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General Discussion => Suggestions => Topic started by: GM-MOD on April 29, 2025, 09:48:24 PM

Title: Community balance project
Post by: GM-MOD on April 29, 2025, 09:48:24 PM
Hello, if you would like to contribute to the improvement of skill balance across the whole game, please post your ideas as the template you're seeing below.

Skill/mechanics/class name:
Problem:
Numeric adjustment or possible solution:


Example.
Skill/mechanics/class name: Seismic Shock, Berserker.
Problem: Seismic Shock skill block removal is too low.
Numeric adjustment or possible solution: Rescale it to remove at least 60 skill block at stage 15.

Example 2.
Skill/mechanics/class name: Summoner.
Problem: Summoners are too strong, they have great damage and at the same time they are super tanks and have no weakness against any class.
Numeric adjustment or possible solution: Reduce their block/dodge chance to be more susceptible against critical classes.

I'll read every post. Players are allowed to comment about ideas of other people, but please keep is free of trolling, we are trying to build a better place for everybody.
Title: Re: Community balance project
Post by: Nymeria on April 30, 2025, 02:30:17 PM
Hello,

Here are my thoughts on the balancing project:

Mechanic: Global -  Ignore elemental resistance
Problem: its scaling, you can hit above 10k ign ele with no debuffs, which means it probably goes also through all the other defensives
Numeric adjustment or possible solution: Adjust the ignore elemental mechanic to make it scale on the resistance like skills. The more resistance debuff a target has, the more the ignore elemental is going to hit. No more lottery of hitting 10+k with no debuffs just because your gear has 100% ignore elemental resistance.

Mechanic: Global - Stun
Problem: it’s possible to maintain someone permastun (regardless of the critter you pick). Even if you miss 30 hits & land just one, your target will still remain stunned.
Numeric adjustment or possible solution: tweak the stun mechanic to prevent it from being a 100% success, or adjust the duration to prevent permastunning.

Mechanic: Global - “New damage stat” (Physical / Heroic / Ele / Dim damage)  (in armors)
Problem: its scaling. The stat introduction in itself is great and created new building possibilities. But it’s possible to get a total of 90 (pants + boots + gloves) and even though it doesn’t seem like it, it’s probably too much.
Numeric adjustment or possible solution: Divide it in two (15 per part) or reduce it at least to 20 by part. It might help in bigger fights including the archlord battle to not just pile-up kill the stamper in 10 to 15 seconds even if he has 90k hp.. ^^

Mechanic: Global - Heroic damage (in weapons)
Problem: its scaling. Somehow, it looks like if you have this stat in your weapon, your damage is scaling like crazy.
Numeric adjustment or possible solution: Adjust the scaling (it doesn’t need to be removed at all).


Human:

Knight:

Skill/Mechanic/Class name: Godlike & Energy Barrier / Re-use time & Duration / Knight
Problem: it’s possible to spam the skill with almost no re-use on 90% Cooldown. Knights can just sit on tank uniques, 1h sword & shield & play like a target dummy. Ever since they got a buff to sprint, they are able to easily escape & fight & play time so they don’t need to have this.
Numeric adjustment or possible solution: Make the delay of re-using godlike 20 seconds minimum on 90% Cooldown. It should also not exceeed a 10 second duration.

Archer:

Skill/Mechanic/Class name: Languish / Dodge / Archer
Problem: The 45% dodge (melee & range) addition was not necessary. Archer is a caster killer class and the 100% success rate 45% dodge debuff is too strong & unnecessary for him. Brings unbalance in the crit meta.
Numeric adjustment or possible solution: Rollback to what it was initially.

Skill/Mechanic/Class name: Enervate / Block / Archer
Problem: Same as languish. The 45% block addition was not necessary. Archer is a caster killer class and the 100% success rate 45% dodge debuff is too strong & unnecessary.
Numeric adjustment or possible solution: Rollback to what it was initially.

