|
Sonnema Premium
Pharos
Level 363
Mage
S8
S7
S2
81K
|
11 days 13 hours ago Quoting Ranger: Quoting Sonnema: In any game theres private tests before public tests, thats a healthy workflow. Like league of legends, they have a private testing area for the development, after careful testing they release it in the PBE (public test server) and after those tests it gets released. What exactly is the issue of dev testing it privately before releasing a public test server? I’m going to assume you didn’t understand the context of the discussion here. The problem is that the staff is relying on 2, 4 or even 8 players who don’t even play Zezenia anymore—players who may have reached level 250 or 500 more than five years, maybe around 10 years ago, and after becoming sages or part of the trusted circle, no longer understand what the game actually needs in order to develop in the long term. Therefore, the ideal scenario would be for the Staff to place their trust in players who are truly active on Elysium and Pharos, from all subclasses, so they can provide suggestions for class changes and for the implementation of new content. However, the ideas that are accepted should be shared publicly with those who were not initially invited to test, and as soon as possible the public test server should be opened for everyone, without exceptions. The last balancing update was extremely important, but there was very little transparency regarding who was providing the ideas that the staff was accepting… because it became evident to most players that a lot of content is being held back due to outdated thinking such as ‘this subclass is only meant for support’ or ‘this subclass must be vastly superior to the others.’ So this has prevented real balancing progress for years... I do understand the context. I'm not saying its a bad thing to have everyone involved in testing, i strongly believe the opposite. Everyone should be invited to test, but only after the first initial testing by development. |
|
Stop Combo Player
Pharos
Level 300
Warrior
S8
32K
|
11 days 12 hours ago Quoting Sonnema: In any game theres private tests before public tests, thats a healthy workflow. Like league of legends, they have a private testing area for the development, after careful testing they release it in the PBE (public test server) and after those tests it gets released. What exactly is the issue of dev testing it privately before releasing a public test server? Justin, nothing personal, okay? But friend, you've complained about many things to change, but you don't know half of what you're talking about... Look. In the season, you complained about nerfing a specific marksman spell... Have you ever tested or have any idea how much damage a 1-hit dist skill increases compared to level? Have you ever tested the damage of the areal, magic level damage x dist damage x level damage? Have you ever tested anything about math? You complain without any basis for what you say. Just "thinking" you're right, but you're completely wrong even when what you say is in accordance with what you agree with. Do you really think you're correct? What do you have to add? You talk nonsense all the time. I have the calculations for almost all the damage, how much experience increases by %, what damage each point does, I spent hours testing each vocation, each point on the test server, I tested the hunts in practice, and you come here talking about math, for example... what math skills do you have? You only have practical experience in what you play, and you're still bad at it. You're an example of someone who is useless and only influences things negatively. _______ Now, let's talk about game progression. If Marksman is getting good experience, he shouldn't be nerfed. If Pyromancer is getting good experience, he shouldn't be nerfed. In my view, what needs to happen isn't regression or leveling down; what should happen is adjusting the other classes to equalize them. Our starting point should be Pyromancer... Why not make Mortal Melody equal to Inferno in an AoE while maintaining the effects and damage? Why not adjust it to make Barbarian and Warlock viable? Why not adjust the Rogue's trap to yourself(on own foot) damage and add another spell with a cooldown of, say, 10 seconds to better control area damage? No... the majority's thinking is the opposite; they see a player playing well, extracting the maximum from a class, and NERF it. It's such a childish and outdated way of thinking... that you hinder the game's evolution and don't think ahead... it's truly pathetic. |
|
Ranger Player
Elysium
Level 15
Ranger
|
11 days 10 hours ago (Last edited 11 days 10 hours ago)
§1° Mages are still too strong, especially in PvP. After the dynamic equipment system was introduced, along with enchantments, this caused a major imbalance among the classes.
