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Top Dawg
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Pharos
Level 200
Warrior
8 hours 9 minutes ago (Last edited 8 hours 4 minutes ago)

Quoting Methanol:
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% → 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.


The idea is good just a matter of laziness in the development team, you writing this is more effort than they made all year unfortunately. I even posted an issue with my account on the discord support and it took a whole 7 days to get a response while they should be most active during a new server launch
Millasz
Premium

Outfit
Aegis
Level 344
Warrior
7 hours 40 minutes ago

Warlock:

Restore the old damage of Cross.

Add a new spell similar to Cross, with slightly lower damage, comparable to Whirlwind.

Currently, high-level Warlocks have the worst XP per hour among all vocations (except Paladins).

The main issue is the lack of life steal and damage , aside from Cross, Warlock has nothing left.

It’s also the worst mage in terms of tanking ability.

Shaman:

Increase the damage of Melody (the damage is still too low).

Create a new spell similar to Melody, with damage comparable to the new Melody.


Marksman:

Spread Shot: should not cause paralyze on party members.

Taunt: a completely useless spell (it cannot be used while raise). I don’t have a clear idea for improvement, but it needs to be changed.

Rogue:

Nerf on Short Escape: 15 seconds is too much.

Traps: add an option to place traps at your feet (this would greatly increase XP per hour).

Barbarian:

Shockwave: should hit all creatures inside the box.

Overall / General:

Improve the party system.

Add new, very strong hunts for party hunting, so that players return to playing certain classes, like Paladin and Shaman, on fixed servers. Currently, when seasonals end, everyone stops playing because group hunting doesn’t make sense.

Add a daily boss to be done in a team, to earn more Zezenia Ore.

Make it difficult and appear every 10 days, so it doesn’t become too easy to obtain Zezenia Ore.

Allow Great Gauntlets of Glory to be enchantable.

I’d like to suggest adding a new Critical Armor to the game, because after the Elite Armor lost its base critical chance, there’s currently no armor with critical bonus available.

Increase the Areal Arrow , 15% is too low
Gelik Cuida
Premium

Outfit
Pharos
Level 10
Mage
7 hours 27 minutes ago

Quoting Millasz:
Warlock:

Restore the old damage of Cross.

Add a new spell similar to Cross, with slightly lower damage, comparable to Whirlwind.

Currently, high-level Warlocks have the worst XP per hour among all vocations (except Paladins).

The main issue is the lack of life steal and damage , aside from Cross, Warlock has nothing left.

It’s also the worst mage in terms of tanking ability.

Shaman:

Increase the damage of Melody (the damage is still too low).

Create a new spell similar to Melody, with damage comparable to the new Melody.


Marksman:

Spread Shot: should not cause paralyze on party members.

Taunt: a completely useless spell (it cannot be used while raise). I don’t have a clear idea for improvement, but it needs to be changed.

Rogue:

Nerf on Short Escape: 15 seconds is too much.

Traps: add an option to place traps at your feet (this would greatly increase XP per hour).

Barbarian:

Shockwave: should hit all creatures inside the box.

Overall / General:

Improve the party system.

Add new, very strong hunts for party hunting, so that players return to playing certain classes, like Paladin and Shaman, on fixed servers. Currently, when seasonals end, everyone stops playing because group hunting doesn’t make sense.

Add a daily boss to be done in a team, to earn more Zezenia Ore.

Make it difficult and appear every 10 days, so it doesn’t become too easy to obtain Zezenia Ore.

Allow Great Gauntlets of Glory to be enchantable.

I’d like to suggest adding a new Critical Armor to the game, because after the Elite Armor lost its base critical chance, there’s currently no armor with critical bonus available.

Increase the Areal Arrow , 15% is too low


Agree in both of those last post. but especially this is a great balance
Darth Krayt
Player

Outfit
Ares
Level 10
Mage
6 hours 29 minutes ago (Last edited 6 hours 2 minutes ago)

From my point of view, there are a few changes the staff should take into account to achieve better class balance:

Aggro spells for both Warrior subclasses - A way to improve party hunts and increase warriors’ solo EXP/hour, since warriors’ AoE damage spells have a very smaller area in comparison to mages and rangers AoE damage spells.

If possible, ideally the spell would pull nearby monsters toward the warrior within a 5x5 sqm area, moving them to one of the 8 tiles around the character, only to free tiles, so the warrior doesn’t stack more than 8 monsters around them.

Using that kind of spell, a warrior can really improve their EXP gain and get closer to mages’ and rangers’ EXP, since the meta from mid to late game is all about constantly running, dashing, and hitting mobs. The meta usually favors mages and rangers, while warriors tend to fall behind, but this aggro mechanic can help compensate for the limitations, like the size of warriors spell.

Tiles that are blocked at the moment the spell is cast will not receive monsters. Obviously, this aggro-taunt spell shouldn't deal any damage. Cooldown could be 25 seconds up to 40 seconds to be useful in hunts.

