Troll Patroll Player ![]()
Pharos
Level 113
Ranger
|
8 days 14 hours 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 almost agree with you. We have 2 mechanic strong on the game Life steal and Dodge. Should be: exemple; dodg + life steal = 50%. You can chosse one over other. dodg 20% and lf 30%? dodg 30% and lf 20%.... (not the exactly math but in this way) Also damages from spell formula should be : 30~40% from lvl, and 60~70% from skills... this i agree a lot. |
Mamrot Premium ![]()
Elysium
Level 526
Warrior
|
6 days 7 hours ago (Last edited 6 days 7 hours ago) Quoting Administration: Dear players, The next iteration of the Public Test Server is now open. Please make sure to download the updated client! Here's what's new: Zezenia Ascendant Gameplay Switch targeted players for spell hotkeys easily using the Quick Player Selector! Nearby players and party members can now be quickly selected from the hotkey right click menu when it comes to spells such as Heal Friend. Going on a long hunt? Stack up on brewable potion buffs for up to four hours at a time by consuming multiple potions. Changes & Fixes - Added 2% Dodge to the Warsong and Ivy Rod. - Spells that require additional mana are now grayed out for visual reference. - Ending a Hunt or Party Analyzer session now keeps the finished session data visible. - Hunt and Party Analyzers now wrap text in narrow windows. - Fixed jumpy creature sprites on chairs. Subclass Updates - Shaman Beast Call: raised Beast Call live time to 35 seconds with a 5 second cooldown on summon, recall and death. Slightly reduced damage output in response. - Marksman Spread Shot: added paralyzing speed debuff to hit monsters. Randomized duration of debuff from two to five seconds. Sincerely, Zezenia Staff hello i want to ask how the dodge formula works? 12 years of skilling my character paladin 206 mele and defending , and still cant have 100% dodge of my gear, so i need to have 250 defending skill? its crazy, also if paladin is strongly survival class , decreasing a lot life steal for paladins its no sense. ALso add dodge to other equipment for paladins. Or give us more % chance adding talents. |
Fox Taime Player ![]()
Elysium
Level 185
Mage
S4
|
5 days 22 hours ago (Last edited 5 days 22 hours ago) Quoting Mamrot: Quoting Administration: Dear players, The next iteration of the Public Test Server is now open. Please make sure to download the updated client! Here's what's new: Zezenia Ascendant Gameplay Switch targeted players for spell hotkeys easily using the Quick Player Selector! Nearby players and party members can now be quickly selected from the hotkey right click menu when it comes to spells such as Heal Friend. Going on a long hunt? Stack up on brewable potion buffs for up to four hours at a time by consuming multiple potions. Changes & Fixes - Added 2% Dodge to the Warsong and Ivy Rod. - Spells that require additional mana are now grayed out for visual reference. - Ending a Hunt or Party Analyzer session now keeps the finished session data visible. - Hunt and Party Analyzers now wrap text in narrow windows. - Fixed jumpy creature sprites on chairs. Subclass Updates - Shaman Beast Call: raised Beast Call live time to 35 seconds with a 5 second cooldown on summon, recall and death. Slightly reduced damage output in response. - Marksman Spread Shot: added paralyzing speed debuff to hit monsters. Randomized duration of debuff from two to five seconds. Sincerely, Zezenia Staff hello i want to ask how the dodge formula works? 12 years of skilling my character paladin 206 mele and defending , and still cant have 100% dodge of my gear, so i need to have 250 defending skill? its crazy, also if paladin is strongly survival class , decreasing a lot life steal for paladins its no sense. ALso add dodge to other equipment for paladins. Or give us more % chance adding talents. I understand the point of capping dodge, even for players with high defending skills (200+). However, I agree that something should compensate for the long training time, especially when compared to mages who can hunt freely without worrying about magic level or other skills. Warriors whose Damage AoE Spells cover smaller areas than those of rangers and mages, should benefit more directly from their high defending skill in the form of increased physical resistance. I think physical resistance percentage could also be based on defending skill. For example, for every 10 points in defending, the player could gain 1% physical resistance. That way, a warrior with 200 defending would have 20% physical resistance, a ranger with defending 80 would have 8% physical resistance and even a mage with 40 defending would get 4%. It would be a fair tradeoff, rewarding skill progression. Certainly, a player with 200+ skill has completed a lot of skill tasks instead of choosing experience as a reward (probably at least 2,000 tasks to reach skills 200+). |