Therefore, I suggest the following changes for mages: I. Remove the Mage’s natural magic resistance against other mages in PvP. II. Add 1% extra magic resistance for every 10 magic levels, for both PvP and PvE. For example, magic level 90 = 9% extra MR. This also compensates for the removal of natural magic resistance in PvP (item I. above), and additionally helps in PvE. §2° Ranger defense is too low, especially in PvP, even though they have the same HP as warriors. However, HP alone does not represent true raw defense: I. Reduce Ranger HP gain per level from 15 to 10 HP per level. As mentioned, HP is raw defense, but without additional stats it does not help make the class unique or balanced. II. To compensate for the HP reduction, add 1% extra dodge for every 20 distance skill. For example: Distance 200 = 10% extra dodge. Dodge is an uncertain defense mechanic based on odds, but it fits Rangers perfectly since it can avoid both magic and physical damage. §3° Warriors need only one adjustment: I. Add 1% physical resistance for every 20 defending skill. For example: Defending 200 = 10%. §4° Subclass Changes I. Warlock 1) A new wave spell Warlocks currently lack both damage and sustain (lifesteal), so the best solution is to add a new wave spell to the Warlock rotation, with a 4-second cooldown. This new wave spell could deal slightly more damage than Cross of Annihilation, with an area of effect similar to Whirlwind or slightly larger. This would help to solve Warlock’s current lack of damage and HP steal, keeping them balanced between Shamans and Pyromancers in terms of experience per hour (exp/h). 2) Mass Curse Suggestion for a new spell with a similar concept to the current Curse spell, debuffing all monsters to take increased damage up to 10% (cap). AoE: 5×5 tiles Formula: Warlock’s magic level / 8 = % debuff Cannot debuff players, so the current Curse remains useful for PvP The spell deals no damage, only debuffs monsters Requires magic level 40+ ; Cooldown: 30s Example: A warlock with magic level 40 = 5% debuff, magic level 64 = 8% and finally magic level 80 = 10% debuff (cap). A new debuff can greatly help Warlocks become more desirable for party hunts and close the gap that currently exists in PvE, where Warlocks perform poorly in exp/h for an offensive mage subclass. This is especially important considering that Warlock gameplay is currently the most difficult and least engaging playstyle in the game. II. Barbarian 1) Rage of Fury Equalize the backside damage to match front and side damage (100%), just like the change made to the Paladin’s Cleave. 2) Shockwave It should deal damage around the Barbarian, with slightly less damage behind compared to the front, similar to how Rage of Fury currently works. III. Rogue 1) Traps Traps should be castable at the Rogue’s own feet. Rogue gameplay is similar to a warrior, unlike the marksman which plays more like a mage. Allowing traps at the caster’s feet gives the Rogue more control. A possible feature: an aim-toggle option — when active, traps appear at the feet; when inactive, they appear in front of the caster. 2) 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. Reducing cooldown to 10 seconds. 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. 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, this spell could remain single-target and apply its damage only to the main target, keeping it balanced in player battles. IV. Marksman 1) Taunt Replace the target's reducing of mana to apply a debuff that reduces the target’s dodge by 50% for 10 seconds. For example, if the target has 20% dodge, it would be reduced to 10%. Currently, even pets increase dodge, making it especially high at higher levels. The cooldown could be increased to around 10 minutes to keep it balanced. |
|
Punga Premium
Elysium
Level 366
Warrior
S8
S5
93K
|
11 days 3 hours ago Quoting Ranger: §1° Mages are still too strong, especially in PvP. After the dynamic equipment system was introduced, along with enchantments, this caused a major imbalance among the classes. Therefore, I suggest the following changes for mages: I. Remove the Mage’s natural magic resistance against other mages in PvP. II. Add 1% extra magic resistance for every 10 magic levels, for both PvP and PvE. For example, magic level 90 = 9% extra MR. This also compensates for the removal of natural magic resistance in PvP (item I. above), and additionally helps in PvE. §2° Ranger defense is too low, especially in PvP, even though they have the same HP as warriors. However, HP alone does not represent true raw defense: I. Reduce Ranger HP gain per level from 15 to 10 HP per level. As mentioned, HP is raw defense, but without additional stats it does not help make the class unique or balanced. II. To compensate for the HP reduction, add 1% extra dodge for every 20 distance skill. For example: Distance 200 = 10% extra dodge. Dodge is an uncertain defense mechanic based on odds, but it fits Rangers perfectly since it can avoid both magic and physical damage. §3° Warriors need only one adjustment: I. Add 1% physical resistance for every 20 defending skill. For example: Defending 200 = 10%. §4° Subclass Changes I. Warlock 1) A new wave spell Warlocks currently lack both damage and sustain (lifesteal), so the best solution is to add a new wave spell to the Warlock rotation, with a 4-second cooldown. This new wave spell could deal slightly more damage than Cross of Annihilation, with an area of effect similar to Whirlwind or slightly larger. This would help to solve Warlock’s current lack of damage and HP steal, keeping them balanced between Shamans and Pyromancers in terms of experience per hour (exp/h). 