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Hexecutioner Player
Elysium
Level 101
Mage
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14 days 6 hours ago Quoting Shadowzin Apelao: 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. warlock is dysfunctional with its present set of spells for hunting first step would be the introduction of another area spell to them as for warlocks survivability, it would be better to replace extra +5 talent points from Brewing with +5 for Resistance (+5% magic resistance) given that lifesteal was nerfed last balancing update, which affected Warlocks and Barbarians the most devs should reply to this thread... we've been waiting for the new party hunting system and balance changes for Barbarians and Warlocks for a long time. |
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Millasz Player
Pharos
Level 503
Warrior
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14 days 3 hours ago
It would be nice to hear something from the staff, but it seems they're on vacation again.
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Norzan Player
Pharos
Level 21
Mage
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13 days 4 hours ago (Last edited 13 days 4 hours ago)
Barbarian could acquire new spell [Earthquake] to focus on improve AOE damage and PVP. A ground impact attack with a 33% chance to stun enemies surrounding the barbarian and a 20% chance to stun those further away, with cd 5s + 1s casting time (6s) and same damage than Shockwave.
![]() Warlock could acquire new wave {Shadow Beam} to focus on improve EXP and Health Recovery. A spell that covers the area around the warlock and extends a good distance ahead him, making it easier to reach more enemies (E), with cd 4s, instant casting and same damage than Whirlwind.
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Wojo Tank Premium
Pharos
Level 20
Warrior
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12 days 11 hours ago Quoting Norzan: Barbarian could acquire new spell [Earthquake] to focus on improve AOE damage and PVP. A ground impact attack with a 33% chance to stun enemies surrounding the barbarian and a 20% chance to stun those further away, with cd 5s + 1s casting time (6s) and same damage than Shockwave. ![]() Warlock could acquire new wave {Shadow Beam} to focus on improve EXP and Health Recovery. A spell that covers the area around the warlock and extends a good distance ahead him, making it easier to reach more enemies (E), with cd 4s, instant casting and same damage than Whirlwind. ![]() yeah one thing maybe should resolve the problem of pain in the ass huting with warlock and also will improve the problem of marksman wave, rougue traps, shamam mortal melody, and etc. is the same mechanic that tibia use to resolve the problems of damage/exp: - the wave spells hit the direction of who you are targeting, so warlock and others could lure and spells without getting hurt your fingers |
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Aegislash Player
Aegis
Level 10
Ranger
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12 days 3 hours ago
Administration
CM Mercury aka Ritari Lupus Aurelius It's crazy how the staff can leave the game running on its own for weeks. Everyone understand that staff members have IRL and other commitments more important than a hobby project, besides they work in game as much as time allows However, the newest creatures we got were released on 1st December 2024, with the Path of the Vanguard update Furthermore, over the past year, many players have repeatedly explained and demonstrated that some subclasses still perform worse than others, even incessantly suggesting simple solutions to address these issues... We need a statement from the staff, even if it's just to clarify how long we'll have to wait for balancing changes, new creatures and quests, a new season, or a new server. |
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Wojo Tank Premium
Pharos
Level 20
Warrior
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12 days 3 hours ago Quoting Aegislash: Administration CM Mercury aka Ritari Lupus Aurelius It's crazy how the staff can leave the game running on its own for weeks. Everyone understand that staff members have IRL and other commitments more important than a hobby project, besides they work in game as much as time allows However, the newest creatures we got were released on 1st December 2024, with the Path of the Vanguard update Furthermore, over the past year, many players have repeatedly explained and demonstrated that some subclasses still perform worse than others, even incessantly suggesting simple solutions to address these issues... We need a statement from the staff, even if it's just to clarify how long we'll have to wait for balancing changes, new creatures and quests, a new season, or a new server. they never did this bro. idk |
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Monterey Player
Elysium
Level 30
Mage
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12 days 2 hours ago (Last edited 12 days 2 hours ago)
Warriors and Rangers have equal HP per level ~15.