Xplosion Player ![]()
Elysium
Level 1078
Mage
S4
24
7K
|
5 days 21 hours ago (Last edited 5 days 21 hours ago) Quoting Fox Taime: Quoting Mamrot: Quoting Administration: Dear players, The next iteration of the Public Test Server is now open. Please make sure to download the updated client! Here's what's new: Zezenia Ascendant Gameplay Switch targeted players for spell hotkeys easily using the Quick Player Selector! Nearby players and party members can now be quickly selected from the hotkey right click menu when it comes to spells such as Heal Friend. Going on a long hunt? Stack up on brewable potion buffs for up to four hours at a time by consuming multiple potions. Changes & Fixes - Added 2% Dodge to the Warsong and Ivy Rod. - Spells that require additional mana are now grayed out for visual reference. - Ending a Hunt or Party Analyzer session now keeps the finished session data visible. - Hunt and Party Analyzers now wrap text in narrow windows. - Fixed jumpy creature sprites on chairs. Subclass Updates - Shaman Beast Call: raised Beast Call live time to 35 seconds with a 5 second cooldown on summon, recall and death. Slightly reduced damage output in response. - Marksman Spread Shot: added paralyzing speed debuff to hit monsters. Randomized duration of debuff from two to five seconds. Sincerely, Zezenia Staff hello i want to ask how the dodge formula works? 12 years of skilling my character paladin 206 mele and defending , and still cant have 100% dodge of my gear, so i need to have 250 defending skill? its crazy, also if paladin is strongly survival class , decreasing a lot life steal for paladins its no sense. ALso add dodge to other equipment for paladins. Or give us more % chance adding talents. I understand the point of capping dodge, even for players with high defending skills (200+). However, I agree that something should compensate for the long training time, especially when compared to mages who can hunt freely without worrying about magic level or other skills. Warriors whose Damage AoE Spells cover smaller areas than those of rangers and mages, should benefit more directly from their high defending skill in the form of increased physical resistance. I think physical resistance percentage could also be based on defending skill. For example, for every 10 points in defending, the player could gain 1% physical resistance. That way, a warrior with 200 defending would have 20% physical resistance, a ranger with defending 80 would have 8% physical resistance and even a mage with 40 defending would get 4%. It would be a fair tradeoff, rewarding skill progression. Certainly, a player with 200+ skill has completed a lot of skill tasks instead of choosing experience as a reward (probably at least 2,000 tasks to reach skills 200+). Dont forget to cap magic resistance in relations to magic level of course, this way mage with 92+45 magic level should have 40% instead of 45 m res, and a paladin with 21 mlvl should have 8% from 45 m res. Thats really sounds nice, lets make some nice diffrences in zezenia... |
Fox Taime Player ![]()
Elysium
Level 185
Mage
S4
|
5 days 20 hours ago Quoting Xplosion: Quoting Fox Taime: Quoting Mamrot: Quoting Administration: Dear players, The next iteration of the Public Test Server is now open. Please make sure to download the updated client! Here's what's new: Zezenia Ascendant Gameplay Switch targeted players for spell hotkeys easily using the Quick Player Selector! Nearby players and party members can now be quickly selected from the hotkey right click menu when it comes to spells such as Heal Friend. Going on a long hunt? Stack up on brewable potion buffs for up to four hours at a time by consuming multiple potions. Changes & Fixes - Added 2% Dodge to the Warsong and Ivy Rod. - Spells that require additional mana are now grayed out for visual reference. - Ending a Hunt or Party Analyzer session now keeps the finished session data visible. - Hunt and Party Analyzers now wrap text in narrow windows. - Fixed jumpy creature sprites on chairs. Subclass Updates - Shaman Beast Call: raised Beast Call live time to 35 seconds with a 5 second cooldown on summon, recall and death. Slightly reduced damage output in response. - Marksman Spread Shot: added paralyzing speed debuff to hit monsters. Randomized duration of debuff from two to five seconds. Sincerely, Zezenia Staff hello i want to ask how the dodge formula works? 