2) Mass Curse Suggestion for a new spell with a similar concept to the current Curse spell, debuffing all monsters to take increased damage up to 10% (cap). AoE: 5×5 tiles Formula: Warlock’s magic level / 8 = % debuff Cannot debuff players, so the current Curse remains useful for PvP The spell deals no damage, only debuffs monsters Requires magic level 40+ ; Cooldown: 30s Example: A warlock with magic level 40 = 5% debuff, magic level 64 = 8% and finally magic level 80 = 10% debuff (cap). A new debuff can greatly help Warlocks become more desirable for party hunts and close the gap that currently exists in PvE, where Warlocks perform poorly in exp/h for an offensive mage subclass. This is especially important considering that Warlock gameplay is currently the most difficult and least engaging playstyle in the game. II. Barbarian 1) Rage of Fury Equalize the backside damage to match front and side damage (100%), just like the change made to the Paladin’s Cleave. 2) Shockwave It should deal damage around the Barbarian, with slightly less damage behind compared to the front, similar to how Rage of Fury currently works. III. Rogue 1) Traps Traps should be castable at the Rogue’s own feet. Rogue gameplay is similar to a warrior, unlike the marksman which plays more like a mage. Allowing traps at the caster’s feet gives the Rogue more control. A possible feature: an aim-toggle option — when active, traps appear at the feet; when inactive, they appear in front of the caster. 2) 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. Reducing cooldown to 10 seconds. 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. 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, this spell could remain single-target and apply its damage only to the main target, keeping it balanced in player battles. IV. Marksman 1) Taunt Replace the target's reducing of mana to apply a debuff that reduces the target’s dodge by 50% for 10 seconds. For example, if the target has 20% dodge, it would be reduced to 10%. Currently, even pets increase dodge, making it especially high at higher levels. The cooldown could be increased to around 10 minutes to keep it balanced. you are absolutely insane rangers are currently the most easy class to survive on in war and your saying to nerf mages surviveability and increase rangers survival. You have lost your mind and clearly you do not play the game a level 300 mage in war gets focused for 5 secs dead 9times out of 10 if the enemies are the same levels, however you have the same players on someone like a rouge for 10 seconds and i guarantee he will still be alive and marksman has a bit less survival than rouge but thats the point in rouge or marks. marks does the damage , rouge does the anti locate and invisble evasion all that. Its people like you that ruin the game putting in stupid proposals probably just because you are a ranger. The fact is id even say ranger has better chances to survive in war than a paladin considering a paladin or barb really has to get in their deep and paladin has no escape tactits solo anyways. and barb has blind rush but doesnt really matter when a ranger can stand at the edge of the screen and do more damage than any other class and survive more than any class. and im sure you are a ranger just trying to make rangers even more broken when clearly they are the top classes in game now SOLO EXP WISE, DUO EXP WISE I RATHER HUNT WITH A MARKS OR ROUGE THAN ANY TYPE OF MAGE IN MY 360 barb. SO YE KEEP DREAMING KID However after reading the rest of your post i do agree with some things such as making the curse of warlocks useful for pve to give them a little damage increase or smthn, i dont agree with changing the rouges spells but they could possibly add 1 more aoe for low levels until trap comes and make trap so much stronger that the other aoe would be near obsolete. The Taunt on marksman could also be a good idea but in the same sense rouge has Evasion which also is useless in Pve so if they do smthn like that for marks must do for rouge. and anyways i am currently a main barbarian and the shockwave idea is stupid it shouldnt hit all sides like rage of fury but maybe they could make it hit the front and sides but all 4 sides is way 2 much dmg. I also happen to agree with the Ruthless execution on rouges that def needs some tweaking for pve especially or just needs completely removed and replaced with smthn else. |
|
Stop Combo Player
Pharos
Level 300
Warrior
S8
32K
|
11 days 2 hours ago (Last edited 11 days 1 hour ago) Quoting Punga: Quoting Ranger: §1° Mages are still too strong, especially in PvP. After the dynamic equipment system was introduced, along with enchantments, this caused a major imbalance among the classes. Therefore, I suggest the following changes for mages: I. Remove the Mage’s natural magic resistance against other mages in PvP. II. Add 1% extra magic resistance for every 10 magic levels, for both PvP and PvE. For example, magic level 90 = 9% extra MR. This also compensates for the removal of natural magic resistance in PvP (item I. above), and additionally helps in PvE. §2° Ranger defense is too low, especially in PvP, even though they have the same HP as warriors. However, HP alone does not represent true raw defense: I. Reduce Ranger HP gain per level from 15 to 10 HP per level. As mentioned, HP is raw defense, but without additional stats it does not help make the class unique or balanced. II. To compensate for the HP reduction, add 1% extra dodge for every 20 distance skill. For example: Distance 200 = 10% extra dodge. Dodge is an uncertain defense mechanic based on odds, but it fits Rangers perfectly since it can avoid both magic and physical damage. §3° Warriors need only one adjustment: I. Add 1% physical resistance for every 20 defending skill. For example: Defending 200 = 10%. §4° Subclass Changes I. Warlock 1) A new wave spell Warlocks currently lack both damage and sustain (lifesteal), so the best solution is to add a new wave spell to the Warlock rotation, with a 4-second cooldown. This new wave spell could deal slightly more damage than Cross of Annihilation, with an area of effect similar to Whirlwind or slightly larger. This would help to solve Warlock’s current lack of damage and HP steal, keeping them balanced between Shamans and Pyromancers in terms of experience per hour (exp/h). 