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Paladin Player
Elysium
Level 10
Warrior
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8 days 16 hours ago
Although the Barbarian is an offensive melee subclass, it should not compete with Mages and Rangers in the same strategic role. Mages and Rangers classes will always have an advantage in range, mobility and kiting.
Barbarian's bigger weakness is the lack of reliable damage while approaching a mob pack, since the class needs to close the distance before reaching its full potential. For PvM, I suggest adding a new AoE damage spell, with 6 seconds cooldown, like Earthquake or Fissure : The first wave deals damage to all 8 surrounding tiles, using the same damage formula as Shockwave After 0.5 seconds, a second wave is released, expanding to a larger area (16 tiles, 8 surrounding tiles and the 8 tiles beyond them) and dealing 50% less damage This would improve the Barbarian's ability to engage massive groups of enemies without increasing its sustained DPS too much, while keeping the class characteristics as a melee fighter, since the Barbarian will still need enemies to stay close in order to hit as many targets as possible. For PvP, the Barbarian is currently very weak and lacks reliable tools, such as debuff spells, to control opponents. Suggestion: Add a 3-second Healing Block effect to Blind Rush, preventing players and monsters from cast healing spells during this time. This would give the Barbarian an opportunity to close the gap and create openings without making the class overly powerful, especially considering Blind Rush already has a 20 seconds cooldown. |
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Kosciuszko Player
Aegis
Level 10
Mage
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7 days 16 hours ago
Get rid of all Sages and start making OPEN POOLS
Having a sage group is useless and brings nothing but childish adults fighting eachother over a (almost) dead game. Ego fights been happening for AT LEAST the last decade Theres info leaking, ppl have inside info even if theres a sage group, theres bug abusers, botters, macros, ppl giving their opinions that no longer play the game in that sage group as well Let the community as a whole vote for updates and possible changes with no "trust group" that is nothing but a bunch a children-with-beard-ego group Add more real players' input for next updates, that's what this game really needs now |
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Soen Player
Elysium
Level 443
Ranger
S4
24
1K
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7 days 13 hours ago Quoting Kosciuszko: Get rid of all Sages and start making OPEN POOLS Having a sage group is useless and brings nothing but childish adults fighting eachother over a (almost) dead game. Ego fights been happening for AT LEAST the last decade Theres info leaking, ppl have inside info even if theres a sage group, theres bug abusers, botters, macros, ppl giving their opinions that no longer play the game in that sage group as well Let the community as a whole vote for updates and possible changes with no "trust group" that is nothing but a bunch a children-with-beard-ego group Add more real players' input for next updates, that's what this game really needs now Oh wow, ppl are copying my post... At least use ur main character for that, don't be such a pussy |
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Norzan Player
Pharos
Level 21
Mage
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7 days 13 hours ago Quoting Kosciuszko: Get rid of all Sages and start making OPEN POOLS Having a sage group is useless and brings nothing but childish adults fighting eachother over a (almost) dead game. Ego fights been happening for AT LEAST the last decade Theres info leaking, ppl have inside info even if theres a sage group, theres bug abusers, botters, macros, ppl giving their opinions that no longer play the game in that sage group as well Let the community as a whole vote for updates and possible changes with no "trust group" that is nothing but a bunch a children-with-beard-ego group Add more real players' input for next updates, that's what this game really needs now Idk if this post is a copy or not.... but it makes sense... staff should listen the players thoughts instead of throw away generic changes talking with elysium players, i've seen many opinions, such different as from pharos players... and its fair enough... it demands more transparency from staff to make the right choices... |
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Pantela Player
Elysium
Level 477
Ranger
S8
S5
S4
24
25
96K
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7 days 11 hours ago
I like open pools, they are nice for a swim
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Soen Player
Elysium
Level 443
Ranger
S4
24
1K
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7 days 1 hour ago Quoting Pantela: I like open pools, they are nice for a swim And you wonder why im grumpy |
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Lady Hells Player
Elysium
Level 33
Mage
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5 days 13 hours ago
1º - Right now, Barbarian suffers from something that many melee classes face in tile-based MMORPGs: before dealing damage, they need to approach. During that time, ranged classes are already applying consistent DPS from complete safety.
