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Gremar Player
Elysium
Level 10
Ranger
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1 day 19 hours ago |
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Millasz Premium
Aegis
Level 344
Warrior
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1 day 13 hours ago |
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Gremar Player
Elysium
Level 10
Ranger
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1 day 6 hours ago Quoting Millasz: yesterday it was another class, today it’s marksman — what will it be tomorrow? If they nerf marksman, another class will become more prominent in the service status. what will the next complaint be? |
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Millasz Premium
Aegis
Level 344
Warrior
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1 day 6 hours ago
I asked to nerf ranger? Are you pretending to be dumb or just looking for attention? I said to nerf solo XP and buff party XP so we can have other classes in the game.
A x4 or x5 party system ,then we could have paladin, warlock, shaman, marksman, or rogue. That was just an example. I need to have a lot of patience to deal with 30year old children. |
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Seu Largato Premium
Pharos
Level 198
Mage
S5
18K
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1 day 6 hours ago
Most people try to find the flaw in a system based on one class, one hunt, but it's actually beyond that. I've written several seasons talking about what should be done. Rangers don't need to be nerfed, but the other classes need to be changed. Have you seen how many warlocks there are? Do you think people prefer using targeted spells or turning and luring every 2 seconds? Players in this game are looking for quality of life.
You need to change the way hunting works, change the party experience. ALL classes should have 2 area-of-effect spells with a 2-second target, either where your mouse is or forward; the player should have to choose. Do this and you'll see a better distribution of classes... |
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Sauron Player
Pharos
Level 10
Warrior
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1 day 3 hours ago Quoting Seu Largato: Most people try to find the flaw in a system based on one class, one hunt, but it's actually beyond that. I've written several seasons talking about what should be done. Rangers don't need to be nerfed, but the other classes need to be changed. Have you seen how many warlocks there are? Do you think people prefer using targeted spells or turning and luring every 2 seconds? Players in this game are looking for quality of life. You need to change the way hunting works, change the party experience. ALL classes should have 2 area-of-effect spells with a 2-second target, either where your mouse is or forward; the player should have to choose. Do this and you'll see a better distribution of classes... I agree, only rangers have 2s cd class spell - hellish volley... but their strength - spell damage is balanced ... other classes are a bit weak now... Another point, rangers have the same raw sustain of warriors due to both classes having the same hp per level today (15)... to me the only nerf that rangers need is on their hp... reducing from 15 to 10 hp/lvl... to stay between warriors hp (15) and mages hp (5). And warriors need an aggro spell to atract and pull monsters on 4x4 area to close a box around the character... it can improve party hunts also bringing more balance to warriors hunting alone since the are of warriors dmg spells usually covers only 8 tiles around them ... |
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Norzan Player
Pharos
Level 21
Mage
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1 day 2 hours ago Quoting Sauron: Quoting Seu Largato: Most people try to find the flaw in a system based on one class, one hunt, but it's actually beyond that. I've written several seasons talking about what should be done. Rangers don't need to be nerfed, but the other classes need to be changed. Have you seen how many warlocks there are? Do you think people prefer using targeted spells or turning and luring every 2 seconds? Players in this game are looking for quality of life. You need to change the way hunting works, change the party experience. ALL classes should have 2 area-of-effect spells with a 2-second target, either where your mouse is or forward; the player should have to choose. Do this and you'll see a better distribution of classes... I agree, only rangers have 2s cd class spell - hellish volley... but their strength - spell damage is balanced ... other classes are a bit weak now... Another point, rangers have the same raw sustain of warriors due to both classes having the same hp per level today (15)... to me the only nerf that rangers need is on their hp... reducing from 15 to 10 hp/lvl... to stay between warriors hp (15) and mages hp (5). And warriors need an aggro spell to atract and pull monsters on 4x4 area to close a box around the character... it can improve party hunts also bringing more balance to warriors hunting alone since the are of warriors dmg spells usually covers only 8 tiles around them ... The real issue remains in the number of sqm each class or subclass deals its damage. -> Here are some AoE tile numbers to make that clearer: Pyromancers – 60 tiles (Inferno) Barbarians – 8 tiles (Rage of Fury) and 7 tiles (Shockwave) Paladins – 8 tiles (Cleave) Shamans – 18 tiles (Mortal Melody) and 25 tiles (Hailstorm) Warlocks – 19 tiles (Cross of Annihilation) Rangers – 37 tiles (Hellish Volley) You can see that rangers are okay, just like Pyromancers, since Hellish Volley hits 37 tiles and Marksman and Rogue spells also got some nice improvements in the last balancing changes update. Warlocks, Barbarians, and Shamans could get a small buff in tiles of their AoE spells. Paladin's aggro pulling mobs is a great idea, since their role is to be the tanky class. |
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Methanol Player
Zera
Level 12
Mage
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1 day 2 hours ago (Last edited 2 hours 8 minutes ago)
I think Zezenia has come a long way in recent years, but to give players a more immersive experience, the devs could consider adding subclass promotion options that buff a few select spells, tailored for both PvP and PvM.