Mage:

Skill/Mechanic/Class name: Physical gain / Movement speed / Mage
Problem: Mage is now immune to stuns. Her having two movement speed passive (this one + the heroic one) was not necessary in my opinion.
Numeric adjustment or possible solution: Remove some movement speed from physical gain, maybe not all of it but probably 15% less at lvl 15. She can still be slowed but at least on damage unique she wouldn’t be able to fly away the way she does now.

Orc:

Berserker:
I am not playing this class enough to offer proper balancing changes for it. Only thing I have noticed is overall the class seems to miss a little bit of movement speed.

Hunter:
I think hunter is correct at the moment. I don’t know if the cure “nerf” was necessary though.

Sorcerer:

Skill/Mechanic/Class name: Mana Pull / Sorcerer
Problem: You can’t use it alongside a combi pot. Sorcerer has literally no defensive aside of his passives (armament, intense magic, mind control) and is probably one of the “easiest class” to kill on a teamfight.
Numeric adjustment or possible solution: Adjust the skill to make sorcerers able to use it alongside a combi pot. They will still be weak to critters but less likely to die instantly from casters.

Skill/Mechanic/Class name: Narcolepsy /Duration & Success rate / Sorcerer
Problem: The success rate is 95% & the duration 40 seconds at lvl 15. Also, the skill seems to bug your stats if you switch gear or uniqs while being under the narcolepsy effect.
Numeric adjustment or possible solution: Reduce the duration to a maximum of 20 seconds, and the success rate to a maximum of 70%.

Moonelf:

Swashbuckler:

Mechanic/Class name: Cast Damage / Swashbuckler
Problem: Swashbuckler is meant to be a supportive class (lots of debuffs). The damage is honestly quite outstanding.. If the movement speed is adjusted, Swash really doesn’t need to have this much damage. It would be great to find a way to adjust the swash dmg pvp wise, without affecting her PVE (because in PVE she’s still one of the weakest as cast). It is not my duty to kill someone in 4 hits once my debuffs land.
Numeric adjustment or possible solution: Tweak the elemental & dimensional damage scaling here & there.

Skill/Mechanic/Class name: Fortitude Soul / Movement speed / Swashbuckler
Problem: Swashbuckler is slower than almost every class, and movement speed party buff make the movement speed gap between classes too big.
Numeric adjustment or possible solution: Remove the movement speed from party buff Fortitude Soul, and add it to another skill (Smart force for example, like swash used to have movement speed on it in the past).

Skill/Mechanic/Class name: Advent legend / Movement speed / Swashbuckler
Problem: The nerf was a bit overtuned
Numeric adjustment or possible solution: add 10% movement speed to the skill

Skill/Mechanic/Class name: Lightning Rush / AoE / Swashbuckler
Problem: Lightning rush has always been part of the swash kit but other class who have cooldown debuffs have them on single target. If the other changes offered are taken in account the fact swash has a Cooldown debuff AOE could be a problem
Numeric adjustment or possible solution: Make it a single target (Disclaimer: This should not be done if swash doesn't have higher movement speed).

Ranger:
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Skill/Mechanic/Class name: Quick reload / Skill range / Ranger
Problem: The extra range added is too big. Rangers have a good amount of gap closing distance with Shadow Chaser.
Numeric adjustment or possible solution: Remove 5 to 10 range at lvl 15. Rangers are already fast enough to gap close without needing some extra range.

Elementalist:

Skill/Mechanic/Class name: Pet skills / Elementalist
Problem: They are completely useless currently.
Numeric adjustment or possible solution: Buff their HP and/or defensives. Something needs to be found to make elementalist able to rely on them more.

Skill/Mechanic/Class name: Mutation / Elementalist
Problem: The skill doesn’t display success rate at all. The duration is too big. Elementalists get no skulls from using it.
Numeric adjustment or possible solution: Even Though elementalist never took skulls by using this skill in the past (CM/Webzen), I do believe it would be fair for them to skull up from the use of it (you wouldn’t imagine a sorcerer halting without skulling up or a hunter using imposed fatigue, diminishing hex or subdue prey without skulling up either).
Make also the success rate clear on the skill (and like halt it shouldn't exceed 65%). The duration could also be lowered to a max of 10 seconds.

