« First
... 
17 18 19 20 21
... 
Last »
Show staff replies in this thread
8th May 2024 13:08:39 CM Mercury View post »
8th May 2024 13:18:44 CM Mercury View post »
8th May 2024 14:13:48 CM Mercury View post »
8th May 2024 14:42:54 CM Mercury View post »
8th May 2024 14:50:03 CM Mercury View post »
8th May 2024 16:43:09 CM Mercury View post »
8th May 2024 17:02:02 CM Mercury View post »
8th May 2024 17:26:25 CM Mercury View post »
8th May 2024 17:39:06 CM Mercury View post »
8th May 2024 17:45:22 CM Mercury View post »
8th May 2024 23:04:11 CM Mercury View post »
10th May 2024 12:48:16 CM Mercury View post »
10th May 2024 13:02:13 CM Mercury View post »
10th May 2024 13:45:32 CM Mercury View post »
10th May 2024 14:56:09 CM Mercury View post »
10th May 2024 15:26:59 CM Mercury View post »
20th May 2024 03:33:28 Administration View post »
27th May 2024 05:57:55 Administration View post »
31st May 2024 22:17:27 Administration View post »
2nd June 2024 18:03:10 Administration View post »
3rd June 2024 16:09:19 CM Mercury View post »
Fuzzy
Player

Outfit
Elysium
Level 10
Warrior
14th May 2024 01:07:56 (Last edited 14th May 2024 02:20:33)

Quoting Ragnarok Black:
Quoting Fuzzy:
Considering the release of dynamic-enchantment system some subclasses became too much tank also dealing a great damage instead of having only one role in game i mean dealing damage or focused on defense.

So some adjustments could be made to the subclass buffs. Focusing on establishing only a good performance for each subclass, whether in having high damage, high defense or even being average between damage and defense.

A first step would be to change the buffs to favor the focus of each subclass, keeping in mind this:

{ high damage = low defense }
{ medium damage = medium defense }
{ low damage = high defense }


Suggestions :

Warlocks

Dark Gathering - Improve its hp steal to 20% and add 25% of magic level bonus.

Remove Absorbing Aura - 24% of negation of damage - from the game.

Ps.: Keep 50% the damage of Cross of Annihilation’s second wave.

Pyromancers

Fire Shield - Improve its mana shield to 20% and add 15% of extra damage for Inferno, Meteor Shower and Fire Rain.

Remove its 12% of negation of damage.

Ps.: Restore base hp steal of subclass to 100% again.

Shamans

Fortitude Growth - No changes. 35% max hp bonus and 10% of negation of damage.

Rogues

Belligerent Focus - Keep the ricochets , increase negation of damage from 4% to 8% and add Areal Arrow chance by 25%.

Remove its distance skill bonus.

Marksmen

Offensive Imminence - Keep the ricochets also improve their distance skill bonus to 20% and add critical hit chance by 15%.

Barbarians

Frenzy - Improve melee skill bonus from 10% to 20% and keep 15% of mana cost reduction for spells.

Remove its 5% of hp steal.

Paladins

Fortification - Keep 10% max hp bonus and increase negation of damage to 20%.


The marksman's proposal is great but the rogue's proposal is not so much. Instead of a probability of an area arrow coming out, it is preferable for the Buff to increase the speed of his attack since the rogue is there to kill quickly and stealthily



Agree, the Areal Arrow bonus could be replaced for a 25% increase in attack speed. It would directly increase the damage dealt per hour by ricochets.
Triple Viral
Player

Outfit
Pharos
Level 337
Warrior
14th May 2024 03:11:40

Make spell that help paladin. divine prayer and divine touch it is useless. HOLY SWORD please reduce the time, increase the range of cleave and the percentage of fortificacion . Has anyone used ethereal displacament ? that magic doesn't make sense
Lady Hells
Player

Outfit
Elysium
Level 33
Mage
14th May 2024 21:42:01

Yo Administration and our CM Mercury,

Many players have offered a lot of new ideas for subclass balancing.

