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Maximiliam Player
Pharos
Level 10
Ranger
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1 day 20 hours ago |
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Demiiurge Player
Elysium
Level 29
Warrior
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1 day 20 hours ago |
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Loopy Kupy Player
Elysium
Level 9
Mage
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1 day 18 hours ago |
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Demiiurge Player
Elysium
Level 29
Warrior
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1 day 17 hours ago |
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Norzan Player
Pharos
Level 21
Mage
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1 day 17 hours ago Quoting Maverick Sorcerer: New Monsters and Bosses: Reworking Monster Damage and Saving Us from the “Stat Stick” Meta Yooo guysss,, wanted to drop a design proposal here regarding future content. Part of class balancing undoubtedly involves monster damage and how it affects each subclass. This post focuses specifically on ideas for designing new monsters and expanding their attack variability. Right now, class balance is a bit scuffed because almost every relevant endgame mob chunking you is doing it via Magic Damage (AoE or single-target). Because magic has been the meta for years, defensive gear has completely stagnated. Right now, defensive sets are basically just stat sticks: you stack Magic Resist (MR) and call it a day. From there, you’re left choosing between Dodge, Physical Resist, or HP Steal, but none of these options offers a meaningful advantage depending on the hunting spot. There’s no real data-driven reason to choose one defensive setup over another. In the end, there’s virtually no strategic choice at all. By introducing new monsters with highly diversified attack patterns, we can effectively solve this item stagnation. The goal isn't to rework old mobs or force players to micromanage and swap gear mid-fight, but to create meaningful gear choices where Physical Resist, Magic Resist, and Dodge Chance are all viable depending on the boss or hunting spot. Here is how we can split it up logically: # 1. Remodeling Base Monster Damage (For New Mobs) We need to split new mob damage organically so different defensive stats actually matter: * Auto Attacks: Split them between physical and magic. High attack-speed mobs should hit fast but low, making Dodge the absolute best answer. Slow, brawler-type mobs should hit like a truck with massive physical swings, rewarding Armor and Physical Resistance. Some monsters could have very high auto-attack damage, while their other attacks could be slightly weaker to compensate. This would create monsters where physical resistance is particularly valuable, even if their special abilities deal mostly magical damage. Additionally, some monsters could have higher attack speeds but lower damage per hit. In these situations, dodge chance could become a more valuable defensive option, creating another distinct defensive strategy instead of simply choosing between physical and magic resistance. * Other Attacks & Spells: # A. Pure magic damage Close-range and/or ranged attacks could deal exclusively magic damage. # B. Pure physical damage Close-range and/or ranged attacks could deal exclusively physical damage. # C. Mixed damage Some monsters could combine both damage types. * C1. Some monsters could deal primarily physical damage, with a smaller amount of magic damage * C2. Other monsters could deal primarily magic damage, with a smaller amount of physical damage This would make defensive equipment choices much more meaningful and would encourage players to adapt their sets according to the monsters they are facing, rather than relying almost exclusively on magic resistance. The goal would not necessarily be to force players to constantly swap equipment, but rather to make different defensive setups viable and give players meaningful reasons to choose between them. # 2. New Tile-Based Grid Mechanics & Code Logic # A. Tile-Distance Damage Scaling (Spatial AoE) The damage type or intensity scales based on how many tiles away you are from the mob. * How it works: A caster mob shoots a blast. If you are face-to-face (1 tile away), it acts as a Heavy Physical blast wave. If you are kiting at a distance (4+ tiles), it dissipates into Pure Magic burn damage. * Code Logic: int distance = get_tile_distance(monster.position, player.position); if (distance == 1) { deal_damage(player, DAMAGE_TYPE_PHYSICAL, base_power * 1.5); } else if (distance >= 4) { deal_damage(player, DAMAGE_TYPE_MAGIC, base_power); apply_status_effect(player, EFFECT_BURN); } # B. The Dodge Meta: Multi-Hit Flurry Attacks Instead of making Dodge just another generic damage reduction stat, let's give it a unique identity against rapid-fire skills. * How it works: A nimble mob channels a flurry that deals 6 small, instant physical hits in a single turn. * The Interaction: The evasion check rolls for each individual hit. A dodge-focused player evades 4 or 5 out of the 6 strikes, taking minimal damage despite wearing light armor. * Code Logic: for (int i = 0; i < 6; i++) { if (roll_dodge_chance(player) == true) { show_floating_text(player, "Evaded!"); } else { int final_damage = base_hit_damage - player.armor; deal_damage(player, DAMAGE_TYPE_PHYSICAL, max(1, final_damage)); } } # C. Polarity Aura (Anti-MinMax Monoculture) A mechanic for group hunts or mini-bosses to actively punish players who blindly stack one stat. * How it works: Every 3 turns, the mob emits a true damage pulse that scales directly off your current