12 years of skilling my character paladin 206 mele and defending , and still cant have 100% dodge of my gear, so i need to have 250 defending skill? its crazy, also if paladin is strongly survival class , decreasing a lot life steal for paladins its no sense. ALso add dodge to other equipment for paladins. Or give us more % chance adding talents. I understand the point of capping dodge, even for players with high defending skills (200+). However, I agree that something should compensate for the long training time, especially when compared to mages who can hunt freely without worrying about magic level or other skills. Warriors whose Damage AoE Spells cover smaller areas than those of rangers and mages, should benefit more directly from their high defending skill in the form of increased physical resistance. I think physical resistance percentage could also be based on defending skill. For example, for every 10 points in defending, the player could gain 1% physical resistance. That way, a warrior with 200 defending would have 20% physical resistance, a ranger with defending 80 would have 8% physical resistance and even a mage with 40 defending would get 4%. It would be a fair tradeoff, rewarding skill progression. Certainly, a player with 200+ skill has completed a lot of skill tasks instead of choosing experience as a reward (probably at least 2,000 tasks to reach skills 200+). Dont forget to cap magic resistance in relations to magic level of course, this way mage with 92+45 magic level should have 40% instead of 45 m res, and a paladin with 21 mlvl should have 8% from 45 m res. Thats really sounds nice, lets make some nice diffrences in zezenia... Sir, I'm not suggesting a cap to physical resistance based on defending skill like you're suggesting a cap to magic resistance based on character's magic level. My proposal is to give extra % of physical resistance even to mages, based on defending skill. About your idea, maybe each 10 magic levels could give extra 1% of magic resistance, besides magic resistance acquired from equipment, brewing potions and talents. Thank you! |
Paladin Dark Player ![]()
Elysium
Level 34
Warrior
|
5 days 20 hours ago Quoting Fox Taime: Quoting Mamrot: Quoting Administration: Dear players, The next iteration of the Public Test Server is now open. Please make sure to download the updated client! Here's what's new: Zezenia Ascendant Gameplay Switch targeted players for spell hotkeys easily using the Quick Player Selector! Nearby players and party members can now be quickly selected from the hotkey right click menu when it comes to spells such as Heal Friend. Going on a long hunt? Stack up on brewable potion buffs for up to four hours at a time by consuming multiple potions. Changes & Fixes - Added 2% Dodge to the Warsong and Ivy Rod. - Spells that require additional mana are now grayed out for visual reference. - Ending a Hunt or Party Analyzer session now keeps the finished session data visible. - Hunt and Party Analyzers now wrap text in narrow windows. - Fixed jumpy creature sprites on chairs. Subclass Updates - Shaman Beast Call: raised Beast Call live time to 35 seconds with a 5 second cooldown on summon, recall and death. Slightly reduced damage output in response. - Marksman Spread Shot: added paralyzing speed debuff to hit monsters. Randomized duration of debuff from two to five seconds. Sincerely, Zezenia Staff hello i want to ask how the dodge formula works? 