Skill/Mechanic/Class name: Global damage / Elementalist
Problem: Elementalist’s damages are way overturned right now. Even on tank uniques they are hitting far too much. Their movement speed got buffed, they have many tools in their kits (skill block debuff, a 100% success rate slow, bomba..), they don’t need to be able to three shot anyone without risking anything. We’re not even close to a double edged sword for them.
Numeric adjustment or possible solution: Nerf the overall elementalist damage scaling (especialy if you adjust the pets & make them useful). It also needs to be taken in account that elementalist doesn’t really shine in PVE (because the dimensional debuff doesn't seem to properly affect monsters). Something has to be done for both sides. But elementalist can’t stay like that with such a high damage output. It’s likely the least balanced class in the game right now.



Scion:

Slayer:

Skill/Mechanic/Class name: Hand of justice / Movement speed / Slayer
Problem: Movement speed party buff makes the movement speed gap between classes too big.
Numeric adjustment or possible solution: Remove it from this buff & put it on another slayer buff (a bit like the spirit of the summoner with Guardian of scion, could be in Moral courage).

Skill/Mechanic/Class name: Legendary Slayer / Re-use Time / Slayer
Problem: Just like Godlike & energy barrier (see above), it can litteraly be spammed
Numeric adjustment or possible solution: Just like Godlike, make sure it's not possible to spam it on 90% CD, make the cooldown at least 20 seconds on 90% CD.

Orbiter:

Skill/Mechanic/Class name: Smart Sniper / Elemental damage / Orbiter
Problem: Orbi has very good debuffs & a proper damage output if built towards elemental damages (with scion prayer stones). The elemental damage in that buff is likely not necessary.
Numeric adjustment or possible solution: Remove the elemental damages from the skill & keep just the Agility & min/max damage.

Summoner:

Mechanic/Class name: Global damage / Summoner
Problem: Summoner is benefiting from a quite big damage output as he can wear double weapons. He’s relatively weak to critters (aside of the “stun issue”) & can pretty easily be debuffed if playing on damage uniqs. But his scaling damage (mostly on heroic damage) is probably slightly overtuned.
Numeric adjustment or possible solution: Doesn’t require huge nerf (because he’s already sacrificing some damage to have some of his defensive options), but maybe lower the heroic damage scaling a bit.

Skill/Mechanic/Class name: Sacred One / Debuffing “delay” & skill “visual” / Summoner
Problem: The larva takes far too much time to set up (unlike bomba that’s like “instant”). Also the skill visual on players is the same as the bomba. It would be great if it could be the Sacred one instead.
Numeric adjustment or possible solution:  Make the skill the same as the elementalist bomba, with its own visual.
Title: Re: Community balance project
Post by: Friend on April 30, 2025, 04:10:51 PM
Hello,

Here are my thoughts on the balancing project:

Ranger:

Skill/Mechanic/Class name: Quick reload / Skill range / Ranger
Problem: The extra range added is too big. Rangers have a good amount of gap closing distance with Shadow Chaser.
Numeric adjustment or possible solution: Remove 5 to 10 range at lvl 15. Rangers are already fast enough to gap close without needing some extra range.
(https://i.imgur.com/swdR1sw.gif)

i need my skill range to run away from big bad wolfs :C plis GM no remuve  :'( example slayers will jump on me and i will be stunned and done for because anti stun for ranger has big cooldown
Title: Re: Community balance project
Post by: Aook on April 30, 2025, 06:59:29 PM
Hello,

Here are my thoughts on the balancing project:

Ranger:

Skill/Mechanic/Class name: Quick reload / Skill range / Ranger
Problem: The extra range added is too big. Rangers have a good amount of gap closing distance with Shadow Chaser.
Numeric adjustment or possible solution: Remove 5 to 10 range at lvl 15. Rangers are already fast enough to gap close without needing some extra range.
(https://i.imgur.com/swdR1sw.gif)

i need my skill range to run away from big bad wolfs :C plis GM no remuve  :'( example slayers will jump on me and i will be stunned and done for because anti stun for ranger has big cooldown

Just like an orbi, his movement speed is the slowest of all "archer" class, same goes for his anti stun who has a huge cd but is really a safetynet for his sorcs mates.

