Special Re-Balancing Week: Sacrier, Sadida, and Cra

Today is Day 2 in our series of announcements regarding the class re-balancing efforts coming in the next Content Update. In this installment, we bring you information about the Sacrier, Sadida, and Cra classes!

As mentioned in the Day 1 Announcement, the rebalancing effort will be implemented in the next patch, Content Update 1.5, and will be accompanied by a complete stat reset (spells levels, abilities, and specialties).

Now, without further ado:

Sacrier

Fire

  • Blood Rush: Damage level 0-100 = 4 – 49 (before: 4 – 52). Damage inflicted to the Sacrier doesn’t change.
  • Bloodthirsty Fury: Damage level 0-100 = 2 – 35 (before: 2 – 40). Damage inflicted to the Sacrier doesn’t change. Now gives +20% elemental damage on the next fire spell (before: +20% pure damage).
  • Burning Blood: Damage level 0-100 = 5 – 68 (before: 5 – 77).
  • Punishment: Damage level 0-100 = 6/8 – 85/142 (before: 6/8 – 80/147).

Air

  • Sacrier’s Fist: Damage level 0-100 = 4 – 38 (before: 4 – 34). Now limited to 2 per target (before: unlimited).
  • Assault: Now turns the opponent to face the Sacrier.
  • Motion Sickness: Motion Sickness level 1 = -1/cell; lvl 20 = -10/cell (before: -1 to -12) .

 
Explanation: We decided to make the Fire and Air Branches a bit less powerful since they had damages much higher than our balancing scale whereas Sacriers also receive high surviving chances and good mobility. Modifications on Assault and Transposition (see below) follow this logic: the Sacrier could reach his opponent’s back too easily, therefore achieving even higher damage.
 

Earth

  • Rocky Foot: Damage level 0-100 = 2 – 32 (before: 2 – 30).
  • Crackrock Blow: Damage level 0-100 = 3 – 43 (before: 3 – 45).
  • Lethal Slingshot: Damage level 0-100 = 3 – 33 (before: 3 – 30).
  • Smasher: Cost 6 AP & 1 MP (before: 6AP & 1 WP). Damage level 0-100 = 6 – 92 (before: 7 – 105).

 
Explanation: Modifications of Sanguine Armor (see below) shouldn’t make it more powerful, but make it exclusive to the Earth Branch, since this branch has lower damage than the other ones. It just made sense that it should be the only one to benefit from this support. Concerning balancing, we made it so that the Earth Branch would reach around 60% of the damage output of the other branches, compensated by a damage reduction of around 40% for an opponent of a similar level. These calculations take the WP cost of Sanguine Armor into account, so we decided to remove the WP cost of Smasher (in conjunction with a logical damage decrease).
 

Specialties

  • Transposition: Minimum range = 2 (before: 1).
  • Sacrifice: Costs 3 to 2 AP (before: 3 to 0 AP). No more WP cost. Now gives up to 5 charges (before: 11 charges at max level). Range at level 9 now 7 (before: 10). Now limited to 1/turn (before: unlimited).
  • Life Transfer: Now heals the target for the same amount of life as what the Sacrier lost. Level 0 = 1% of max hp, level 9 = 10%.
  • Sanguine Armor: Cost: Level 1-4 = 2 AP & 1 WP; Level 5-7 = 1 AP & 1 WP; Level 8-9 = 1 WP. No longer depends on Angrrr and no longer affected by Tattooed Blood. From level 0-8, multiplies the Sacrier’s coagulation by 1.5. At level 9, multiplies the Sacrier’s coagulation by 2.
  • Angrrr: No longer gives +0.7% elemental damage for each 1 point of Angrrr. No longer gives the Multi-Arm effect. Angrrr maximum changes to 100 (before: 70 max). Angrrr now gives +0/0.5/1/1.5/2…/10% damages bonus per 10 points of Angrrr (therefore Angrrr damage bonus is +100% damage with 100 Angrrr when the passive is level 20)
  • Moribund: When the Sacrier has less than 40% HP, Multi-Arm 1 – 20. When the Sacrier has less than 20% HP, Multi-Arm 2 – 40. When the Sacrier has 1 HP, Multi-Arm 4 – 80. 1 level of Multi-Arm gives +1% damage and 1 lock.
  • Clinging to Life: No longer applies at the end of the turn of the player who killed the Sacrier, but one turn later. The Sacrier will be under the “Stun” effect on the turn during which he waits for his Clinging to Life to activate. The Stun effect will not be removable. Under Clinging to Life, the Sacrier will also have the effect “Cannot be teleported”, which will also not be removable.

