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Wojo Tank
Premium

Outfit
Pharos
Level 20
Warrior
8 days 4 hours ago

If they makes all waves hits the direction of the target, simple they Will give a far and good balance

Also, change bonus soulfire to whirlwind in warlocks and increasse area

Remove last swipe cap
Rougues traps too change

Thats is complete balance
Reko
Player

Outfit
Elysium
Level 19
Mage
7 days 7 hours ago (Last edited 7 days 7 hours ago)

All changes and reworks could be based on that subclasses section of Library. Reading the description under the titles it's easy to understand each subclass' nature.


Zezenia Online Forum Screenshot


To soften the gap between experience per hour between classes::

Barb's RoF being 100% damage on all 8 sqm is the best solution for now. In fact, Barbarian should revise, barbarian is a dead class nowadays, lifesteal mechanic nerf was fair but hurt barbarian the most than any other subclass and there is still no adequate compensation in terms of damage increase.

Creating a debuff spell is a good way to upgrade warlocks. Putting a Mass Curse in 4s with area lock target like hellish arrow of rangers, thats this way he can keeping damaging and debbufing.

PS.: PVP - Mages natural resistance in PVP is bugged, making especially mages-high-level really strong in battles.
Explosive
Player

Outfit
Elysium
Level 103
Mage
6 days 6 hours ago

Quoting Markzman:
There's also the option of improving subclass balance by introducing new rewards for challenge points from tasks.

I believe that adding augments for specific spells as imbues on the new items would not only encourage players to pursue these new high-level items, but also help improve subclasses that are in greater need of additional damage output, such as Warlocks and Barbarians.

For years, the 4,000 challenge points rewards have remained the same. The only exception was the Demon Slayer reward, which was introduced in 2023. Since then, there have been no new milestones or incentives for players who continue collecting challenge points.

It's reasonable to say that long-term players need new goals to pursue. New Challenge Points rewards would provide fresh motivation, encourage continued gameplay, and make completing challenges feel rewarding again.

Therefore, I suggest introducing new reward tiers for 5,000 and 8,000 Challenge Points. Each subclass should receive at least two new exclusive items across these milestones, giving players meaningful reasons to keep progressing.

Adding these rewards would benefit both veteran players and the overall longevity of the challenge points system, creating new long-term objectives and making the effort invested in challenges feel worthwhile.

New Weapons / 8000 challenge points

Zezenia Online Forum Screenshot
Draconian Blade: Paladin's one handed weapon -> Attack 27.5, Defense 25.0, +7 Melee Skill and Spell Augment: Cleave base damage boost by 5%. An enchantable item for level 750+


Zezenia Online Forum Screenshot
Frostborn Greatsword: Barbarian's two handed weapon -> Attack 38.0, Defense 18.5, 3% Health Steal and Spell Augment: Rage of Fury base damage boost by 10%. An enchantable item for level 750+


Zezenia Online Forum Screenshot
Bullseye Crossbow: Marksman's Crossbow -> Attack 27.5, Defense 12.5, 5% Critical Hit Chance and Spell Augment: Hellish Volley base damage boost by 5%. An enchantable item for level 750+


Zezenia Online Forum Screenshot
Frozen Crossbow: Rogue's Crossbow --> Attack 27.2, Defense 14.0, 8% Multi Strike and Spell Augment: Hellish Volley base damage boost by 5%. An enchantable item for level 750+


Zezenia Online Forum Screenshot
Ember Wand - Pyromancer Staff --> Attack 35.7, Defense 13.2, 3% Dodge and Spell Augment: Fire Rain base damage boost by 5%. An enchantable item for level 750+


Zezenia Online Forum Screenshot
Winter's Bane Rod - Shaman Staff --> Attack 36.0, Defense 14.0, 3% Physical Resistance and Spell Augment: Hailstorm base damage boost by 5%. An enchantable item for level 750+


