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Barbarian
Player

Outfit
Elysium
Level 26
Warrior
9 days 19 hours ago (Last edited 9 days 12 hours ago)

Quoting Darth Krayt:
Overall, all three proposed changes seem great to me:

First Change:
Increase Warriors’ HP from 15 to 20, resulting in 20 HP and 5 Mana
Increase Rangers’ Mana from 5 to 10, resulting in 15 HP and 10 Mana
Increase Mages’ Mana from 10 to 20, resulting in 5 HP and 20 Mana

Second Change:
Remove the damage cap - Sweeping Swipe and Advanced Soul Fire.

Third Change:
Reduce the main-target damage of Barbed Arrow and Arrow Volley, and compensate pvm by increasing damage against more monsters (Arrow Volley) or increasing ticks per second (Barbed Arrow).


First and second suggestions, both very relevant for balancement. Warriors cast compact spells (max 8 SQM - Cleave and RoF) that deal their major damage.

Then, warriors gain of points of health deserve to be increased from rangers, while the unique warrior spell that deals damage on a satisfactory area (12 SQM - Sweeping Swipe) has the damage limited to 500.

If the soft cap is removed and Sweeping Swipe scales with player level and melee skill (Example: A level 500 player with 150 melee = max 650 damage /500 + 150/. A level 1000 player with 200 melee = max 1200 damage /1000 + 200/), Melee skill would be greatly relevant, also rewarding those who have exhaustively trained skill for many years and finally warriors will perform well and be competitive in the late game, taking their place slightly below rangers and mages in XP/hour gain.

Now when it comes to the third suggestion, I think rangers are slightly OP just on DPS affecting more PvP. To be clear, PvE DPS and PvE AOE are okay. The only ''acceptable nerf'' would be a small nerf on the strongest DPS spells from marksmen and rogues, at same time boosting a bit PvE damage, if necessary, as on Arrow Volley.
Kosciuszko
Player

Outfit
Aegis
Level 10
Mage
8 days 16 hours ago (Last edited 8 days 10 hours ago)

After reading the full discussion, I think the main issue is not that ranger is too strong or too weak — it’s that its power is too generic. It performs well in almost every situation without clear conditions, while other classes depend more on specific strengths that don’t always compensate.

Instead of nerfing ranger (which would likely feel bad), a better approach would be to make its strengths more conditional and identity-based, while improving other classes in their own roles.

Here are some simple and realistic ideas that fit an oldschool MMORPG design:

1. Reward Positioning (Core Identity)

- Ranger could deal increased damage based on threat state, +0% to +8% damage boost on auto-attack:

• 0 ~ 2 tiles: 0%
• 3 ~ 5 tiles: +5%
• 6+ tiles: +8%

> If the ranger is not the current target of enemy aggression:
• +6% damage bonus to auto-attack (improving party hunt and PvP scenarios)

> If targeted by enemy:
• -5% damage penalty (soft pressure to reposition)

Both Bonuses (Cap): +14% damage to auto-attacks.


2. Damage Scaling (Ramp-Up Mechanic)

- Attacking the same target increases the damage over time of specific spells, focus on PvP and Boss fights.

> Each consecutive auto-attack on same target: +1% spell damage boost to Dexterous Shot (marksman 1s cd) and Lethal Ambush (rogue 1s casting time) = 1 stack
• Max stacks: 10
• Max bonus: +10% spell damage boost

> Resets all stacks after:
• switching target
• no attack for 3 seconds or more


3. Precision (Consistency System)

- Rewards accuracy and punish misses.

• Each successful hit (auto-attack): +1 “Focus stack”
• Each miss: resets all stacks
• Every 5 stacks:
> +3% critical chance (cap/max = +15% critical chance)


4. Combat Flow (Momentum System)

- This encourages active movement without forcing it.

> If the player is moving + attacking, after at least 3s:
• +10% distance skill bonus (cap/max)

> If standing still for 3s or more:
• bonus removed


5. Functional Mobility instead of RNG Defense

- Create a quick mobility tool, a new dash spell to both subclassess, for spacing - land control.

• Cooldown: 20s

• Effect:
> Dash 3 ~ 4 tiles instantly (clear path required), working as barbarian's Blind Rush, so tiles need to stay unblocked.
> Next attack within 2s gains +15% Critical Hit Boost that adds to character's equipment % of critical hit boost stat.

• Trade-off:
> Cannot gain Focused stacks (referring to Topic 3. that adds % Critical Chance) during dash window (2s)
> So if Ranger uses the dash spell, he'll lose his % Critical Chance - Focus Stacks.

