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Aegislash
Player

Outfit
Aegis
Level 10
Ranger
20 days 20 hours ago (Last edited 20 days 20 hours ago)

Something that has been discussed by Zezenia players for years is the issue of rangers having the same HP as warriors.

Rangers are too strong when they are supposed to sit between mages and warriors, dealing more AoE damage than warriors while being more vulnerable to death, yet still more durable than mages despite having weaker AoE damage in comparison to mages.

In addition to having greater AoE damage than warriors, rangers should have HP values between the other two classes (warriors and mages) to better reflect their role and overall balance in the game.

HP and MP distribution could be adjusted as follows:

Mage { 5 HP / 15 MP }
Increase mana gain: +10 -> +15 per level

Ranger { 10 HP / 10 MP }
Increase mana gain: +5 -> +10 per level
Reduce health gain: +15 -> +10 per level

Warrior { 15 HP / 5 MP }
Keep current values

In MMORPGs, rangers typically rely on agility, awareness, and mobility to survive in combat. Instead of wearing heavy armor like warriors, they depend on quick reflexes and positioning to avoid enemy attacks.

Their combat style focuses on striking from a distance while evading danger, rather than absorbing damage like mages or tanking like warriors with high HP. Dodge is a core aspect of the ranger class.

With the recent introduction of the dodge attribute in Zezenia, classes can now be further differentiated: warriors can retain higher HP and stronger baseline survivability, while rangers can adopt a more fragile playstyle centered around evasion.

To partially compensate for the proposed 33% reduction in ranger's HP, rangers dodge cap could be increased to 30% instead of the current 25%, or an additional 5% dodge could be added to both ranger buffs: Offensive Imminence (Marksman) and Belligerent Focus (Rogue).

This approach would rely partly on luck, but it would also make gameplay more fluid, dynamic and engaging.
Explosive
Player

Outfit
Elysium
Level 102
Mage
20 days 16 hours ago

It sounds fair enough to me.
Ihu Megazord
Player

Outfit
Pharos
Level 1844
Ranger
24
25
20 days 16 hours ago

Quoting Aegislash:
Something that has been discussed by Zezenia players for years is the issue of rangers having the same HP as warriors.

Rangers are too strong when they are supposed to sit between mages and warriors, dealing more AoE damage than warriors while being more vulnerable to death, yet still more durable than mages despite having weaker AoE damage in comparison to mages.

In addition to having greater AoE damage than warriors, rangers should have HP values between the other two classes (warriors and mages) to better reflect their role and overall balance in the game.

HP and MP distribution could be adjusted as follows:

Mage { 5 HP / 15 MP }
Increase mana gain: +10 -> +15 per level

Ranger { 10 HP / 10 MP }
Increase mana gain: +5 -> +10 per level
Reduce health gain: +15 -> +10 per level

Warrior { 15 HP / 5 MP }
Keep current values

In MMORPGs, rangers typically rely on agility, awareness, and mobility to survive in combat. Instead of wearing heavy armor like warriors, they depend on quick reflexes and positioning to avoid enemy attacks.

Their combat style focuses on striking from a distance while evading danger, rather than absorbing damage like mages or tanking like warriors with high HP. Dodge is a core aspect of the ranger class.

With the recent introduction of the dodge attribute in Zezenia, classes can now be further differentiated: warriors can retain higher HP and stronger baseline survivability, while rangers can adopt a more fragile playstyle centered around evasion.

To partially compensate for the proposed 33% reduction in ranger's HP, rangers dodge cap could be increased to 30% instead of the current 25%, or an additional 5% dodge could be added to both ranger buffs: Offensive Imminence (Marksman) and Belligerent Focus (Rogue).

This approach would rely partly on luck, but it would also make gameplay more fluid, dynamic and engaging.


Reducing 33% of HP, and increase 20% dodge cap? (25 -> 30%) ? I think this isnt fair...
If you reduce 33% of hp, why dont increase 33% of doge cap? (25 -> 33) ?

