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Sanoman Player
Elysium
Level 1111
Mage
S8
S7
24
25
28K
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28 days 12 hours ago
CM Mercury Come on, guys, give us an update—it’s been months without any news; it’s high time you released something for the game.
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Sanoman Player
Elysium
Level 1111
Mage
S8
S7
24
25
28K
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28 days 12 hours ago (Last edited 28 days 12 hours ago)
They should release more seasonal content, if necessary, to keep the game active and, consequently, offer frequent updates—let's do it!
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Angel Spirit Player
Elysium
Level 548
Mage
24
25
10K
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27 days 20 hours ago (Last edited 27 days 20 hours ago)
There’s no point of begging.
The game is at its worst since release. I’ve been playing (less or more actively) for 17 years already and it has never been so disappointing as it is right now. |
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Millasz Player
Pharos
Level 503
Warrior
S9
23K
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27 days 15 hours ago |
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Kosciuszko Player
Aegis
Level 10
Mage
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26 days 19 hours ago
Warrior Durability vs. Ranger Safety (The HP Paradox)
Rangers should not share the exact same 15 HP/level progression as front-line Warriors. Rebalance HP scaling to Warriors (20 HP) | Rangers (15 HP) | Mages (10 HP). This naturally establishes each class without touch-nerfing ranger's DPS. Barbarian Enhancement: Passive Aftershock (2H Weapon) While using a 2H Weapon, landing a Critical Hit triggers a passive areal damage dealing 35% of the physical damage [auto atk] that affects the target and all adjacent tiles [9 tiles] Warlocks are stated to be the worst mages at tanking and sustain. Pitch: Tie a new passive perk to the Dark Gathering that reduces 15% of all physical damage [auto atk] taken by the Warlock and converts that 15% into damage against the same monster or boss that dealt the damage. |
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Ranger Player
Elysium
Level 15
Ranger
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25 days 8 hours ago
Class tuning is in a perfect spot. Every spec feels unique and completely viable for all content. The community doesn't even need tier lists anymore since the gap between the top and bottom subclass performers is basically non-existent. Everyone gets to play what they want.
It is truly refreshing to see the design team look at player data and implement such healthy, balanced changes. The developers clearly know exactly what they are doing with this game. The competitive ladder has never looked better. When breaking down the subclasses to find the best for • PvP Damage, • DPS, • Boss Killing, • Health Sustain/EHP, • Defense Stats/Bulk, • AoE Clearing, • Crowd Control, • Solo Viability, • Single Target Burst, • Basic Attack/AoE AutoAttack, • Kiting Capability, • Endgame Potential... Here is the current list for who carries each role in Zezenia:
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Norzan Player
Pharos
Level 21
Mage
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24 days 4 hours ago Class tuning is in a perfect spot. Every spec feels unique and completely viable for all content. The community doesn't even need tier lists anymore since the gap between the top and bottom subclass performers is basically non-existent. Everyone gets to play what they want. It is truly refreshing to see the design team look at player data and implement such healthy, balanced changes. The developers clearly know exactly what they are doing with this game. The competitive ladder has never looked better. When breaking down the subclasses to find the best for • PvP Damage, • DPS, • Boss Killing, • Health Sustain/EHP, • Defense Stats/Bulk, • AoE Clearing, • Crowd Control, • Solo Viability, • Single Target Burst, • Basic Attack/AoE AutoAttack, • Kiting Capability, • Endgame Potential... Here is the current list for who carries each role in Zezenia: ![]()
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Hexecutioner Player
Elysium
Level 104
Mage
1K
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23 days 8 hours ago (Last edited 11 days 15 hours ago)
We've been discussing subclass balance in this thread for 3 months and this isn't even a new problem. Players keep bringing numbers, ideas, comparisons and actual gameplay experience, while the changes seem to arrive once every geological era.
