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Eminem Player
Pharos
Level 825
Warrior
S4
24
1K
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9th March 2025 03:57:29 Quoting Phill Mason: More professional skills to focus on. Give me woodcutting and mining so I can imbue my gear for slight increase/effect for each tier. For example each tier for weapon increases the attack stat for 0.1, every 5th tier increases critical chance for % or two. Something to grind on besides the best exp/h on meta spawns. Bring back the rpg. Fishing should be improved as you wont lose your fishing target as if fish escapes or big one bites your ass. We have few fishing related quests such as part of tamriel questline and completing them without macro is just fucking pain ![]() Sure, thats good one. I remember playing a RPG called xiah a long time ago. They have a system to imbue +1..+2..+3...+inifity. The system work like this: You collect powders mining, each 10 powders you can get 1 stone. 10 stone you try to build 1 jewel (10% chance), each try if you lose only 1 stone broke. ok, with jewels you can imbue in your eq. there are 2 types of jewels, withe and blacks. You can choose when changing 10 stones to jewel. (stones are red). When you try to imbue your chance is 10%. if you lose the jewel broken , and the iten recude 1 stats. lets go> White jewel give you +1% chance to next jewel. (11%). But if the white jewel fail you only lose the jewel. so you can keep imbuying white jewel until you get 100% adn try put one black. thats it. to mining you need a mining hammer, you can build then with woodcuting. So , you can keep doing this better than exping. |
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Oso Ikci Player
Pharos
Level 50
Mage
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30th March 2025 14:50:05
Why not put base healing on the Zezenian Wand and make it usable?
It hits less, but it would be usable for shaman, whose idea is precisely to heal more, and hit less, as a support! |
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Zorba Selada Player
Elysium
Level 275
Warrior
24
25
1K
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14 days 10 hours ago
You could add an RTC similar to Rubinot's; I guarantee the community would grow a lot, as this improves the game's quality of life, considering that most players are 30+ and nobody wants to be repeatedly pressing buttons to attack or, much less, to heal health and mana. If it's not possible to implement a mechanism in the client itself to automatically perform combos, then at least implement automatic health and mana healing. All players would appreciate it.
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Ajama Player
Pharos
Level 15
Ranger
S8
S1
53K
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14 days 8 hours ago (Last edited 14 days 8 hours ago)
Who wants to play a game where you dont need to do anything but move your character?
Sounds extremely innovative, I wonder if theres a game out there who achieved such variety of mechanics. Just change game if you dont wanna play it, not doing anything sounds like a very lame game. But at the same time sounds good tho, fortnite and LoL grew very big cuz ppl realised you had to walk your character, and that ! I call fun ! I'd rather just take a sleeping pill, equally effective. |
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Methanol Player
Zera
Level 12
Mage
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10 days 14 hours ago (Last edited 10 days 10 hours ago)
List of changes needed (2026):
Warriors Remove Sweeping Swipe’s damage cap. The formula should be changed so that the damage does not scale too much at higher levels, but at least the spell should have some damage progression, considering that both warrior subclasses have smaller AoE spells than rangers and mages. Warriors deserve to have some AoE damage progression, even if it is lower than that of other classes in the game, because at higher levels, even though warriors have great defense, their damage falls behind — especially in the barbarian’s case. Barbarians Increase the rear damage of Rage of Fury from 75% to 100%, making it the same as the side and front damage of this spell, exactly like the staff did for paladins by improving Cleave’s rear damage. If a paladin deals 100% damage to all 8 sqm around him, why can’t a barbarian do the same using his main damage spell (Rage of Fury), if the barbarian is supposed to be the subclass focused on damage, while the paladin should be focused on defense? Rogues Change Ruthless Execution to deal heavy damage to the target and apply a DoT effect, spreading 25% or 33% of that damage every second to 5 random nearby monsters for 3 seconds (3x hits of 33% from main damage) or 4 seconds (4x hits of 25% from main damage). Additional adjustments could include: I) Reducing the cooldown from 20 seconds to 4 or 5 seconds; II) Lower the magic level requirement from 13 to 9. Following the rogue’s core identity of dealing damage over time (DoT) by turning a useless spell (Ruthless Execution) into something excellent for its own subclass, just like Arrow Volley was reworked and became amazing for Marksman. Warlocks Create a New Wave Spell to complete the PvM rotation, as Whirlwind is underwhelming and its range is far too limited. This new wave will need: I) A larger area than Cross of Annihilation II) Slightly more damage than Cross of Annihilation III) Cooldown 4 seconds IV) Applies a debuff to monsters only (not players) for 3 seconds, increasing damage taken from an initial 5% up to 10% (maximum debuff), scaling based on level and magic level. Considering that warlocks’ gameplay is one of the most challenging due to the constant need to move while casting wave spells, introducing a new wave spell with a damage-amplifying debuff would make rotations more engaging. It would reinforce the warlock playstyle, making the subclass appreciated again in PvE rather than being perceived as useful primarily for PvP. |
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Stop Combo Player
Pharos
Level 301
Warrior
S8
32K
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10 days 7 hours ago Quoting Methanol: List of changes needed (2026): Warriors Remove Sweeping Swipe’s damage cap. The formula should be changed so that the damage does not scale too much at higher levels, but at least the spell should have some damage progression, considering that both warrior subclasses have smaller AoE spells than rangers and mages. Warriors deserve to have some AoE damage progression, even if it is lower than that of other classes in the game, because at higher levels, even though warriors have great defense, their damage falls behind — especially in the barbarian’s case. Barbarians Increase the rear damage of Rage of Fury from 75% to 100%, making it the same as the side and front damage of this spell, exactly like the staff did for paladins by improving Cleave’s rear damage. If a paladin deals 100% damage to all 8 sqm around him, why can’t a barbarian do the same using his main damage spell (Rage of Fury), if the barbarian is supposed to be the subclass focused on damage, while the paladin should be focused on defense? Rogues Change Ruthless Execution to deal heavy damage to the target and apply a DoT effect, spreading 25% or 33% of that damage every second to 5 random nearby monsters for 3 seconds (3x hits of 33% from main damage) or 4 seconds (4x hits of 25% from main damage). Additional adjustments could include: I) Reducing the cooldown from 20 seconds to 4 or 5 seconds; II) Lower the magic level requirement from 13 to 9. Following the rogue’s core identity of dealing damage over time (DoT) by turning a useless spell (Ruthless Execution) into something excellent for its own subclass, just like Arrow Volley was reworked and became amazing for Marksman. Warlocks Create a New Wave Spell to complete the PvM rotation, as Whirlwind is underwhelming and its range is far too limited. This new wave will need: I) A larger area than Cross of Annihilation II) Slightly more damage than Cross of Annihilation III) Cooldown 4 seconds IV) Applies a debuff to monsters only (not players) for 3 seconds, increasing damage taken from an initial 5% up to 10% (maximum debuff), scaling based on level and magic level. Considering that warlocks’ gameplay is one of the most challenging due to the constant need to move while casting wave spells, introducing a new wave spell with a damage-amplifying debuff would make rotations more engaging. It would reinforce the warlock playstyle, making the subclass appreciated again in PvE rather than being perceived as useful primarily for PvP. +1 but will say: ROugues need to put trap in their feet , on click options in spells, and reduce 2s of the trap cooldown. warlocks: only one spell with 4s damage isnt enought, need to change the wave Whirlwind is underwhelming in damage scaling and AoE squares. |
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Hexecutioner Player
Elysium
Level 101
Mage
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9 days 13 hours ago Quoting Methanol: Warlocks Create a New Wave Spell to complete the PvM rotation, as Whirlwind is underwhelming and its range is far too limited. This new wave will need: I) A larger area than Cross of Annihilation II) Slightly more damage than Cross of Annihilation III) Cooldown 4 seconds IV) Applies a debuff to monsters only (not players) for 3 seconds, increasing damage taken from an initial 5% up to 10% (maximum debuff), scaling based on level and magic level. Considering that warlocks’ gameplay is one of the most challenging due to the constant need to move while casting wave spells, introducing a new wave spell with a damage-amplifying debuff would make rotations more engaging. It would reinforce the warlock playstyle, making the subclass appreciated again in PvE rather than being perceived as useful primarily for PvP. I really like the debuff augment, it really thinks outside the box Unfortunately, warlocks need improvements for hunting, but simply increasing damage isn’t the best solution. We need new ideas like this, somehow guiding us toward what warlocks truly want. |