Every class needs a weak point to make it balanced, because if there is only strong points on a class then nobody can die or even if a class is really overpowered you would only see people using it, just like at some point there was only summoners/slayers/archers... because on selfbuff conditions those were almost unkillable, could pretty much dominate anyone and in the ancient hero dungeon they could even be the key of victory while now its more about team based content which any chars needs to blend in

Knight :
Problem : can't blend in any cast comp, because he has no debuffs that benefits the casters, but he also benefits from only swash/archer/slayer/mage debuffs, in a selfbuff condition cast knight is not even something you can even imagine because he would do the lowest damage ever seen as he debuffs only dodge and block (which does not benefits cast)
Possible solution : find a way to make it viable for cast as the server is turning all his content and fights around it now

Ignore ele resistence build :
Problem: there is no way to counter such a build
Possible solution: Make the ignore ele resi do the same as the ignore defence, go throught ele resi only and not any type of defence

Orbiter :
Problem : Out of all the archer classes it is the slowest one, full buffed it runs at 350%ms, do not forget it can be slowed and stunned while having no jumps to catch its target
Possible solution : make it similar to the summoner, but reduce the damage boost on Smart Sniper (like by half so it doesn't affect much its PVE/PVP situation that could make it underwhelmed compared to other class)
Title: Re: Community balance project
Post by: LeafaSenpai on May 02, 2025, 11:14:20 AM
Elementalist :
 while its true she does the most damage on PvP on pve its really bad because it feels like the debuf on the Skill Wind Shear that reduce dimentional resitance 75% doesn't scale on the mobs its even more present when you are full buffed and in the new area .
change possible : make it so dimenstional resistance debuf scales better on mobs so PvE wise she can be more viable .

you changed the skill Increase Gate so we could use 10 pets but realisticly that change did nothing because only bomba is usable at this moment and we could already summon 4 of them before the change .
the biggest problem is the pets we summons , they have good utility if the could survive . right now people doesn't need to target them and they take full damage from enemy even with the skill Descent of Luna that can heal them .
change possible : make it so we cannot attacks pets or find a way to make them survive a lot longer so we can use them .

one of the most important things right now would be to fix the death bug that is present since day 1 , many attemps to fix it but still no solution and this becomes a problem when we need to fight multiple times our stats gets bugged or we may lose the pet even with feed activated .

now talking about damage , yes elemeentalist does probably the most damage in PvP scenario maybe a little less than sumonner but still on full tanks uniques with full maxed elem i still managed to hit 4-5k damages on some poeple .
possible change : she has 3 dimentional buffs : 2 that i need to buff up and 1 passive maybe a change 1 of of this could reduce the damage output . other solution would be to check by how much the dimentional stats  scales on the heroic damage and if it affects to much maybe reduces that scale.

and at  last let's lak about Mutation , this skill since codemaster was never giving a skull while using it but maybe we could change that if the change is needed . the problem is we don't know what the succes rate of that skill is so i don't know about changing anything on it for now .


ignore elemental  resisantace build :
this build is too broken has no counter if your a class that can be perma stunned .
maybe change the values of ignore elemental resistance same has ignore defense .

lets talk about the stun system ,
right now if you're a class that can be stunned by critters or ignore elemental resistance you have little to zero chance to fight back .
even if 1 hit lands every 30 hits you would still be perma stunned and will be out of the fight because you got hit once and got stunned .


that all i have for now if you guys see anything else you can add it in your post ,
i hope we have good change so the game can still be fun for all of us !!!
see you in Game ,

Hildaliv
 
Title: Re: Community balance project
Post by: noizy on May 02, 2025, 05:17:28 PM
give more movement speed around 70% on swashbuckler , otherwise is useles , can not catch up on the fights !
Title: Re: Community balance project
Post by: Proteus on May 02, 2025, 08:09:55 PM
Sorc
Skill/mechanics/class name: Narcolepsy-Sorc
Problem: High success rate and duration, currently bugs passives if uniques are changed while being slept.
Numeric adjustment or possible solution: Reduce duration and success rate by 30%. Try to figure out why passives are being bugged.

