The problem with Kamas Dofus Retro the existing Suffering system is that it limits Sacriers to a single role that is selected at the onset of combat and can't be changed for the rest of the struggle, which limits the amount of spells which can be utilized. This results in monotony and too little depth. While the initial intention was to allow Sacriers to transition from Positive Suffering to Negative Awareness to adapt to the situation, people have wound up having to play only 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 assortment of Vitality values corresponds to a certain degree of Suffering: for example, a Sacrier who is between 50% and 40 percent of their highest Vitality will be at Suffering 6.

This way, Sacriers will no longer be able to inflict substantial damage or severely reduce incoming harm while they have full Vitality; rather, they might have to take risks and take damage so as to find these bonuses, which better reflects the"berserker" fighting mode that they're supposed to possess. For Sacriers, Vitality hence becomes a resource in its own right - one which you will occasionally have to spend in order to finish off your enemies, and at times save so as to live or to guard your allies by using your own body as a shield.

So this brand new Suffering system will effectively reward Sacriers who expose themselves (eagerly!) To damage, and also a Sacrier on the brink of death is going to be a hazard that enemies will find impossible to cheap Dofus Kamas dismiss. In this method, Sacriers will obviously have more tools to manage their Vitality, including self-injury spells and healing/health slide spells, which will of course influence their Suffering at exactly the exact same time as their Vitality.