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Pharos
Level 198
Mage
S5
18K
24 days 16 hours ago

Good evening everyone, how are you all doing? Could you reconsider removing the cap on Advanced Soulfire and Sweeping Swipe? I believe this would increase the number of mages and warriors!
I Can Hit
Premium

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Aegis
Level 720
Mage
23 days 22 hours ago

I agree with that!
To Triste
Player

Outfit
Pharos
Level 217
Mage
S3
6K
19 days 50 minutes ago

For shamans and warlocks, hunts are based on 2 skills: 1 class spell (cross/hailstorm) and advanced soul fire, trying to maximize damage to monsters. Limiting this damage creates a certain difference compared to other classes, or even to the pyromancer. Rangers, like marksmen, have several strong cycle spells, and the pyro has a complete area combo, which puts the shaman/warlock at a disadvantage, even though the warlock still has a small buff due to the talent.

Readjusting this could help mages regain a good presence on the servers, which are now dominated by rangers, who have much more damage and can withstand monsters much more easily.

Note: Perhaps reevaluating the mage class buffs might be a good idea in the current game situation, not based on level 1800 characters, but on the gameplay experience on the current seasonal servers, focused on levels 0 to 500+.
I Can Hit
Premium

Outfit
Aegis
Level 720
Mage
18 days 22 hours ago (Last edited 18 days 22 hours ago)

Just tested, the final talent of the Warlock Immolation does not increase advanced soulfire damage at all.
Shadow Bagunceiro
Player

Outfit
Pharos
Level 210
Ranger
18 days 20 hours ago

We’ve been asking for this for years and are always ignored.
Have you noticed something? When the topic is improving the game, none of our enemies want to make it better for everyone.

The enemy has always been , you know who.
Warrior Money
Player

Outfit
Pharos
Level 20
Warrior
18 days 14 hours ago

It's easier to create an advancement subclass called Soul Magic that has access to all the magic of the 3 subclasses so people can modify their fighting style for PvP and their hunting style
Methanol
Player

Outfit
Zera
Level 12
Mage
18 days 13 hours ago (Last edited 18 days 13 hours 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 the damage and reducing cooldown from 10s to 6s.

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 skill 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.

-X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X--X-

Another option::- It could be an interesting reward for future seasons. If the player reaches the level required for the main rewards (level 300, 500, or whatever), they could choose between a PvP or PvM parchment/scroll for their subclass to boost their spells.
Rokkekrollek
Premium

Outfit
Pharos
Level 762
Warrior
S8
24
44K
18 days 12 hours ago

Making sweeping swipe better would been awesome actually..
Paladin
Player

Outfit
Elysium
Level 10
Warrior
18 days 11 hours ago

That's right. Sweeping Swipe and Advanced Soul Fire damage cap needs to be removed.

Maybe the formulas should be changed so that the damage does not scale too much at higher levels? But at least these spells should have some damage progression.

Considering that both warrior subclasses have small AoE spells - only 8 SQM - to deal their main damage, warriors deserve to have some AoE damage progression through sweeping swipe, even if it is lower than that of other classes in the game, because at higher levels, even though warriors have great defense, their damage falls a lot behind due to the minor size (small SQM number) of their AoE spells.

Now, regarding the mages, specifically warlocks and shamans, are the mages most disadvantaged due to the small range of their AoE spells in relation to pyromancers. Pyromancers – 60 tiles (Inferno); Shamans – 18 tiles (Mortal Melody) and 25 tiles (Hailstorm); Warlocks – 19 tiles (Cross of Annihilation).