2) Mass Curse Suggestion for a new spell with a similar concept to the current Curse spell, debuffing all monsters to take increased damage up to 10% (cap). AoE: 5×5 tiles Formula: Warlock’s magic level / 8 = % debuff Cannot debuff players, so the current Curse remains useful for PvP The spell deals no damage, only debuffs monsters Requires magic level 40+ ; Cooldown: 30s Example: A warlock with magic level 40 = 5% debuff, magic level 64 = 8% and finally magic level 80 = 10% debuff (cap). A new debuff can greatly help Warlocks become more desirable for party hunts and close the gap that currently exists in PvE, where Warlocks perform poorly in exp/h for an offensive mage subclass. This is especially important considering that Warlock gameplay is currently the most difficult and least engaging playstyle in the game. II. Barbarian 1) Rage of Fury Equalize the backside damage to match front and side damage (100%), just like the change made to the Paladin’s Cleave. 2) Shockwave It should deal damage around the Barbarian, with slightly less damage behind compared to the front, similar to how Rage of Fury currently works. III. Rogue 1) Traps Traps should be castable at the Rogue’s own feet. Rogue gameplay is similar to a warrior, unlike the marksman which plays more like a mage. Allowing traps at the caster’s feet gives the Rogue more control. A possible feature: an aim-toggle option — when active, traps appear at the feet; when inactive, they appear in front of the caster. 2) 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. Reducing cooldown to 10 seconds. 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. 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, this spell could remain single-target and apply its damage only to the main target, keeping it balanced in player battles. IV. Marksman 1) Taunt Replace the target's reducing of mana to apply a debuff that reduces the target’s dodge by 50% for 10 seconds. For example, if the target has 20% dodge, it would be reduced to 10%. Currently, even pets increase dodge, making it especially high at higher levels. The cooldown could be increased to around 10 minutes to keep it balanced. you are absolutely insane rangers are currently the most easy class to survive on in war and your saying to nerf mages surviveability and increase rangers survival. You have lost your mind and clearly you do not play the game a level 300 mage in war gets focused for 5 secs dead 9times out of 10 if the enemies are the same levels, however you have the same players on someone like a rouge for 10 seconds and i guarantee he will still be alive and marksman has a bit less survival than rouge but thats the point in rouge or marks. marks does the damage , rouge does the anti locate and invisble evasion all that. Its people like you that ruin the game putting in stupid proposals probably just because you are a ranger. The fact is id even say ranger has better chances to survive in war than a paladin considering a paladin or barb really has to get in their deep and paladin has no escape tactits solo anyways. and barb has blind rush but doesnt really matter when a ranger can stand at the edge of the screen and do more damage than any other class and survive more than any class. and im sure you are a ranger just trying to make rangers even more broken when clearly they are the top classes in game now SOLO EXP WISE, DUO EXP WISE I RATHER HUNT WITH A MARKS OR ROUGE THAN ANY TYPE OF MAGE IN MY 360 barb. SO YE KEEP DREAMING KID However after reading the rest of your post i do agree with some things such as making the curse of warlocks useful for pve to give them a little damage increase or smthn, i dont agree with changing the rouges spells but they could possibly add 1 more aoe for low levels until trap comes and make trap so much stronger that the other aoe would be near obsolete. The Taunt on marksman could also be a good idea but in the same sense rouge has Evasion which also is useless in Pve so if they do smthn like that for marks must do for rouge. and anyways i am currently a main barbarian and the shockwave idea is stupid it shouldnt hit all sides like rage of fury but maybe they could make it hit the front and sides but all 4 sides is way 2 much dmg. I also happen to agree with the Ruthless execution on rouges that def needs some tweaking for pve especially or just needs completely removed and replaced with smthn else. i think you dont know what you talking about. you just talking what your experience of season. do you think is normal... odama apelão (PYRO LVL 1500) HITTING 50 DAMAGE... BRO... 50..... ISNT 500.... ITS 50 ON TOP MAGE FOREVER , SHAMAM LVL 1700+ THIS IS BROKEN BECAUSE OF NATURAL RESISTENCE. YOU DONT KNOW WHAT YOU TALKING ABOUT you dont know ALSO EXPERINCE. ODAMA DOING 550KK/H ARCHERS DOING 300~320KK/H DO YOU KNOW WHAT YOU ARE SYING ABOUT EXP?? MAN... ARE YOU AN IDIOT? edit: Barbarian is much damage with this change? ahhhahahahahahaaha odama doing almost 8k in inferno, (and others spells around 4k~5k) and a barbarian will do around 3k in 8 creatures... and you are saying is a lot damage? bro... shut up. you are playing the game in 2008 around still there. lvl 300? you can get lvl 300 in some 5 days around. Shut up noob, idiot. |
|
Warrior Money Player
Pharos
Level 20
Warrior
|
10 days 21 hours ago Quoting Stop Combo: Quoting Punga: Quoting Ranger: §1° Mages are still too strong, especially in PvP. After the dynamic equipment system was introduced, along with enchantments, this caused a major imbalance among the classes. Therefore, I suggest the following changes for mages: I. Remove the Mage’s natural magic resistance against other mages in PvP. II. Add 1% extra magic resistance for every 10 magic levels, for both PvP and PvE. For example, magic level 90 = 9% extra MR. This also compensates for the removal of natural magic resistance in PvP (item I. above), and additionally helps in PvE. §2° Ranger defense is too low, especially in PvP, even though they have the same HP as warriors. However, HP alone does not represent true raw defense: I. Reduce Ranger HP gain per level from 15 to 10 HP per level. As mentioned, HP is raw defense, but without additional stats it does not help make the class unique or balanced. II. To compensate for the HP reduction, add 1% extra dodge for every 20 distance skill. For example: Distance 200 = 10% extra dodge. Dodge is an uncertain defense mechanic based on odds, but it fits Rangers perfectly since it can avoid both magic and physical damage. §3° Warriors need only one adjustment: I. Add 1% physical resistance for every 20 defending skill. For example: Defending 200 = 10%. §4° Subclass Changes I. Warlock 1) A new wave spell Warlocks currently lack both damage and sustain (lifesteal), so the best solution is to add a new wave spell to the Warlock rotation, with a 4-second cooldown. This new wave spell could deal slightly more damage than Cross of Annihilation, with an area of effect similar to Whirlwind or slightly larger. This would help to solve Warlock’s current lack of damage and HP steal, keeping them balanced between Shamans and Pyromancers in terms of experience per hour (exp/h). 