
A final note
I hope this first Devblog on the Heroes system helped you understand some of the issues of this feature. You’ll be hearing from me soon in the second Devblog, which will tackle the rules and the company system, as well as related rewards.
June 20, 2015, 00:53:00 | #49
That's a problematic I can answer. I will increase the cast range of dolls with Ultra-Powerful.
It provides manoeuvrability and it is reasonable.
June 20, 2015, 00:35:00 | #50
Ankama please make Eniraiser better, make it res players with 50% of eni hp and without ap penalty.
If you consider it too op for pvp then you should make all spells/actives to have different effects in pve and pvp for all classes because balancing spells for both things may be impossible.
It would be not balanced for ... the PvM.
But yes, I will probably revive with a few more HP, like 20%.
Also, the raise no longer apply AP and damage penalties.
June 20, 2015, 00:14:09 | #51
1). No, they used more resources but they prevented my doll deck from being effective for 4 turns. Not worth it. I will play without dolls as a result. You were meant to improve doll gameplay. The cake was a lie... why i trusted you...
2).So you confirm to not use dolls at all. Why we have dolls even then? Just delete them from Sadida kit. Or delete sadida class completly.
3).Thats your personal opinion. Me and my friends appreaciate summons.
1) It is absolutely worth it :
2) I don't confirm that. I say that you have a good kit in addition to dolls, you are not helpless.
3) It's a fact, and a very common one.
Hey Dy7 can i prevent iops from creating his massive damage or can i remove the map edge from the field to prevent masqueraider from doing massive collision dmg to me? Because Sadida use dolls for that "Extra" dmg, like DemonicWind has said, to be able to compete with others.
Sadida is doing pretty decent damage for a support class with this kind of kit : heals, protection, MP removal, resurrection, damage reduction, resistances removal.
And yes, by using your spell efficiently, you can prevent a Masqueraider or a Iop from doing massive damage : MP removal is pretty strong in this way, especially against those classes.
By "you" you mean sadida's opponent right?
Because Sadida can't get fist in the face for 4 turns while doing only poor dmg of greedy dolls in return and win.
The fact is
June 19, 2015, 21:24:27 | #52
My suggestion is therefore to allow Ultrapowerful doll to summon all dolls, reduce the cooldown on ultrapowerful doll to 2 turns
As usual, your suggestion is to remove all constraint, which is broken. (And you have already suggested it several times.)
What's the interest for the enemy to destroy the Ultra-Powerful ? And for you to protect your Doll ? You would permanently have several dolls on the ground with no counterplay.
but cooldown on ultrapowerful should not exist, or if you insist to keep it, make it 2 turn cooldown, just like panda barrel.
Good example of something that should have a higher cooldown.
it would be better if Sadida would summon a Tree (or totem?) one the field (1 per sadida max), wich would act like beta Ultrapowerful doll, but with 0mp (though with better distance to summon obviously). It would be also nice if this Tree would be immune to effects (immune to damage, immune to swaps, etc) but with condition that it cannot block the way when we summon it (same condition that xelor's dial have).
Dial hasn't this condition anymore, as all obstacles in the game. We removed this counter intuitive restriction, which was there only to balance unbalanced obstacles with not enough constraint to cast (i.e. cooldown) and too much HP (or charges) or badly considered by the IA.
In this case, the obstacle you suggest shoudn't exist.
June 19, 2015, 20:31:16 | #53
June 19, 2015, 01:31:34 | #54
My test for Friday is :
* A barrier with value of 50% of player level
* Active for 1-10 hits taken per turn (1 to 10 invested points)
%Life as Armor :
* 4% per point (max 40% with 10 invested points)
* no longer increased by passives
June 18, 2015, 13:44:44 | #55
Spoil of the week.
As usual, this can still change between now and the Friday update.
· Now naturally generates a charge of Liberator every 3 turns
· No longer consumed by all spells, but only on spells supposed to consume (the 3 "ultimate" with WP cost)
· Generates a charge of Liberator every 2 turns (replacing the passive generation)
· Damage increase 10-25% (instead of 10-20%)
· Damage slightly increased
· No longer benefit from armor coming from the new characteristic
· Correctly return damage to the Masqueraider even if the hit kill the Masked Spirit
· 3/turn (instead of 2/turn)
· 1-3 Range (instead of 1-4)
· Range modifiable
· Under Liberator, when launch on enemy, it prevents the use of WP spells (1 turn)
· 1-6 Range (instead of 1-4)
· 2-3 Range (instead of 2-4)
· No longer can be cast if the cell in front of the target is not available
· Duration is now infinite (instead of requiring to re-apply every turn)
· Still disappear if the Masked Spirit dies
· Values revisited upwards and declined on 2 levels for the passive :
- o +2 / +3 when he realizes collision damage
- o +3 / +5 when he moves an ally
- o +2 / +3 when he dodges
· Generates 3 / 5 Renewal (instead of 2 / 3) by dodging or casting a non-crit elementary spell
· Bug fix : Final Damage bonuses are transmitted to allies in a circle of 3 squares, and not the entire maps
· Now gives +1 Range
· No longer consumes 1 MP
· Bug fix : damage fixed to the classic 3 AP spell (instead of 4 AP)
· 1 cast every 5 turns (instead of 6)
· 4 AP 1 WP (instead of 4 AP 2 WP)
· 2 AP 1 WP
· Cast on self only
· 1 cast every 3 turns
· +2 MP for 2 turns
· If the Masked Spirit is in play :
- o +2 AP for 2 turns
- o Revives all allies with 20% HP max and applies Convalescent
- o Unsummons the Masked Spirit
I probably will not have time this week, but I will add a few effects thereafter on spells according to the Mask worn, and probably one or two others passives.
June 18, 2015, 01:21:18 | #56
This sounds good except the fact that it doesn't redirect aoe spells, but i can see it was a technical difficulty and so i will live with this.
Just to be clear: if allies attack voodoll, the damage is redirected so it will mean voodoll won't loose hp when we redirect spells, right? If yes, then i love this voodoll.
Yep, the Voodoll doesn't loose HP when redirecting a spell.
For aoe spell, it is intended : we don't want to allow to double the damage of an aoe spell on a boss.
Also, it offers a way to destroy the Voodoll by your own team, if necessary.
June 18, 2015, 00:45:31 | #57
Spoil of the Voodoll :
• The new version is close to the online one
• Modifiable range
• Cast on straight line
• Cast on enemy only
• Summons Voodoll in front of the Sadida (requires a free cell)
• The Voodoll is linked to targeted enemy
• Damage done by allies to the Voodoll will be redirected to the enemy linked with the Voodoll
- o The damage is also increased by 10-20% with the passive Wild Whispers
- o Does not redirect area damage
• Damage done by ennemies to the Voodoll are not redirected
• The Voodoll is considered as an opponent for both teams : it allow both team to inflict damage to the Voodoll with any spell, even those who do not do damage to allies
• The Voodoll remains for 2 turn
• Spell has a cooldown of 2 turns
• Voodoll HP are decreased, to make it very vulnerable to attack opponents
• When the Voodoll die (after two turns or being killed by an opponent), the enemy loses the "damage redirection flag"
• If the enemy dies, the Voodoll also dies, having no reason to remain
June 16, 2015, 02:38:54 | #59
Beta Server Update - 12/06/15 Hello everyone!
To make sure that you stay updated with the latest Beta content, while the different patch notes are currently in French, they can still provide you with some insights on what is new on the Beta server up to this date:
12/06 Beta Server Update
09/06 Beta Server Update
05/06 Beta Server Update
29/05 Beta Server Update