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Darth Krayt Player
Ares
Level 10
Mage
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16 days 5 hours ago (Last edited 16 days 3 hours ago)
Considering The 8th Season's ending, I want to expose some thoughts about subclasses, keeping always in mind to search to refining the balancing that Zezenia Staff wants to the game as they shared with us.
However, considering that balancing must be a continuous pursuit—especially after long and exhaustive testing carried out by players during events such as Seasons, where all subclasses are actively pushed to their limits due to the constant competition for top 3 rankings — mainly in each subclass category to receive its rewards — drives players to explore and master all available options, providing a uniquely thorough and dynamic testing environment. From this, some key points stand out and contribute to make potential changes. Unlike on live servers, where most players tend to choose subclasses with stronger endgame performance, Seasons provide a unique opportunity to assess all subclasses in a more dynamic and balanced environment. That said, I would like to propose a few small adjustments aimed not at significantly altering damage, defense, or introducing new spells, but rather at refining and enhancing the existing characteristics, mechanics, and particularities of each subclass. I - Rogues Ruthless Execution – This spell is useless in PvE and almost useless in PvP. I suggest changing how it works. First, remove the requirement for the target to be at low HP to cast the spell. Furthermore, since rogues focus on Damage Over Time (DoT) spells like Traps and Barbed Arrow, Ruthless Execution could follow a similar design. It could deal heavy damage to the target and apply a DoT effect, spreading 25% of that damage every 2 seconds to 5 random nearby monsters for 8 seconds. Additional adjustments could include reducing the cooldown from 20 seconds to 10 seconds, and lowering the magic level requirement from 13 to 9. Compared to marksmen, Rogues don’t have access to AoE spells until they unlock Traps and Hellish Volley, which makes their early-game experience significantly harder and unbalanced. In PvP, the spell could retain its single-target damage effect only to the main target, keeping it balanced in players battles. II - Barbarians Shockwave - Barbarians have strong damage output, but they lack utility in PvP — particularly spells that help them compete solo against other players. This issue, for example, was addressed for Paladins through the stun effect on Shield Slam. To improve Barbarian viability in solo PvP, Shockwave could be updated to have a 50% chance to apply a silence effect, preventing player-enemies from casting healing spells for 2 seconds and monsters to heal themselves for 4 seconds. This small tweak would add much-needed versatility without changing the Barbarian’s core identity as a high-damage melee subclass. III - Warlocks Immolation – This Warlock-special talent provides bonus damage to Cross of Annihilation and Advanced Soulfire. However, Advanced Soulfire's damage is limited, and Warlocks typically hunt using Whirlwind instead. Therefore, the proposal is to replace Advanced Soulfire with Whirlwind. This change would support the Warlock’s actual gameplay style and strengthen its subclass synergy without introducing new spells or major balance risks. IV - Shamans Beast Call – The summon should remain stationary to function properly during solo hunts. Currently, the summon moves erratically and often loses aggro from monsters, making it difficult to use effectively, especially at higher levels. Fixing this would improve the spell’s reliability and enhance the Shaman's solo PvE experience without increasing its power ceiling. |
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Stop Combo Player
Pharos
Level 300
Warrior
S8
32K
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15 days 10 hours ago Quoting Darth Krayt: Considering The 8th Season's ending, I want to expose some thoughts about subclasses, keeping always in mind to search to refining the balancing that Zezenia Staff wants to the game as they shared with us. However, considering that balancing must be a continuous pursuit—especially after long and exhaustive testing carried out by players during events such as Seasons, where all subclasses are actively pushed to their limits due to the constant competition for top 3 rankings — mainly in each subclass category to receive its rewards — drives players to explore and master all available options, providing a uniquely thorough and dynamic testing environment. From this, some key points stand out and contribute to make potential changes. Unlike on live servers, where most players tend to choose subclasses with stronger endgame performance, Seasons provide a unique opportunity to assess all subclasses in a more dynamic and balanced environment. That said, I would like to propose a few small adjustments aimed not at significantly altering damage, defense, or introducing new spells, but rather at refining and enhancing the existing characteristics, mechanics, and particularities of each subclass. I - Rogues Ruthless Execution – This spell is useless in PvE and almost useless in PvP. I suggest changing how it works. First, remove the requirement for the target to be at low HP to cast the spell. Furthermore, since rogues focus on Damage Over Time (DoT) spells like Traps and Barbed Arrow, Ruthless Execution could follow a similar design. It could deal heavy damage to the target and apply a DoT effect, spreading 25% of that damage every 2 seconds to 5 random nearby monsters for 8 seconds. Additional adjustments could include reducing the cooldown from 20 seconds to 10 seconds, and lowering the magic level requirement from 13 to 9. Compared to marksmen, Rogues don’t have access to AoE spells until they unlock Traps and Hellish Volley, which makes their early-game experience significantly harder and unbalanced. In PvP, the spell could retain its single-target damage effect only to the main target, keeping it balanced in players battles. II - Barbarians Shockwave - Barbarians have strong damage output, but they lack utility in PvP — particularly spells that help them compete solo against other players. This issue, for example, was addressed for Paladins through the stun effect on Shield Slam. To improve Barbarian viability in solo PvP, Shockwave could be updated to have a 50% chance to apply a silence effect, preventing player-enemies from casting healing spells for 2 seconds and monsters to heal themselves for 4 seconds. This small tweak would add much-needed versatility without changing the Barbarian’s core identity as a high-damage melee subclass. III - Warlocks Immolation – This Warlock-special talent provides bonus damage to Cross of Annihilation and Advanced Soulfire. However, Advanced Soulfire's damage is limited, and Warlocks typically hunt using Whirlwind instead. Therefore, the proposal is to replace Advanced Soulfire with Whirlwind. This change would support the Warlock’s actual gameplay style and strengthen its subclass synergy without introducing new spells or major balance risks. IV - Shamans Beast Call – The summon should remain stationary to function properly during solo hunts. Currently, the summon moves erratically and often loses aggro from monsters, making it difficult to use effectively, especially at higher levels. Fixing this would improve the spell’s reliability and enhance the Shaman's solo PvE experience without increasing its power ceiling. The trap in rougue should be "on foot - yourseflt" , this will help him hunting |
