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Hexecutioner Player
Elysium
Level 101
Mage
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2 days 13 hours ago (Last edited 2 days 12 hours ago)
The current subclass balance is fundamentally broken. The original stats and intended roles for each subclass (Picture 1) are clearly being ignored, resulting in some subclasses massively overperforming while others completely fail at fulfilling their primary purpose as offensive subclasses.
Warlocks and barbarians are the clearest examples of this issue, as they should naturally rank just below pyromancers in overall damage output among all subclasses, yet the current balance state places them below where they are supposed to be (Picture 2 - posted in Discord by a Staff Member Ritari). I’m not asking for rangers (marksmen or rogues) to be nerfed. The problem is that warlocks and barbarians are underperforming compared to what their offensive role is supposed to be. Picture 1 shows the intended damage perspective, while Picture 2 reflects the actual in-game damage output. A few small buffs would already be enough to bring their damage closer to where it should be. -> Picture 1 <- -> Picture 2 <- Buff Proposals 1st - Warlock: Increase the damage of Cross of Annihilation, or create a new wave spell with a 4–5 second cooldown to better fit a proper hunting spell rotation alongside Cross. 2nd - Barbarian: Increase the damage of the 3 rear tiles of Rage of Fury from 75% to 100%. 3rd - Warriors: Aggro spells for both subclasses - A way to improve party hunts and increase warriors’ solo EXP/hour, since warriors’ AoE damage spells have a very smaller area in comparison to mages and rangers AoE damage spells. If possible, ideally the spell would pull nearby monsters toward the warrior within a 5x5 sqm area, moving them to one of the 8 tiles around the character, only to free tiles, so the warrior doesn’t stack more than 8 monsters around them. Using that kind of spell, a warrior can really improve their EXP gain and get closer to mages’ and rangers’ EXP, since the meta from mid to late game is all about constantly running, dashing, and hitting mobs. The meta usually favors mages and rangers, while warriors tend to fall behind, but this aggro mechanic can help compensate for the limitations, like the size of warriors spell. Tiles that are blocked at the moment the spell is cast will not receive monsters. Obviously, this aggro-taunt spell shouldn't deal any damage. Cooldown could be 25 seconds up to 40 seconds to be useful in hunts. -> The GIF shows how monsters can be pulled toward the warrior using aggro spells. <- |
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Darth Krayt Player
Ares
Level 10
Mage
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2 days 11 hours ago
Current balancing state is roughly as follows :=:
Barbarians feel significantly underpowered relative to their intended strength design when looking at the base stats in the subclass tab of the ingame library. They struggle to consistently deliver on their intended identity as high impact melee bruisers, falling short of the expected PVE power curve for their role. As for Warlocks, they currently feel under-tuned and lack around ~25% up to 33% boost in PVE AOE damage to be competitive. |
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Maverick Sorcerer Player
Elysium
Level 56
Mage
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2 days 10 hours ago
You raised some excellent points.
Balancing PvE and PvP classes should be a top priority. Ideally, instead of nerfing strong classes, the focus should be on improving the weaker ones. Nerfs tend to frustrate players, often leading to complaints or even causing them to quit. Considering the referred Library's data > Subclasses Window > Damage Stats = the damage ranking would be: 1 Pyromancer > 2 Barbarian > 3 Warlock > 4 Marksman and Shaman > 5 Rogue and Paladin. Quoting Hexecutioner: Paladins and Rogues should have lower area damage, while Pyromancers, Barbarians and Warlocks should have higher damage. Meanwhile, Marksmen and Shamans would have medium damage compared to the other categories... This can be clearly seen in the data contained in the description of each subclass in the subclasses windows in the library. |
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Methanol Player
Zera
Level 12
Mage
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2 days 2 hours ago
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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Radiant Light Premium
Pharos
Level 150
Warrior
24
25
16K
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10 hours 46 minutes ago
The problem is that they try to satisfy you guys all the time, and it has already spiral out of control. They need to have their own vision.
For example ranger used to have trouble with aoe damage, now they are a tank, aoe, dps, support, healer, pet, summon class |
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Hexecutioner Player
Elysium
Level 101
Mage
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10 hours 29 minutes ago
It's not a matter of satisfying one subclass or another, but rather promoting balance according to the parameters previously established by the Staff itself. Just look at the image below, taken from the in-game Library....