So mobility is tactical, not spammy


6. Balancing Factor

- Burst damage from some of the strongest single-target spells should be reduced.

Lower 20% damage:
• Barbed Arrow - Rogue

Lower 10% damage:
• Arrow Volley - Marksman
• Piercing Shot - Marksman

- As noted by others, one spell is underperforming based on its requirements (high CD + target low-HP) to be used.

Raise 15% damage:
• Ruthless Execution - Rogue


7. Conclusion: Consistent DPS instead of Burst Dominance

- Ranger can remain high DPS, but more stable over time, not explosive like a mage should be.

This preserves class distinction:

[mage = burst / AoE peak]
[ranger = sustained pressure]
[warrior = durability and frontline]


Why this works better than direct buffs/nerfs:

It avoids power creep (no need to just increase numbers everywhere)
It keeps ranger strong, but less “all-purpose”
It allows warrior and mage to be buffed with clear roles, not just stats
It replaces unreliable mechanics (like dodge RNG) with predictable systems

In short:

- Ranger doesn’t need to be weaker — it needs to be more defined. And other classes don’t just need higher numbers — they need stronger identities.

This approach is simpler to implement than a full rework, but still meaningful enough to improve long-term balance.
Lady Hells
Player

Outfit
Elysium
Level 33
Mage
7 days 19 hours ago

Quoting Kosciuszko:
After reading the full discussion, I think the main issue is not that ranger is too strong or too weak — it’s that its power is too generic. It performs well in almost every situation without clear conditions, while other classes depend more on specific strengths that don’t always compensate.

Instead of nerfing ranger (which would likely feel bad), a better approach would be to make its strengths more conditional and identity-based, while improving other classes in their own roles.

Here are some simple and realistic ideas that fit an oldschool MMORPG design:

1. Reward Positioning (Core Identity)

- Ranger could deal increased damage based on threat state, +0% to +8% damage boost on auto-attack:

• 0 ~ 2 tiles: 0%
• 3 ~ 5 tiles: +5%
• 6+ tiles: +8%

> If the ranger is not the current target of enemy aggression:
• +6% damage bonus to auto-attack (improving party hunt and PvP scenarios)

> If targeted by enemy:
• -5% damage penalty (soft pressure to reposition)

Both Bonuses (Cap): +14% damage to auto-attacks.


2. Damage Scaling (Ramp-Up Mechanic)

- Attacking the same target increases the damage over time of specific spells, focus on PvP and Boss fights.

> Each consecutive auto-attack on same target: +1% spell damage boost to Dexterous Shot (marksman 1s cd) and Lethal Ambush (rogue 1s casting time) = 1 stack
• Max stacks: 10
• Max bonus: +10% spell damage boost

> Resets all stacks after:
• switching target
• no attack for 3 seconds or more


3. Precision (Consistency System)

- Rewards accuracy and punish misses.

• Each successful hit (auto-attack): +1 “Focus stack”
• Each miss: resets all stacks
• Every 5 stacks:
> +3% critical chance (cap/max = +15% critical chance)


4. Combat Flow (Momentum System)

- This encourages active movement without forcing it.

> If the player is moving + attacking, after at least 3s:
• +10% distance skill bonus (cap/max)

> If standing still for 3s or more:
• bonus removed


5. Functional Mobility instead of RNG Defense

- Create a quick mobility tool, a new dash spell to both subclassess, for spacing - land control.

• Cooldown: 20s

• Effect:
> Dash 3 ~ 4 tiles instantly (clear path required), working as barbarian's Blind Rush, so tiles need to stay unblocked.
> Next attack within 2s gains +15% Critical Hit Boost that adds to character's equipment % of critical hit boost stat.

• Trade-off:
> Cannot gain Focused stacks (referring to Topic 3. that adds % Critical Chance) during dash window (2s)
> So if Ranger uses the dash spell, he'll lose his % Critical Chance - Focus Stacks.

So mobility is tactical, not spammy


6. Balancing Factor

- Burst damage from some of the strongest single-target spells should be reduced.

Lower 20% damage:
• Barbed Arrow - Rogue

Lower 10% damage:
• Arrow Volley - Marksman
• Piercing Shot - Marksman

- As noted by others, one spell is underperforming based on its requirements (high CD + target low-HP) to be used.

Raise 15% damage:
• Ruthless Execution - Rogue


7. Conclusion: Consistent DPS instead of Burst Dominance

- Ranger can remain high DPS, but more stable over time, not explosive like a mage should be.

