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Monterey Player
Elysium
Level 30
Mage
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10th December 2025 00:22:54
§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 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, 4 seconds - 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. |
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Stop Combo Player
Pharos
Level 301
Warrior
S8
32K
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10th December 2025 16:43:40
Warlocks currently lack both damage and sustain (lifesteal), so the best solution is to add a new wave spell to the Warlock rotation, 4 seconds - cooldown.
I would suggeste 2s bro. others things are good improvement, or to rotate spells Put Mass Curse in 4s with area lock target like hellish arrow of rangers, thats this way he can keeping damaging and debbufing also rotation in 3 spells. like marksman today. Also barbarian should revise, barbarian is a dead class now a days. |
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Bardledo Player
Elysium
Level 151
Mage
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10th December 2025 21:11:15
Checking the forums every now and then to see people still trying to help the Dev out.
It's sad to see how this game has just been completely abandoned by the Dev and only recruits people with 2h a week. |
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Warrior Money Player
Pharos
Level 20
Warrior
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11th December 2025 03:16:27 Quoting Stop Combo: Quoting Warrior Money: Quoting Shadowzin Apelao: Quoting Pyromancer: Quoting Explosive: Warlocks still lack an AOE spell rotation for hunting, since they rely on Cross of Annihilation and Whirlwind, with exhausting gameplay that forces them to run and turn toward the box every 2 seconds... So, based on the Marksmen’s Arrow Volley, Warlocks could receive a new damage spell focused on the AOE hunting playstyle. More precisely, this new wave would deal magical damage to a target and randomly to up to four nearby monsters. Its damage could be slightly higher than Cross of Annihilation (15% to 20% stronger), with a 5 seconds cooldown. One of the warlock's main buff spells, Dark Gathering, could have its lifesteal effect transferred to the other Warlock buff — Absorbing Aura — unifying the current two buffs into a single spell. This way, Absorbing Aura would provide 24% damage negation and around 10% lifesteal. Dark Gathering would become the new AOE hunting spell and the Warlock’s buffs would be consolidated into one spell, just like all the other subclasses. The role of warlocks in the game is certainly geared toward pvp. However, the latest balance update did not bring any changes that would benefit the difficult playstyle of this class, which depends on the constant casting of waves. I believe the most appropriate way to fix warlock's situation would be to simply restore the damage of the second wave of Cross' Annihilation from 33% back to 50%, also to swap the damage boost from Advanced Soulfire to Whirlwind in the special talent (Immolation), since Whirlwind has no damage limitation, unlike Advanced Soulfire. First of all, that doesn’t even work. It doesn’t increase the damage of Advance Soul Fire. Warlock is the mage class that tanks the least in PvP. Whirlwind is underwhelming , its range is far too limited As it should be, all that's missing is a nerf to the pyromancer's and shaman's defense; mages shouldn't be tanks at all No man. you dont understand because we already said this in forum so many many times, you already read and you cant understand. and problaby you never understand i dont know its because you have a problem, or because you never get a character high level in pvp. the natural resistence is bugged due the scale system we got now a days. do you know how many players the lvl 1700+ in pharos can tank? (mages) answer: infinity. if you got another lvl 2k, or 10k, or lvl 1 billion, he will hit 1... one..... one fucking one damage. because is bugged bro. belive isnt joke. he will hit one...... 1 1 1 Zezenia doesn't really have any strong monsters to kill a level 1.5k+ character; all the level 400+ monsters are a joke. They're practically the same with different names, skins, and powers, but they do the same damage |
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Methanol Player
Zera
Level 12
Mage
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11th December 2025 13:39:31
Guys, there're 2 different points in discussion...:
1° Point - PVP - Mages natural resistance in PVP is bugged, making especially mages-high-level really strong in battles; 2° Point - PVE - We need new stronger monsters for high levels (Level 1000+) and new monsters to hard kill tasks for levels 400/500+ |
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Fuzzy Player
Elysium
Level 10
Warrior
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11th December 2025 18:48:53
Obviously, high level mages will take no damage or almost no damage. If you consider that all three mage subclasses have 10% or more % of damage-negation in their buffs, plus a full set of enchanted late game equipment (6% magic resistance, 6% physical resistance, 4% dodge per set piece), in addition to the mage’s natural resistance... they become insanely tanky.
