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Norzan Player
Pharos
Level 21
Mage
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18 days 8 hours ago (Last edited 18 days 8 hours ago) Warlock should make XP/hour close to Pyromancers, though still slightly below them. Warlock performs very well in PvP, but it becomes extremely tedious in PvE. Cross of Annihilation deals significant damage, but its limited range feels out of place for a mage class. This makes the subclass much less appealing outside of PvP. Adding another AoE damage spell for Warlock seems to be the most effective solution, as long as it has a high cooldown, such as 5 seconds or more, and reduced damage in PvP. This would preserve the inherent difficulty of the subclass while rewarding players who have mastered how to play it. Barbarian is currently in a bad spot and is almost useless in PvP, unlike Paladin, which was designed to tank a lot of damage. It's clear that the last balance update heavily reduced Barbarian's main defensive tool, lifesteal sustain, without providing any damage increase to compensate for the loss. In PvP, Barbarian has very limited usefulness. Its damage has a short range and despite having high HP, its defenses are still limited. On top of that, Barbarian has no disable or silence abilities to deal with enemies, which leaves it with very few options in fights. When caught alone in an ambush, it usually just dies without any real way to react or escape, aside from Blind Rush. As for PvE, Barbarian should make XP/hour close to Marksman, or at least slightly above Rogue, after all Barbarian is designed to be a fully offensive subclass, unlike Rogue. |
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Aegislash Player
Aegis
Level 10
Ranger
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17 days 14 hours ago (Last edited 17 days 14 hours ago)
Even though there are many excellent suggestions in this thread, there hasn't been a single response from the staff
Where are you all, guys? Administration Ritari CM Mercury Lupus Aurelius Odama Apelao Shadowzin Apelao Maatheuzinhoo Deadpool Sonnema Sanoman Briareu |
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Shadowzin Apelao Player
Pharos
Level 1368
Mage
24
25
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17 days 13 hours ago
I already talked a lot about this, at least two years ago.
Warlock: Restore the old damage of Cross. Add a new spell similar to Cross, with slightly lower damage, comparable to Whirlwind. Currently, high-level Warlocks have the worst XP per hour among all vocations (except barb). The main issue is the lack of life steal and damage , aside from Cross, Warlock has nothing left. It’s also the worst mage in terms of tanking ability. Shaman: Increase the damage of Melody (the damage is still too low). Create a new spell similar to Melody, with damage comparable to the new Melody. Marksman: Spread Shot: should not cause paralyze on party members. Taunt: a completely useless spell (it cannot be used while raise). I don’t have a clear idea for improvement, but it needs to be changed. Rogue: Nerf on Short Escape: 15 seconds is too much. Traps: add an option to place traps at your feet (this would greatly increase XP per hour). Barbarian: Shockwave: should hit all creatures inside the box. Barbarian weapon: its stats should be doubled — for example, if it has 3 life steal, it should be increased to 6. Paladin: Increase the damage of Cleave. Overall / General: Improve the party system. Add new, very strong hunts for party hunting, so that players return to playing certain classes, like Paladin and Shaman, on fixed servers. Currently, when seasonals end, everyone stops playing because group hunting doesn’t make sense. Add a daily boss to be done in a team, to earn more Zezenia Ore. Make it difficult and appear every 10 days, so it doesn’t become too easy to obtain Zezenia Ore. Allow Great Gauntlets of Glory to be enchantable. I’d like to suggest adding a new Critical Armor to the game, because after the Elite Armor lost its base critical chance, there’s currently no armor with critical bonus available. Increase the Areal Arrow , 15% is too low |
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Shadowzin Apelao Player
Pharos
Level 1368
Mage
24
25
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17 days 13 hours ago Quoting Aegislash: Even though there are many excellent suggestions in this thread, there hasn't been a single response from the staff Where are you all, guys? Administration Ritari CM Mercury Lupus Aurelius Odama Apelao Shadowzin Apelao Maatheuzinhoo Deadpool Sonnema Sanoman Briareu I have a lot more to post. It has already been reported to the staff, and nothing has been done. |
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Maverick Sorcerer Player
Elysium
Level 56
Mage
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17 days 9 hours ago
1. Warlock’s Cross of Annihilation should apply a debuff on all hit targets, increasing some % of magic damage for a few seconds, only against monsters (PvE). All hit monsters could be marked with a symbol and stay debuffed against magical damages for the next 3 up to 5 seconds, as marksman's piercing shot.
