Regarding Tails the Dofus Kamas spells Meowch or Heads, Bluff and Nerve, we'd like to enhance the way the work, but we do not yet have an entirely satisfactory solution. Rest assured, we have a few things lined up to test out, and you need to see some changes next time we take a look at balancing!
A prickly problem for example balancing the Sacrier course... Now we've got a little more perspective about the situation, it's time to unveil the approaching changes.First item: Bleeding. Some of the charms that consumed Bleeding did not work correctly or generated, particularly. Without needing to worry about when and how to use it, this enabled Sacriers to gain from it constantly. This problem has now been fixed, restoring a sense of handling the mechanic and constraints.
We reviewed the Vitality bonus that Bleeding gave swords, which is presently a proportion of maximum Vitality. Therefore, this does not change the value of this bonus at rather high levels, but it provides more realistic values when leveling at low and medium levels.Another thing: The charms Thorn Crown and Jashin Ritual were causing problems for the AI, which was prevented from hitting the caster when these spells were busy. The problem has been fixed.And last (but not least): the eight harm spells whose power increased when cast on oneself.
The issue with these spells, as they currently are, is most of how inflexible they are to utilize with recasting every other turn, which restricts multi-elemental manners. The other problem is the value of the bonus, which adapts poorly at low and medium levels, permitting Sacriers to have a very high burst capability right from the beginning of a struggle, but without needing (yet) suffered great damage or being especially in danger. The temporary Vitality penalty is often more of a bonus than a penalty because it Cheap Kamas Dofus Retro increases Suffering and is very feeble when Sacriers have little health, which doesn't really make them any more vulnerable...
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