Because of that, simply comparing final DPS between Barbarian and ranged subclasses isn't enough. The effective DPS of a melee class is always reduced by: 1) Time spent approaching enemies. 2) Time spent positioning when monsters are spread. 3) Greater exposure to crowd control and incoming damage. Instead of every improvement being another damage spell, Barbarian could receive mechanics that reward staying inside combat, such as: A) Temporary extra damage status that stacks while continuously hitting monsters. B) A spell that instantly pulls monsters toward the Barbarian The Barbarian specializes in devastating close-range combat. While it boasts excellent damage output, its limited mobility makes it difficult to stick to targets and consistently pressure enemies in pvp. To address this, I propose a new spell that improves the Barbarian's mobility in pvp while remaining useful in pve: Blood Leap. C) Blood Leap The Barbarian leaps from one enemy to the next after between a half to 1 second, chaining powerful melee strikes. After each hit, the spell automatically searches for another target within 4 tiles. The chain can hit up to 5 enemies, with each consecutive strike dealing 15–20% less damage. This kind of spell can grant the Barbarian with a much-needed mobility tool in PvP while also improving its effectiveness against groups of monsters in pve. 2° - Regarding Warlock, I think there's another issue beyond AoE. The subclass seems to rely heavily on reaching a specific setup before becoming efficient. This creates repetitive gameplay where players mostly repeat the same sequence every pull. Adding different spell archetypes, like chain spells, would diversify decision making instead of simply increasing damage. If every subclass eventually reaches similar sustained damage while preserving different strengths, balance becomes healthier because players choose based on playstyle rather than whichever class clears content fastest. The goal shouldn't be making every class equally good at everything, but ensuring each class has situations where it genuinely feels like the best choice. Barbarian often pays the cost of being melee without receiving a proportional payoff, while Warlock could become much more engaging by expanding its toolkit instead of simply increasing damage. That direction would improve both balance and class design without leading to unnecessary power creep. |
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Methanol Player
Zera
Level 12
Mage
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4 days 12 hours ago (Last edited 4 days 12 hours ago) Quoting Paladin: Spell Drafts: [ - Warlock - ] Number 1 Name: Arcane Cascade Concept The caster channels unstable arcane lightning into a selected target. Upon impact, the lightning arcs to nearby enemies, striking up to 4 additional targets within range. Similar to marksman's Arrow Volley. However, each jump weakens the spell, causing progressively lower damage while maintaining the chain. Mechanics Target Required: Yes Maximum Targets: 5 (1 primary + 4 chained) Cooldown: 4 seconds PvP: Only the selected target takes damage Basically, it could work the same way as Arrow Volley (Marksmen), always seeking the closest valid enemy that has not already been hit. So, the chain immediately ends if no additional target is found. Damage Formula Primary hit - target: Damage = (Level × 0.20) + (Magic Level × 8) A level 1000 player with Magic Level 90 would deal 920 damage to the primary target. The exact coefficients should be adjusted during balancing. - Damage Reduction per Jump - #Primary Target 100% #Second Target 85% #Third Target 75% #Fourth Target 66% #Fifth Target 50% Gameplay Purpose Make the Warlock smoother and more enjoyable to play through implementing a new AoE spell type to bring a small survivability boost, sligthly increasing the lifesteal. Number 2 Name: Vortex Pull Concept Launches a small vortex 3 tiles in front of the Warlock. Mechanics The vortex slowly pulls all monsters (not players) within a 5×5 area toward its center. It does not deal damage or explode. After a short duration, 6 to 8 seconds, it disappears. Cooldown: 12 seconds Gameplay Purpose Very useful for grouping enemies together before casting Cross of Annihilation or another wave. Number 3 Name: Blood Barrier Concept The caster surrounds themselves with a barrier crimson colored from of blood-infused arcane energy for 5 seconds. The barrier occupies the 8 surrounding tiles around the caster and moves together with them. Enemies standing on any of these tiles are continuously harmed by the barrier's corrupting energy. As the caster moves, the barrier follows instantly, always maintaining the same 3×3 formation. Mechanics Duration: 5 seconds Cooldown: 10 seconds Mana Cost: Drains 5% of maximum mana every second Every second: Each enemy standing on one of the eight surrounding tiles takes Magic Damage. Enemies only receive one damage tick per second, regardless of movement. Damage Scaling Damage = (Level × 0.20) + (Magic Level × 10) A level 1000 player with Magic Level 90 would deal 1100 damage every tile per second. The exact coefficients should be adjusted during balancing. Gameplay Purpose Blood Barrier is not intended to be a primary damage spell. Its purpose is to reward players who briefly allow monsters into melee range before repositioning. By casting the Blood Barrier, it allows monsters to close the distance. Player's sustain is improved through the barrier while grouping enemies. Reposition and constant movement is rewarded. It encourages calculated risk instead of passive kiting, keeping consistent sustain without excessive