Likewise, we want to provide Dofus Kamas the elemental paths a solid identity so that each has a specific function that meets Sacriers' different needs, thereby creating a better synergy between the spells in a given elemental path. To do this, we have also rebalanced the elemental paths with regard to one another, so that every is viable in its own given function. Whether it's through their elemental charms or their usefulness spells, we need Sacriers to acquire extra utility effects to assist them integrate more efficiently into a team gameplay style, without necessarily having to play"full health/resistance/lock/no-brainer".
Ultimately, we also want to help gamers get better use from the multi-element strategy, which should allow them to put together a great deal more diverse Sacrier builds than before so that they can surprise both allies and opponents alike. We also hope that every one these changes enables Sacriers to get a place for themselves in PvM, particularly at higher and very high rates, where they are currently having problems.
The issue with the existing Suffering system is that it limits Sacriers to one role that's chosen at the onset of battle and cannot be changed for the remainder of the fight, which restricts the amount of spells that may be used. This results in monotony and a lack of depth. While the first intention was to allow Sacriers to transition from Favorable Suffering to Negative Suffering to accommodate to the situation, people have wound up needing to play just at maximum Suffering in order to get the best bonuses, whether Positive or negative (but we will not lie, it's actually almost entirely Negative Suffering, especially in PvP).
Each range of Vitality values equates to Kamas Dofus Retro For Sale a particular degree of Suffering: for instance, a Sacrier who's between 50 percent and 40 percent of the maximum Vitality will be at Suffering 6.