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Yux Player
Elysium
Level 239
Warrior
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7 days 18 hours ago Quoting Toretto: Hello, y'all Here, some ideas I've been cooking up ... ... ... ~ Warlocks Don't increase Cross of Annihilation's damage. Warlocks need a new spell to hunt Suggestion 01 Add a new damage spell named Dark Guillotine AOE Wave spell; 5 X 6 SQM; 5 seconds cooldown 30% more damage than Cross of Annihilation Spell Icon ![]() Spell Animation ![]() Suggestion 02 Add a new damage spell named Noxious Gale AOE Wave spell; 3 X 6 SQM; 5 seconds cooldown 10% more damage than Cross of Annihilation Applies a poison to hit targets, affecting them for the next 3 seconds It deals 15% of main damage per second Spell Icon ![]() Spell Animation ![]() ~ Barbarians They don't fulfill their role anymore. So a damage improvement is needed or another larger spell Suggestion 01 Shockwave should hit on every SQM around and under the barbarian ![]() New animation idea ![]() Suggestion 02 Add a new damage spell named Bloodthirsty 30% more damage than Shockwave AOE spell; 10 seconds cooldown Deals damage around the Barbarian and to the row ahead X - X - X - X X - B - X - X X - X - X - X Spell Icon ![]() Spell Animation ![]() ~ Paladins Paladin is nice, but Holy Sword is useless. It should be replaced with a new spell that keeps the same damage but brings better mechanics to PvE and PvP Suggestion Remove Holy Sword; Add a new spell named Hammer of Wrath AOE Wave spell; 3 X 4 SQM; 10 seconds cooldown It should deal the same damage as Holy Sword but cover a larger area Spell Icon ![]() Spell Animation ![]() ~ Shamans Rework Idea to Thunderbolt ![]() Quoting Toretto: Nice sprites!!! Warlocks could benefit from a new 5 second cooldown spell with an area of around 20–22 tiles, either as a wave or a targeted AoE. Currently, warlocks still lack an AoE spell that can be cast around a target, which would add more versatility to their gameplay. ![]() While barbarian's Shockwave spell should also have its area expanded to provide damage output more in line with the subclass's intended role. At the moment, barbarians struggle to remain competitive in late-game PvM due to their smaller AoE compared to other subclasses.
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Explosive Player
Elysium
Level 102
Mage
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6 days 15 hours ago Quoting Yux: Quoting Toretto: Hello, y'all Here, some ideas I've been cooking up ... ... ... ~ Warlocks Don't increase Cross of Annihilation's damage. Warlocks need a new spell to hunt Suggestion 01 Add a new damage spell named Dark Guillotine AOE Wave spell; 5 X 6 SQM; 5 seconds cooldown 30% more damage than Cross of Annihilation Spell Icon ![]() Spell Animation ![]() Suggestion 02 Add a new damage spell named Noxious Gale AOE Wave spell; 3 X 6 SQM; 5 seconds cooldown 10% more damage than Cross of Annihilation Applies a poison to hit targets, affecting them for the next 3 seconds It deals 15% of main damage per second Spell Icon ![]() Spell Animation ![]() ~ Barbarians They don't fulfill their role anymore. So a damage improvement is needed or another larger spell Suggestion 01 Shockwave should hit on every SQM around and under the barbarian ![]() New animation idea ![]() Suggestion 02 Add a new damage spell named Bloodthirsty 30% more damage than Shockwave AOE spell; 10 seconds cooldown Deals damage around the Barbarian and to the row ahead X - X - X - X X - B - X - X X - X - X - X Spell Icon ![]() Spell Animation ![]() ~ Paladins Paladin is nice, but Holy Sword is useless. It should be replaced with a new spell that keeps the same damage but brings better mechanics to PvE and PvP Suggestion Remove Holy Sword; Add a new spell named Hammer of Wrath AOE Wave spell; 3 X 4 SQM; 10 seconds cooldown It should deal the same damage as Holy Sword but cover a larger area Spell Icon ![]() Spell Animation ![]() ~ Shamans Rework Idea to Thunderbolt ![]() Quoting Toretto: Nice sprites!!! Warlocks could benefit from a new 5 second cooldown spell with an area of around 20–22 tiles, either as a wave or a targeted AoE. Currently, warlocks still lack an AoE spell that can be cast around a target, which would add more versatility to their gameplay. ![]() While barbarian's Shockwave spell should also have its area expanded to provide damage output more in line with the subclass's intended role. At the moment, barbarians struggle to remain competitive in late-game PvM due to