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Rebalancing Week: Feca, Eniripsa, Xelor

By #[Troyle] July 26, 2012, 16:02:06
Devtracker
For the last part of our Rebalancing Week, we now reveal the changes applied to the Feca, Eniripsa and Xelor.



 

Feca

Water

Water Glyphs and Armors:
From now on Armors increase resists and Glyphs increase damages.
Armors: lvl 0 = +10% resist; lvl 100 = +50% +1 per plate
Glyphs: lvl 0 = +10% damage; lvl 100 = +50% +1 per plate
Bubble: 3>42 (instead of 2>24)
Cost changes from 2AP to 2AP+1MP; 2/target
Avalanche: 5>80 (instead of 5>74)
 
Water Glyphs and Armors now make more sense, and also receive a slight boost in their damage and resists bonus.

Fire

Volcano: 6>95 (instead of 6>71)
Cost changes from 6AP to 4AP+2MP; 1/target
Fecastopheles: Range changes from 2 to 2-3 (still not modifiable without sight)
 
We slightly improved the Fire and Water trees thanks to a boost of damage and cost changes.
 

Earth

Fecablades: 2>25 (instead of 3>40)
Cost changes from 3AP to 2AP
Fecammer: Cost changes from 1AP+2MP to 3MP; 1/target
Defensive Orb: 3>31 (instead of 2>36)
Cost changes from 2AP+1MP to 3AP
Willpower given by the glyph changes from 5 to 1 per charge

Support

Peace Armor: No longer give final resists
The resists are now multiplied by 1.05 at lvl 0 and 1.50 at lvl 9
Peace Armor no longer deals the damages that were absorbed when it disappears
Glyphes: It is no longer possible to cumulate the effects of a same glyph from the earth and water branches
Spell Rebound: becomes Counter
Counter: At level 20 gives 10% chances to reflect damages and 20% resists to backstab damages
 
We decided to modify Peace Armor and Spell Rebound which we thought were too powerful. The new Peace Armor should still be very useful on a Feca with high resists.
 

Eniripsa

Air

Infection: It is now the Infection state that influences the chances to apply the states, and no longer Hygiene
Infection state is only triggered if another state of the Air branch is applied.
Infection rate / % chance to apply the state:
Fear Flask: + 1 Infection
Psykosis Flask: +1 Infection; % = infection x1 / x1 with CH
Now limited to 2/target
Pain Flask: +1 Infection; % = infection x3 / x4 with CH
Infected Flask: +2 Infection; % = infection x2 / x3 with CH
Lethargy Flask: +2 Infection; % = infection x2 / x3 with CH
 
We modified the mechanics of the effects of the Air tree. An Air Eniripsa will finally be able to apply states (via the Infection state) without needing the other two branches.

Fire

Traid Mark: CH are changed to x1.5
Hammle Mark: Cost changes from 5AP to 4AP+1MP
Damages don’t change
Rebirth Mark: 4>54 (instead of 2>22)
Cost changes from 2AP to 3AP+1WP, now limited to 1/target
 
We wanted to revalue slightly the Fire branch with a few changes. Also the possibility to heal with marks with the support spell “Regeneration” will be improved thanks to the fire damages taken into account (without taking heal bonus into account).
 

Supports

Constitution: Increases HP of the Eni by 1% at level 1 and 10% at level 20
Increases HP of the allies by 1% at level 1 and 15% at level 20
Unnatural Remedies: Zombification state changes from -5/-10/-15/-20/-25/-30/-35/-40/-45/-50% resists to heals to +50/+45/+40/+35/+30/+25/+20/+15/+10/+0%
Transcendence: no longer gives Hygiene bonus
Now has an cost of 3/3/3/2/2/2/1/1/1/0 AP + 1WP
Absorption: on the Eni +1% Absorption each 2 level until 10% at level 20
Same on the Aura with 1 level difference (becomes active at lvl 2 of the spell). The Aura now has a range of 2 (instead of 1)
Regeneration: changes the fire spells into heals, no longer takes the heal bonus into account but the bonuses to all elementary damage
 
This class has support spells that made it too resistant: we decided to reduce these bonuses, while offering a more support orientated role. Therefore we modified Zombification in order to make sure that the Water Eni wouldn’t deal more damages than his healing capacity.
 

