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The previous problem with Kamas Dofus Retro


The previous problem with Kamas Dofus Retro suffering as you stated was that it had been always one way since the onset of the fight(positive suffering or negative suffering) since it took a long time to change and just wasted moves. I think out of it being a 100% uptime buff that we had changing a lot of abilities another problem was. With something like blood stacks that we get from using certain spells and then using them up like a battery to be recharged is a fantastic way to make people believe on how they ought to spend blood piles.

Either using it for a really strong shield from coagulation since you know that you are going to require alot of damage or using the charges to do some excess dmg to finish a fight quicker or manipulating the map to have a more positive installation. For limitations things like certain spells. Using up blood piles makes you not able to get blood stacks. Taking more bleed damage the higher blood stacks you have so you're forced to use them or require additional dmg at the onset of your next turn.These are just thoughts and I know are hard to balance and increase the game. However, I think they would add another lvl of game play in addition to handling our new source (HP).

A stream in our Twitch channel just ended, covering details on Osamodas course enhancements and the forthcoming Sacrier. Here is a summary of the overall modifications that you will have the ability to try out as of this upcoming Thursday, May 16th. The Beta host will start sometime in the day on that day. The objective of these changes would be to get Osamodas to participate alongside their summons, instead of having to depend on them. This is why all their course summons can be now controlled by Osamodas. These modifications will be accompanied by a variety of cheap Dofus Kamas new elemental spells which should make more exciting variant choices and produce the game turns less monotonous.
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