This debuff % can be calculated based on warlock's magic level / 4. For example, a Warlock with magic level 80 / 4 = 20% debuff. This maintains its high-risk, short-range mage identity without breaking PvP balance. 2. Add a new secondary buff to warriors that could be permanently active or disabled any time as a passive, consuming 1 up to 20 mana points each 2-3 seconds in order to provide its effects working: I - Reduced Damage Taken: Receiving 1% less damage for every 10% of missing HP, when equipping a shield. II - Increased Damage Dealt: Inflicts 1% more damage for every 5% of missing HP. This bonus is doubled when using a two-handed weapon. It would solve warriors low solo PvE EXP/h during heavy pulls, especially granting to barbarians their role as an offensive class that should grind way more efficiently than now. 3. Dynamic Group Content Zezenia needs scaling group dungeons where mob mechanics require a Paladin's tankiness and Shaman's healing to clear. If a class is required for optimal endgame progression, players will naturally gravitate back to them on fixed servers. |
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Millasz Player
Pharos
Level 503
Warrior
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17 days 5 hours ago Quoting Maverick Sorcerer: 1. Warlock’s Cross of Annihilation should apply a debuff on all hit targets, increasing some % of magic damage for a few seconds, only against monsters (PvE). All hit monsters could be marked with a symbol and stay debuffed against magical damages for the next 3 up to 5 seconds, as marksman's piercing shot. This debuff % can be calculated based on warlock's magic level / 4. For example, a Warlock with magic level 80 / 4 = 20% debuff. This maintains its high-risk, short-range mage identity without breaking PvP balance. 2. Add a new secondary buff to warriors that could be permanently active or disabled any time as a passive, consuming 1 up to 20 mana points each 2-3 seconds in order to provide its effects working: I - Reduced Damage Taken: Receiving 1% less damage for every 10% of missing HP, when equipping a shield. II - Increased Damage Dealt: Inflicts 1% more damage for every 5% of missing HP. This bonus is doubled when using a two-handed weapon. It would solve warriors low solo PvE EXP/h during heavy pulls, especially granting to barbarians their role as an offensive class that should grind way more efficiently than now. 3. Dynamic Group Content Zezenia needs scaling group dungeons where mob mechanics require a Paladin's tankiness and Shaman's healing to clear. If a class is required for optimal endgame progression, players will naturally gravitate back to them on fixed servers. I dare you to do level 400+ dungeons on the hardest difficulty without a Paladin or a Shaman. |
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Maverick Sorcerer Player
Elysium
Level 56
Mage
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16 days 12 hours ago Quoting Millasz: Quoting Maverick Sorcerer: 1. Warlock’s Cross of Annihilation should apply a debuff on all hit targets, increasing some % of magic damage for a few seconds, only against monsters (PvE). All hit monsters could be marked with a symbol and stay debuffed against magical damages for the next 3 up to 5 seconds, as marksman's piercing shot. This debuff % can be calculated based on warlock's magic level / 4. For example, a Warlock with magic level 80 / 4 = 20% debuff. This maintains its high-risk, short-range mage identity without breaking PvP balance. 2. Add a new secondary buff to warriors that could be permanently active or disabled any time as a passive, consuming 1 up to 20 mana points each 2-3 seconds in order to provide its effects working: I - Reduced Damage Taken: Receiving 1% less damage for every 10% of missing HP, when equipping a shield. II - Increased Damage Dealt: Inflicts 1% more damage for every 5% of missing HP. This bonus is doubled when using a two-handed weapon. It would solve warriors low solo PvE EXP/h during heavy pulls, especially granting to barbarians their role as an offensive class that should grind way more efficiently than now. 3. Dynamic Group Content Zezenia needs scaling group dungeons where mob mechanics require a Paladin's tankiness and Shaman's healing to clear. If a class is required for optimal endgame progression, players will naturally gravitate back to them on fixed servers. I dare you to do level 400+ dungeons on the hardest difficulty without a Paladin or a Shaman. I agree. Maybe I didn't express myself clearly in that part. From the current perspective of the game, Paladin and Shaman are relevant. I'm just suggesting that the staff continue creating content that makes their presence necessary. I believe every subclass should remain useful, at least in the late game. Otherwise, no one will want to play it. So I'm not saying they're currently useless. Because it's quite the opposite. The staff should keep doing what they're doing so they continue to be relevant. |
