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4th February 2023 12:15:28 CM Mercury View post »
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Askja
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4th February 2023 10:27:34 (Last edited 4th February 2023 10:38:30)

Quoting Administration:
Rage of Fury was enhanced as some were concerned that the improvements might make Paladins equal to Barbarians.



Warrior


- Buffed Sweeping Swipe to scale approximately by player level. Maximum damage has a soft cap at 500 points.
- Buffed side and rear damage of Rage of Fury to 100% and 75% respectively.
- Decreased cooldown of Cleave to two (2) seconds. Reduced damage by 15%.



Again, I have to admit I really don't catch you at all here.

I won't speak about rangers/mage, I know little to nothing about them


Pala VS Barb


If you have a look here and you compare Cleave with RoF *after those new changes*, and even in the case of a fight vs 5 mobs (wall walk), that's is to say ignoring back damage of RoF, you will find that :

RoF is now more or less 40% better than Cleave (33% at skill 85, 38% at skill 38%, 43% at skill 170).

Now ofc Shockwave has no comparison : vaste AoE with 4s CD. Poor Shied Slam with less facial damage, 1 hit, and 6 s CD ...:/

And ofc Barbarians have way better auto-autack.

How a risk could it be possible that "Paladins may equal Barbarians" ?


Ok, that being said, I'm ready to admit you want Barbarians have way better exp than Paladins, but say it frankly ! Once again I see no true research towards balance here ...



Pala gameplay


At that point, I give up with trying to understand your "balance" point of view, it's too much for my mind.

But still, please consider making Paladins a more interesting class to play (and less bot friendly ...) than only spam Cleave every 2s.


Here is the way I see an entertaining Paladin gameplay (I'm speaking about PVE only, ofc):

1) Cleave CD 3s with more damage than atm (as said in first test server, +20% +25%).
2) Shield slam having a chance to stun mobs too (a few additionnal damage, making mobs doing nothing for x rounds)
3) Add Holy sword (come on, you say it's pretty good, it's ridiculous, it has 20s CD and less facial damage than cleave ...) an interesting flavor (eg, some seconds mob armor debuff)
4) Optionally : make paladin a multistrike expert to help with poor auto-attack

2)+3)+4) have no risk of overpowering, they are slight single hit advantages. But then you can use those spells (+improved Sweeping Swipe) in a smarter rotation (switching from mob to another in group fights) than that boring 2s Cleave , and here point 1) takes all its sense.

At the end, you have a more dynamic gameplay, smarter, less boring, less bot friendly ....


Soft caps


Don't use soft caps, it's painful for those who spend hours to become better.

For example, for Sweeping Swipe, even the simple formula "Damage=squareroot(500xlevel)" makes things better than just a soft cap :

- fast improving for beginners
- damage related to levels for mid levels players
- damage staying reasonable for high level players

lvl 1, 22 damage
lvl 10, 70
lvl 100, 223
lvl 300, 387
lvl 400, 447
lvl 500, 500
lvl 600, 547
lvl 700, 591
lvl 1000, 707

And it's only a straightforward easy formula, it's certainly easy to refine it (eg : linear until lvl 500, then square root...)
Terrible Beast
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4th February 2023 11:04:42

Congratulations now zezenia is even more a robot game.... very good great job improving the classes that currently use scripts more hehehe I don't know what the current zezenia team thinks... probably the current zezenia team, already played tibia and scripts used too... only explanation for this lol...

but a point too, if you are too lazy to create new portals and look for new content... itself, just take what is already in the game and put everything in a single portal , in short .. ctrl + c , there no there is no ice portal, no fire portal, no bear-man portal.
or if you have nothing in mind, I recommend selling the game ASAP, to sensible people if possible
CM Mercury
Staff

4th February 2023 12:15:28

Hi,

Thank you all for the feedback.

Ideally all these changes would make the experience / hour differences of all classes smaller but not make them equal.
These are by no means the final numbers yet, we're still experimenting.
This TS had a pyromancer nerf once again, but as a pyromancer player you need to remember that the experience/hour advantage was ridiculously high and it still exists (Should and will).