 
Explanation: We decided to remove the WP cost of Sacrifice to allow Sacriers to better protect their allies over time (compensated by a decrease in the number of charges and added AP cost). The big issue with the Earth Sacrier was the high WP consumption compared to the other branches. Knowing that we plan on extending fight duration in PvP, it could not have kept up over time.
 

Sadida

Water

  • Vaporize: Damage level 0-100 = 2 – 18 (before: 2 – 15).
  • Sadida’s Tear: Damage level 0-100 = 5 – 63 (before: 5 – 47). Range no longer modifiable.
  • Mudoll: Damage level 0-100 = 3 – 30 (before: 3 – 25).
  • Rust: +3AP is removed. Level 0 = +10% damage to dolls to level 100 = +100% damage to dolls.
  • Drain: Costs 4 AP & 1 MP (before: 4 AP). Damage level 0-100 = 5 – 63 (before: 3 – 32).

Air

  • Woodland Stench: Limited to 2/turn (before: unlimited).
  • Poisoned Wind: Damage level 0-100 = 2 – 15 (before: 3 – 23). “Wounded” now takes the air damage of the Sadida into account. Wounded damage 1 – 8 (before: 1 – 16).
  • Sudden Chill: Penalty to resist is now limited to -100%/target.
  • K’mir: Damage level 0-100 = 5 – 60 (before: 4 – 40).
  • Gust: Damage level 0-100 = 5 – 50 (before: 4 – 38). Range no longer modifiable.

Earth

  • Fertilizer: Damage level 0-100 = 5 – 56 (before: 5 – 52).
  • Wild Grass: Damage level 0-100 = 3 – 32 (before: 3 – 28).
  • Earthquake: Costs 2 MP (before: 2 AP). Damage level 0-100 = 5 – 70 (before: 4 – 64).

Specialties

  • Tree: Limited to 1/fight. No longer leads to HP loss (at max level). Always gives “Nettled”.
  • Voodoll: Bonus to redirected damage is now a penalty. Penatly to redirected damage = -20% to -0%.
  • Totem: Limited to 2/turn (before: 1/turn).

 
Explanation: We changed the Sadida damage output of all three branches by tweaking the damage and the cost. At the same time, we tried to limit some mechanics that could be abused (i.e., Tree; penalty accumulation with Sudden Chill). The change of Poisoned Wind should make it more interesting: Although base damage was lowered, the fact that “Wounded” now takes Air damage into account should give it more value. Similarly the cost change of Earthquake should be a nice plus, since it only costs MP. It should then be used more regularly when the Sadida has spent all of his AP. Finally, Sadidas should be better now that they can use two dolls per turn (instead of one).
 

Cra

Air

  • Plaguing Arrow: Damage level 0-100 = 4 – 49 (before: 4 – 45).
  • Retreat Arrow: Damage level 0-100 = 5 – 58 (before: 6 – 69).
  • Storm Arrow: Damage level 0-100 = 4 – 52 (before: 4 – 45).

 
Explanation: For the Earth Branch, we wanted to give more value to Storm Arrow and Plaguing Arrow. We also wanted to limit the damage of Retreat Arrow and return it to its main role, placement.
 

Fire

  • Blazing Arrow: Costs 3 AP + 1 MP (before: 3 AP). Damage level 0-100 = 4 – 55 (before: 3 – 38).
  • Blinding Arrow: Cost 4 AP (before: 5 AP). Minimum range now 3 (before: 2). Damage level 0-100 = 4 – 45 (before: 5 – 60). “Blindness” percent chance level 0 = 2%/crit 5% to level 100 = 15%/crit 30% (instead of 2/5 to 25/50).

 
Explanation: For the Fire Branch, we wanted to grant Cras the possibility to cast spells with MP using Blazing Arrow. Adding the cost change of Blinding Arrow to 4 AP, it should give it more combo opportunities.
 

Earth

  • Arrow Blow: Damage level 0-100 = 3 – 44 (before: 3 – 40).
  • Seismic Beacon: Can only bounce once (before: 2).
  • Piercing Arrow: Can now bounce on an opponent if a beacon is targeted with the spell.
  • Riddling Arrow: Damage level 0-100 = 4 – 60 (before: 4 – 54).

 
Explanation: We wanted to give more value to the Earth Branch thanks to the change in Piercing Arrow. You will now be able to have your Piercing Arrow bouncing on your opponents by targeting the beacon, which should lead to nice multi-target combos.
 

Specialties

Disengage: Cost: 3 AP & 1 MP to 2 AP & 1 MP at level 9 (before: 3 AP & 1 WP). No longer gives +1 MP bonus. The Cra steps back 1 cell from level 0 – 6 and 2 cells at level 7-9.

Please feel free to share your feedback with the team by commenting on this Dev Blog. Tomorrow we will discuss the changes for the Iops, Pandawas, and Rogues!