Zezenia Online Forum Screenshot
Claw Sceptre - Warlock Staff --> Attack 36.5, Defense 12.5, +5 Magic Level and Spell Augment: Cross of Annihilation base damage boost by 10%. An enchantable item for level 750+


New Rings / 5000 challenge points

Zezenia Online Forum Screenshot
Pyromancer Ring - Attack 0.0, Defense 3.7, Spell Augment: Fire Rain base damage boost by 5%. An enchantable item for level 500+


Zezenia Online Forum Screenshot
Warlock Ring - Attack 0.0, Defense 4.0, Spell Augment: Cross of Annihilation base damage boost by 7.5%. An enchantable item for level 500+


Zezenia Online Forum Screenshot
Shaman Ring - Attack 0.0, Defense 4.5, Spell Augment: Hailstorm base damage boost by 5%. An enchantable item for level 500+


Zezenia Online Forum Screenshot
Marksman Ring - Attack 0.0, Defense 4.7, Spell Augment: Hellish Volley base damage boost by 5%. An enchantable item for level 500+


Zezenia Online Forum Screenshot
Rogue Ring - Attack 0.0, Defense 5.0, Spell Augment: Hellish Volley base damage boost by 5%. An enchantable item for level 500+


Zezenia Online Forum Screenshot
Barbarian Ring - Attack 0.0, Defense 5.5, Spell Augment: Rage of Fury base damage boost by 7.5%. An enchantable item for level 500+


Zezenia Online Forum Screenshot
Paladin Ring - Attack 0.0, Defense 6.0, Spell Augment: Cleave base damage boost by 5%. An enchantable item for level 500+



All spell augment for base damage boost were applied to subclass/class damage spells with 2 seconds cooldown.



These sprites look fantastic!

Our beloved Zezenia really needs fresh content like this to keep the community excited and active.

A game doesn't have to reinvent itself every year, but it does need to evolve. Annual content updates, even small ones, keep the community engaged and remind players there's always something new worth coming back for.

A steady stream of new content each year keeps the game feeling alive, rewards loyal players, and gives veterans a reason to return while attracting new adventurers.

I know Zezenia is a passion project and that the developers work on it in their spare time, and that's something many of us truly appreciate.

As long-time players, we hope to see a more consistent pace of new content. It doesn't have to be huge expansions — small additions, new creatures, quests, or areas can make a big difference and show that the game is still moving forward.

The community is here because we love Zezenia, and we'd love to see it keep growing year after year, even with small but meaningful updates.
Aegislash
Player

Outfit
Aegis
Level 10
Ranger
5 days 11 hours ago (Last edited 5 days 10 hours ago)

Waiting for the staff to reply to this thread...

Administration

Ritari

CM Mercury

Lupus Aurelius


Where are the people who actually play this game? Their input would really help move this discussion forward.


Odama Apelao

Ihu Megazord

Exuzin Apelao

Hazzer

Millasz

Psykfallet

Maatheuzinhoo

Sanoman

Frostbite

Fattallity

Sonnema

Askja

Daemon Targeryen

Han Solo

Xplosion

Rebel Soul

Arrow Smith
Kosciuszko
Player

Outfit
Aegis
Level 10
Mage
4 days 9 hours ago

Considering the current spell balance across the subclasses, I believe only the following spells need adjustment:-


Mages – Extend Whirlwind's area of effect by 7 squares while preserving its current damage.


1: Current Whirlwind


Zezenia Online Forum Screenshot


2: New Whirlwind


Zezenia Online Forum Screenshot


Rogues – Just make regular traps (2×3) drop under the character's feet, oriented in the direction the character is facing (north, south, east, or west). Ice traps (3×3) should also drop under the character's feet.


Zezenia Online Forum Screenshot


Warlocks -

1) Increase the second damage of Cross of Annihilation, 25% to 50% again.

2) Swap Advanced Soul Fire with Whirlwind in special talent Immolation, improving warlocks damage, since Advanced Soul Fire damage is still capped.