2) Mass Curse Suggestion for a new spell with a similar concept to the current Curse spell, debuffing all monsters to take increased damage up to 10% (cap). AoE: 5×5 tiles Formula: Warlock’s magic level / 8 = % debuff Cannot debuff players, so the current Curse remains useful for PvP The spell deals no damage, only debuffs monsters Requires magic level 40+ ; Cooldown: 30s Example: A warlock with magic level 40 = 5% debuff, magic level 64 = 8% and finally magic level 80 = 10% debuff (cap). A new debuff can greatly help Warlocks become more desirable for party hunts and close the gap that currently exists in PvE, where Warlocks perform poorly in exp/h for an offensive mage subclass. This is especially important considering that Warlock gameplay is currently the most difficult and least engaging playstyle in the game. II. Barbarian 1) Rage of Fury Equalize the backside damage to match front and side damage (100%), just like the change made to the Paladin’s Cleave. 2) Shockwave It should deal damage around the Barbarian, with slightly less damage behind compared to the front, similar to how Rage of Fury currently works. III. Rogue 1) Traps Traps should be castable at the Rogue’s own feet. Rogue gameplay is similar to a warrior, unlike the marksman which plays more like a mage. Allowing traps at the caster’s feet gives the Rogue more control. A possible feature: an aim-toggle option — when active, traps appear at the feet; when inactive, they appear in front of the caster. 2) 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. Reducing cooldown to 10 seconds. 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. 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, this spell could remain single-target and apply its damage only to the main target, keeping it balanced in player battles. IV. Marksman 1) Taunt Replace the target's reducing of mana to apply a debuff that reduces the target’s dodge by 50% for 10 seconds. For example, if the target has 20% dodge, it would be reduced to 10%. Currently, even pets increase dodge, making it especially high at higher levels. The cooldown could be increased to around 10 minutes to keep it balanced. you are absolutely insane rangers are currently the most easy class to survive on in war and your saying to nerf mages surviveability and increase rangers survival. You have lost your mind and clearly you do not play the game a level 300 mage in war gets focused for 5 secs dead 9times out of 10 if the enemies are the same levels, however you have the same players on someone like a rouge for 10 seconds and i guarantee he will still be alive and marksman has a bit less survival than rouge but thats the point in rouge or marks. marks does the damage , rouge does the anti locate and invisble evasion all that. Its people like you that ruin the game putting in stupid proposals probably just because you are a ranger. The fact is id even say ranger has better chances to survive in war than a paladin considering a paladin or barb really has to get in their deep and paladin has no escape tactits solo anyways. and barb has blind rush but doesnt really matter when a ranger can stand at the edge of the screen and do more damage than any other class and survive more than any class. and im sure you are a ranger just trying to make rangers even more broken when clearly they are the top classes in game now SOLO EXP WISE, DUO EXP WISE I RATHER HUNT WITH A MARKS OR ROUGE THAN ANY TYPE OF MAGE IN MY 360 barb. SO YE KEEP DREAMING KID However after reading the rest of your post i do agree with some things such as making the curse of warlocks useful for pve to give them a little damage increase or smthn, i dont agree with changing the rouges spells but they could possibly add 1 more aoe for low levels until trap comes and make trap so much stronger that the other aoe would be near obsolete. The Taunt on marksman could also be a good idea but in the same sense rouge has Evasion which also is useless in Pve so if they do smthn like that for marks must do for rouge. and anyways i am currently a main barbarian and the shockwave idea is stupid it shouldnt hit all sides like rage of fury but maybe they could make it hit the front and sides but all 4 sides is way 2 much dmg. I also happen to agree with the Ruthless execution on rouges that def needs some tweaking for pve especially or just needs completely removed and replaced with smthn else. i think you dont know what you talking about. you just talking what your experience of season. do you think is normal... odama apelão (PYRO LVL 1500) HITTING 50 DAMAGE... BRO... 50..... ISNT 500.... ITS 50 ON TOP MAGE FOREVER , SHAMAM LVL 1700+ THIS IS BROKEN BECAUSE OF NATURAL RESISTENCE. YOU DONT KNOW WHAT YOU TALKING ABOUT you dont know ALSO EXPERINCE. ODAMA DOING 550KK/H ARCHERS DOING 300~320KK/H DO YOU KNOW WHAT YOU ARE SYING ABOUT EXP?? MAN... ARE YOU AN IDIOT? edit: Barbarian is much damage with this change? ahhhahahahahahaaha odama doing almost 8k in inferno, (and others spells around 4k~5k) and a barbarian will do around 3k in 8 creatures... and you are saying is a lot damage? bro... shut up. you are playing the game in 2008 around still there. lvl 300? you can get lvl 300 in some 5 days around. Shut up noob, idiot. First, it's normal for the pyromancer to do more magic damage than the barbarian; that's what pyro was created for. Now, if we're talking about physical strength, then yes the barbarian should do more damage than any subclass, but here in Zezenia, everything is about magic damage and you can't remove the mage's magic defense but you can remove their physical defense because logically they shouldn't have physical defense, just like the warrior and ranger shouldn't have magic defense. |