Xelor

Water

Clock: 5>55 (instead of 3/6>35/70)
30%AP removal>80% (instead of 10/30>30/90)
Cost changes from 6AP to 5AP+1MP, range changes from 1-3 to 2-4.
Damage becomes identical on all affected cells, same for AP loss.
Sinistro: 2>26 (instead of 1>16)
Sinistro’s HP are doubled
 
We gave more interest to the spells that were not used so much (Clock and Sinistro) in order to give more diversity to the Xelor.
 

Air

Temporal Distortion: 2>25 (instead of 1>19)
Hyperaction: lvl0 = -5 Tick/+0 Tack; lvl100 = -25 Tick/+0 Tack
Xelor Punishment: 7>90 (instead of 5>70)
Hyperaction: lvl0 = -10 Tick; lvl100 = -40 Tick (instead of -10>-20)
 
For this tree, we wanted to make sure that a more appropriate amount of Hyperaction could be removed in a Tick turn. Also we decided to improve some damages.
 

Fire

Line of Fire: 4>55 (instead of 2>41)
Cost changes from 4AP to 4AP+1MP
Initiative loss doesn’t change
Temporal Burn: 1>12 (instead of 1>16)
-2Ini>-8Ini (instead of -3>-10)
No longer triggers Rollback
Hydrand: 4>62 (instead of 4>68)
Cost changes from 6AP to 5AP
 
We wanted to reduce significantly Temporal Burn in order to give it back its role of flexible spell to use at the end of the turn. Furthermore, modifications to Line of Fire should make it a real alternative to Hand, slightly less powerful but usable in melee.

Supports

Mummification: No longer gives AP and damage bonus to the controlled character
No longer cost WP
AP cost changes to 6/5/5/4/4/3/3/2/2/1
Range changes to 2/2/3/3/4/4/5/5/6/7
Temporal Armor: now gives 1 mechanics at level 10 and 2 mechanics at level 20
 
We decided to add Mechanics to the passive Temporal Armor to create more interesting opportunities with Sinistro and Hydrand. Concerning the change of Rollback, we wanted to make the spell less random, more regular, while removing its game breaker side. Finally, Xelors being big WP consumers, we decided to remove the WP cost of Mummification, while also removing the AP and damage bonuses provided by this spell. The result was way too powerful and we had to rebalance significantly.
First Ankama intervention
Update concerning the Xelor:

Rollback: changes canceled
See message in context
Reactions 124

Unnatural Remedies
: Zombification state changes from -5/-10/-15/-20/-25/-30/-35/-40/-45/-50% resists to heals to +50/+45/+40/+35/+30/+25/+20/+15/+10/+0%

Didnt understand,can someone explain ?
sweet xelor changes biggrin. Except for the 5 burn sad
LOL hail to fire feca xD
looks like there is overpowered resist xD
An lvl 9 zombie gives the mob a -50% heal resistance lost before this update and it now become the same dmg as you would heal someone.
pedrohvb|2012-07-26 16:06:22
Unnatural Remedies
: Zombification state changes from -5/-10/-15/-20/-25/-30/-35/-40/-45/-50% resists to heals to +50/+45/+40/+35/+30/+25/+20/+15/+10/+0%

Didnt understand,can someone explain ?

Generally speaking: An eni does 50% less damage through heals while an enemy is unter the zombification state ...
just wondering when is the update
ThyHolyOverlord|2012-07-26 16:17:25An lvl 9 zombie gives the mob a -50% heal resistance lost before this update and it now become the same dmg as you would heal someone.

-water resist so you do less damage than you would heal someone
Glad that you changed the fecas water armors and glyphs now they seem to have more sense.
Yeah !! Time to move to air branch !
Wow, they really nerfed water enis dmg. But I guess it was necessary.