Just look at the attached XP/h comparison. 30.6M for Marksman vs 18.2M for Barbarian is not some tiny "5% gap" that you can just ignore. That's roughly a 68% higher XP rate for Marksman compared to Barbarian. And we're supposed to believe this is just a minor difference between subclasses? (Picture posted in Discord by a Staff Member - Ritari) And before someone says "just nerf Marksman" — that's not really the point. If one subclass is massively ahead, the solution doesn't necessarily have to be destroying the one that's working. Bring the others up. Give Barbarian, Warlock, etc. a reason to actually feel strong at what they're supposed to be good at: Warlocks with their wave spells, Barbarians with their small range AoE. The funny part is that we're not asking for some crazy rework every week. We just want the subclasses to actually match their intended roles and have reasonably performance. The Staff already said the 2025 update was supposed to be the beginning of a new class balance, not the end of it. However, this is not the end but merely the beginning of a new Class Balance. By considering all the collected feedback we will be able to define the unique future of each subclass to come. By working on the foundation set today we can get back to delivering regular updates and new experiences to you. So yeah, please, don't let this thread become another 200-page balancing archive that gets revisited in ~2030. ![]() We have the discussion, we have the data, we have years of player feedback. At some point there needs to be an actual balance pass instead of another "we're looking into it" and then silence for months. |
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Yux Player
Elysium
Level 240
Warrior
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20 days 3 hours ago (Last edited 20 days 3 hours ago)
While new content remains a priority, the development team should actively address the core issues holding subclasses back, strongly guided by community input. My feedback, QoL tweaks and other insights:
~~~ Warlock PvE Changes 1° - Cross of Annihilation could mark all enemies hit, displaying a visible symbol on them for 5 seconds. If the next Cross of Annihilation hits a marked enemy, its base damage could be increased by 10%. 2° - Life Drain could be changed from a single target into a small AoE, It could deal full damage to the target and 33% less damage to enemies occupying the 8 tiles surrounding it. Warlock is close to being PvE viable using wave mechanics without overlapping with pyromancer, although warlock feels too clunky without at least one targeted AoE spell for better flow. ~~~ Barbarian PvE Changes 1° - Rage of Fury needs to deal the same amount of damage to enemies on the back tiles, with no damage reduction. 2° - New Mechanic - While equipping a 2h weapon, each autoattack critical hit against a monster or boss (not against players) unleashes an AoE on all 8 tiles around the barbarian, dealing between 66% and 75% of Rage of Fury's damage. PvP Changes 1° - Furious State - When Frenzy buff is up, at low HP (25% or less), Barbarian automatically gains a 10% damage boost for spells and autoattacks but also takes increased damage from attacks against him, +5% physical damage and +5% magical damage. The 25% HP threshold makes this condition primarily effective in PvP. 2° - New Mechanic - While equipping a 2h weapon every 5x consecutive autoattacks against the same Player (not against monsters or bosses) grants a 35% attack speed increase, lasting for the next 8 seconds (or for the next 5 autoattacks) as long as the same target remains locked, effectively reducing the standard autoattack interval from 1.5 to 1.0 second per hit while the target remains locked. Barbarian is falling behind in XP grind, and in PvP it’s just weak and underwhelming. This subclass lacks burst damage and crowd control spells, relying on combinated support spells with another subclass to hold its own in PvP. Barbarian can become a powerful melee DPS without becoming a "melee marksman". ~~~ Paladin PvE Change Paladin could gain a new spell with 30 seconds cooldown and a high mana cost that pulls 3 to 5 monsters (not players) from a range of 3 to 6 tiles toward the paladin. The pulled monsters would be moved tone of the free tiles surrounding the character. The 3 to 6 tiles range would prevent the spell from pulling monsters that are already too close, making it primarily useful for gathering scattered mobs from medium and long range. A spell like this could be a great addition to further solidify the Paladin's tanky profile while also improving their exp grinding. By instantly pulling up to 5 monsters into adjacent tiles, it addresses one of the subclass's biggest issues: dealing with scattered mobs during solo play or party hunts. |
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Aegislash Player
Aegis
Level 10
Ranger
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19 days 30 minutes ago (Last edited 19 days 29 minutes ago)
Ngl, it’s been months without a single decent patch note. Players are still stuck in an endless rotation in the same hunting spots for years. It's mind-numbing.
![]() Killing the same old mobs every single day is completely draining, with no perspective of new content. We spend so much time writing detailed feedback and reporting bugs. We just want the Administration to show up and drop a roadmap to prove this game isn't dead in a puddle of water. Where are the new orcs update and the continous subclass balancing you promised us? ![]() CM Mercury, a community thrives when management takes an active role. Right now, a bit more commitment and clear communication from your side could make a massive difference. We really need you to leverage your position to help drive actual solutions and bridge this gap between the players and the development.
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