Barbarians – Just increase Rage of Fury's damage in the 3 rear squares from 75% to 100%.
Deadpool
Player

Outfit
Pharos
Level 472
Ranger
3 days 16 hours ago

Quoting Aegislash:


Zezenia Online Forum Screenshot

Zezenia Online Forum Screenshot
Wojo Tank
Premium

Outfit
Pharos
Level 20
Warrior
3 days 14 hours ago

Quoting Kosciuszko:
Considering the current spell balance across the subclasses, I believe only the following spells need adjustment:-


Mages – Extend Whirlwind's area of effect by 7 squares while preserving its current damage.


1: Current Whirlwind


Zezenia Online Forum Screenshot


2: New Whirlwind


Zezenia Online Forum Screenshot


Rogues – Just make regular traps (2×3) drop under the character's feet, oriented in the direction the character is facing (north, south, east, or west). Ice traps (3×3) should also drop under the character's feet.


Zezenia Online Forum Screenshot


Warlocks -

1) Increase the second damage of Cross of Annihilation, 25% to 50% again.

2) Swap Advanced Soul Fire with Whirlwind in special talent Immolation, improving warlocks damage, since Advanced Soul Fire damage is still capped.


Barbarians – Just increase Rage of Fury's damage in the 3 rear squares from 75% to 100%.


The staff maybe even read this

A lot of those players dont post in forum anymore, they give up from staff

The whirlwind shoul star close the player 5 sqm and Cross should too, or hit all the box from player to the wave in front

And the barbariam spell the same

This combined with auto direction the wave in the direction you are the target in
Will give the power to lure and hit like others
Yux
Player

Outfit
Elysium
Level 239
Warrior
2 days 11 hours ago

Quoting Wojo Tank:
Quoting Kosciuszko:
Considering the current spell balance across the subclasses, I believe only the following spells need adjustment:-


Mages – Extend Whirlwind's area of effect by 7 squares while preserving its current damage.


1: Current Whirlwind


Zezenia Online Forum Screenshot


2: New Whirlwind


Zezenia Online Forum Screenshot


Rogues – Just make regular traps (2×3) drop under the character's feet, oriented in the direction the character is facing (north, south, east, or west). Ice traps (3×3) should also drop under the character's feet.


Zezenia Online Forum Screenshot


Warlocks -

1) Increase the second damage of Cross of Annihilation, 25% to 50% again.

2) Swap Advanced Soul Fire with Whirlwind in special talent Immolation, improving warlocks damage, since Advanced Soul Fire damage is still capped.


Barbarians – Just increase Rage of Fury's damage in the 3 rear squares from 75% to 100%.


The staff maybe even read this

A lot of those players dont post in forum anymore, they give up from staff

The whirlwind shoul star close the player 5 sqm and Cross should too, or hit all the box from player to the wave in front

And the barbariam spell the same

This combined with auto direction the wave in the direction you are the target in
Will give the power to lure and hit like others


~Warlock~


I wouldn't increase the damage of the Warlock's Cross of Annihilation, as doing so could negatively affect PvP balance.

Instead, I would remove Whirlwind from the Mage's base spell list and make it an exclusive Warlock spell, while increasing its area of effect by at least 5 to 8 tiles, starting from the side tiles and onward.

At the moment, Whirlwind is practically useless for low-level Mages, who already have access to stronger options like Energy Blast and Advanced Soul Fire before choosing a subclass.

As a result, base Mages would still have two AoE spells: Energy Blast and Advanced Soul Fire.

With this change, each subclass would have a more distinct identity:

* Base Mages: Energy Blast and Advanced Soul Fire.

* Shamans: Mortal Melody and Hailstorm.

* Warlocks: Cross of Annihilation and Whirlwind.

* Pyromancers: Fire Rain, Meteor Shower and Inferno.

This would preserve the Warlock's identity as a subclass focused on hunting with wave-based spells, reinforcing its unique playstyle without the need to increase the damage of Cross of Annihilation.