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Ron Player
Elysium
Level 384
Warrior
S4
24
25
24K
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5 days 21 hours ago Quoting Methanol: List of changes needed (2026): Warriors Remove Sweeping Swipe’s damage cap. The formula should be changed so that the damage does not scale too much at higher levels, but at least the spell should have some damage progression, considering that both warrior subclasses have smaller AoE spells than rangers and mages. Warriors deserve to have some AoE damage progression, even if it is lower than that of other classes in the game, because at higher levels, even though warriors have great defense, their damage falls behind — especially in the barbarian’s case. Barbarians Increase the rear damage of Rage of Fury from 75% to 100%, making it the same as the side and front damage of this spell, exactly like the staff did for paladins by improving Cleave’s rear damage. If a paladin deals 100% damage to all 8 sqm around him, why can’t a barbarian do the same using his main damage spell (Rage of Fury), if the barbarian is supposed to be the subclass focused on damage, while the paladin should be focused on defense? Rogues Change Ruthless Execution to deal heavy damage to the target and apply a DoT effect, spreading 25% or 33% of that damage every second to 5 random nearby monsters for 3 seconds (3x hits of 33% from main damage) or 4 seconds (4x hits of 25% from main damage). Additional adjustments could include: I) Reducing the cooldown from 20 seconds to 4 or 5 seconds; II) Lower the magic level requirement from 13 to 9. Following the rogue’s core identity of dealing damage over time (DoT) by turning a useless spell (Ruthless Execution) into something excellent for its own subclass, just like Arrow Volley was reworked and became amazing for Marksman. Warlocks Create a New Wave Spell to complete the PvM rotation, as Whirlwind is underwhelming and its range is far too limited. This new wave will need: I) A larger area than Cross of Annihilation II) Slightly more damage than Cross of Annihilation III) Cooldown 4 seconds IV) Applies a debuff to monsters only (not players) for 3 seconds, increasing damage taken from an initial 5% up to 10% (maximum debuff), scaling based on level and magic level. Considering that warlocks’ gameplay is one of the most challenging due to the constant need to move while casting wave spells, introducing a new wave spell with a damage-amplifying debuff would make rotations more engaging. It would reinforce the warlock playstyle, making the subclass appreciated again in PvE rather than being perceived as useful primarily for PvP. [Barbarian] -> Agree that increasing Rage of Fury’s back damage to 100% is essential. Barbarian needs this to remain competitive in terms of damage, since the warrior’s damage spells have a short range, which puts a ‘damage subclass’ at a disadvantage, especially after losing sustain in the last subclass balance update. [Sweeping Swipe] -> It’s interesting to suggest reformulating its damage scaling, as it would particularly help warriors at endgame, where their damage does not keep up with other classes. [Rogue] -> Ruthless Execution is a deprecated spell, thus I’m quite in favor of the poison effect proposal, also Traps urgently need to be placeable via cursor. [Warlock] -> This subclass is currently in a very rough spot and feels out of sync, even more so in solo leveling. Any improvement that reinforces its identity while properly rewarding its more challenging and demanding playstyle would be welcome. |
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Ranger Player
Elysium
Level 15
Ranger
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4 days 16 hours ago PROPOSAL Enable the Traps spell to be cast on the exact SQM targeted by the rogue. REASON Other spells already allow this same mechanic, letting the player choose the exact casting position through the cursor. However, for rogues this feature greatly contributes to ensuring that Traps reaches its maximum effectiveness during hunts. IN COMPARISON If even shamans can use the cursor to summon Varnok wherever they want, even on the farthest SQMs on the screen. So rogues should also have the option to throw their traps at a specific targeted location.
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