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Last Breath
Player

Outfit
Pharos
Level 144
Warrior
11 days 23 hours ago

Test serv are off?
Bardledo
Player

Outfit
Elysium
Level 151
Mage
S5
75K
11 days 18 hours ago

No idea how it's taking soooo long to do very minor changes.

Also you just keep making Shaman more OP with every little change, you've basically given them a personal Paladin but the paladin takes zero exp.
FFS play the game and maybe pull out a spreadsheet every once in a while or F it make a little program to simulate damage etc.
Gremar
Player

Outfit
Elysium
Level 10
Ranger
11 days 17 hours ago

shaman op XDDDDDDDDDDDDDDDD
Brota Apelao
Premium

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Pharos
Level 983
Mage
24
5K
10 days 14 hours ago

Quoting Dragnus:
Hello Zezenia staff,

I would like to suggest that the Extra Talent heal bonus (6 seconds of healing) be activated not only by the Heal Friend spell, but also by the Mortal Melody spell. Currently, I'm forced to use Heal Friend even when it’s unnecessary, just to activate the healing boost from the Extra Talent, which causes me to lose a turn.

Since Mortal Melody is also a healing damage spell (as Dragnus mentioned), it would make sense for it to trigger the Extra Talent effect as well.

Thank you for your attention!

Olá, equipe da Zezenia,

Gostaria de sugerir que o bônus de cura do Talento Extra (6 segundos de cura) seja ativado não apenas pelo feitiço Cura de Amigo, mas também pelo feitiço Melodia Mortal. Atualmente, sou forçado a usar Cura de Amigo mesmo quando não é necessário, apenas para ativar o bônus de cura do Talento Extra, o que me faz perder um turno.

Como Melodia Mortal também é um feitiço de cura com attack (como Dragnus mencionou), faria sentido que ele também ativasse o efeito do Talento Extra.

Agradeço a atenção!


+1
Shadowzin Apelao
Player

Outfit
Pharos
Level 1217
Mage
24
10 days 10 hours ago (Last edited 9 days 1 hour ago)

..

.
Dragnus
Premium

Outfit
Pharos
Level 406
Mage
9 days 21 hours ago

Quoting Bardledo:
No idea how it's taking soooo long to do very minor changes.

Also you just keep making Shaman more OP with every little change, you've basically given them a personal Paladin but the paladin takes zero exp.
FFS play the game and maybe pull out a spreadsheet every once in a while or F it make a little program to simulate damage etc.


Nossa um "paladino pessoal" que so funciona se voçe for level 1000+, ainda bem falta so 2 anos jogando 3 boost por dia para chegar lá porfavor nerfer o shaman vai ficar op pelo que o babaloo acha
Soraka
Sage

Outfit
Pharos
Level 612
Ranger
24
1K
9 days 18 hours ago

EVENT: A LARGE METEOR IS STRIKING ZEZENIA AS A WHOLE! GRAB WHAT YOU CAN AND FLEE TO ANOTHER REALM!!

Mass reset, new world, 1x, no boosts, no scrolls, thank you for time.

Release the update, the seasonal, a lot of time has been lost.
Troll Patroll
Player

Outfit
Pharos
Level 113
Ranger
9 days 17 hours ago

Quoting Soraka:
EVENT: A LARGE METEOR IS STRIKING ZEZENIA AS A WHOLE! GRAB WHAT YOU CAN AND FLEE TO ANOTHER REALM!!

Mass reset, new world, 1x, no boosts, no scrolls, thank you for time.

Release the update, the seasonal, a lot of time has been lost.


When you are high lvl killing low lvl everything is fine... now its a no end crying.


Ok lets go.

remove boosts its ok
remove scrolls its ok
x1? its ok
new world? its ok
realease the update its ok...

and..... what you think a br server?


I got one proposal to ppl like you , that bad pvp players to paly.
create a hardcore instances , you receive a options to buy a tcket for hardcore hunt, that you enter every 20 hours, and hunt for only 2 hours.

And that 2 hours is instance. so you can free hunt and nobody kill you.

THem you can still lvl only those 2 hours/day to keep the fight up.
Rubijan
Player

Outfit
Elysium
Level 205
Mage
24
4K
9 days 2 hours ago (Last edited 9 days 2 hours ago)

About Ranger:
Rogue is a subclass that’s already truly competitive and doesn’t need any improvements.
The buff being applied to Marksman is over the top. I'm one of the people who asked for improvements to this subclass, but I don't agree with this much help.
Both ranger subclasses will become way too strong. If all this damage is going to be approved, then reduce their resistance, sustain, or hit points.


About Paladin:
The Paladin’s lifesteal became too weak. It improved solo hunts, but at the cost of sustaining in tougher team hunts. Overall, I believe Paladin will end up weaker after this change.