This would let players on older servers get small advantages when they buy a promotion, and it would also make the seasons feel more dynamic -- whether on PvP or Non-PvP servers. The idea is that subclass promotions would be optional for players at level range 300 up to 500+ and could be obtained from an NPC using in-game premium cards (for example, 25 to 50 cards), or alternatively paying something like 100-125kk gold to NPC. It would be also a great way to burn more gold in the game. I propose that every promotion modifies only two of the subclass' spells, giving small benefits without making it OP. Besides, each promotion could receive a unique custom outfit, so the player could buy and unlock both of their subclass promotions, gaining access to both outfits and being able to switch between pvp and pvm promotions with temple npcs. Subclass Promotions Ideas [PvM] and [PvP] = Promotion Focus / Barbarian / Berserker [PvM] Rage of Fury: Increase damage of 3 rear tiles from 75% to 100%. Frenzy: Increase HP steal from 3% to 8%. Warchief [PvP] Blind Rush: When the barbarian jumps, add 25% chance to slow all enemies in a 3x3 area for 2s, keeping 20s cooldown. Rage: While the buff is active, auto-attacks have a 33% chance to stun the target, preventing them from casting all damage spells for 3s. / Paladin / Guardian [PvM] Fortification: Add +5% extra HP (10% to 15%). Holy Sword: Increase area from 3x3 to 4x4 tiles around the target, keeping 10s cooldown. Templar [PvP] Shield Slam: Add 33% chance to stun up to 2 nearby PvP enemies around the target (3x3 area). Holy Sword: Switch to single-target, greatly increasing damage and reducing cooldown to 5s. / Rogue / Reaper [PvM] Barbed Arrow: Add to up to 4 nearby monsters around the target (4x4 area) to take only DoT damage from this spell. Belligerent Focus: Increase damage resistance from 4% to 8%. Assassin [PvP] Ruthless Execution: Add 20% chance to fully paralyze the target for 2s, keeping the 20s cooldown and low-health requirement. Vengeance: While this buff active, add a boost on distance skills by 20%, besides the current increase on attack speed. / Marksman / Hawkeye [PvM] Spread Shot: Increase PvM damage by 20%, raising cooldown from 4s to 5s. Critical Continuum: Add 5% HP steal while this buff is active. Sharpshooter [PvP] Taunt: Replace 33% mana steal with 15% dodge debuff on the target for 30s, increasing cooldown from 25s to 5 minutes. Offensive Imminence: Add 5% critical hit boost while this buff is active. / Warlock / Nightbane [PvM] Cross of Annihilation: Increase second wave damage from 25% to 35%. Whirlwind: Enlarge the area to 3x4 tiles, covering 3 tiles in front of the caster and 4 tiles forward. Hexlord [PvP] Cross of Annihilation: Add 33% chance to block all healing spells on all hit PvP targets for 2s. Curse: Increase debuff from 8% to 12%, maintaining 3 minutes debuff duration and 6 minutes cooldown. / Pyromancer / Infernalist [PvM] Fire Shield: Increase damage taken from mana: 12% to 15%. Inferno: Add 50% chance to apply burning status to all hit monsters (5% DoT from main damage, 1 tick/sec for 4s). Hellraiser [PvP] Heatwave: Change to single-target, greatly increasing its damage and cooldown from 2s to 5s, in addition to 50% chance to apply burning status to the target (20% of main damage, 1 tick/sec for 3s). Firewall: Increase size from 5 to 7 tiles (1 extra tile on each edge). / Shaman / Beastmaster [PvM] Mortal Melody: Increase damage by 20%. Beast Call: Increase Varnok’s AoE from Sweeping Swipe area to 3x3 tiles around the summon. Oracle [PvP] Thunderbolt: Add 33% chance to stun the target for 3s, preventing the casting of all damage spells. Party Healing: Add 50% chance to boost the damage of one or more party members (up to the whole party) by 5% for 10s, keeping 15s cooldown. |
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Fuzzy Player
Elysium
Level 10
Warrior
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1 day 2 hours ago
Hello Veeti, Ritari and Lupus Aurelius,
Your players deserve insight into your vision for Zezenia’s future, which is precisely the goal of the Ascendant Gameplay system you introduced, allowing you, in turn, to hear and engage with your community. Many of us truly want to support and invest in the game, whether it is a veteran player who purchases a few premium cards every month or season, or a new player who discovered Zezenia through a friend and felt nostalgic about its classic graphics, both groups share the same expectation: that the game will continue to grow and improve. Players lean to lose interest when it becomes clear that the staff may not have enough time or resources to maintain consistent development. Systems such as PvP may require frequent adjustments, whether minor or major, particularly while the test server is active and players are willing to continuously test new mechanics to help achieve better balance in the game. Before expecting long-term and consistent financial investment from players, it would be important to first offer stronger incentives for both new players and returning veterans. Clear and transparent improvements — fully documented in the changelogs, unlike some past updates where changes were omitted — along with stability in core systems and engaging new content, would automatically encourage the community to support the game more consistently. Certainly with the necessary adjustments to balance the game and placing greater emphasis on player feedback, the community will become significantly more engaged. This increased engagement will naturally lead to greater players aka customers trust and, consequently, a higher level of investment in the game. Players regularly return to Zezenia because they believe in its potential and want to give it another chance. Sadly, many of them leave again when they feel that the core issues remain unchanged. This message is not meant as criticism alone, but as feedback for the future of the game and with the hope of seeing it grow far beyond what it was years ago. Thank you for taking the time to read this! |
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Top Dawg Premium
Pharos
Level 200
Warrior
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6 hours 36 minutes ago
Season 9 is just season 8 with a couple more hardcore spawns, prove me wrong
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