12 years of skilling my character paladin 206 mele and defending , and still cant have 100% dodge of my gear, so i need to have 250 defending skill? its crazy, also if paladin is strongly survival class , decreasing a lot life steal for paladins its no sense. ALso add dodge to other equipment for paladins. Or give us more % chance adding talents. I understand the point of capping dodge, even for players with high defending skills (200+). However, I agree that something should compensate for the long training time, especially when compared to mages who can hunt freely without worrying about magic level or other skills. Warriors whose Damage AoE Spells cover smaller areas than those of rangers and mages, should benefit more directly from their high defending skill in the form of increased physical resistance. I think physical resistance percentage could also be based on defending skill. For example, for every 10 points in defending, the player could gain 1% physical resistance. That way, a warrior with 200 defending would have 20% physical resistance, a ranger with defending 80 would have 8% physical resistance and even a mage with 40 defending would get 4%. It would be a fair tradeoff, rewarding skill progression. Certainly, a player with 200+ skill has completed a lot of skill tasks instead of choosing experience as a reward (probably at least 2,000 tasks to reach skills 200+). Well, if we go for it, the one with the most distance ability should have a higher dodge percentage |
Markzman Player ![]()
Elysium
Level 10
Ranger
|
5 days 19 hours ago (Last edited 5 days 19 hours ago) Quoting Paladin Dark: Quoting Fox Taime: Quoting Mamrot: Quoting Administration: Dear players, The next iteration of the Public Test Server is now open. Please make sure to download the updated client! Here's what's new: Zezenia Ascendant Gameplay Switch targeted players for spell hotkeys easily using the Quick Player Selector! Nearby players and party members can now be quickly selected from the hotkey right click menu when it comes to spells such as Heal Friend. Going on a long hunt? Stack up on brewable potion buffs for up to four hours at a time by consuming multiple potions. Changes & Fixes - Added 2% Dodge to the Warsong and Ivy Rod. - Spells that require additional mana are now grayed out for visual reference. - Ending a Hunt or Party Analyzer session now keeps the finished session data visible. - Hunt and Party Analyzers now wrap text in narrow windows. - Fixed jumpy creature sprites on chairs. Subclass Updates - Shaman Beast Call: raised Beast Call live time to 35 seconds with a 5 second cooldown on summon, recall and death. Slightly reduced damage output in response. - Marksman Spread Shot: added paralyzing speed debuff to hit monsters. Randomized duration of debuff from two to five seconds. Sincerely, Zezenia Staff hello i want to ask how the dodge formula works? 12 years of skilling my character paladin 206 mele and defending , and still cant have 100% dodge of my gear, so i need to have 250 defending skill? its crazy, also if paladin is strongly survival class , decreasing a lot life steal for paladins its no sense. ALso add dodge to other equipment for paladins. Or give us more % chance adding talents. I understand the point of capping dodge, even for players with high defending skills (200+). However, I agree that something should compensate for the long training time, especially when compared to mages who can hunt freely without worrying about magic level or other skills. Warriors whose Damage AoE Spells cover smaller areas than those of rangers and mages, should benefit more directly from their high defending skill in the form of increased physical resistance. I think physical resistance percentage could also be based on defending skill. For example, for every 10 points in defending, the player could gain 1% physical resistance. That way, a warrior with 200 defending would have 20% physical resistance, a ranger with defending 80 would have 8% physical resistance and even a mage with 40 defending would get 4%. It would be a fair tradeoff, rewarding skill progression. Certainly, a player with 200+ skill has completed a lot of skill tasks instead of choosing experience as a reward (probably at least 2,000 tasks to reach skills 200+). Well, if we go for it, the one with the most distance ability should have a higher dodge percentage kkkkkkkk |
Rubijan Player ![]()
Elysium
Level 205
Mage
24
4K
|
5 days 13 hours ago
Now lifesteal its too low.
Shockwave lifesteal its so weak. Cleave lifesteal its so weak. Blockers needs more sustein than that. The nerfs applied to them are too exaggerated. Sincerely, Vovó da Penha |
John Charlesxd Premium ![]()
Pharos
Level 341
Warrior
|
5 days 11 hours ago
Gravok the Emerald Devourer is a good name for the beast of shamans
![]() |
Troll Patroll Player ![]()
Pharos
Level 113
Ranger
|
5 days 4 hours ago
JUST REMOVE THE SYSTEM BASED ON SKILLS
cap dodg : 20% or 25% cap life steal: 20% or 25% Magi res: 45% Put damage from skills based on skills: Skills for mages based on lvl + ml for warriro lvl + melee for rager lvl + dist |