About dodge depending on defending skill:
In my opinion, the game needs to give more value to skill (and also magic level). Definitely, yes. But not this way.

If we compare the time when the game was released to how it is today, back then, players used to hunt monsters one by one. That made having high melee and distance skill truly make a difference (in xp/h, profit, etc)
But today we face multiple monsters at the same time, yet we deal physical damage to only one at a time. 90% of our damage comes from spells.
And spells are barely influenced by melee or distance skill (and even magic level). The main factor that influences spell damage is the character’s level.
After all, when the game's damage formulas were created, players didn't have this huge gap between level and skill.

So, to me, the real change that makes sense is not to defending skill, but to melee skill, distance skill, and magic level.
Because the effort mages have to put in to increase magic level is massive — and in practice, it doesn't add anything between high level mages.

From everything I’ve seen and tested, defending skill is already extremely relevant.
I see characters like Azzahr (level 627, skill 200) and Hero Tithanos (level 682, skill 180) being noticeably more resistant than I am in real gameplay situations (I’m level 765, skill 143).
Defending skill already has a significant impact on gameplay. Especially when you're getting hit by 8 monsters and hitting only one. If I had to choose between melee skill or defending skill on an item, I would definitely choose defending skill.

So, what needs to be changed is the influence of melee skill, distance skill, and magic level on spells damage.

As for the dodge nerf, then, I suggest you don’t base it on defending skill, but rather on class.
Warriors should receive the full dodge amount from their gear (100%).
Rangers should get a slight reduction, maybe 85% to 75% of what their equipment provides.
Mages should receive an even bigger reduction, like 66,6% to 50% of their set’s dodge status.

This way, the approach to nerf dodge will be applied, but it won't further widen the defensive capability gap between players with same class. It makes no sense that a player needs to reach skill 200 to unlock the full potential of an item.


Sincerely,
Vovó da Penha
Mamrot
Premium

Outfit
Elysium
Level 526
Warrior
9 days 45 minutes ago

Quoting Rubijan:
About Ranger:
Rogue is a subclass that’s already truly competitive and doesn’t need any improvements.
The buff being applied to Marksman is over the top. I'm one of the people who asked for improvements to this subclass, but I don't agree with this much help.
Both ranger subclasses will become way too strong. If all this damage is going to be approved, then reduce their resistance, sustain, or hit points.


About Paladin:
The Paladin’s lifesteal became too weak. It improved solo hunts, but at the cost of sustaining in tougher team hunts. Overall, I believe Paladin will end up weaker after this change.



About dodge depending on defending skill:
In my opinion, the game needs to give more value to skill (and also magic level). Definitely, yes. But not this way.

If we compare the time when the game was released to how it is today, back then, players used to hunt monsters one by one. That made having high melee and distance skill truly make a difference (in xp/h, profit, etc)
But today we face multiple monsters at the same time, yet we deal physical damage to only one at a time. 90% of our damage comes from spells.
And spells are barely influenced by melee or distance skill (and even magic level). The main factor that influences spell damage is the character’s level.
After all, when the game's damage formulas were created, players didn't have this huge gap between level and skill.

So, to me, the real change that makes sense is not to defending skill, but to melee skill, distance skill, and magic level.
Because the effort mages have to put in to increase magic level is massive — and in practice, it doesn't add anything between high level mages.

From everything I’ve seen and tested, defending skill is already extremely relevant.
I see characters like Azzahr (level 627, skill 200) and Hero Tithanos (level 682, skill 180) being noticeably more resistant than I am in real gameplay situations (I’m level 765, skill 143).
Defending skill already has a significant impact on gameplay. Especially when you're getting hit by 8 monsters and hitting only one. If I had to choose between melee skill or defending skill on an item, I would definitely choose defending skill.

So, what needs to be changed is the influence of melee skill, distance skill, and magic level on spells damage.

As for the dodge nerf, then, I suggest you don’t base it on defending skill, but rather on class.
Warriors should receive the full dodge amount from their gear (100%).
Rangers should get a slight reduction, maybe 85% to 75% of what their equipment provides.
Mages should receive an even bigger reduction, like 66,6% to 50% of their set’s dodge status.

This way, the approach to nerf dodge will be applied, but it won't further widen the defensive capability gap between players with same class. It makes no sense that a player needs to reach skill 200 to unlock the full potential of an item.


Sincerely,
Vovó da Penha

-agree in all you told,
-mele dmg paladin is also a joke, i train my character for more than 12 years, and my mele dmg its a joke, 206mele*, a mage high lvled all he need is only exp (1year), and can hit easly via wand more than my 12 years of skilling.
also i think damage via spells shoul;d have boosts in more % via mele skills than it is now.
-Dodge formula i dont like it, with my 206 defending i dont have 100% dodge of my gear. its about 90% i guess.
-hp steal by paladin now its a joke.
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