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Maverick Sorcerer
Player

Outfit
Elysium
Level 56
Mage
1 day 2 hours ago (Last edited 1 day 26 minutes ago)

Zezenia Online Forum Screenshot



Zezenia Online Forum Screenshot



Recently, rangers have become excellent in both PvE and PvP — something that has never happened before in Zezenia — especially Marksmen, because in addition to gaining the same amount of HP per level as Warriors, they have now AoE auto-attacks (Ricochets and Areal Arrow) and a 2 sec AoE spell (Hellish Volley) with an area of effect comparable to Mage spells — to not mention their own subclasses AoE spells —, they're also excellent in PvP thanks to their high critical chance and critical damage bonuses, and both Ranger subclasses have access to a wide variety of debuffs and disable spells.

However, there's no point in nerfing subclasses that are already in a good spot, like Pyromancers, Rogues and Marksmen, but subclasses that are less effective outside of PvP, such as Warlocks, and subclasses like Barbarians, which have little or no viability in PvP or in late game PvE, should be buffed.

HP and MP scaling should be revisited to better match each class's intended gameplay.

!.! Warriors > 20 HP - 5 MP per level {increase HP scaling from 15 to 20}
!.! Rangers > 15 HP - 10 MP per level {increase MP scaling from 5 to 10)
!.! Mages > 10 HP - 15 MP per level {increase HP from 5 to 10 and MP from 10 to 15}

The current distributions could be refined to provide Warriors with greater durability, Rangers with more resource flexibility and Mages with a healthier balance between survivability and spell usage.

The goal is to improve class balance and progression, improving class identity and overall balance and ensuring that every vocation receives a more appropriate resource distribution.

Furthermore, the PvP mechanic called "Mages' natural resistance" should be changed, maybe even removed if mages HP per level be increased to 10, as it makes mages far too resistant to magical damage in the late game (at high levels).
Norzan
Player

Outfit
Pharos
Level 21
Mage
22 hours 22 minutes ago (Last edited 21 hours 56 minutes ago)

Quoting Maverick Sorcerer:
Zezenia Online Forum Screenshot



Zezenia Online Forum Screenshot



Recently, rangers have become excellent in both PvE and PvP — something that has never happened before in Zezenia — especially Marksmen, because in addition to gaining the same amount of HP per level as Warriors, they have now AoE auto-attacks (Ricochets and Areal Arrow) and a 2 sec AoE spell (Hellish Volley) with an area of effect comparable to Mage spells — to not mention their own subclasses AoE spells —, they're also excellent in PvP thanks to their high critical chance and critical damage bonuses, and both Ranger subclasses have access to a wide variety of debuffs and disable spells.

However, there's no point in nerfing subclasses that are already in a good spot, like Pyromancers, Rogues and Marksmen, but subclasses that are less effective outside of PvP, such as Warlocks, and subclasses like Barbarians, which have little or no viability in PvP or in late game PvE, should be buffed.

HP and MP scaling should be revisited to better match each class's intended gameplay.

!.! Warriors > 20 HP - 5 MP per level {increase HP scaling from 15 to 20}
!.! Rangers > 15 HP - 10 MP per level {increase MP scaling from 5 to 10)
!.! Mages > 10 HP - 15 MP per level {increase HP from 5 to 10 and MP from 10 to 15}

The current distributions could be refined to provide Warriors with greater durability, Rangers with more resource flexibility and Mages with a healthier balance between survivability and spell usage.

The goal is to improve class balance and progression, improving class identity and overall balance and ensuring that every vocation receives a more appropriate resource distribution.

Furthermore, the PvP mechanic called "Mages' natural resistance" should be changed, maybe even removed if mages HP per level be increased to 10, as it makes mages far too resistant to magical damage in the late game (at high levels).



theres no need for mages natural resist. , especially if the staff changes mages to gain 10hp/lvl...

mages natural resist. was fair before the introduction of enchanting for equipment, when mage class was very fragile...

today theres no sense into keep this system... since a mage highlevel is strong asf in terms of combo dmg and enchantable items provided great def for mages...

mages also have their defensive buffs... pyromancer negates 16% of damage + 12% mana shield, warlock negates 24% dmg and shaman has +35% hp with 10% dmg negation...
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