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Bik Player
Elysium
Level 163
Ranger
S4
24
24K
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14 days 4 hours 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. It could be an interesting reward for future seasons. If a player reaches the level required for the main rewards (level 300, 500, or whatever), they could choose between a PvP or PvM parchment for their subclass to boost their spells. |
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Hexecutioner Player
Elysium
Level 101
Mage
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11 days 16 hours ago (Last edited 11 days 16 hours 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. It’s a nice proposal overall; you clearly put a lot of hard work into it, taking into account the game revolves around pvp and some subclasses still need a few pve tweaks, and I agree with both elements, as they are focused on refine pvp gameplay and pve balance. |