Hunter
Skill/mechanics/class name: Hunter Diminishing Hex/Subdue Prey
Problem: Taking away to much HP/MP with a 100% skill success
Numeric adjustment or possible solution: Decrease the HP/MP debuff to 25-30% on rank 15.

Knight
Skill/mechanics/class name: Godlike and Energy barriers/Knight
Problem: Currently can be almost spammable.
Numeric adjustment or possible solution: Increase cooldown on both barriers so there is at least 7 seconds until they can be reused on 90% cooldown.

Skill/mechanics/class name: Swing shot and Defence breaker/Knight
Problem: Currently can debuff way too high dodge and block.
Numeric adjustment or possible solution: Decrease each skill by 15% to 20%.

Skill/mechanics/class name: Sprint / Knight
Problem: 500% move speed even for few seconds is way too high and impossible for classes with 320-350 movement speed to reach them.
Numeric adjustment or possible solution: Decrease it to 400% instead once sprint is casted.

Slayer
Skill/mechanics/class name: Break Armor/Slayer
Problem: Minus 30% crit resistance debuff way too high. Slayer can hit most classes 7-10k without Break Armor.
Numeric adjustment or possible solution: Adjust to 10-15% on Rank 15.

Skill/mechanics/class name: Legendary slayer/Slayer
Problem: Cooldown of the skill pretty low
Numeric adjustment or possible solution: Add at least 7-10 seconds to reuse on 90% cooldown.

Swash
Skill/mechanics/class name: Movement speed/Swash
Problem: Currently the slowest perhaps class
Numeric adjustment or possible solution: I think 15-20% movement speed should be reasonable.

Summoner:
Mechanic/Class name: Global damage / Summoner
Problem: Damage because of the use of two weapons is way too high.
Numeric adjustment or possible solution: Scale damage to 20-30% less overall.

Elementalist:
Mechanic/Class name: Global damage / Elementalist
Problem: Dimension damage simply broken.
Numeric adjustment or possible solution: Scale damage to 20-30% less overall.

Archer:
Mechanic/Class name: Languish & Enervate combo skills / Archer
Problem: The 45% dodge and block debuffs way too high and unnecessary.
Numeric adjustment or possible solution: Reduce to 15% on maxed stage.

Mechanic/Class name: HP / Archer
Problem: Currently archer has the lowest hp from most classes.
Numeric adjustment or possible solution: Add 25-35% hp stat on maxed stage on the Mana gain passive.

Mechanism: Ignore elemental damage
Problem: Currently simply broken to receive more than 10.000 to 15.000 damage on pure tanking uniques from knights or swashes.
Numeric adjustment or possible solution: Apply similar numeric values as on critical damage instead or decrease by 40-50%.

Mechanism: High overall damage / Heroic debuffs affecting most classes
Problem: The changes made to Heroic skills and debuffs seems unnecessary and lead to extreme levels of damage or unbalance of some skills.
Suggested Solution: Revert all Heroic skills and debuffs to their original state, as they were initially designed, without any additional modifications. (Exclude the frenzy effects or chaos) . You could also modify the stats of the Elite weapons to original state (60-100 Physical damage, ele & dim damage back to 30-50)


Title: Re: Community balance project
Post by: dexcel on May 03, 2025, 12:39:42 AM
Skill/Mechanics/Class Name: Sorcerer

Problem: The Sorcerer is always the first target and therefore gets permanently stunned, haltet, restrained, or  toxichandet . Additionally, the sleep skill often fails to work or bugs out passive skills.