All mages, especially warlocks, feel extremely fragile — much more fragile than a mage should — whether in PvP or PvM. While rangers have the highest DPS, they also have a higher critical hit chance, excellent single-target spells and Ricochet, which even increases their damage against a single target. They have 2 combinated AoE auto-attacks through Areal Arrow and Ricochet, a strong 2-second AoE spell (Hellish Volley), powerful AoE subclass spells (Traps, Arrow Volley, Piercing Shot), and, on top of all that, the same HP as warriors. I'm not asking for a ranger nerf. I'm only asking for the other classes to be buffed. Ideas to changes in HP and MP distributions: Increase Warriors' HP from 15 to 20, resulting in 20 HP and 5 Mana (total: 25) Increase Rangers' Mana from 5 to 10, resulting in 15 HP and 10 Mana (total: 25) Increase Mages' HP from 5 to 10 and Mana from 10 to 15, resulting in 10 HP and 15 Mana (total: 25) Please note that warriors and rangers currently have the same raw survivability, as they both gain 15 HP per level, while mages gain only 5 HP per level. This results in a significant difference in base durability. Even when considering the defensive buffs available to mages, these values could be adjusted to create a more balanced distribution of HP progression between the classes. This would create a more balanced distribution. Mages would gain significantly more survivability, especially in PvP, while Warriors would become more distinct from Rangers by having higher HP. |
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Maximiliam Player
Pharos
Level 10
Ranger
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10 days 23 hours ago Quoting Monterey: Warriors and Rangers have equal HP per level ~15. All mages, especially warlocks, feel extremely fragile — much more fragile than a mage should — whether in PvP or PvM. While rangers have the highest DPS, they also have a higher critical hit chance, excellent single-target spells and Ricochet, which even increases their damage against a single target. They have 2 combinated AoE auto-attacks through Areal Arrow and Ricochet, a strong 2-second AoE spell (Hellish Volley), powerful AoE subclass spells (Traps, Arrow Volley, Piercing Shot), and, on top of all that, the same HP as warriors. I'm not asking for a ranger nerf. I'm only asking for the other classes to be buffed. Ideas to changes in HP and MP distributions: Increase Warriors' HP from 15 to 20, resulting in 20 HP and 5 Mana (total: 25) Increase Rangers' Mana from 5 to 10, resulting in 15 HP and 10 Mana (total: 25) Increase Mages' HP from 5 to 10 and Mana from 10 to 15, resulting in 10 HP and 15 Mana (total: 25) Please note that warriors and rangers currently have the same raw survivability, as they both gain 15 HP per level, while mages gain only 5 HP per level. This results in a significant difference in base durability. Even when considering the defensive buffs available to mages, these values could be adjusted to create a more balanced distribution of HP progression between the classes. This would create a more balanced distribution. Mages would gain significantly more survivability, especially in PvP, while Warriors would become more distinct from Rangers by having higher HP. Its justified; rangers inflict the best aoe, best single target, best everything. ; . They are the best in PvP and PvM atm. ; . Mages have good aoe dimension but they are flimsy in PvM, so rangers are above them due to higher amount of health pts; Warriors, despite being the most defensive class, cause damage in more limited areas;; Thats why rangers and warriors must have different sustain mechanics, based on different amount of health pts;;; Nobody who has played zezenia understands why rangers have the same health pts as warriors ; . : That makes no sense at all !!!! !!!!! !!!!!! !!!!!!!!! !!!!!!!!!!!! !!!!!!!!!!!!! ! |
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Loopy Kupy Player
Elysium
Level 9
Mage
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10 days 9 hours ago
- Rangers control ranged combat more efficient, evidently the highest dps is usually caused by them [...]
At this point, added to having a greater area damage than warriors, rangers should have hp between the other two classes, to finally correspond with their strength and role in the game. - Otherwise ranger is purely a better version of a warrior, superior by far in crowd crontrol, aoe radius, health regen and damage. Warriors, particularly barbarians, deserve to be refined [...] - Concerning mages, I'm not against expand mage's hp pool, It can shift pvp to a more dynamic meta. |
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Ranger Player
Elysium
Level 15
Ranger
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9 days 5 hours ago
List of changes needed (2026):
Warriors Remove Sweeping Swipe’s damage cap. The formula should be changed so that the damage does not scale too much at higher levels, but at least the spell should have some damage progression, based on melee skill, considering that both warrior subclasses have smaller AoE spells than rangers and mages. Warriors deserve to have some AoE damage progression, even if it is lower than that of other classes in the game, because at higher levels, even though warriors have great defense, their damage falls behind — especially in the barbarian’s case. Barbarians Increase the rear damage of Rage of Fury from 75% to 100%, making it the same as the side and front damage of this spell, exactly like the staff did for paladins by improving Cleave’s rear damage. If a paladin deals 100% damage to all 8 sqm around him, why can’t a barbarian do the same using his main damage spell (Rage of Fury), if the barbarian is supposed to be the subclass focused on damage, while the paladin should be focused on defense? Rogues Allow Traps to be cast anywhere within range instead of only in front of the Rogue, including at the Rogue's own feet. For rogues this feature greatly contributes to ensuring that Traps reaches its maximum effectiveness during hunts. Shamans can use the cursor to summon Varnok wherever they want, even on the farthest SQMs on the screen. Warlocks Create a New Spell, as Whirlwind is underwhelming and its range is far too limited. This new spell will demand: I) A larger area than Cross of Annihilation II) Slightly more damage than Cross of Annihilation III) Cooldown 4 seconds IV) Applies a debuff to monsters only (not players) for 3 seconds, increasing damage taken from an initial 5% up to 10% (maximum debuff), scaling based on level and magic level. Considering that warlocks’ gameplay is one of the most challenging due to the constant need to move while casting wave spells, introducing a new wave spell with a damage-amplifying debuff would make rotations more engaging. It would reinforce the warlock playstyle, making the subclass appreciated again in PvE rather than being perceived as useful primarily for PvP. |