The soft caps for those few spells are there to prevent them from becoming too good at higher lvls. The soft cap limits can still be increased if needed, but a soft cap is still needed with the current formula to prevent these spells from being too good at higher levels.

Cleave cool down was reduced to have a better spell rotation and the only way to do it was to decrease the damage.

There will be no further nerfs for pyromancers, if anything, some of the nerfs might be lowered.

According to the current feedback, rangers are still far behind so maybe something more should be done to balance rangers. Do you have ideas?

As my personal opinion the exp/h would be:
Pyromancer
Warlock/barb
Rangers
Shaman/paladin

Just my personal opinion which is not an official statement. Feel free to give your opinions.

-Mercury
Ignis Mortem
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4th February 2023 13:51:24

i believe its a good way to equalize the exp and looking better for the party experience. Increasing party exp, maybe improve mages/rangers life. Yesterday I hunted for 14 hours in double and got 296kk while a lower level pyro gets that exp in a boost. I'm not complaining about the pyromancer, but I believe that if it somehow increased the exp in the party, it would help.
Ihu Megazord
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4th February 2023 14:04:54 (Last edited 4th February 2023 14:23:40)

Quoting CM Mercury:


According to the current feedback, rangers are still far behind so maybe something more should be done to balance rangers. Do you have ideas?


-Mercury


- The animation of Ricochets looks a bit weird, can make it more smooth?
Also scale it up to 75% and 50%, and when hitting one mob scale it up to 65% with a 50-60% change?

- The 10% dmg buff on dexo shot didnt seem to work

- Regarding to rogue, idea to place the traps behind the char instead infront?

- Pyro nerf seems reasonable, more squishy but still making the most exp/h. But dont nerf the dmg for pvp.

- Warlock looks like a class thats fun to play now.

- If you place shaman and paladin in the lower range of exp/h, add a spell "Holy Symbol" when teamhunting together it boost exp for 10%? Makes them worth to play with (but have to be playing active to be activated).
Heriote Zitan
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4th February 2023 14:05:23

Quoting CM Mercury:
Hi,

Thank you all for the feedback.

Ideally all these changes would make the experience / hour differences of all classes smaller but not make them equal.
These are by no means the final numbers yet, we're still experimenting.
This TS had a pyromancer nerf once again, but as a pyromancer player you need to remember that the experience/hour advantage was ridiculously high and it still exists (Should and will).

The soft caps for those few spells are there to prevent them from becoming too good at higher lvls. The soft cap limits can still be increased if needed, but a soft cap is still needed with the current formula to prevent these spells from being too good at higher levels.

Cleave cool down was reduced to have a better spell rotation and the only way to do it was to decrease the damage.

There will be no further nerfs for pyromancers, if anything, some of the nerfs might be lowered.

According to the current feedback, rangers are still far behind so maybe something more should be done to balance rangers. Do you have ideas?

As my personal opinion the exp/h would be:
Pyromancer
Warlock/barb
Rangers
Shaman/paladin

Just my personal opinion which is not an official statement. Feel free to give your opinions.

-Mercury

Could you please change "TEST SERVER" NPC so it gives you items/pcards/gold, also make it give magic level so we can test mages, makes it easier...
Darth Krayt
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4th February 2023 14:21:43 (Last edited 4th February 2023 14:32:03)

Quoting CM Mercury:

According to the current feedback, rangers are still far behind so maybe something more should be done to balance rangers. Do you have ideas?

As my personal opinion the exp/h would be:
Pyromancer
Warlock/barb
Rangers
Shaman/paladin

Just my personal opinion which is not an official statement. Feel free to give your opinions.

-Mercury


About rangers it would be better if:

Ricochets inflict 75% and 50%
If only one monster is nearby - another 50% damage ricochet with a 66% chance.
Barbed arrow , Traps and other ranger spells - well done changes

About Mages:

Shaman and Warlock - They're far away from a decent improvement on their experience.
Single target spells need to be increased at least 50% to provide a real change.
Surely, a considerable more damage destined to warlock and a good improvement to shaman.
I mean something like 40% to shamans and 50% to warlocks.
Second waves of hailstorm and cross of annihilation, fortitude growth 9%, decrease cooldown of cross of annihilation - Good changes but only the first step to balancing.
Nerve
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4th February 2023 15:13:26 (Last edited 4th February 2023 15:15:25)

Quoting CM Mercury:
Hi,

Thank you all for the feedback.