-> The GIF shows how monsters can be pulled toward the warrior using aggro spells. <-


Zezenia Online Forum Screenshot



Warlocks - Increase their Cross of Annihilation's second wave from currently 25% to around 75% damage only at PvE.


Mages and Rangers - Base MP and HP distribution


• Mage's mana points could be increased from 10 to 15/level.


• Ranger's health points could be reduced from 15 to 10/level, while mana points raised from 5 to 10/level. Rangers shouldn't have the same health points than warriors. Then, to counterbalance the ranger's loss of 33% health points:- Marksman's Buff -> Offensive Imminence and Rogue's Buff -> Belligerent Focus could receive extra 5% dodge.
Bardledo
Premium

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Elysium
Level 151
Mage
5 hours 51 minutes ago (Last edited 5 hours 30 minutes ago)

Quoting Millasz:
Warlock:

Restore the old damage of Cross.

Add a new spell similar to Cross, with slightly lower damage, comparable to Whirlwind.

Currently, high-level Warlocks have the worst XP per hour among all vocations (except Paladins).

The main issue is the lack of life steal and damage , aside from Cross, Warlock has nothing left.

It’s also the worst mage in terms of tanking ability.

Shaman:

Increase the damage of Melody (the damage is still too low).

Create a new spell similar to Melody, with damage comparable to the new Melody.


Marksman:

Spread Shot: should not cause paralyze on party members.

Taunt: a completely useless spell (it cannot be used while raise). I don’t have a clear idea for improvement, but it needs to be changed.

Rogue:

Nerf on Short Escape: 15 seconds is too much.

Traps: add an option to place traps at your feet (this would greatly increase XP per hour).

Barbarian:

Shockwave: should hit all creatures inside the box.

Overall / General:

Improve the party system.

Add new, very strong hunts for party hunting, so that players return to playing certain classes, like Paladin and Shaman, on fixed servers. Currently, when seasonals end, everyone stops playing because group hunting doesn’t make sense.

Add a daily boss to be done in a team, to earn more Zezenia Ore.

Make it difficult and appear every 10 days, so it doesn’t become too easy to obtain Zezenia Ore.

Allow Great Gauntlets of Glory to be enchantable.

I’d like to suggest adding a new Critical Armor to the game, because after the Elite Armor lost its base critical chance, there’s currently no armor with critical bonus available.

Increase the Areal Arrow , 15% is too low



If you think warlocks are at a lower exp rate than Barbarian or Shaman solo, you're doing something very wrong on the Warlock.

There are a lot of problems with balance currently and I've provided data up to level 1000 (max on the test server) but the staff are fully AFK.
Millasz
Premium

Outfit
Aegis
Level 344
Warrior
4 hours 58 minutes ago

Quoting Bardledo:
Quoting Millasz:
Warlock:

Restore the old damage of Cross.

Add a new spell similar to Cross, with slightly lower damage, comparable to Whirlwind.

Currently, high-level Warlocks have the worst XP per hour among all vocations (except Paladins).

The main issue is the lack of life steal and damage , aside from Cross, Warlock has nothing left.

It’s also the worst mage in terms of tanking ability.

Shaman:

Increase the damage of Melody (the damage is still too low).

Create a new spell similar to Melody, with damage comparable to the new Melody.


Marksman:

Spread Shot: should not cause paralyze on party members.

Taunt: a completely useless spell (it cannot be used while raise). I don’t have a clear idea for improvement, but it needs to be changed.

Rogue:

Nerf on Short Escape: 15 seconds is too much.

Traps: add an option to place traps at your feet (this would greatly increase XP per hour).

Barbarian:

Shockwave: should hit all creatures inside the box.

Overall / General:

Improve the party system.

Add new, very strong hunts for party hunting, so that players return to playing certain classes, like Paladin and Shaman, on fixed servers. Currently, when seasonals end, everyone stops playing because group hunting doesn’t make sense.

Add a daily boss to be done in a team, to earn more Zezenia Ore.

Make it difficult and appear every 10 days, so it doesn’t become too easy to obtain Zezenia Ore.

Allow Great Gauntlets of Glory to be enchantable.

I’d like to suggest adding a new Critical Armor to the game, because after the Elite Armor lost its base critical chance, there’s currently no armor with critical bonus available.

Increase the Areal Arrow , 15% is too low



If you think warlocks are at a lower exp rate than Barbarian or Shaman solo, you're doing something very wrong on the Warlock.

There are a lot of problems with balance currently and I've provided data up to level 1000 (max on the test server) but the staff are fully AFK.



Shaman full set is much better than Warlock.

Me and my friends tested it with high-level Pharos characters. They were all above level 1000.

After the nerf some time ago, high-level Warlocks don’t hunt like they used to anymore.
Millasz
Premium

Outfit
Aegis
Level 344
Warrior
4 hours 54 minutes ago

The staff is really AFK when it comes to important things.… but look at what the owner has been doing, changing small things like letters, Iron Born (everyone already knew it was going to be bad, except him).