|
Stop Combo Player
Pharos
Level 300
Warrior
S8
32K
|
10 days 8 hours ago (Last edited 10 days 8 hours ago) Quoting Warrior Money: Quoting Stop Combo: Quoting Punga: Quoting Ranger: §1° Mages are still too strong, especially in PvP. After the dynamic equipment system was introduced, along with enchantments, this caused a major imbalance among the classes. Therefore, I suggest the following changes for mages: I. Remove the Mage’s natural magic resistance against other mages in PvP. II. Add 1% extra magic resistance for every 10 magic levels, for both PvP and PvE. For example, magic level 90 = 9% extra MR. This also compensates for the removal of natural magic resistance in PvP (item I. above), and additionally helps in PvE. §2° Ranger defense is too low, especially in PvP, even though they have the same HP as warriors. However, HP alone does not represent true raw defense: I. Reduce Ranger HP gain per level from 15 to 10 HP per level. As mentioned, HP is raw defense, but without additional stats it does not help make the class unique or balanced. II. To compensate for the HP reduction, add 1% extra dodge for every 20 distance skill. For example: Distance 200 = 10% extra dodge. Dodge is an uncertain defense mechanic based on odds, but it fits Rangers perfectly since it can avoid both magic and physical damage. §3° Warriors need only one adjustment: I. Add 1% physical resistance for every 20 defending skill. For example: Defending 200 = 10%. §4° Subclass Changes I. Warlock 1) A new wave spell Warlocks currently lack both damage and sustain (lifesteal), so the best solution is to add a new wave spell to the Warlock rotation, with a 4-second cooldown. This new wave spell could deal slightly more damage than Cross of Annihilation, with an area of effect similar to Whirlwind or slightly larger. This would help to solve Warlock’s current lack of damage and HP steal, keeping them balanced between Shamans and Pyromancers in terms of experience per hour (exp/h). 2) Mass Curse Suggestion for a new spell with a similar concept to the current Curse spell, debuffing all monsters to take increased damage up to 10% (cap). AoE: 5×5 tiles Formula: Warlock’s magic level / 8 = % debuff Cannot debuff players, so the current Curse remains useful for PvP The spell deals no damage, only debuffs monsters Requires magic level 40+ ; Cooldown: 30s Example: A warlock with magic level 40 = 5% debuff, magic level 64 = 8% and finally magic level 80 = 10% debuff (cap). A new debuff can greatly help Warlocks become more desirable for party hunts and close the gap that currently exists in PvE, where Warlocks perform poorly in exp/h for an offensive mage subclass. This is especially important considering that Warlock gameplay is currently the most difficult and least engaging playstyle in the game. II. Barbarian 1) Rage of Fury Equalize the backside damage to match front and side damage (100%), just like the change made to the Paladin’s Cleave. 2) Shockwave It should deal damage around the Barbarian, with slightly less damage behind compared to the front, similar to how Rage of Fury currently works. III. Rogue 1) Traps Traps should be castable at the Rogue’s own feet. Rogue gameplay is similar to a warrior, unlike the marksman which plays more like a mage. Allowing traps at the caster’s feet gives the Rogue more control. A possible feature: an aim-toggle option — when active, traps appear at the feet; when inactive, they appear in front of the caster. 2) 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. Reducing cooldown to 10 seconds. 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. 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, this spell could remain single-target and apply its damage only to the main target, keeping it balanced in player battles. IV. Marksman 1) Taunt Replace the target's reducing of mana to apply a debuff that reduces the target’s dodge by 50% for 10 seconds. For example, if the target has 20% dodge, it would be reduced to 10%. Currently, even pets increase dodge, making it especially high at higher levels. The cooldown could be increased to around 10 minutes to keep it balanced. you are absolutely insane rangers are currently the most easy class to survive on in war and your saying to nerf mages surviveability and increase rangers survival. You have lost your mind and clearly you do not play the game a level 300 mage in war gets focused for 5 secs dead 9times out of 10 if the enemies are the same levels, however you have the same players on someone like a rouge for 10 seconds and i guarantee he will still be alive and marksman has a bit less survival than rouge but thats the point in rouge or marks. marks does the damage , rouge does the anti locate and invisble evasion all that. Its people like you that ruin the game putting in stupid proposals probably just because you are a ranger. The fact is id even say ranger has better chances to survive in war than a paladin considering a paladin or barb really has to get in their deep and paladin has no escape tactits solo anyways. and barb has blind rush but doesnt really matter when a ranger can stand at the edge of the screen and do more damage than any other class and survive more than any class. and im sure you are a ranger just trying to make rangers even more broken when clearly they are the top classes in game now SOLO EXP WISE, DUO EXP WISE I RATHER HUNT WITH A MARKS OR ROUGE THAN ANY TYPE OF MAGE IN MY 360 barb. SO YE KEEP DREAMING KID However after reading the rest of your post i do agree with some things such as making the