Are there any new changes planned to be tested on TS this week?

Talk with us, let's continue working to progress.
Odimm
Player

Outfit
Elysium
Level 26
Warrior
14th May 2024 23:53:14

What about New strong Monsters? Like Xyioquan Radioactive, imagine so, Radioactive creep is 200x more strong them a creep, a Radioactive Xyioquan is a strong solo monster, who paladins with Shaman can barely kill one, and warlock/shamans can kill solo, running! U don't need to put another spell on Shaman, they are necessary, If paladin heal can handle with 1 Monsters or two!
Cacomixtle
Sage

Outfit
Elysium
Level 342
Warrior
15th May 2024 00:06:40

Quoting Lady Hells:
Yo Administration and our CM Mercury,

Many players have offered a lot of new ideas for subclass balancing.

Are there any new changes planned to be tested on TS this week?

Talk with us, let's continue working to progress.

Yeah I'm also looking forward for the next changes
Maatheuzinhoo
Premium

Outfit
Elysium
Level 1162
Mage
15th May 2024 05:27:16

Hello everyone, my suggestions are:
1 - Increase the damage of the shaman's mortal melody by 10%
2 - Increase the range of the pyromancer's heat wave by 3x3 similar to mortal melody
3 - Increase the range of the paladin's cleave so that it hits the entire box
4 - I would also really like new potions like flask of magic level, flask of dodge, flask of distance and meele to be created.
Disturbed Maverick
Player

Outfit
Elysium
Level 209
Warrior
15th May 2024 06:28:30 (Last edited 15th May 2024 07:42:44)

Quoting Fuzzy:
Considering the release of dynamic-enchantment system some subclasses became too much tank also dealing a great damage instead of having only one role in game i mean dealing damage or focused on defense.

So some adjustments could be made to the subclass buffs. Focusing on establishing only a good performance for each subclass, whether in having high damage, high defense or even being average between damage and defense.

A first step would be to change the buffs to favor the focus of each subclass, keeping in mind this:

{ high damage = low defense }
{ medium damage = medium defense }
{ low damage = high defense }


Suggestions :

Warlocks

Dark Gathering - Improve its hp steal to 20% and add 25% of magic level bonus.

Remove Absorbing Aura - 24% of negation of damage - from the game.

Ps.: Keep 50% the damage of Cross of Annihilation’s second wave.

Pyromancers

Fire Shield - Improve its mana shield to 20% and add 15% of extra damage for Inferno, Meteor Shower and Fire Rain.

Remove its 12% of negation of damage.

Ps.: Restore base hp steal of subclass to 100% again.

Shamans

Fortitude Growth - No changes. 35% max hp bonus and 10% of negation of damage.

Rogues

Belligerent Focus - Keep the ricochets , increase negation of damage from 4% to 8% and add Areal Arrow chance by 25%.

Remove its distance skill bonus.

Marksmen

Offensive Imminence - Keep the ricochets also improve their distance skill bonus to 20% and add critical hit chance by 15%.

Barbarians

Frenzy - Improve melee skill bonus from 10% to 20% and keep 15% of mana cost reduction for spells.

Remove its 5% of hp steal.

Paladins

Fortification - Keep 10% max hp bonus and increase negation of damage to 20%.


I like ur proposal. Why do warlocks have 24% damage negation - and HP steal buff - when paladins only have 8%/10%, considering they should be the best defensive subclass? Even pyromancers, possessors of the widest combination of AoE damage spells, have more damage negation (16%) than paladins and this makes no sense.

Warlocks and pyromancers are supposed to inflict the highest AoE damage together with barbarians, but on the other hand, this benefit should come at the cost of their defense: By receiving higher damage to their HP (warlocks and barbarians) or by using a great amount of mana to survive (pyromancers).