burst damage. So it maintains the subclass essence as a fragile battle mage that survives through life drain rather than high defenses, since it complements gameplay focused on casting Cross of Annihilation instead of replacing it. Note: These are separate suggestions and are not necessarily cumulative. I do not mean that all of them should be implemented, but rather that they represent alternative solutions to the poor state Warlocks are currently in. Quoting Paladin: Although the Barbarian is an offensive melee subclass, it should not compete with Mages and Rangers in the same strategic role. Mages and Rangers classes will always have an advantage in range, mobility and kiting. Barbarian's bigger weakness is the lack of reliable damage while approaching a mob pack, since the class needs to close the distance before reaching its full potential. For PvM, I suggest adding a new AoE damage spell, with 6 seconds cooldown, like Earthquake or Fissure : The first wave deals damage to all 8 surrounding tiles, using the same damage formula as Shockwave After 0.5 seconds, a second wave is released, expanding to a larger area (16 tiles, 8 surrounding tiles and the 8 tiles beyond them) and dealing 50% less damage This would improve the Barbarian's ability to engage massive groups of enemies without increasing its sustained DPS too much, while keeping the class characteristics as a melee fighter, since the Barbarian will still need enemies to stay close in order to hit as many targets as possible. For PvP, the Barbarian is currently very weak and lacks reliable tools, such as debuff spells, to control opponents. Suggestion: Add a 3-second Healing Block effect to Blind Rush, preventing players and monsters from cast healing spells during this time. This would give the Barbarian an opportunity to close the gap and create openings without making the class overly powerful, especially considering Blind Rush already has a 20 seconds cooldown. Quoting Lady Hells: 1º - Right now, Barbarian suffers from something that many melee classes face in tile-based MMORPGs: before dealing damage, they need to approach. During that time, ranged classes are already applying consistent DPS from complete safety. Because of that, simply comparing final DPS between Barbarian and ranged subclasses isn't enough. The effective DPS of a melee class is always reduced by: 1) Time spent approaching enemies. 2) Time spent positioning when monsters are spread. 3) Greater exposure to crowd control and incoming damage. Instead of every improvement being another damage spell, Barbarian could receive mechanics that reward staying inside combat, such as: A) Temporary extra damage status that stacks while continuously hitting monsters. B) A spell that instantly pulls monsters toward the Barbarian The Barbarian specializes in devastating close-range combat. While it boasts excellent damage output, its limited mobility makes it difficult to stick to targets and consistently pressure enemies in pvp. To address this, I propose a new spell that improves the Barbarian's mobility in pvp while remaining useful in pve: Blood Leap. C) Blood Leap The Barbarian leaps from one enemy to the next after between a half to 1 second, chaining powerful melee strikes. After each hit, the spell automatically searches for another target within 4 tiles. The chain can hit up to 5 enemies, with each consecutive strike dealing 15–20% less damage. This kind of spell can grant the Barbarian with a much-needed mobility tool in PvP while also improving its effectiveness against groups of monsters in pve. 2° - Regarding Warlock, I think there's another issue beyond AoE. The subclass seems to rely heavily on reaching a specific setup before becoming efficient. This creates repetitive gameplay where players mostly repeat the same sequence every pull. Adding different spell archetypes, like chain spells, would diversify decision making instead of simply increasing damage. If every subclass eventually reaches similar sustained damage while preserving different strengths, balance becomes healthier because players choose based on playstyle rather than whichever class clears content fastest. The goal shouldn't be making every class equally good at everything, but ensuring each class has situations where it genuinely feels like the best choice. Barbarian often pays the cost of being melee without receiving a proportional payoff, while Warlock could become much more engaging by expanding its toolkit instead of simply increasing damage. That direction would improve both balance and class design without leading to unnecessary power creep. WARLOCK has these strong waves but there is a lot of positioning involved, monsters move, packs aren't always perfect, and you are basically trying to maintain a very specific setup while other classes can have much more straightforward ways of dealing damage. BARBARIAN can have very good theoretical Dmg p. Sec and still be worse in actual hunting because he has to walk to the monsters, stay next to them, chase them when they move, reposition himself, deal with the damage coming from everything around him etc. So imo the discussion shouldn't really be: “Which class has the highest Dmg p/ Sec?” It should be: “What does this class have to do in order to reach that Dmg p. Sec, and what does it get in return for doing it?” Because if one class has to work twice as hard to get the same result, something is obviously wrong somewhere. And I'm not saying “make hard classes O.P” ... Not at all. I actually think that's dangerous. I don't want Barbarian to become some stupid class that just walks into a pack and deletes everything. I