curse of warlocks useful for pve to give them a little damage increase or smthn, i dont agree with changing the rouges spells but they could possibly add 1 more aoe for low levels until trap comes and make trap so much stronger that the other aoe would be near obsolete. The Taunt on marksman could also be a good idea but in the same sense rouge has Evasion which also is useless in Pve so if they do smthn like that for marks must do for rouge. and anyways i am currently a main barbarian and the shockwave idea is stupid it shouldnt hit all sides like rage of fury but maybe they could make it hit the front and sides but all 4 sides is way 2 much dmg. I also happen to agree with the Ruthless execution on rouges that def needs some tweaking for pve especially or just needs completely removed and replaced with smthn else. i think you dont know what you talking about. you just talking what your experience of season. do you think is normal... odama apelão (PYRO LVL 1500) HITTING 50 DAMAGE... BRO... 50..... ISNT 500.... ITS 50 ON TOP MAGE FOREVER , SHAMAM LVL 1700+ THIS IS BROKEN BECAUSE OF NATURAL RESISTENCE. YOU DONT KNOW WHAT YOU TALKING ABOUT you dont know ALSO EXPERINCE. ODAMA DOING 550KK/H ARCHERS DOING 300~320KK/H DO YOU KNOW WHAT YOU ARE SYING ABOUT EXP?? MAN... ARE YOU AN IDIOT? edit: Barbarian is much damage with this change? ahhhahahahahahaaha odama doing almost 8k in inferno, (and others spells around 4k~5k) and a barbarian will do around 3k in 8 creatures... and you are saying is a lot damage? bro... shut up. you are playing the game in 2008 around still there. lvl 300? you can get lvl 300 in some 5 days around. Shut up noob, idiot. First, it's normal for the pyromancer to do more magic damage than the barbarian; that's what pyro was created for. Now, if we're talking about physical strength, then yes the barbarian should do more damage than any subclass, but here in Zezenia, everything is about magic damage and you can't remove the mage's magic defense but you can remove their physical defense because logically they shouldn't have physical defense, just like the warrior and ranger shouldn't have magic defense. No man you dont understand the game you play... dude you are dumb? every lvl you got, you get natural resistence. This resistence dosent show up. aros, shadowzim, odama apelão.... every character in pharos when trying to hit the top lvl, they just hit about 200... or 50. isnt normal. The way the game design isnt normal, isnt balanced. a guy lvl 1500+ hitting 200 on a lvl 1700... this mean, that when we got lvl 2k... nobody will hit nobody. the game math is broken thats im saying... you guys talking shit every day, and dosent know how the mechanic of the game you talking shit works. shut up, dumb. JUST EDIT: FOR REAL. ODAMA APELÃO HIT ZERO... ZEROOOOOOO in top lvl. do you know that? prob... dosent know becase you maybe is lvl 500 on max. |
|
Warrior Money Player
Pharos
Level 20
Warrior
|
10 days 5 hours ago Quoting Stop Combo: Quoting Warrior Money: Quoting Stop Combo: Quoting Punga: Quoting Ranger: §1° Mages are still too strong, especially in PvP. After the dynamic equipment system was introduced, along with enchantments, this caused a major imbalance among the classes. Therefore, I suggest the following changes for mages: I. Remove the Mage’s natural magic resistance against other mages in PvP. II. Add 1% extra magic resistance for every 10 magic levels, for both PvP and PvE. For example, magic level 90 = 9% extra MR. This also compensates for the removal of natural magic resistance in PvP (item I. above), and additionally helps in PvE. §2° Ranger defense is too low, especially in PvP, even though they have the same HP as warriors. However, HP alone does not represent true raw defense: I. Reduce Ranger HP gain per level from 15 to 10 HP per level. As mentioned, HP is raw defense, but without additional stats it does not help make the class unique or balanced. II. To compensate for the HP reduction, add 1% extra dodge for every 20 distance skill. For example: Distance 200 = 10% extra dodge. Dodge is an uncertain defense mechanic based on odds, but it fits Rangers perfectly since it can avoid both magic and physical damage. §3° Warriors need only one adjustment: I. Add 1% physical resistance for every 20 defending skill. For example: Defending 200 = 10%. §4° Subclass Changes I. Warlock 1) A new wave spell Warlocks currently lack both damage and sustain (lifesteal), so the best solution is to add a new wave spell to the Warlock rotation, with a 4-second cooldown. This new wave spell could deal slightly more damage than Cross of Annihilation, with an area of effect similar to Whirlwind or slightly larger. This would help to solve Warlock’s current lack of damage and HP steal, keeping them balanced between Shamans and Pyromancers in terms of experience per hour (exp/h). 2) Mass Curse Suggestion for a new spell with a similar concept to the current Curse spell, debuffing all monsters to take increased damage up to 10% (cap). AoE: 5×5 tiles Formula: Warlock’s magic level / 8 = % debuff Cannot debuff players, so the current Curse remains useful for PvP The spell deals no damage, only debuffs monsters Requires magic level 40+ ; Cooldown: 30s Example: A warlock with magic level 40 = 5% debuff, magic level 64 = 8% and finally magic level 80 = 10% debuff (cap). A new debuff can greatly help Warlocks become more desirable for party hunts and close the gap that currently exists in PvE, where Warlocks perform poorly in exp/h for an offensive mage subclass. This is especially important considering that Warlock gameplay is currently the most difficult and least engaging playstyle in the game. II. Barbarian 1) Rage of Fury Equalize the backside damage to match front and side damage (100%), just like the change made to the Paladin’s Cleave. 2) Shockwave It should deal damage around the Barbarian, with slightly less damage behind compared to the front, similar to how Rage of Fury currently works. III. Rogue 1) Traps Traps should be castable at the Rogue’s own feet. Rogue gameplay is similar to a warrior, unlike the marksman which plays more like a mage. Allowing traps at the caster’s feet gives the Rogue more control. A possible feature: an aim-toggle option — when active, traps appear at the feet; when inactive, they appear in front of the caster. 