Both buffs: +8% dodge.
Markzman
Player

Outfit
Elysium
Level 10
Ranger
20 days 15 hours ago

Indeed. Adding dodge % to both ranger subclass buffs, starting at 5% and scaling up to a maximum of 8%, based on ranger's level and magic level, in exchange for losing 33% of health points, seems reasonable.
~~~
Rangers have the highest DPS in the game and their HP pool is equal to warriors, so switching part of their health points for dodge would make more sense for them. This is simply a defensive redistribution to improve their playstyle. ~~
Norzan
Player

Outfit
Pharos
Level 21
Mage
19 days 22 hours ago

Talking only about damage, the 2 ranger subclasses are well balanced right now. However, when it comes to raw defense, i must agree that rangers should have less hp, compensated by a higher dodge percentage, as previously suggested, or something else. . .

What makes rangers fun to play is their mobility, dashing and kiting, being able to deal damage while staying on the move. In terms of balacing, rangers should have a small but fair durability advantage over mages, but significantly less tankiness than warriors, since warriors have a much more limited auto attack and spells range.

All classes should offer a fair trade-off, I mean... mages should be the strongest but the most fragile by far, warriors should be very tank but have limited range on their spells, just like it's working today, and rangers should stay in the middle, dealing more damage than warriors but slightly less than mages, while having a lower survival capacity, consequently less hp than warriors.
I Can Hit
Premium

Outfit
Aegis
Level 720
Mage
19 days 21 hours ago (Last edited 19 days 21 hours ago)

I don't think you lot know how OP dodge as a stat is.
Rangers can already completely negate X amount of damage every 4 hits.

Rangers are by far the most overpowered vocation in PVP and PVE.
King Cevarosky
Premium

Outfit
Elysium
Level 886
Ranger
S8
S6
24
25
39K
19 days 20 hours ago

It makes perfect sense to lower the ranger's HP and restore the ranger's dodge. When the test server was open, I did several tests with the Vanguard set (focused on Dodge) and with another set focused on MR and PR. And I found that the Vanguard set is currently useless. It makes no sense that a set designed for rangers is ineffective. This topic deserves the full attention of the game's administration.
Quoting Aegislash:
Something that has been discussed by Zezenia players for years is the issue of rangers having the same HP as warriors.

Rangers are too strong when they are supposed to sit between mages and warriors, dealing more AoE damage than warriors while being more vulnerable to death, yet still more durable than mages despite having weaker AoE damage in comparison to mages.

In addition to having greater AoE damage than warriors, rangers should have HP values between the other two classes (warriors and mages) to better reflect their role and overall balance in the game.

HP and MP distribution could be adjusted as follows:

Mage { 5 HP / 15 MP }
Increase mana gain: +10 -> +15 per level

Ranger { 10 HP / 10 MP }
Increase mana gain: +5 -> +10 per level
Reduce health gain: +15 -> +10 per level

Warrior { 15 HP / 5 MP }
Keep current values

In MMORPGs, rangers typically rely on agility, awareness, and mobility to survive in combat. Instead of wearing heavy armor like warriors, they depend on quick reflexes and positioning to avoid enemy attacks.

Their combat style focuses on striking from a distance while evading danger, rather than absorbing damage like mages or tanking like warriors with high HP. Dodge is a core aspect of the ranger class.

With the recent introduction of the dodge attribute in Zezenia, classes can now be further differentiated: warriors can retain higher HP and stronger baseline survivability, while rangers can adopt a more fragile playstyle centered around evasion.

To partially compensate for the proposed 33% reduction in ranger's HP, rangers dodge cap could be increased to 30% instead of the current 25%, or an additional 5% dodge could be added to both ranger buffs: Offensive Imminence (Marksman) and Belligerent Focus (Rogue).

This approach would rely partly on luck, but it would also make gameplay more fluid, dynamic and engaging.
Radiant Light
Premium

Outfit
Pharos
Level 144
Warrior
24
25
4K
19 days 7 hours ago (Last edited 19 days 7 hours ago)

I think it is a good idea, it would not effect too much and it does make sense. A ranger is basically as tanky as a warrior(barbarian), can even argue rogues are tankier with traps,meditation and their dmg reduction buff in certain situations.
Ron
Premium

Outfit
Elysium
Level 387
Warrior
S4
24
25
24K
18 days 18 hours ago

I get the concern about dodge being strong because it really is one of the most valuable defensive stats since it completely negates physical and magical damage instead of just reducing it. But I think that’s exactly why this proposal is coherent.

As I understand it, this isn’t just a straight buff to rangers. It’s an exchange = +8% dodge (25% to 33%) in exchange for -33% HP (15 to 10 per level). So the idea is not to make rangers tankier, but to shift their survivability from a larger HP pool into a small buff to dodge. A build focusing on “avoidance gameplay” rather than “pure tankiness”.

Right now rangers can stack both, the highest HP (similar to warriors) and a high dodge cap (easily 20-23% at high defending skill using full enchanted equipment), which makes them feel safe in almost every situation. This change would force a clearer identity: either you rely on avoiding damage (dodge + MR) or you rely on absorbing it (MR + PR) but not both at high levels.

Another relevant point: the HP loss (-33%) is not a small reduction, it's quite significant and should not be underestimated. Losing a third of HP scaling makes rangers much more punishable by burst, unavoidable and coordinated damage in PvP, especially against mages combos. In short, that’s right, dodge is powerful, but it’s also RNG-based and inconsistent compared to a “guaranteed” HP.

Certainly, rangers became stronger after the last balancing update, but as I see it, this proposal isn’t about making them tankier, it’s about giving them a clearer “risk-reward” identity instead of sharing the same baseline survivability combination as warriors (15 HP/level and 25% dodge cap).
Hexecutioner
Player

Outfit
Elysium
Level 101
Mage
17 days 18 hours ago (Last edited 17 days 14 hours ago)

Its justified; cuz rangers inflict the best single target dmg p. sec particularly with critical hit boost set; Mages have the best areal spells dimension; Warriors, despite being the most defensive class, cause damage in more limited areas; Thats why Rangers n Warriors must have different sustain mechanics, not both based on health pts;
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