![]() As for rangers, they were indeed too heavily tied to single-target damage, which left them behind for years. There were several attempts to increase their AoE damage through ricochets, Aerial Arrow on ranged weapons, and finally improvements to their skills and spells (Hellish Volley, traps, Arrow Volley...). Currently, I also believe rangers are above where they should be, but the Staff must choose between nerfing them or improving the subclasses that still need attention, such as warlocks and barbarians. Personally, I would choose the second option in order to stay consistent with the parameters that define warlocks and barbarians as the most offensive subclasses, second only to pyromancers, also because nerfing the rangers’ damage would be discouraging. Perhaps slightly reducing the rangers’ HP would make more sense, since they have the same HP as warriors, and that doesn’t really seem like proper balancing between different classes (rangers and warriors). |
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Radiant Light Premium
Pharos
Level 150
Warrior
24
25
16K
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6 hours 53 minutes ago (Last edited 6 hours 49 minutes ago) Quoting Hexecutioner: It's not a matter of satisfying one subclass or another, but rather promoting balance according to the parameters previously established by the Staff itself. Just look at the image below, taken from the in-game Library.... ![]() As for rangers, they were indeed too heavily tied to single-target damage, which left them behind for years. There were several attempts to increase their AoE damage through ricochets, Aerial Arrow on ranged weapons, and finally improvements to their skills and spells (Hellish Volley, traps, Arrow Volley...). Currently, I also believe rangers are above where they should be, but the Staff must choose between nerfing them or improving the subclasses that still need attention, such as warlocks and barbarians. Personally, I would choose the second option in order to stay consistent with the parameters that define warlocks and barbarians as the most offensive subclasses, second only to pyromancers, also because nerfing the rangers’ damage would be discouraging. Perhaps slightly reducing the rangers’ HP would make more sense, since they have the same HP as warriors, and that doesn’t really seem like proper balancing between different classes (rangers and warriors). I hear you, but a problem is that a lot of classes have become too similar gameplay, you can't make everyone equal aoe dmg for example that ruins the point of even having a pyromancer, and generally i think mages should be better at aoe. And i can't see the difference between playing ranger and barbarian, ranger is just a better, ranged version. I believe this really did happen because at first some classes were over powered, and others useless and to satisfy players that complained instead of fixing broken things, or stale things they made classes too similar, i would suggest a more interesting single target game play added, and you can have some classes be stronger at x things and other y, but still viable for both options |
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Kosciuszko Player
Aegis
Level 10
Mage
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6 hours 16 minutes ago (Last edited 6 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 a Ranger unique design: 1. Reward Positioning (Core Identity) - Ranger could deal increased damage based on threat state, +0% to +5% damage boost on auto-attack: • 0 ~ 2 tiles: +5% • 3 ~ 4 tiles: 0% • 5 ~ 6+ tiles: -5% The risk of engaging in battle with a nearby target is rewarded, while choosing a target farther away results in reduced and penalized damage. > If the ranger is not the current target of enemy aggression: • +5% damage bonus to auto-attack (improving party hunt and PvP scenarios) > If targeted by enemy: • -5% damage penalty to auto-attack (soft pressure to reposition) • Max -5% of penalty, more than 1 enemy don't stack it Both Bonuses (Cap): +10% 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. X-------------------------------------X Here are some simple ideas for a Warlock that hunts using large wave (Cross of Annihilation), small wave (Whirlwind) and 3x3 AoE (Advanced Soul Fire): 1. Distance Decay System (Risk-Based Casting) - Warlock damage varies based on proximity to enemies. • 1–2 tiles: +20% base damage to Cross of Annihilation • 3–5 tiles: +25% base damage to Whirlwind This creates a threat system to reward properly each type of spell. 2. Delayed Rupture (Stored Damage Release) - Add a toggleable passive spell with magic level requirement. While active, it converts previous wave damage into a burst, allowing Advanced Soul Fire to remain impactful despite today its base damage is capped. > Enemies track/store the damage taken only from wave spells (Cross of Annihilation and Whirlwind) over the last 5 seconds On the next cast of Advanced Soul Fire: • Releases 25–33% of the stored damage instantly • This bonus damage is applied together with the base AoE damage Advanced Soul Fire becomes a damage converter/detonator, not a primary source 3. Wave Speed Scaling (Power Feedback System) - Makes spells feel faster and more responsive with consistent play. After casting 4 consecutive wave spells - Cross or Whirlwind: • -50% cooldown on next wave spell (Cross of Annihilation or Whirlwind), reducing cooldown from 2s to 1s for both spells. Resets if: • Player stops casting wave spells for a short duration (5s-10s) • Healing, Buffs or non damage spells doesn't reset or count to this mechanic. This creates a clear reward for consistency and accuracy 4. Escalating Waves (Momentum Scaling) - Rewards sustained combat. Each consecutive wave cast (Cross or Whirlwind): • +5% damage (max/cap 25%) • This bonus would only apply to PvE Resets if: • No wave cast for 5s or more • Other spell besides Cross of Annihilation and Whirlwind don't count or reset the bonus. Keeps focus on wave identity, since today Advanced Soul Fire is capped. 5. Identity Summary Warlock becomes: [Warlock = scaling AoE pressure + setup-based burst + positional risk] Instead of: > Pure burst (pyromancer) > Sustained damage (rangers) > Frontline control (warriors) X-------------------------------------X 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 spell + auto-attack 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 spell + auto-attack 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 warrior's max HP • Small AoE (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. |
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Methanol Player
Zera
Level 12
Mage
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3 hours 26 minutes 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, 50 to 75 cards), or alternatively paying something like 125 up to 150kk 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. 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. |