Magic Resistance. * Code Logic: if (turn_count % 3 == 0) { int aura_damage = player.magic_resistance * 1.5; deal_damage(player, DAMAGE_TYPE_TRUE, aura_damage); } # D. Directional Vector (Flanking & Rear Damage) Bringing tactical value back to classic grid positioning. * How it works: Frontal hits are mitigated normally by armor or shield blocks. But if a mob hits you from behind, the attack completely bypasses Dodge, or converts into Pure Magic damage (spiritual backstab). It forces solo players to position flawlessly and gives Knights a real job to turn the boss away from the party. * Code Logic: if (monster.facing_direction == player.facing_direction) { deal_damage(player, DAMAGE_TYPE_MAGIC, backstab_damage); } else { trigger_standard_mitigation(); } # E. Kinetic Shield Pressure (Wall Collisions) Direct interaction with the blocked tiles/walls of the map. * How it works: Heavy heavy-hitter mobs cause a 1-tile Knockback. If you get shoved and collide with a solid wall or obstacle immediately behind you, you take massive secondary impact damage. * Code Logic: tile target_tile = get_tile_behind(player, monster.push_direction); if (target_tile.is_blocked == true || target_tile.has_structure == true) { deal_damage(player, DAMAGE_TYPE_PHYSICAL, wall_slam_damage); apply_status_effect(player, EFFECT_STUN); } else { move_sprite_to_tile(player, target_tile); } # F. Grid-Tile Interaction (The Conductive Floor) Damage that reacts dynamically to map textures and terrain IDs. * How it works: A boss electrifies the room. If you are standing on Water or Grass tiles, you take continuous Magic tick damage. If you lure the boss onto Stone platforms, the electricity dissipates and environmental attacks turn into Pure Physical debris. * Code Logic: int current_tile_id = get_tile_id(player.position); if (current_tile_id == TILE_WATER || current_tile_id == TILE_GRASS) { deal_damage(player, DAMAGE_TYPE_MAGIC, environmental_tick_dmg); } else if (current_tile_id == TILE_STONE) { deal_damage(player, DAMAGE_TYPE_PHYSICAL, rock_debris_dmg); } For the Devs... Look, this is all just simple mathematical logic running server-side — basically a few if/else checks. For minimal coding effort, we get a massive boost to tactical depth, item diversity, and the overall excitement of the gameplay loop whenever new monsters are released... I actually think that’s the most interesting insight... This is the kind of perspective that moves the conversation forward. I’m not familiar enough with the technical side to assess the data presented here, but I do think there’s enough of an insight in this point for the staff to take a closer look at it. It might also be worth opening a TS at some point, so players who genuinely want to contribute to the game’s future can provide more focused feedback and suggestions directly to the staff. |
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Sorigoti Player
Elysium
Level 10
Warrior
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1 day 10 hours ago (Last edited 1 day 8 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 ![]() 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+ ![]() 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+ ![]() 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+ ![]() 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+ ![]() 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+ ![]() 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+ ![]() 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 ![]() Pyromancer Ring - Attack 0.0, Defense 3.7, Spell Augment: Fire Rain base damage boost by 5%. An enchantable item for level 500+ ![]() 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+ ![]() Shaman Ring - Attack 0.0, Defense 4.5, Spell Augment: Hailstorm base damage boost by 5%. An enchantable item for level 500+ ![]() Marksman Ring - Attack 0.0, Defense 4.7, Spell Augment: Hellish Volley base damage boost by 5%. An enchantable item for level 500+ ![]() Rogue Ring - Attack 0.0, Defense 5.0, Spell Augment: Hellish Volley base damage boost by 5%. An enchantable item for level 500+ ![]() 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+ ![]() 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. Quoting Markzman: Quoting Markzman: On top of fixing the balance issues, our Zezenia desperately needs new bosses and creatures. The last update that actually added new creature-related content was like 2 years ago (31st July 2024), and ever since then players have basically just been doing cerberus DG and hunt geck's hardcore portal because it’s pretty much the best place to grind XP. I know a lot of games take inspiration from classic concepts when designing new monsters, and MTG is obviously a huge source of inspiration for that kind of stuff. So I wanted to share a few cards that I think would match Zezenia’s aesthetic really damn well as new bosses (first row) and regular creatures (second and third rows): ![]() Part 2 – More ideas for the Staff to create new creatures: ![]() Just passing through the thread to share some free pics you can use for new mobs. Cya bros! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
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Sorigoti Player
Elysium
Level 10
Warrior
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19 hours 39 minutes ago |
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Ranger Player
Elysium
Level 15
Ranger
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17 hours 41 minutes ago
These sprites look awesome.
Staff should totally grab these, since they’re being offered as free We haven’t had any new monsters in over 2 years and there’s still only one daily boss lol We could really use some new stuff |