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Box
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Elysium
Level 120
Ranger
27th May 2024 08:19:14

@Administration

Please! Just extend the range of Spread Shot - marksmen spell - as you did to Mortal Melody.

Reason -> its range is really narrow as you can see:

Today

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Proposal

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Gugoo
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Elysium
Level 198
Ranger
27th May 2024 08:22:33

I would say at this point just merge both rogue and marksman in to one, they have trouble with balance it would be easier for them, probably wont do that due to the subclass change though.
Sataniele
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Pharos
Level 300
Mage
S7
S6
52K
27th May 2024 08:42:37

Quoting Barbed Arrow:
@Administration

Please! Just extend the range of Spread Shot - marksmen spell - as you did to Mortal Melody.

Reason -> its range is really narrow as you can see:

Today

Zezenia Online Forum Screenshot


Proposal

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I liked it very differently
Disturbed Maverick
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Elysium
Level 211
Warrior
27th May 2024 09:41:02 (Last edited 27th May 2024 11:04:27)

Great change on Cleave!

The new damage to the back side is approximately 25% of the damage to the front side, which is less than the damage caused by a sweeping swipe. If it could be increased from 25% to 50%, it would be close to matching the damage from a sweeping swipe.
Askja
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Elysium
Level 884
Warrior
S7
S5
49K
27th May 2024 10:57:23

Hello, nice to have TS again.

Same remark as above for cleave, IMO 25% back is too low to be a game changer.

I would recommand at least 50% too. Remember after lvl 500 Cleave is the only spell paladins have to feel any levelling progression in overall damage.

Theorically, add 3x25% back is an additional 15% buff on cleave (5,75/5=1,15) in perfect conditions (fighting 8 constantly). Which is good ofc, I can't deny it, but not a revolution.

In practice, you won't permanently take advantage of this 15%. In fact, any additional back damage should be enough to slightly compensate the inevitable miss you have with 5 main Cleave when fighting less than 8 mobs (even rotating crazy to try follow mobs, you always end up missing at least 1 main cleave), otherwise it's still better to go against wall to be sure to never miss.

For example right now on real ZZ I have better results in wall walk at templars than trying to fight 8 box (also because templars heal much than Sweeping, consequently much than 25% Cleave).

I will try to check that on test server, but I'm afraid it will be same : currently for me on TS, miss only one 1550 (main cleave) is a loss compared to add 3x380 (back cleave).
Palina
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Elysium
Level 103
Ranger
27th May 2024 11:02:11 (Last edited 27th May 2024 11:03:43)

Guys, if you wanna mage spells on ranger, just pick mage! Why you dont do that? Answer is easy. Cuz Ranger is way better and easier to play than mage already. So what if mage makes more exp/h. It doesnt gve nothing to him, why?
Ranger have 3x more hp than mage (5hp per lvl for mage, 15 hp per lvl to ranger). And ranger have x2 more def points than mage. Its make ranger super tanky and mage super weak. Mages dies in hunts all the time, ranger almost never. And with great solo target hits its make ranger much better in solo pvp. 600lvl ranger full eq can easy beat 800lvl mage. More lvl/exp for mage doesnt give him nothing. I sugest to reduce rangers hp to 5-10 per lvl, he shouldnt be tanky as warrior. And in pvp Ranger's hp steal should be reducet to half, because in solo pvp he is immortal.
Hellsinner
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Elysium
Level 147
Warrior
S3
5K
27th May 2024 11:24:41 (Last edited 27th May 2024 11:52:58)

Quoting Kortnus:
Guys, if you wanna mage spells on ranger, just pick mage! Why you dont do that? Answer is easy. Cuz Ranger is way better and easier to play than mage already. So what if mage makes more exp/h. It doesnt gve nothing to him, why?
Ranger have 3x more hp than mage (5hp per lvl for mage, 15 hp per lvl to ranger). And ranger have x2 more def points than mage. Its make ranger super tanky and mage super weak. Mages dies in hunts all the time, ranger almost never. And with great solo target hits its make ranger much better in solo pvp. 600lvl ranger full eq can easy beat 800lvl mage. More lvl/exp for mage doesnt give him nothing. I sugest to reduce rangers hp to 5-10 per lvl, he shouldnt be tanky as warrior. And in pvp Ranger's hp steal should be reducet to half, because in solo pvp he is immortal.


I agree with you, at least on most of what you wrote. I also think that the HP per level of the Rangers should be reduced from 15 to 10 and the Mana points increased from 5 to 7.

But you have to agree that mages have strong defensive buffs, even stronger than the Paladin and after the introduction of the dynamic equipment enchantment system, mages became much more tanky than before.

Fortification only negates 10%, while absorbing aura of warlocks negates 24% of all damage received and warlocks still have dark gathering/around 10% HP steal.

In the case of pyromancers, Fire Shield negates 16% of all damage and also has 12% of the mana shield. Shamans have Fortitude Growth which negates 10% damage in addition to 35% bonus HP.

Therefore, most buffs need to be changed to provide balance to the game. Paladins should have 20%+ damage negation and mages having buffs focused on spell damage or boost: warlocks buff for single target spells, pyromancers for aoe damage and shamans for increased healing.
Poke In Your Eye
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Elysium
Level 50
Warrior
27th May 2024 13:09:07

Good... new test server :smartass:

Changing paladins main attack spell to 3x3 is an extremely good decision. Now, this subclass can behave like a real tanker without regretting leaving the wall-walk. Decrased damage for that three added fields of spell is unnecessary - as written above - sweep can deal more damage and steal more health from monsters than cleave.


Ok, now, when we have paladin with this 3x3 cleave i can write my crazy idea:

Lets suppose that cleave deals ~1000 dmg per monster (for easier calculations i assume that all spell fields are equal). In the most crowded situation player can deal ~8000 dmg. We use this as a base value. For every casted spell this base value is divided between all hit monsters. As the number of monsters decreases, the damage incrases, but overall dmg is constant. With 5 monsters around player (like with classic cleave) the average dmg per monster would be around ~1600. For the last standing monster potential damage will be quite... extreme. Of course, the formula should be somehow tweaked, add some tresholds to both sides of the dmg values and so.

What are the potential advantages of this system? Maybe just a different gameplay of this subclass - still good as a tanker in a party and additionally capable to fight against powerful 1-2 monsters, or bosses. At the moment we cant even say that AOE spells are overpowered - this game is based on them (using sweeping strike spell is more effective than 'powerful' shield slam, and I didnt even consider the cooldown of that spell).
Phill Mason
Sage

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Elysium
Level 505
Warrior
27th May 2024 18:22:31

Quoting Kiad:
I would say at this point just merge both rogue and marksman in to one, they have trouble with balance it would be easier for them, probably wont do that due to the subclass change though.

Both have their own focus on these subclasses. Rogue is more pvp oriented with burst damage/traps as in marksman can melt single targets in a heartbeat. More as sustain subclass.
You are not ment to hunt them as your typical wlock with massive aoe damage.
Phill Mason
Sage

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Elysium
Level 505
Warrior
27th May 2024 18:37:43

Zezenia Online Forum Screenshot
I would suggest on changing currently totally unused spell firewave on pyro to hit the same area as hellish archangels wave. Fix the area and increase damage by 1.3-1.5 from current formula.
Id suggest on increasing the damage cap/scaling on advanced soulfire and sweeping swipe.
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