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Xyrho Xp Player
Pharos
Level 73
Mage
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15 days 9 hours ago
why not add new spells? shaman and warlock need a new spell... whirlwind is useless
barbarian is very useful at high level for pvp , that’s what makes high-level pvp work. |
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Fox Taime Player
Elysium
Level 184
Mage
S4
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15 days 6 hours ago Quoting Darth Krayt: Considering The 8th Season's ending, I want to expose some thoughts about subclasses, keeping always in mind to search to refining the balancing that Zezenia Staff wants to the game as they shared with us. However, considering that balancing must be a continuous pursuit—especially after long and exhaustive testing carried out by players during events such as Seasons, where all subclasses are actively pushed to their limits due to the constant competition for top 3 rankings — mainly in each subclass category to receive its rewards — drives players to explore and master all available options, providing a uniquely thorough and dynamic testing environment. From this, some key points stand out and contribute to make potential changes. Unlike on live servers, where most players tend to choose subclasses with stronger endgame performance, Seasons provide a unique opportunity to assess all subclasses in a more dynamic and balanced environment. That said, I would like to propose a few small adjustments aimed not at significantly altering damage, defense, or introducing new spells, but rather at refining and enhancing the existing characteristics, mechanics, and particularities of each subclass. I - Rogues Ruthless Execution – This spell is useless in PvE and almost useless in PvP. I suggest changing how it works. First, remove the requirement for the target to be at low HP to cast the spell. Furthermore, since rogues focus on Damage Over Time (DoT) spells like Traps and Barbed Arrow, Ruthless Execution could follow a similar design. It could deal heavy damage to the target and apply a DoT effect, spreading 25% of that damage every 2 seconds to 5 random nearby monsters for 8 seconds. Additional adjustments could include reducing the cooldown from 20 seconds to 10 seconds, and lowering the magic level requirement from 13 to 9. Compared to marksmen, Rogues don’t have access to AoE spells until they unlock Traps and Hellish Volley, which makes their early-game experience significantly harder and unbalanced. In PvP, the spell could retain its single-target damage effect only to the main target, keeping it balanced in players battles. II - Barbarians Shockwave - Barbarians have strong damage output, but they lack utility in PvP — particularly spells that help them compete solo against other players. This issue, for example, was addressed for Paladins through the stun effect on Shield Slam. To improve Barbarian viability in solo PvP, Shockwave could be updated to have a 50% chance to apply a silence effect, preventing player-enemies from casting healing spells for 2 seconds and monsters to heal themselves for 4 seconds. This small tweak would add much-needed versatility without changing the Barbarian’s core identity as a high-damage melee subclass. III - Warlocks Immolation – This Warlock-special talent provides bonus damage to Cross of Annihilation and Advanced Soulfire. However, Advanced Soulfire's damage is limited, and Warlocks typically hunt using Whirlwind instead. Therefore, the proposal is to replace Advanced Soulfire with Whirlwind. This change would support the Warlock’s actual gameplay style and strengthen its subclass synergy without introducing new spells or major balance risks. IV - Shamans Beast Call – The summon should remain stationary to function properly during solo hunts. Currently, the summon moves erratically and often loses aggro from monsters, making it difficult to use effectively, especially at higher levels. Fixing this would improve the spell’s reliability and enhance the Shaman's solo PvE experience without increasing its power ceiling. Very good ideas for improving some of the subclasses. Let's hope the staff takes a look at this!
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Moletom Premium
Elysium
Level 200
Warrior
S8
24K
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15 days 5 hours ago
I like the proposals, mainly those for barbarians and rogues.
In the barbarian's case, a disabling effect like silence for healing spells would be amazing in certain scenarios, and it doesn’t seem overpowered. Right now, the best “solo feature” a barbarian has is basically their jump. A 2-second silence against players and 4 seconds for monsters or bosses sounds fair and wouldn’t break the game, especially after the recent nerf to lifesteal in the last balance update. This change will also make the subclass more dynamic for PvE players, not just to PvP content... At least there's someone in this forum giving constructive feedback, with well-founded points to build their own proposal, instead of just throwing ideas into the air. |
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Explosive Player
Elysium
Level 102
Mage
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15 days 3 hours ago Quoting Darth Krayt: IV - Shamans Beast Call – The summon should remain stationary to function properly during solo hunts. Currently, the summon moves erratically and often loses aggro from monsters, making it difficult to use effectively, especially at higher levels. Fixing this would improve the spell’s reliability and enhance the Shaman's solo PvE experience without increasing its power ceiling. I must agree. Varnok [shaman summon] needs to stay still. It makes no sense for Varnok to keep rushing around the mobs, losing their attention and allowing them to focus on the shaman. |