The Rogue posed many problems in PvP on Dofus because of his gameplay. Whether by withdrawal or Kaboom, balancing was to be expected with the 2.67 update. However, who would have thought that Ankama would go so far?
Update 03/27: Beta changes
DOFUS: Rogue 2.67, nerf summary and class balancing
If you don’t want to read the big board, just remember that the Rogue doesn’t change much. The nerfs are pretty targeted and while they will be felt in PvM, it’s still light. In summary, you can find:
- A Kaboom stack nerf
- A relaxation of certain spells (Magnetization, Sticky Bomb)
- Fixes following the previous rework (Walking Bomb)
- The death of the Sticky Bomb strategy + Class item for the farm
Etoupille | Nerve | |
Magnetization | Throws per target: 2 => 1 | Nerve |
Stratagem | Shield: 75% => 50% Only applies if the move is made | Nerve |
Bombs | Cast limit per target: None => 1 | Nerve |
Rogue Shower Water Bombs | The withdrawal depends on the combo: – I to IV = No withdrawal – V to IX = -1 AP – X to XV = -2 AP | Nerve |
Rogue Tornado Air Bombs | The withdrawal depends on the combo: – I to IV = -1 MP – V to IX = -2 PM – X to XV = -3 PM | Nerve |
Explobombe | Range bonus: 2 => 4 | UP |
Seismobomb | Final damage bonus => to spells Gain: 5 => 7% | UP |
sticky bomb | Casts per turn: 2 => 1 On an empty space: Place a trap | Neutral |
Obliteration | Bonus per bomb: 13 => 10 | Nerve |
walking bomb | Copies up to 7 combos | Nerve |
Shrapnel Cadence | Accumulation: 3 => 2 | Nerve |
Imposture | Only applies the Kaboom state every other turn Applies it if the exchange is ally or enemy | Neutral |
Remission | Restart interval: 2 => 3 rounds | Nerve |
Magnetic Trap | Cost in AP: 2 => 3 | Nerve |
Kaboom | Accumulation by type of boost: 2 => 1 | Nerve |