their smaller AoE compared to other subclasses. ![]() It seems great. These are completely different issues though. Warlock requires another spell to properly fit into the hunting rotation together with cross o'annihilation. Barbarians already have access to two useful spells, rage o'fury n shockwave, despite their damage is balanced, shockwave hits way too few squares, it should affect more squares. Quoting Hexecutioner: 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. <- Paladins could also gain a spell that pulls nearby monsters into adjacent squares around the caster. Such a mechanic would provide valuable utility rather than simply adding more damage, allowing paladins to gather scattered creatures more efficiently and maintain better control over pulls during hunts, significantly increasing their experience gain by reducing the time spent repositioning monsters. |
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Paladin Player
Elysium
Level 10
Warrior
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6 days 13 hours ago Quoting Explosive: Quoting Hexecutioner: 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. <- Paladins could also gain a spell that pulls nearby monsters into adjacent squares around the caster. Such a mechanic would provide valuable utility rather than simply adding more damage, allowing paladins to gather scattered creatures more efficiently and maintain better control over pulls during hunts, significantly increasing their experience gain by reducing the time spent repositioning monsters. Agree. This type of spell could have a positive impact on team hunts as well, helping organize monsters and enabling smoother coordination with other vocations. In solo hunts, especially at higher levels, in hardcore portals for example, where monsters often become more spread out, the ability to pull nearby creatures together could improve EXP/H by reducing downtime and increasing the consistency of cating AOE spells. |
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Ranger Player
Elysium
Level 15
Ranger
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6 days 7 hours ago |
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Aegislash Player
Aegis
Level 10
Ranger
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5 days 9 hours ago
A new WAVE to warlocks would be good, since It keeps the style of subclass (great single target damage and waves damage for hunting).
Barbarian lost health sustain on last balancing which changed hp steal system, but didnt receive any extra damage to compensate it. Besides barbarian damage stats per tile is good, so the issue remains on the size of spells for an offensive subclass, mainly shockwave size which is bad since its a very small wave. Shockwave should be expanded, keeping the damage and rage of fury should hit same damage on all tiles, including the rear ones. |
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Kosciuszko Player
Aegis
Level 10
Mage
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3 days 8 hours ago
It is clear that the community is not simply asking for stronger subclasses, but for clearer class identities and healthier gameplay.
Then, unique strengths make each playstyle enjoyable rather than relying on large numerical buffs, many of the strongest suggestions focus on improving underused mechanics, refining skill interactions, and giving niche subclasses more meaningful roles in both solo and group content. This approach would likely create a healthier balance than simply increasing damage across the board. Buffing one subclass without considering PvP or progression can easily shift the balance problem elsewhere. Incremental adjustments followed by observation are generally safer than large reworks. Diversity is one of the game's strengths, and balance does not necessarily mean identical performance. Different subclasses should excel in different situations while remaining equally rewarding to play. Smaller, targeted updates also make it easier for the community to provide meaningful feedback after each change. This discussion shows that players care about long-term class design more than short-term power gains. Even if not every suggestion can be implemented, transparent communication and gradual balancing will probably lead to a healthier game and greater player confidence in future class updates. |
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Aegislash Player
Aegis
Level 10
Ranger
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2 days 21 hours ago |