don't want Warlock to become Pyromancer 2.0 either! I think the subclasses are much more interesting when they actually have different strengths. The problem is that the weaknesses need to be compensated by something meaningful ... That's the whole thing imo! For Barbarian, I really don't think the solution needs to be “give him a massive ranged AoE” ... Please don't do that, lol The whole appeal of the class should be that you're dangerous when you're in melee ... So I'd rather improve that. SHOCKWAVE hitting the 8 adjacent tiles is probably one of the simplest and most logical suggestions in the whole thread. I honestly don't understand why it isn't already something like that. You're a melee Warrior. You're standing in the middle of a pack. You cast a melee AoE. Why does it need to behave like a weird directional mage wave? Just make it hit around you. It doesn't even need some insane damage increase. Just make the spell reliable. The AGGRO/Pull suggestion is another one I really like,and actually I think this could be more important than another damage buff. Warriors should have some control over where the fight happens. That's one of the main advantages of being the frontline class. I'd give them something like a 5x5 or 7x7 to pull a limited number of monsters toward them. Just enough to make a pack. You don't need to buff Barbarian damage if you give Barbarian a way to actually get 6 monsters standing where he wants them. And I wouldn't even make it Barbarian-only. Give BOTH Warriors some version of it. Now Warlock is a different problem. I actually disagree with the idea that the easiest solution is just buffing Cross a lot. Cross is already one of the main defining spells of Warlock. So I'd rather add something beside Cross. Not something that replaces Cross. Something that fills the gaps. That would already make Warlock feel much less repetitive. Because right now the idea is basically “I have a strong wave, but I need the monsters in the right place and I keep doing the same thing”. The WHIRLWIND discussion is probably one of the things I agree with the most. If Warlock is supposed to be the wave specialist, then why isn't Whirlwind more strongly associated with Warlock? Warlock should have Cross + Whirlwind as a defining combination. Then Pyromancer can have its fire AoE identity ... Shaman can have the hybrid stuff ... Ranger has ranged attacks ... Barbarian has melee AoE ... Paladin has defense/control ... You start looking at the subclasses and immediately understand why you would choose each one. That's what I believe its fair !!! xD Not seven subclasses that all eventually have some version of “big AoE”. IMMOLATION also needs some love imo. If Advanced Soul Fire is capped in a way that makes part of the talent basically useless, then obviously the talent needs to be looked at. I don't really care whether the solution is Whirlwind, Cross, both, or something completely different. But the talent should actually improve the thing Warlock is supposed to be doing. That's kind of the point of a talent. lol |
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Aegislash Player
Aegis
Level 10
Ranger
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3 days 11 hours ago (Last edited 3 days 11 hours ago)
Administration
CM Mercury Ritari Lupus Aurelius At this point, the silence from the staff is becoming an issue on its own Players take the time to write detailed feedback, raise concerns and suggest possible solutions, yet most of the time there is little to no response from the people responsible for the game Nobody expects the staff to agree with every suggestion or to implement changes immediately. But completely ignoring the discussion gives players the impression that their feedback simply isn't being heard Even a short response acknowledging the concerns would make a difference. If something cannot be changed, explain why. If changes are being considered, tell us. If there is no plan to address an issue, be clear about it It's much harder to maintain a healthy community when there is no dialogue at all Please start communicating with the people who are still here, playing the game and genuinely trying to help improve it |
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Maverick Sorcerer Player
Elysium
Level 56
Mage
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1 day 15 hours ago (Last edited 1 day 15 hours ago) PYROMANCERS Heat Wave is totally useless, just like Mortal Melody used to be for Shamans, it has a short, narrow line and very little practical use. It could gain a DoT effect, burning hit targets for a very small amount of damage for 3 to 5 minutes, preventing them from logging out during PvP. This could give the spell a real utility without making it significantly stronger in terms of damage. If the spell remains designed as a straight line, it would still be difficult to use effectively, preserving its inherent difficulty while giving it a new and useful purpose, finally having a reason to be used. This would make the spell a useful PvP tool without requiring a complete rework. ROGUES Traps could be way more functional with a small change, it should be cast under the rogue instead of in front of them. This would make a lot more sense when the rogue is surrounded by mobs. Now you can lose some turns trying to moving yourself just to place the trap in a useful spot. If the trap was placed directly under the rogue, you could use it immediately when surrounded and keep dealing damage without wasting turns moving around. Just changing the placement would make Traps much more effective and actually worth using in close range situations. |