Additionally, the Pyromancer's Heat Wave could be reworked into a single-target spell designed for PvP, since in its current state it is practically useless in both PvP and PvE.


~Barbarian~


I also wouldn't increase the back damage of Rage of Fury. Instead, I think it would be more worthwhile and useful to change Shockwave to cover all the tiles around the Barbarian, allowing it to hit every adjacent tile, making barbarian's full combo (Rage of Fury + Shockwave) stronger than now, increasing health sustain and XP/H.

Shockwave as an offensive spell is too small and because that kind of directional wave doesn't really fit a warrior class.
Millasz
Player

Outfit
Pharos
Level 503
Warrior
2 days 6 hours ago (Last edited 2 days 6 hours ago)

Quoting Yux:
Quoting Wojo Tank:
Quoting Kosciuszko:
Considering the current spell balance across the subclasses, I believe only the following spells need adjustment:-


Mages – Extend Whirlwind's area of effect by 7 squares while preserving its current damage.


1: Current Whirlwind


Zezenia Online Forum Screenshot


2: New Whirlwind


Zezenia Online Forum Screenshot


Rogues – Just make regular traps (2×3) drop under the character's feet, oriented in the direction the character is facing (north, south, east, or west). Ice traps (3×3) should also drop under the character's feet.


Zezenia Online Forum Screenshot


Warlocks -

1) Increase the second damage of Cross of Annihilation, 25% to 50% again.

2) Swap Advanced Soul Fire with Whirlwind in special talent Immolation, improving warlocks damage, since Advanced Soul Fire damage is still capped.


Barbarians – Just increase Rage of Fury's damage in the 3 rear squares from 75% to 100%.


The staff maybe even read this

A lot of those players dont post in forum anymore, they give up from staff

The whirlwind shoul star close the player 5 sqm and Cross should too, or hit all the box from player to the wave in front

And the barbariam spell the same

This combined with auto direction the wave in the direction you are the target in
Will give the power to lure and hit like others


~Warlock~


I wouldn't increase the damage of the Warlock's Cross of Annihilation, as doing so could negatively affect PvP balance.

Instead, I would remove Whirlwind from the Mage's base spell list and make it an exclusive Warlock spell, while increasing its area of effect by at least 5 to 8 tiles, starting from the side tiles and onward.

At the moment, Whirlwind is practically useless for low-level Mages, who already have access to stronger options like Energy Blast and Advanced Soul Fire before choosing a subclass.

As a result, base Mages would still have two AoE spells: Energy Blast and Advanced Soul Fire.

With this change, each subclass would have a more distinct identity:

* Base Mages: Energy Blast and Advanced Soul Fire.

* Shamans: Mortal Melody and Hailstorm.

* Warlocks: Cross of Annihilation and Whirlwind.

* Pyromancers: Fire Rain, Meteor Shower and Inferno.

This would preserve the Warlock's identity as a subclass focused on hunting with wave-based spells, reinforcing its unique playstyle without the need to increase the damage of Cross of Annihilation.

Additionally, the Pyromancer's Heat Wave could be reworked into a single-target spell designed for PvP, since in its current state it is practically useless in both PvP and PvE.


~Barbarian~


I also wouldn't increase the back damage of Rage of Fury. Instead, I think it would be more worthwhile and useful to change Shockwave to cover all the tiles around the Barbarian, allowing it to hit every adjacent tile, making barbarian's full combo (Rage of Fury + Shockwave) stronger than now, increasing health sustain and XP/H.

Shockwave as an offensive spell is too small and because that kind of directional wave doesn't really fit a warrior class.



Increasing Cross second damage won't change anything in PvP. Whirlwind is stronger than Melody.

The right solution would be to add two new spells for Shaman. For Warlock, they could be similar to Cross but weaker, or they could deal the same damage as Whirlwind.