2) 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. Reducing cooldown to 10 seconds. 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. 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, this spell could remain single-target and apply its damage only to the main target, keeping it balanced in player battles. IV. Marksman 1) Taunt Replace the target's reducing of mana to apply a debuff that reduces the target’s dodge by 50% for 10 seconds. For example, if the target has 20% dodge, it would be reduced to 10%. Currently, even pets increase dodge, making it especially high at higher levels. The cooldown could be increased to around 10 minutes to keep it balanced. you are absolutely insane rangers are currently the most easy class to survive on in war and your saying to nerf mages surviveability and increase rangers survival. You have lost your mind and clearly you do not play the game a level 300 mage in war gets focused for 5 secs dead 9times out of 10 if the enemies are the same levels, however you have the same players on someone like a rouge for 10 seconds and i guarantee he will still be alive and marksman has a bit less survival than rouge but thats the point in rouge or marks. marks does the damage , rouge does the anti locate and invisble evasion all that. Its people like you that ruin the game putting in stupid proposals probably just because you are a ranger. The fact is id even say ranger has better chances to survive in war than a paladin considering a paladin or barb really has to get in their deep and paladin has no escape tactits solo anyways. and barb has blind rush but doesnt really matter when a ranger can stand at the edge of the screen and do more damage than any other class and survive more than any class. and im sure you are a ranger just trying to make rangers even more broken when clearly they are the top classes in game now SOLO EXP WISE, DUO EXP WISE I RATHER HUNT WITH A MARKS OR ROUGE THAN ANY TYPE OF MAGE IN MY 360 barb. SO YE KEEP DREAMING KID However after reading the rest of your post i do agree with some things such as making the curse of warlocks useful for pve to give them a little damage increase or smthn, i dont agree with changing the rouges spells but they could possibly add 1 more aoe for low levels until trap comes and make trap so much stronger that the other aoe would be near obsolete. The Taunt on marksman could also be a good idea but in the same sense rouge has Evasion which also is useless in Pve so if they do smthn like that for marks must do for rouge. and anyways i am currently a main barbarian and the shockwave idea is stupid it shouldnt hit all sides like rage of fury but maybe they could make it hit the front and sides but all 4 sides is way 2 much dmg. I also happen to agree with the Ruthless execution on rouges that def needs some tweaking for pve especially or just needs completely removed and replaced with smthn else. i think you dont know what you talking about. you just talking what your experience of season. do you think is normal... odama apelão (PYRO LVL 1500) HITTING 50 DAMAGE... BRO... 50..... ISNT 500.... ITS 50 ON TOP MAGE FOREVER , SHAMAM LVL 1700+ THIS IS BROKEN BECAUSE OF NATURAL RESISTENCE. YOU DONT KNOW WHAT YOU TALKING ABOUT you dont know ALSO EXPERINCE. ODAMA DOING 550KK/H ARCHERS DOING 300~320KK/H DO YOU KNOW WHAT YOU ARE SYING ABOUT EXP?? MAN... ARE YOU AN IDIOT? edit: Barbarian is much damage with this change? ahhhahahahahahaaha odama doing almost 8k in inferno, (and others spells around 4k~5k) and a barbarian will do around 3k in 8 creatures... and you are saying is a lot damage? bro... shut up. you are playing the game in 2008 around still there. lvl 300? you can get lvl 300 in some 5 days around. Shut up noob, idiot. First, it's normal for the pyromancer to do more magic damage than the barbarian; that's what pyro was created for. Now, if we're talking about physical strength, then yes the barbarian should do more damage than any subclass, but here in Zezenia, everything is about magic damage and you can't remove the mage's magic defense but you can remove their physical defense because logically they shouldn't have physical defense, just like the warrior and ranger shouldn't have magic defense. No man you dont understand the game you play... dude you are dumb? every lvl you got, you get natural resistence. This resistence dosent show up. aros, shadowzim, odama apelão.... every character in pharos when trying to hit the top lvl, they just hit about 200... or 50. isnt normal. The way the game design isnt normal, isnt balanced. a guy lvl 1500+ hitting 200 on a lvl 1700... this mean, that when we got lvl 2k... nobody will hit nobody. the game math is broken thats im saying... you guys talking shit every day, and dosent know how the mechanic of the game you talking shit works. shut up, dumb. JUST EDIT: FOR REAL. ODAMA APELÃO HIT ZERO... ZEROOOOOOO in top lvl. do you know that? prob... dosent know becase you maybe is lvl 500 on max. That's why I'm saying that mages shouldn't have natural physical resistance, and if they do, it should only be around 10% max, since they shouldn't be able to withstand physical attacks. They should, however, have natural magic defense. Now, the other two classes, ranger and warrior, shouldn't have natural magic resistance either, since those two classes aren't designed to withstand magical attacks. If they do, it should only be 10% max, unless it's a paladin, in which case it would be 15%. But warriors and rangers should have natural physical resistance. What really unbalanced the game, though, was the extra stat they added to the sets. Zezenia isn't ready for that kind of thing yet. |
|
Zaurak Premium
Elysium
Level 310
Mage
S7
S4
6K
|
7 days 20 hours ago
So when will the administration open the test server? I want to make some videos and I need the test server.
|