Moreover, I agree that if these subclasses' defense is reduced, they should be compensated with a boost to their damage, as you wrote about.

The subclass descriptions contained in the in-game Library clearly outline the definitions of damage capability, survivability, ease of use, as well as pvp ability.

Zezenia Online Forum Screenshot
Ron
Player

Outfit
Elysium
Level 321
Warrior
15th May 2024 08:06:46

Quoting Maatheuzinhoo:
Hello everyone, my suggestions are:
1 - Increase the damage of the shaman's mortal melody by 10%
2 - Increase the range of the pyromancer's heat wave by 3x3 similar to mortal melody
3 - Increase the range of the paladin's cleave so that it hits the entire box
4 - I would also really like new potions like flask of magic level, flask of dodge, flask of distance and meele to be created.


That's my opinion as well. Yeah, there are still necessary some changes before subclass balancing could be concluded.
Hellsinner
Player

Outfit
Elysium
Level 146
Warrior
S3
15th May 2024 08:26:37

Quoting Disturbed Maverick:
Quoting Fuzzy:
Considering the release of dynamic-enchantment system some subclasses became too much tank also dealing a great damage instead of having only one role in game i mean dealing damage or focused on defense.

So some adjustments could be made to the subclass buffs. Focusing on establishing only a good performance for each subclass, whether in having high damage, high defense or even being average between damage and defense.

A first step would be to change the buffs to favor the focus of each subclass, keeping in mind this:

{ high damage = low defense }
{ medium damage = medium defense }
{ low damage = high defense }


Suggestions :

Warlocks

Dark Gathering - Improve its hp steal to 20% and add 25% of magic level bonus.

Remove Absorbing Aura - 24% of negation of damage - from the game.

Ps.: Keep 50% the damage of Cross of Annihilation’s second wave.

Pyromancers

Fire Shield - Improve its mana shield to 20% and add 15% of extra damage for Inferno, Meteor Shower and Fire Rain.

Remove its 12% of negation of damage.

Ps.: Restore base hp steal of subclass to 100% again.

Shamans

Fortitude Growth - No changes. 35% max hp bonus and 10% of negation of damage.

Rogues

Belligerent Focus - Keep the ricochets , increase negation of damage from 4% to 8% and add Areal Arrow chance by 25%.

Remove its distance skill bonus.

Marksmen

Offensive Imminence - Keep the ricochets also improve their distance skill bonus to 20% and add critical hit chance by 15%.

Barbarians

Frenzy - Improve melee skill bonus from 10% to 20% and keep 15% of mana cost reduction for spells.

Remove its 5% of hp steal.

Paladins

Fortification - Keep 10% max hp bonus and increase negation of damage to 20%.


I like ur proposal. Why do warlocks have 24% damage negation - and HP steal buff - when paladins only have 8%/10%, considering they should be the best defensive subclass? Even pyromancers, possessors of the widest combination of AoE damage spells, have more damage negation (16%) than paladins and this makes no sense.

Warlocks and pyromancers are supposed to inflict the highest AoE damage together with barbarians, but on the other hand, this benefit should come at the cost of their defense: By receiving higher damage to their HP (warlocks and barbarians) or by using a great amount of mana to survive (pyromancers).

Moreover, I agree that if these subclasses' defense is reduced, they should be compensated with a boost to their damage, as you wrote about.

The subclass descriptions contained in the in-game Library clearly outline the definitions of damage capability, survivability, ease of use, as well as pvp ability.

Zezenia Online Forum Screenshot


Indeed, some subclasses should have their defense drastically nerfed precisely because they have high damage and also possess a huge defense, which is unfair in terms of balancing with other subclasses.
Box
Player

Outfit
Elysium
Level 113
Ranger
16th May 2024 13:50:15

We're waiting for new changes to move forward on the test server. ;)
« First
... 
17 18 19 20 21
... 
Last »