Several players are sharing their opinions, and the whole community is coming together to improve the game, yet no one from the staff says anything.
Darth Krayt
Player

Outfit
Ares
Level 10
Mage
1 day 8 hours ago (Last edited 1 day 8 hours ago)

Quoting Millasz:
Quoting Yux:
Quoting Wojo Tank:
Quoting Kosciuszko:
Considering the current spell balance across the subclasses, I believe only the following spells need adjustment:-


Mages – Extend Whirlwind's area of effect by 7 squares while preserving its current damage.


1: Current Whirlwind


Zezenia Online Forum Screenshot


2: New Whirlwind


Zezenia Online Forum Screenshot


Rogues – Just make regular traps (2×3) drop under the character's feet, oriented in the direction the character is facing (north, south, east, or west). Ice traps (3×3) should also drop under the character's feet.


Zezenia Online Forum Screenshot


Warlocks -

1) Increase the second damage of Cross of Annihilation, 25% to 50% again.

2) Swap Advanced Soul Fire with Whirlwind in special talent Immolation, improving warlocks damage, since Advanced Soul Fire damage is still capped.


Barbarians – Just increase Rage of Fury's damage in the 3 rear squares from 75% to 100%.


The staff maybe even read this

A lot of those players dont post in forum anymore, they give up from staff

The whirlwind shoul star close the player 5 sqm and Cross should too, or hit all the box from player to the wave in front

And the barbariam spell the same

This combined with auto direction the wave in the direction you are the target in
Will give the power to lure and hit like others


~Warlock~


I wouldn't increase the damage of the Warlock's Cross of Annihilation, as doing so could negatively affect PvP balance.

Instead, I would remove Whirlwind from the Mage's base spell list and make it an exclusive Warlock spell, while increasing its area of effect by at least 5 to 8 tiles, starting from the side tiles and onward.

At the moment, Whirlwind is practically useless for low-level Mages, who already have access to stronger options like Energy Blast and Advanced Soul Fire before choosing a subclass.

As a result, base Mages would still have two AoE spells: Energy Blast and Advanced Soul Fire.

With this change, each subclass would have a more distinct identity:

* Base Mages: Energy Blast and Advanced Soul Fire.

* Shamans: Mortal Melody and Hailstorm.

* Warlocks: Cross of Annihilation and Whirlwind.

* Pyromancers: Fire Rain, Meteor Shower and Inferno.

This would preserve the Warlock's identity as a subclass focused on hunting with wave-based spells, reinforcing its unique playstyle without the need to increase the damage of Cross of Annihilation.

Additionally, the Pyromancer's Heat Wave could be reworked into a single-target spell designed for PvP, since in its current state it is practically useless in both PvP and PvE.


~Barbarian~


I also wouldn't increase the back damage of Rage of Fury. Instead, I think it would be more worthwhile and useful to change Shockwave to cover all the tiles around the Barbarian, allowing it to hit every adjacent tile, making barbarian's full combo (Rage of Fury + Shockwave) stronger than now, increasing health sustain and XP/H.

Shockwave as an offensive spell is too small and because that kind of directional wave doesn't really fit a warrior class.



Increasing Cross second damage won't change anything in PvP. Whirlwind is stronger than Melody.

The right solution would be to add two new spells for Shaman. For Warlock, they could be similar to Cross but weaker, or they could deal the same damage as Whirlwind.

Several players are sharing their opinions, and the whole community is coming together to improve the game, yet no one from the staff says anything.






I completely agree. Even if devs don't have immediate answers to share with us... a simple acknowledgment would go a long way.

Even if the members of the ZZ staff don't rely financially on the game's development, the community still expects a minimum level of communication.

The community is investing a lot of time and effort into providing constructive feedback, so devs staying silent for months only makes players feel ignored.

Regularly responding to players, acknowledging feedback or simply letting everyone know their concerns have been heard would make a huge difference and help build trust with the players, who are, ultimately, the customers.
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