Ideally all these changes would make the experience / hour differences of all classes smaller but not make them equal.
These are by no means the final numbers yet, we're still experimenting.
This TS had a pyromancer nerf once again, but as a pyromancer player you need to remember that the experience/hour advantage was ridiculously high and it still exists (Should and will).

The soft caps for those few spells are there to prevent them from becoming too good at higher lvls. The soft cap limits can still be increased if needed, but a soft cap is still needed with the current formula to prevent these spells from being too good at higher levels.

Cleave cool down was reduced to have a better spell rotation and the only way to do it was to decrease the damage.

There will be no further nerfs for pyromancers, if anything, some of the nerfs might be lowered.

According to the current feedback, rangers are still far behind so maybe something more should be done to balance rangers. Do you have ideas?

As my personal opinion the exp/h would be:
Pyromancer
Warlock/barb
Rangers
Shaman/paladin

Just my personal opinion which is not an official statement. Feel free to give your opinions.

-Mercury


I agree with how the "tier list" of exp should be, I think Pyro SHOULD be ahead because they have a harder time in a team (PVP servers, they start making team hunting hard without a shaman), it's a lot harder to PVP with them properly and they're the most expensive to hunt with.

Currently I think it's fine, you have a pyromancer making 42kk ish at level 550 in HC DKs, the barbarian making around 32kk at 550 in HC DKs and a paladin making around 25-26kk/h at 550 in HC DKs.

Now some changes need to be made to slot the other classes below barbarian but higher than paladin, with that gap being reasonable the position of each class within that region wouldn't matter too much.

I might be the only one here (I have tested warlock but not to it's full potential as I have low magic level for a level 500 and very basic gear on the test server) but I really like the direction warlock is heading with the "Wave" style hunting, currently it feels amazing to hunt like that but the reward for the effort isn't there yet. So maybe something more could be done with maybe Whirlwind or Buffing just deathblow or even more to cross. (Deathblow and Whirlwind are probably the best candidates for a buff)

I haven't tried Shaman 100% yet due to not being able to test numbers properly and the rotation is similar to live servers.
Askja
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4th February 2023 15:19:07

Quoting CM Mercury:
Cleave cool down was reduced to have a better spell rotation ....-Mercury


I know it's your answer but I really don't catch that point. For me it looks like more an hypothesis than a verified fact.

Let's try to figure out, thinking about a 6 seconds spell sequence :

S = Shield Slam; C = cleave; W = Sweeping Swipe (use S if and only if a rotating S is better than W)


Fights requiring 0 heal : 2 sec CD SCWCWC -- 3 sec CD : SWCWWC

Fights requiring 1 heal : 2 sec CD : SCHCWC -- 3 sec CD : SWCHWC

Fights requiring 2 heal : 2 sec CD : SCHCHC -- 3 sec CD : SCHWCH

Fights requiring 3 heal : 2 sec CD : CHCHCH -- 3 sec CD : SCHHCH

Fights requiring 4 and more heals : nothing really good both sides. But with 3 sec CD and more damage, you are happier when you succeed in doing a C than with a 2 sec CD with less damage.

I don't catch where is the problem, unless maybe for those who don't want to use a bit their brain and fingers.

And you'll notice that :
- all 3 sec CD solutions give a bit more damage (provided ofc 3sec Cleave damage is raised)(not that much, but still more)
- all 3 sec CD solutions give more freeness to replace a W by anything else (reloading buff, emergency heal, or just tired fingers).


But I guess it's enough, my hope has gone you could go deep in argumentation ...
Ignis Mortem
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4th February 2023 16:13:58

In my view, barbarian has to be superior even in damage and exp/h than barb, but I don't agree that he can tank almost the same, I believe that an improvement for the game would be to remove barb's shield and increase the damage in spells ( as they are already doing) and creating strong items is also interesting, but for all vocations, the strongest weapon of a barbarian being lvl 200 is a joke.
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