This preserves class distinction:

[mage = burst / AoE peak]
[ranger = sustained pressure]
[warrior = durability and frontline]


Why this works better than direct buffs/nerfs:

It avoids power creep (no need to just increase numbers everywhere)
It keeps ranger strong, but less “all-purpose”
It allows warrior and mage to be buffed with clear roles, not just stats
It replaces unreliable mechanics (like dodge RNG) with predictable systems

In short:

- Ranger doesn’t need to be weaker — it needs to be more defined. And other classes don’t just need higher numbers — they need stronger identities.

This approach is simpler to implement than a full rework, but still meaningful enough to improve long-term balance.


Right now ranger almost ignores danger dynamics unless something goes wrong; with this, danger becomes part of the DPS equation, which is something usually reserved for melee classes or tanks.

As it seems, ramp-up + precision systems also solve a long standing issue: consistency vs. volatility. Instead of RNG spikes or frontloaded burst, you’re creating a feedback loop where good play (target focus, accuracy, uptime) translates into measurable gains.

That’s the kind of skill expression that feels fair in PvP and scalable in PvE, especially against bosses where target sticking already matters.

The mobility suggestion is another good call because it avoids the classic trap of giving ranged classes passive defenses (like dodge RNG) that feel awful to play against.

I liked especially the cooldown-based spacing tool with an opportunity cost (losing focus stacks) keeps it from becoming a brainless escape button, which fits way better than modern spam mobility.

Also worth highlighting: the proposed damage nerfs don’t feel punitive because they’re offset by all others gains. That’s usually where balance patches fail, they remove power without redefining how the class operates.

Warrior could lean harder into threat manipulation and damage mitigation windows, mage into resource timing and burst windows instead of everyone just competing on DPS charts with different animations.

This is the kind of system-level-adjustment disguised as small changes that tends to age well. It doesn’t just fix ranger today, it creates hooks for future balancing without needing another overhaul.
Kosciuszko
Player

Outfit
Aegis
Level 10
Mage
6 days 20 hours ago

Right now, warrior tends to feel:

I) Too stat-dependent (just gear + HP)
II) Lacking active decision-making
III) Strong defensively, but not always impactful or expressive

So instead of just buffing numbers, make warrior feel like a true frontline controller, with presence, pressure, and commitment based on its gameplay.

Ideas.:

1. Threat Control as a Real Mechanic (Paladin)

- Introduce a “Threat State” system, creating a passive spell, that works for PvP and PvE fights

• Low CD, e.g. 30s
• Forces the target to attack Paladin for 10s

Applies debuff:
• Target deals -5% damage to others
• Target deals +10% damage to Paladin

This creates meaningful tanking decisions, not just soaking damage

Bonus:

If Paladin is the current target of 5+ enemies:
• +5% damage reduction
• +5% healing from himself/auto-heal, shamans and other paladins

This encourages proper frontline positioning in PvE and PvP


2. Barbarian: Commitment-Based Damage (Risk/Reward)

- Add a new passive spell, which Barbarian gains damage by committing to fights, so each consecutive hit/auto-attack on same target:

• +2% base damage on auto-attack = 1 stack
• Max 10 stacks = +20% base damage on auto-attack

Lose all stacks if:
• Stops attacking for 3s or more
• Switches target

Trade-off:
• At max stacks (10):
• Takes +10% damage from the target

This creates:
I) High-risk duelist identity
II) Strong vs single targets
III) Vulnerable in chaotic fights


3. Heavy Hit (Weight System) - Paladin and Barbarian


- Add a new special stat to melee weapons, similar to Areal Arrow on ranger weapons. This stat should be exclusive to legendary items and capped at 20% chance.


Heavy Hit effects:
• Heals 5% from max HP
• Small cleave (1-tile radius), eg.:

[X] [X] [X]
[X] [T] [X]
[X] [X] [X]

T = main target
X = tiles affected by cleave

This makes combat feel chunky and more satisfying.


In short:

[Paladin = control + protection + stability]
[Barbarian = commitment + pressure + risk/reward]

Make the player feel like their decisions in positioning, timing and commitment actually matter.
Ron
Premium

Outfit
Elysium
Level 387
Warrior
S4
24
25
24K
6 days 17 hours ago

Quoting Kosciuszko:
Right now, warrior tends to feel:

I) Too stat-dependent (just gear + HP)
II) Lacking active decision-making
III) Strong defensively, but not always impactful or expressive

So instead of just buffing numbers, make warrior feel like a true frontline controller, with presence, pressure, and commitment based on its gameplay.