Also, when are those changes are going to be applied? Or are they just a suggestions?
LoL and I thought today would be the nerf day heheheeh but in general they just balanced and buffed the classes oO
Great my Eni can deal really low dmg now, good job Ankama, you made water eni really weak while almost all other classes can deal over 1000 and sometimes 1600 dmg in one turn :S It's bad already that we need to use WP each turn to kill an opponent. So basically you're forcing us more now to kill someone in 6 turns which will be impossible from now on. Same for mobs with high water resist or a lot hp. This is what you call "balance". Really?
@Karakedi

You don't need zombie to do damage. I've seen Enis doing a lot of damage with 2-handed Staffs... Good damage without the need of using any WP.

Anyways, Enis needed that nerf as they do way too much damage for a healer class.
The reasons for the Water Eni nerfs was their ability to have some of the highest damage of all classes in the game while having the greatest (and at the moment only) heals.
Too bad, fire Eni is still COMPLETELY USELESS in half of the content, because her marks don't work on summons. I guess I'll have to wait another few months, until maybe my fire Eni will be playable.

I'm sorry, but this just shows, you don't really know your classes and their real problems. You think, any underplayed class can become viable if you will just buff his numbers. Not in case of fire Eni.
My thoughts on the Eni-"Rebalancing"

They made the Air-Branch more Interesting as the spells special effects are not activatet through hygiene anymore but through infection.

A Water Eni does now about 50% less damage - well I could live with that ... if there weren't the other changes:
Transcendence is only usable for ONE Round and ONCE per battle - so they killed the hygiene bonus given by the spell (decreasing the enis heal- and damage abilities further) and increased its cost.

And because Enis are still too resistant, they took 10% hp away and halved the absorption bonus.
So, in PVP Enis are almost always targetet first and they could survive the first round before, not anymore - because most enemies do earth or fire damage.

Water Enis don't have much resistances in these elemtal branches - but they were too resistant.

And they wanted to increase the supporting role by increasing the absorption auras range. By one field. Most of the time no one really close to the eni to protect him or her. So this doesn't really help.

Anything else that supports this "supporting role" ? No! More contrary: Two enis with Absorption can't be near each other, because as soon as they leave the absorption auras range, the Absorption effect is completely lost!

Then in the fire branch: Why raising the Rebirth Marks costs? Why does it cost on freaking WP now? It does more Damage than before, yes, about twice as much. But it costs more than twice as much (WP are limited!).
And you can only cast it once per target - why? The special effect only works once. And for only ONE ROUND! The Osamodas Summons or the Sadidas Summons are there for more than one round. So why does it no cost WP ?

And it doesn't work on all enemies either (because they could not fix the bugs, thy just worked around them).

So, I don't really see balancing or buffing here - its just a nerf!
I don't know why the whining about fire Enis, as far as understand they may be even better healers than water ones after that patch.

The change to Regeneration says the fire damage will be taken into consideration instead of heals, which means that an Eni that deals twice 320 damage on Hammle Mark per turn will be able to heal 320 twice per turn under the Regeneration State. The fact they have marks and they can directly and indirectly heal means that Fire Enis are finally playable after this patch.

Just do the math, 58 base damage, 450% fire damage = 319, fairly possible in a 9 AP set. Regen + 2x Hammle.

Note: the drawback on Fire enis is that they can't heal themselves properly, like water ones.
@YukikoArtai:
Live with it you can't have good of both world...
make a fire hyrid water eni if u want to heal and damage so much...
Stop trolling about other classes
Quote:
The Osamodas Summons or the Sadidas Summons are there for more than one round. So why does it no cost WP ?

They cost WP to be summoned out... So stop trolling & saying things you don't bother checking first.

@Niddhoggy:
yes they cud already heal with marks just that people choose the easier way out.
YukikoArtai|2012-07-26 17:03:57Then in the fire branch: Why raising the Rebirth Marks costs? Why does it cost on freaking WP now? It does more Damage than before, yes, about twice as much. But it costs more than twice as much (WP are limited!).
And you can only cast it once per target - why? The special effect only works once. And for only ONE ROUND! The Osamodas Summons or the Sadidas Summons are there for more than one round. So why does it no cost WP ?

Both Osa and Sadi Summons cost WP

Also having a rebirth mark on an Enemy in a group pvp battle is a big advantage once you kill him. At least now you have to spend 1 WP to do that.

And people should try fire eni in the mobile arenas. They are extremely useful and good there.
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