|
Sonnema Player
Pharos
Level 363
Mage
S9
S8
S7
S2
140K
|
18 days 8 hours ago It’s never about balancing; it’s always about killing off a class. The STAFF is constantly working against the players. F Ranger ![]() ![]() I mean, there was no other reason to pick any other class than a ranger, it was far to powerful though.. |
|
Ron Premium
Elysium
Level 394
Warrior
S4
24
25
25K
|
18 days 2 hours ago
Administration and CM Mercury
Ranger class was pretty well balanced in PvM, but it feels overtuned in 1v1 PvP. They only need a PvP specific damage nerf to their single target spells. The latest update brought new balance changes without addressing the real issue, which still persists today. Therefore, I propose that: • Revert ranger nerfs to apply only to PvM: To rebalance PvM damage; • Increase HP by +5 per level for warriors and mages: Both classes need more HP per level to balance HP scaling across all classes. The new scaling would be: 10 for mages, 15 for rangers and 20 for warriors, which will better balance effective health pools among the classes; • Decrease rangers' single target spell damage, only in PvP: - Piercing Shot and Barbed Arrow - These two spells are at the core of the unbalanced 1v1 PvP damage from Rogues and Marksmen; • Boost AoE damage for Warlocks and Barbarians: These two subclasses still lack AoE damage per SQM. |
|
Aegislash Player
Aegis
Level 10
Ranger
|
17 days 19 hours ago It’s never about balancing; it’s always about killing off a class. The STAFF is constantly working against the players. F Ranger ![]() ![]() I mean, there was no other reason to pick any other class than a ranger, it was far to powerful though.. That's worth reading, an actual coherent comment using a brain cell Administration and CM Mercury Ranger class was pretty well balanced in PvM, but it feels overtuned in 1v1 PvP. They only need a PvP specific damage nerf to their single target spells. The latest update brought new balance changes without addressing the real issue, which still persists today. Therefore, I propose that: • Revert ranger nerfs to apply only to PvM: To rebalance PvM damage; • Increase HP by +5 per level for warriors and mages: Both classes need more HP per level to balance HP scaling across all classes. The new scaling would be: 10 for mages, 15 for rangers and 20 for warriors, which will better balance effective health pools among the classes; • Decrease rangers' single target spell damage, only in PvP: - Piercing Shot and Barbed Arrow - These two spells are at the core of the unbalanced 1v1 PvP damage from Rogues and Marksmen; • Boost AoE damage for Warlocks and Barbarians: These two subclasses still lack AoE damage per SQM. Wow, finally someone actually plugged their brain in before typing a W comment with a real suggestion instead of the usual brainrot |
|
Can I Hit Player
Pharos
Level 467
Warrior
S9
169K
|
17 days 3 hours ago Administration and CM Mercury Ranger class was pretty well balanced in PvM, but it feels overtuned in 1v1 PvP. They only need a PvP specific damage nerf to their single target spells. The latest update brought new balance changes without addressing the real issue, which still persists today. Therefore, I propose that: • Revert ranger nerfs to apply only to PvM: To rebalance PvM damage; • Increase HP by +5 per level for warriors and mages: Both classes need more HP per level to balance HP scaling across all classes. The new scaling would be: 10 for mages, 15 for rangers and 20 for warriors, which will better balance effective health pools among the classes; • Decrease rangers' single target spell damage, only in PvP: - Piercing Shot and Barbed Arrow - These two spells are at the core of the unbalanced 1v1 PvP damage from Rogues and Marksmen; • Boost AoE damage for Warlocks and Barbarians: These two subclasses still lack AoE damage per SQM. I'm sorry but rangers where strong in both PvE and PVP at one point on the last server a rogue around my level was gapping me on my Warlock. PVP they where crazy good and the problem is cause Attacks and Healing shared the same GCD auto attacking being that powerful is far too strong. |
|
Explosive Player
Elysium
Level 106
Mage
2K
|
17 days 34 minutes ago (Last edited 17 days ago) Administration and CM Mercury Ranger class was pretty well balanced in PvM, but it feels overtuned in 1v1 PvP. They only need a PvP specific damage nerf to their single target spells. The latest update brought new balance changes without addressing the real issue, which still persists today. Therefore, I propose that: • Revert ranger nerfs to apply only to PvM: To rebalance PvM damage; • Increase HP by +5 per level for warriors and mages: Both classes need more HP per level to balance HP scaling across all classes. The new scaling would be: 10 for mages, 15 for rangers and 20 for warriors, which will better balance effective health pools among the classes; • Decrease rangers' single target spell damage, only in PvP: - Piercing Shot and Barbed Arrow - These two spells are at the core of the unbalanced 1v1 PvP damage from Rogues and Marksmen; • Boost AoE damage for Warlocks and Barbarians: These two subclasses still lack AoE damage per SQM. I'm sorry but rangers where strong in both PvE and PVP at one point on the last server a rogue around my level was gapping me on my Warlock. PVP they where crazy good and the problem is cause Attacks and Healing shared the same GCD auto attacking being that powerful is far too strong. yea but it doesn't change the fact that barb and wls are weak in PVE; barb has low damage in PVP and wls have the worst buff in terms of def in comparison to pyros and shaman warlock takes way too much effort for so little payoff. it's really hard to hunt using only cross as main dmg spell, and the pvp def is way lower than pyros'. so their buff should at least get a slight improvement barb is kinda useless in pvp, has almost zero solo utility and no CC spells they can use on their own. the only decent pvp spell they have for themselves/solo activation is blind rush to gap close or escape traps |
|
Frostbite Premium
Elysium
Level 1599
Ranger
S5
S4
24
25
31K
|
14 days 3 hours ago
Hello Everyone