Ideas.:

1. Threat Control as a Real Mechanic (Paladin)

- Introduce a “Threat State” system, creating a passive spell, that works for PvP and PvE fights

• Low CD, e.g. 30s
• Forces the target to attack Paladin for 10s

Applies debuff:
• Target deals -5% damage to others
• Target deals +10% damage to Paladin

This creates meaningful tanking decisions, not just soaking damage

Bonus:

If Paladin is the current target of 5+ enemies:
• +5% damage reduction
• +5% healing from himself/auto-heal, shamans and other paladins

This encourages proper frontline positioning in PvE and PvP


2. Barbarian: Commitment-Based Damage (Risk/Reward)

- Add a new passive spell, which Barbarian gains damage by committing to fights, so each consecutive hit/auto-attack on same target:

• +2% base damage on auto-attack = 1 stack
• Max 10 stacks = +20% base damage on auto-attack

Lose all stacks if:
• Stops attacking for 3s or more
• Switches target

Trade-off:
• At max stacks (10):
• Takes +10% damage from the target

This creates:
I) High-risk duelist identity
II) Strong vs single targets
III) Vulnerable in chaotic fights


3. Heavy Hit (Weight System) - Paladin and Barbarian


- Add a new special stat to melee weapons, similar to Areal Arrow on ranger weapons. This stat should be exclusive to legendary items and capped at 20% chance.


Heavy Hit effects:
• Heals 5% from max HP
• Small cleave (1-tile radius), eg.:

[X] [X] [X]
[X] [T] [X]
[X] [X] [X]

T = main target
X = tiles affected by cleave

This makes combat feel chunky and more satisfying.


In short:

[Paladin = control + protection + stability]
[Barbarian = commitment + pressure + risk/reward]

Make the player feel like their decisions in positioning, timing and commitment actually matter.


You're thinking outside the box and that's exactly what we need to make Zezenia even better. Warriors feel like a very static class. They deserve depth through subclass mechanics and scaling with combat duration, since now they tend to feel a bit too linear and predictable in how they play out. I’d also suggest removing the cap on Sweeping Swipe.
Methanol
Player

Outfit
Zera
Level 12
Mage
5 days 16 hours ago

Quoting Kosciuszko:
Right now, warrior tends to feel:

I) Too stat-dependent (just gear + HP)
II) Lacking active decision-making
III) Strong defensively, but not always impactful or expressive

So instead of just buffing numbers, make warrior feel like a true frontline controller, with presence, pressure, and commitment based on its gameplay.

Ideas.:

1. Threat Control as a Real Mechanic (Paladin)

- Introduce a “Threat State” system, creating a passive spell, that works for PvP and PvE fights

• Low CD, e.g. 30s
• Forces the target to attack Paladin for 10s

Applies debuff:
• Target deals -5% damage to others
• Target deals +10% damage to Paladin

This creates meaningful tanking decisions, not just soaking damage

Bonus:

If Paladin is the current target of 5+ enemies:
• +5% damage reduction
• +5% healing from himself/auto-heal, shamans and other paladins

This encourages proper frontline positioning in PvE and PvP


2. Barbarian: Commitment-Based Damage (Risk/Reward)

- Add a new passive spell, which Barbarian gains damage by committing to fights, so each consecutive hit/auto-attack on same target:

• +2% base damage on auto-attack = 1 stack
• Max 10 stacks = +20% base damage on auto-attack

Lose all stacks if:
• Stops attacking for 3s or more
• Switches target

Trade-off:
• At max stacks (10):
• Takes +10% damage from the target

This creates:
I) High-risk duelist identity
II) Strong vs single targets
III) Vulnerable in chaotic fights


3. Heavy Hit (Weight System) - Paladin and Barbarian


- Add a new special stat to melee weapons, similar to Areal Arrow on ranger weapons. This stat should be exclusive to legendary items and capped at 20% chance.


Heavy Hit effects:
• Heals 5% from max HP
• Small cleave (1-tile radius), eg.:

[X] [X] [X]
[X] [T] [X]
[X] [X] [X]

T = main target
X = tiles affected by cleave

This makes combat feel chunky and more satisfying.


In short:

[Paladin = control + protection + stability]
[Barbarian = commitment + pressure + risk/reward]

Make the player feel like their decisions in positioning, timing and commitment actually matter.


Cool ideas . . . warriors were left behind the others in exp .. at least someone is using a brain to suggest something new!
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