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Rokkekrollek Premium
Pharos
Level 763
Warrior
S8
24
54K
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23 days 5 hours ago (Last edited 23 days 5 hours ago)
You really need to reconsider according the areal & ricochets while tanking as a ranger...........
Btw. You forgot to take away the damage from traps & hellish volley while tanking aswell, just wanted you to know. Maybe something to do in the next update. ![]() Im not even sure this was neccesary tbh with the small playerbase, taking away the fun for the last existing ones aint a really good idea i can tell you that. |
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Yux Player
Elysium
Level 240
Warrior
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23 days 3 hours ago
Unfortunately, new lighting system is excessively bright and uncomfortable to look at, making it visually unpleasant.
Ranger nerfs disproportionately affect Rogues compared to Marks, as Marks can still kite monsters indefinitely through constant “hit-and-run” for hunting. Rogues, on the other hand, need to stand still while attacking to maximize the number of monsters caught in their traps and keep them taking damage. |
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Millasz Player
Pharos
Level 503
Warrior
S9
23K
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23 days 2 hours ago |
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Cacomixtle Sage
Elysium
Level 404
Warrior
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23 days 1 hour ago (Last edited 22 days 22 hours ago)
I wanted to test the ranger changes before posting but it only took me only a few minutes before confirming it was excessive.
Edit: the x% damage reduction per adjacent monster and/or less HP than warriors suggestions make a lot more of sense without being unfair on the gameplay or the logic of the vocations. Also, seeing as how this impacts Rogues more than Marksmen, these changes make the vocation balance worse, not better. |
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Kosciuszko Player
Aegis
Level 10
Mage
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23 days 30 minutes ago
As others have already pointed out, although ranger got nerfed, warlock and barbarian are both underperforming in the endgame, considering their intended roles as aggressive subclasses. They should be earning much more XP per hour.
Neither class has received any improvements yet. So what's the point of nerfing just one class without buffing the ones that actually need it? When are we going to see any rebalancing based on changes that have been properly tested and discussed with the player base beforehand? Where is the promised Zezenia Ascendant Gameplay?
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Rebel Soul Premium
Elysium
Level 1020
Ranger
S9
S8
S5
24
25
73K
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22 days 20 hours ago
yux trust me brother marksmans
suffer just as much as Rogue |
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Ron Premium
Elysium
Level 394
Warrior
S4
24
25
25K
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22 days 20 hours ago I wanted to test the ranger changes before posting but it only took me only a few minutes before confirming it was excessive. Edit: the x% damage reduction per adjacent monster and/or less HP than warriors suggestions make a lot more of sense without being unfair on the gameplay or the logic of the vocations. Also, seeing as how this impacts Rogues more than Marksmen, these changes make the vocation balance worse, not better. Perfect take! Reduce rangers' HP without completely removing their damage against adjacent monsters. That would be the best solution. Focusing on vocation balance, we should consider that rangers are too tanky due to their raw defense => getting the same HP per level as warriors — but their average damage is just fine for a ranged class. Their bulk is what makes them OP — they have a huge HP pool, just like warriors, so the issue isn't really their base damage. |
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Rebel Soul Premium
Elysium
Level 1020
Ranger
S9
S8
S5
24
25
73K
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22 days 17 hours ago (Last edited 22 days 17 hours ago)
I think we must reduce warriors HP . Why u guys taking about ranger !? [img]ron you Play warrior . think we should focus on buff other Class no nerf Rangers .
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Methanol Player
Zera
Level 12
Mage
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22 days 17 hours ago (Last edited 22 days 16 hours ago)
Some ideas that could make the ranger nerfs unnecessary and potentially lead to them being reverted, while also addressing buffs for subclasses that actually need changes and adjusting HP and Mana across the board.
1) Ideas for changes to HP and MP distributions: Increase Warriors' HP from 15 to 20, resulting in 20 HP and 5 Mana (total: 25) Increase Rangers' Mana from 5 to 10, resulting in 15 HP and 10 Mana (total: 25) Increase Mages' HP from 5 to 10 and Mana from 10 to 15, resulting in 10 HP and 15 Mana (total: 25) This would create a more balanced distribution. Mages would gain significantly more survivability, especially in PvP, while Warriors would become more distinct from Rangers by having higher HP. Warriors [ 20 HP - 5 MP per level ] / {increase HP scaling from 15 to 20} Rangers [ 15 HP - 10 MP per level ] / {increase MP scaling from 5 to 10) Mages [ 10 HP - 15 MP per level ] / {increase HP from 5 to 10 and MP from 10 to 15} 2) Paladins should gain an areal grip spell that pulls up to 5 nearby monsters to paladin, like a chain spell to hook the mobs to the 8 SQM surrounding (box) the paladin, enabling a great feature to encourage more team hunts. 3) Add a new stat to 2H weapons that grants the Barbarian a 33% chance to deal auto-attack damage to up to 4 nearby monsters. This effect only triggers against monsters within the 8-SQM area surrounding the Barbarian (box). However, adding this stat would require the Barbarian to sacrifice another weapon enchantment (hp steal, critical hit boost, defending skill or mana steal) similar to how rangers must do to add Areal Arrow. 4) Increase the area of effect of Cross of Annihilation, or modify Life Drain (3-second cooldown, also a Warlock spell) to hit up to 4 nearby monsters only in PvM, similar to Marksman's Arrow Volley. |
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Markzman Player
Elysium
Level 10
Ranger
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22 days 15 hours ago (Last edited 22 days 15 hours ago) |