![]() I strongly disagree with the proposed changes to the Ranger class. Restricting ricochet and area-of-effect abilities when adjacent to enemies completely breaks the fluidity and fun of the gameplay. Rangers are supposed to be agile warriors on the move. Stripping away our primary combat tools in close quarters does not reinforce agility—it heavily punishes it. In high-density combat or tight spaces, getting cornered is inevitable. Instead of allowing players to use their mobility and abilities to fight their way out, this change leaves the Ranger feeling clunky, weak, and defenseless. Furthermore, dimming the attack indicator is a frustrating visual penalty that only adds to the clunkiness. If the goal is to emphasize ranged combat, it should be done by rewarding good positioning rather than crippling class mechanics the moment a monster gets close. Please reconsider or revert this change. Beyond the Ranger, the game's overall character balance needs serious review. Instead of focusing solely on the Ranger, attention should be directed toward underperforming classes like the Warlock, Paladin, and Shaman, which currently see almost no play. Because of the current state of balancing, playing a Ranger has become quite stale, yet switching feels punishing. Whenever significant class adjustments are made, players should be offered a complimentary subclass change token. Lastly, there is a glaring inconsistency regarding seasonal gear. Currently, older Halloween items cannot be enchanted—even those of Epic tier—while the new items completing the pumpkin/halloween set can be. This restriction is both confusing and absurd, as it devalues older event rewards for no apparent reason. All items within the same set tier should follow the same enchantment rules. |
|
Ilj Premium
Pharos
Level 551
Ranger
24
25
11K
|
14 days 2 hours ago (Last edited 14 days 2 hours ago)
What happened to the Ranger, especially the Rogue, was brutal. Today I tried hunting and it's truly impossible; I even ended up dying in a hunt where I would rarely die.
It might seem silly, but this simple change made an absurd difference in practice! The Ranger has two area spells, Hellish Voley and Traps (which only become effective from level 350 onwards when you unlock them). When you miss the trap, you're stuck with only the Hellish Voley spell for an eternity, and when you hit the trap, it ends very quickly! If this nerf is maintained, it's necessary to change the cooldown of several spells, reducing them. It's impossible to play, especially as a Rogue. |
|
Markzman Player
Elysium
Level 10
Ranger
|
14 days 55 minutes ago
The fairest change would be to reduce Traps' cooldown from 16 to 12 seconds and remove the damage reduction on diagonal tiles while Ice Traps' special talent is active — so the 3x3 tile Traps deals 100% damage on every tile.
Rogues got hit with the worst nerf... but honestly, both rangers are pretty bad overall. |
|
Hexecutioner Player
Elysium
Level 105
Mage
1K
|
13 days 18 hours ago (Last edited 13 days 17 hours ago)
Rangers' nerfs (Marksmen and Rogues) should be rolled back. They were properly balanced before the Last Update, along with pyromancers, paladins and shamans.
The current subclass balance is fundamentally broken. The original stats and intended roles for each subclass are clearly being ignored, resulting in some subclasses completely failing at fulfilling their primary purpose as offensive subclasses. Warlocks and barbarians are the clearest examples of this issue, as they should naturally rank just below pyromancers in consideration to damage output among all subclasses, yet the current balance state places them below where they are supposed to be. However, a few small buffs could be enough to bring their damage closer to where it should be. <------------------------------------------------------------------------------------------------> Picture posted by Ritari/CM Mercury on Zezenia's official Discord server <------------------------------------------------------------------------------------------------> 1st Balancing Update (Part II - introduced in 2023) Best idea for subclass balance, strictly following the in-game Library (Not yet implemented): ![]() http://www.zezeniaonline.com/forum/thread/19862/post180107#180107 <------------------------------------------------------------------------------------------------> The Different Subclasses' Roles According to the In-Game Library <------------------------------------------------------------------------------------------------> Buff Proposals 1st - Warlock: Increase the damage of Cross of Annihilation, or create a new wave spell with a 4–5 second cooldown to better fit a proper hunting spell rotation alongside Cross. 2nd - Barbarian: Increase the damage of the 3 rear tiles of Rage of Fury from 75% to 100%. 3rd - Warriors: Aggro spells for both subclasses - A way to improve party hunts and increase warriors’ solo EXP/hour, since warriors’ AoE damage spells have a very smaller area in comparison to mages and rangers AoE damage spells. If possible, ideally the spell would pull nearby monsters toward the warrior within a 5x5 sqm area, moving them to one of the 8 tiles around the character, only to free tiles, so the warrior doesn’t stack more than 8 monsters around them. Using that kind of spell, a warrior can really improve their EXP gain and get closer to mages’ and rangers’ EXP, since the meta from mid to late game is all about constantly running, dashing, and hitting mobs. The meta usually favors mages and rangers, while warriors tend to fall behind, but this aggro mechanic can help compensate for the limitations, like the size of warriors spell. Tiles that are blocked at the moment the spell is cast will not receive monsters. Obviously, this aggro-taunt spell shouldn't deal any damage. Cooldown could be 25 seconds up to 40 seconds to be useful in hunts. -> The GIF shows how monsters can be pulled toward the warrior using aggro spells. <- |
|
Methanol Player
Zera
Level 12
Mage
|
13 days 2 hours ago
So many high lvl rangers have been pointing out that these changes have negatively impacted the vocation rather than actually rebalancing it.
§ I think the staff should address this and perhaps release an official statement through the Community Managers. § Ideally, devs should be gather and filter the feedback and suggestions to come up with balance adjustments for all vocations. Then, a new Class Balancing Test Server could be opened to trial those changes, before the next Season. |