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Rokkekrollek Premium
Pharos
Level 763
Warrior
S8
24
54K
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22 days 14 hours ago
Giving the classes who needs a buff instead of nerfing the shit out of the others wasn't a option?
I stopped playing Rokke cuz i found psykfallet more fun and been hoping for some nice update for barb since then. Instead we get this after 5 months of complete silence. "OH you have fun playing?! Let me fix that" |
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Sir Master Dark Lord Premium
Pharos
Level 892
Warrior
S9
24
25
46K
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22 days 13 hours ago (Last edited 22 days 13 hours ago)
OH you have fun playing?! Let me fix that
And don't forget to wear sunglasses |
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Ilj Premium
Pharos
Level 551
Ranger
24
25
11K
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22 days 11 hours ago
I went on a quick hunt and tried to kill some bosses... I had extreme difficulty killing a Diroth, something I used to do easily at my level and skill level.
Unfortunately, giving power and then taking it away is frustrating, it's quite disheartening, I confess. This will kill all the rangers, very sad. |
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Askja Premium
Elysium
Level 1218
Warrior
S9
S8
S7
S5
24
25
148K
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22 days 10 hours ago I had extreme difficulty killing a Diroth, something I used to do easily at my level and skill level. I'm a bit confused, could you explain that deeper please ? Supposing you just tank it from some corner to keep Diroth in your traps, right now (and compared to before) you just miss auto-ricochets on Diroth, and weapon areal damage ... which was basically useless against single target Diroth (I don't count summoned dark knights which at your level are normally a joke). How could it make such a difference ? What do I miss ? Or do you precisely mean now DK cause you much trouble, preventing you from focusing damage to Diroth ? |
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Binho Player
Elysium
Level 523
Ranger
2K
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22 days 8 hours ago I had extreme difficulty killing a Diroth, something I used to do easily at my level and skill level. I'm a bit confused, could you explain that deeper please ? Supposing you just tank it from some corner to keep Diroth in your traps, right now (and compared to before) you just miss auto-ricochets on Diroth, and weapon areal damage ... which was basically useless against single target Diroth (I don't count summoned dark knights which at your level are normally a joke). How could it make such a difference ? What do I miss ? Or do you precisely mean now DK cause you much trouble, preventing you from focusing damage to Diroth ? Before the update, a friend (Rogue) could kill in 2 minutes (standing still and using the trap). Now it takes five minutes to kill while running and 7 minutes standing still using the trap. |
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Askja Premium
Elysium
Level 1218
Warrior
S9
S8
S7
S5
24
25
148K
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22 days 7 hours ago
Ok you confirm it, but ... alas you don't explain it, it doesn't tell us why ?
I can't get it why such a difference for just auto-ricochets missing. There should be something else (something buggy ?) and that's why I wish getting more deeper informations. If there is nothing else, that would indeed means ricochets were far too powerful, and nerfing them is maybe a not so absurd move (but I DO agree current nerf is inappropriate, gameplay wise). |
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Rokkekrollek Premium
Pharos
Level 763
Warrior
S8
24
54K
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22 days 7 hours ago (Last edited 22 days 7 hours ago) I had extreme difficulty killing a Diroth, something I used to do easily at my level and skill level. I'm a bit confused, could you explain that deeper please ? Supposing you just tank it from some corner to keep Diroth in your traps, right now (and compared to before) you just miss auto-ricochets on Diroth, and weapon areal damage ... which was basically useless against single target Diroth (I don't count summoned dark knights which at your level are normally a joke). How could it make such a difference ? What do I miss ? Or do you precisely mean now DK cause you much trouble, preventing you from focusing damage to Diroth ? Before the update, a friend (Rogue) could kill in 2 minutes (standing still and using the trap). Now it takes five minutes to kill while running and 7 minutes standing still using the trap. Ilj just used Diroth as an example, killing a boss with a struggle aint the problem so we dont have to get stuck there. Hunts tho... when 99.99% players solo hunts. I wonder if they are reworking all HC hunts now for them beeing open landscape... Hmmm ![]() I've always been trying to be positive and see the good in new things here in zez updates, but the focus they had this time and the extreme ridiculously harsh nerf of rangers are just....... Boinkers. |
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Yux Player
Elysium
Level 240
Warrior
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22 days 3 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. I like the overall direction of these ideas because I believe the main issue with Zezenia's balance is not simply that some subclasses are too strong, but that others are not performing according to their intended roles. Instead of relying primarily on ranger nerfs, I think we should first address the weaknesses of subclasses such as barbarian and warlock, while improving party hunting mechanics for warriors. 1. Health Points and Mana Points The proposed redistribution makes sense in theory, especially the idea of making warriors more durable and giving mages slightly more survivability. However, I would be careful with increasing both HP and mana for mages, since these changes accumulate significantly at higher levels and could affect PvP balance. I would rather test the proposed values before implementing them permanently, particularly across different level ranges. At first glance, it seems like a good proposal. 2. Paladin aggro spell I strongly support giving paladins a spell that pulls nearby monsters toward them. Warriors struggle to compete with ranged classes when hunting because they need to stay close to their targets and cannot kite monsters while dealing melee damage. A controlled aggro spell that pulls up to five monsters into the eight surrounding tiles could improve their hunting efficiency and encourage more team hunts without directly increasing their damage. 3. Barbarian two-handed weapon effect This is also a promising idea. Barbarians should feel like powerful melee damage dealers and an additional auto-attack effect against nearby monsters could help reinforce that identity. I like the proposed trade-off involving weapon enchantments, alike to areal arrow on ranger weapons. However, the proc chance, number of targets and additional damage would need proper testing to prevent this effect from becoming mandatory or excessively strong. 4. Warlock AoE improvements I would prioritize expanding Cross of Annihilation's area before changing Life Drain into an AoE spell. Increasing Cross's coverage could make warlock hunting more efficient without necessarily increasing its damage against a single target or making its sustain too strong. Life Drain could still be considered later if testing shows that warlock needs additional improvements. 5. Conclusion My main point is that improving weaker subclasses should come before assuming that nerfing stronger ones is the only solution. Rangers have already received several improvements to their AoE capabilities over time, after previously struggling with them. Meanwhile, barbarian and warlock should be able to compete more effectively in PvE according to their expected defensive and offensive capabilities That doesn't mean rangers should remain untouched regardless of their actual performance. If a specific mechanic is genuinely overtuned, it should still be addressed. But I would prefer targeted adjustments over broad nerfs, combined with meaningful improvements to the subclasses that are falling behind. The goal should not be to make every subclass deal the same damage or gain the same EXP/hour in every situation. It should be to make each subclass viable, distinct and desirable for different reasons. Buffing underwhelming subclasses while preserving class identity would be a much healthier long-term direction for Zezenia's balance. |
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Xander Cage Player
Elysium
Level 216
Ranger
24
25
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21 days 16 hours ago |
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Monterey Player
Elysium
Level 30
Mage
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21 days 13 hours ago
Nerfing only “broken” classes and it doesn’t solve balance..... it just drags everyone down and often makes the game less fun and slower overall!!!
If some subclass is lagging behind, then buffing it to a reasonable baseline is simply correcting imbalance, not power creep! Real balance is about convergence of viable options, not equalizing everything by reduction...... Besides that, most of the community agrees that only two of the seven subclasses are currently bad in PvE (warlock and barbarian). So there's no point in nerfing the others . . ... |