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Methanol Player
Zera
Level 12
Mage
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15 days 15 hours ago Quoting Shadowzin Apelao: I already talked a lot about this, at least two years ago. Warlock: Restore the old damage of Cross. Add a new spell similar to Cross, with slightly lower damage, comparable to Whirlwind. Currently, high-level Warlocks have the worst XP per hour among all vocations (except barb). The main issue is the lack of life steal and damage , aside from Cross, Warlock has nothing left. It’s also the worst mage in terms of tanking ability. Shaman: Increase the damage of Melody (the damage is still too low). Create a new spell similar to Melody, with damage comparable to the new Melody. Marksman: Spread Shot: should not cause paralyze on party members. Taunt: a completely useless spell (it cannot be used while raise). I don’t have a clear idea for improvement, but it needs to be changed. Rogue: Nerf on Short Escape: 15 seconds is too much. Traps: add an option to place traps at your feet (this would greatly increase XP per hour). Barbarian: Shockwave: should hit all creatures inside the box. Barbarian weapon: its stats should be doubled — for example, if it has 3 life steal, it should be increased to 6. Paladin: Increase the damage of Cleave. Overall / General: Improve the party system. Add new, very strong hunts for party hunting, so that players return to playing certain classes, like Paladin and Shaman, on fixed servers. Currently, when seasonals end, everyone stops playing because group hunting doesn’t make sense. Add a daily boss to be done in a team, to earn more Zezenia Ore. Make it difficult and appear every 10 days, so it doesn’t become too easy to obtain Zezenia Ore. Allow Great Gauntlets of Glory to be enchantable. I’d like to suggest adding a new Critical Armor to the game, because after the Elite Armor lost its base critical chance, there’s currently no armor with critical bonus available. Increase the Areal Arrow , 15% is too low Several valid points! I would add: • Warlock - Another stronger wave is needed to fill the spell rotation for hunting. Perhaps, Dark Gathering (HP steal buff) could get and addition to also improve the base/bar magic level by 10%. • Barbarian - Shockwave must hit all tiles around the barbarian, it's a tiny wave that doesn't fit with this subclass. • Rogue - Exactly like shamans can summon Varnok on all tiles in the screen through aim cursor, Ice Traps (Traps enhanced 3x3 tiles) should receive this option too. • Marksman - Taunt deserve a rework. Replace the target's mana reduction with 10% physical debuff, increasing the cooldown from 25 seconds to 3 minutes. |
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Kosciuszko Player
Aegis
Level 10
Mage
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15 days 11 hours ago (Last edited 15 days 10 hours ago)
Proposal for Warlocks
Create an AoE spell, 15 SQM, cast as wave in front of the character. Enemies hit become cursed for 5 seconds and warlock drains the life of monsters or players, dealing low but meaningful damage every second. Thus, a DoT spell that hits 5 times, 1 tick per second, also healing the warlock. Cooldown: 10 seconds. -> Keeps warlock's health up, improving hp sustain. -> Raises damage per second without making pvp unbalanced. Name suggestion: Unholy Pit, Blood Ritual |
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Shadowzin Apelao Player
Pharos
Level 1368
Mage
24
25
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15 days 3 hours ago Quoting Kosciuszko: Proposal for Warlocks Create an AoE spell, 15 SQM, cast as wave in front of the character. Enemies hit become cursed for 5 seconds and warlock drains the life of monsters or players, dealing low but meaningful damage every second. Thus, a DoT spell that hits 5 times, 1 tick per second, also healing the warlock. Cooldown: 10 seconds. -> Keeps warlock's health up, improving hp sustain. -> Raises damage per second without making pvp unbalanced. Name suggestion: Unholy Pit, Blood Ritual Warlocks have a lot of difficulty leveling solo at high-level hunting spots. They can't tank like the other mage classes or other classes. They can only hit targets directly in front of them, which is a huge disadvantage. They also only have one hunting spell. After the Life Steal and Dodge nerfs, the class became very weak. With the new party/high-level hunting system coming, the Warlock could become a viable damage dealer in party hunts. However, it still needs another offensive spell, similar to Cross. Warlock should have 15 HP talent points in the talent tree. |