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Norzan Player
Pharos
Level 21
Mage
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11th December 2025 19:42:50
The defensive stats of equipment have increased significantly in recent years, with defensive buffs and other mechanics, making some subclasses stronger defensively than they should be.
Therefore, changes could be made to balance the monsters themselves as well. Considering the new enchantment system and the possible variations of attributes, perhaps the amount of damage can be redistributed to create a consequent new mechanic of carrying more than one set focused on varied defensive attributes (magic resistance, physical resistance and dodge chance). Magic damage has been the main damage of monsters for years and therefore the most defensive sets are fully based on magic resistance until nowadays. Thus, if a significant amount of current monsters and part of the new ones could have their magic damage (1, 2 or 3 spells per turn) changed to physical damage and consequently their auto attack changed also from physical damage to magical damage, it would bring something really dynamic as dynamic system of enchantment suggests to us, imposing to players the need to switch parts of their set or all set depending on the monster that will be hunted or in places with several monsters, the player will have to define his choices better. Then the monsters Auto Attack could be : A) Physical damage. B) Magic damage. • Some monsters could hit a very high damage on auto attack and other attacks be slightly reduced to compensate it. •• Attack speed of auto attack could be increased for some monsters, situation when dodge chance could fit better than a set focused on physical resistance or magic resistance. Other Attacks : A) 100% magic damage by close attacks and/or ranged attacks. 1, 2 up to 3 types of spells per turn. B) 100% physical damage by close attacks and/or ranged attacks. 1, 2, up to 3 different physical blows per turn. C) Both types : c1) Some monsters inflicting much more physical damage. Also minor magic damage. c2) Others inflicting more magic damage. Also physical damage but less amount. |
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Darth Krayt Player
Ares
Level 10
Mage
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11th December 2025 21:19:24
Some subclasses have become outdated, even after a recent balancing pass. A few adjustments could still be made to their buff spells.
Suggestions : Warlocks Dark Gathering - Increase health steal from around 12% to a base of 15% scaling up to 20%, based on character's level and magic level. Barbarians Frenzy - Keep 10% of melee skill bonus and Increase hp steal from 3% to a base of 6% scaling up to 10%, working as paladin's fortification, based on character's level and magic level. Remove 15% mana cost reduction for spells. Rogues Belligerent Focus - Keep ricochets and Replace 4% of negation of damage to 8% dodge. Remove distance skill bonus. |
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Shadowzin Apelao Player
Pharos
Level 1239
Mage
24
25
46K
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11th December 2025 22:12:48
Have you ever thought that to kill a high-level mage you need team players?
But to kill a mage, all it takes is one dispel. Now explain to me how you kill a level 1400 paladin? |
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Fuzzy Player
Elysium
Level 10
Warrior
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11th December 2025 22:32:43 (Last edited 11th December 2025 23:14:02)
Paladins are practically immortal, but their damage output is the lowest in the game.
In short, they are balanced - i'm talking about attack x defense - Lowest damage of all subclasses in exchange to the best defense -> They've a great buff + greater number of health points in comparison to all subclasses. Yes, I agree, It kinda sucks for pvp, but you'll need to ask to the staff a new way to be possible kill paladins at high levels... maybe the staff can create a new shared spell (for example to warlocks + rogues) which cancels healing spells for 5~10 seconds as some Bosses do or any debuff like that... Now, regarding mages... This fellow already explained everything: Quoting Stop Combo: the natural resistence is bugged due the scale system we got now a days. do you know how many players the lvl 1700+ in pharos can tank? (mages) answer: infinity. if you got another lvl 2k, or 10k, or lvl 1 billion, he will hit 1... one..... one fucking one damage. because is bugged bro. belive isnt joke. he will hit one...... 1 1 1 |