We haven’t had a new map for months, maybe even a year.

There was a guy who used to make maps, I don’t know if I can say his name, but he was doing a great job, and he got removed.

Unfortunately, Ritari still seems to think we’re in 2015. His mindset is still from when he used to play back then.

I’m not trying to offend anyone, it’s just my opinion.
Explosive
Player

Outfit
Elysium
Level 102
Mage
3 hours 31 minutes ago

Quoting Methanol:
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.



I really liked what you wrote. You must have spent a lot of time thinking about the spells and changes. Good proposals for Zezenia’s PvP are essential, as they are the main reason to keep the game alive.
Gelik Cuida
Premium

Outfit
Pharos
Level 10
Mage
3 hours ago

Quoting Bardledo:
Quoting Millasz:
Warlock:

Restore the old damage of Cross.

Add a new spell similar to Cross, with slightly lower damage, comparable to Whirlwind.

Currently, high-level Warlocks have the worst XP per hour among all vocations (except Paladins).

The main issue is the lack of life steal and damage , aside from Cross, Warlock has nothing left.

It’s also the worst mage in terms of tanking ability.

Shaman:

Increase the damage of Melody (the damage is still too low).

Create a new spell similar to Melody, with damage comparable to the new Melody.


Marksman:

Spread Shot: should not cause paralyze on party members.

Taunt: a completely useless spell (it cannot be used while raise). I don’t have a clear idea for improvement, but it needs to be changed.

Rogue:

Nerf on Short Escape: 15 seconds is too much.

Traps: add an option to place traps at your feet (this would greatly increase XP per hour).

Barbarian:

Shockwave: should hit all creatures inside the box.

Overall / General:

Improve the party system.

Add new, very strong hunts for party hunting, so that players return to playing certain classes, like Paladin and Shaman, on fixed servers. Currently, when seasonals end, everyone stops playing because group hunting doesn’t make sense.

Add a daily boss to be done in a team, to earn more Zezenia Ore.

Make it difficult and appear every 10 days, so it doesn’t become too easy to obtain Zezenia Ore.

Allow Great Gauntlets of Glory to be enchantable.

I’d like to suggest adding a new Critical Armor to the game, because after the Elite Armor lost its base critical chance, there’s currently no armor with critical bonus available.

Increase the Areal Arrow , 15% is too low



If you think warlocks are at a lower exp rate than Barbarian or Shaman solo, you're doing something very wrong on the Warlock.

There are a lot of problems with balance currently and I've provided data up to level 1000 (max on the test server) but the staff are fully AFK.


Bro, lvl 1000 isnt high lvl anymore.
Ppl thinking they know the game testing things on lvl 1k.

man, shamam is more powerfull in end game.
Warlock is complete useless lvl 1k+
Bardledo
Premium

Outfit
Elysium
Level 151
Mage
2 hours 4 minutes ago

Quoting Gelik Cuida:
Quoting Bardledo:
Quoting Millasz:
Warlock:

Restore the old damage of Cross.

Add a new spell similar to Cross, with slightly lower damage, comparable to Whirlwind.

Currently, high-level Warlocks have the worst XP per hour among all vocations (except Paladins).

The main issue is the lack of life steal and damage , aside from Cross, Warlock has nothing left.

It’s also the worst mage in terms of tanking ability.

Shaman:

Increase the damage of Melody (the damage is still too low).

Create a new spell similar to Melody, with damage comparable to the new Melody.


Marksman:

Spread Shot: should not cause paralyze on party members.

Taunt: a completely useless spell (it cannot be used while raise). I don’t have a clear idea for improvement, but it needs to be changed.

Rogue:

Nerf on Short Escape: 15 seconds is too much.

Traps: add an option to place traps at your feet (this would greatly increase XP per hour).

Barbarian:

Shockwave: should hit all creatures inside the box.

Overall / General:

Improve the party system.

Add new, very strong hunts for party hunting, so that players return to playing certain classes, like Paladin and Shaman, on fixed servers. Currently, when seasonals end, everyone stops playing because group hunting doesn’t make sense.

Add a daily boss to be done in a team, to earn more Zezenia Ore.

Make it difficult and appear every 10 days, so it doesn’t become too easy to obtain Zezenia Ore.

Allow Great Gauntlets of Glory to be enchantable.

I’d like to suggest adding a new Critical Armor to the game, because after the Elite Armor lost its base critical chance, there’s currently no armor with critical bonus available.

Increase the Areal Arrow , 15% is too low



If you think warlocks are at a lower exp rate than Barbarian or Shaman solo, you're doing something very wrong on the Warlock.

There are a lot of problems with balance currently and I've provided data up to level 1000 (max on the test server) but the staff are fully AFK.


Bro, lvl 1000 isnt high lvl anymore.
Ppl thinking they know the game testing things on lvl 1k.

man, shamam is more powerfull in end game.
Warlock is complete useless lvl 1k+


When they change on the test server I will test, I cannot see them taking over due to the linear scaling.
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