Possible Solution: Replace the unreliable sleep skill with a consistent anti stun buff to prevent the Sorcerer from being permanently incapacitated. To improve overall balance, consider weakening the Mana Pull skill and make it  usable with combi
Title: Re: Community balance project
Post by: Amoswar on May 03, 2025, 01:47:55 AM
Hello,

Here is my take on current balance

Overall mechanics

Skill/mechanics/class name: PARTY BUFFS
Problem: The party buffs are to strong, its impossible to find a balance when you can boost your character so much with other class.
Numeric adjustment or possible solution:
option 1 : Nerf party buff and give back power to each class itself
option 2 : Reduce the party member to 10 and by leaving the party you lose the party buffs.

Skill/mechanics/class name: IGNOR ELEMENTAL
Problem: Hit to high without a real way to prevent the damage
Numeric adjustment or possible solution: I think a nerf of around 40% of the hits would be necessary.
It''s hard to say how to nerf the damage, because it's linked directly with the new stats and HUGE elemental damage each class has.

Skill/mechanics/class name: STUN
Problem: Can be perma
Numeric adjustment or possible solution:
option 1 :  Make all stun duration for 1 second on all equipement (at least if player dont hit, they wont keep someone perma)
option 2 : Make it impossible to be stun for couple of seconds after you got stun
option 3 : Give a anti-stun skill similar to ranger/archer/orbiter to all class and it can be activated while beiing stunned.

Skill/mechanics/class name: Summuner/Elem/Orbiter/Swash (its on a slow)
Problem: they dont have a Pulling skill with large area of effect
Numeric adjustment or possible solution: Give a skill WITHOUT debuff a larger aoe of effect, to help pull mobs.


SKILL BALANCE
Humans
Skill/mechanics/class name: Knight Godlike/Barrier
Problem: can buff godlike and barrier to often
Numeric adjustment or possible solution:
option 1 : Increase the CD so it need 10 seconds between each cast at 90% CD
option 2 : Make it impossible to buff 1 with the other

Skill/mechanics/class name: Mage
Problem: To fast
Numeric adjustment or possible solution: nerf her mouvement by 15%

Skill/mechanics/class name: Archer, Helpless VS Intimidate Blow
Problem: Archer was known as the SelfBuff killer and one of strong class on lower level, with the current balance of debuff, it has lost its purpose and made it a Farm beast.
Numeric adjustment or possible solution: Make Helpless and Intimitate Blow debuff the same number
Current setting : Helpless (-30 elem) Intimidate Blow (-85% elem)
Suggestion setting : Helpless (-55% elem) Intimidate Blow (-60% elem)



Orcs
Skill/mechanics/class name: Hunter Diminishing Hex/Subdue Prey
Problem: Take away to much HP with a 100% skill success
Numeric adjustment or possible solution:
option 1 : Decrease the HP to around 40% value
option 2 : Increase Coldown on the skill, so it cannot be used on every player in a teamfight.

Zerk : Most balanced class so far

Skill/mechanics/class name: Sorc, Narcolepsy
Problem: Narcolepsy success rate and duration
Numeric adjustment or possible solution: Not to mention the bug when you switch when you are slept, i think this skill should have maximum a 50% success rate.


Elfs
Skill/mechanics/class name: Swash mouvement speed
Problem: to slow currently
Numeric adjustment or possible solution:
option 1 : Take out the MS on Fortitude Soul and put it on Advent Legend
option 2 : Put 20% more on Advent Legend

Skill/mechanics/class name: Swash, Hide in Sight
Problem: Has a cast duration so if you are debuffed, you sometimes die during the animation because it doesnt take away debuffs. It already remove all the buff of the swash, shouldnt be a risk to use the skill
Numeric adjustment or possible solution:
option 1 : Make the cast time of it to 0 so when you cast it, you dont die
option 2 : Take away debuffs you have on yourself since it already take out your own buff

Skill/mechanics/class name: Ranger  range
Problem: Ranger got a boost on range while it already had a closing gap skill (shadow chaser)
Numeric adjustment or possible solution: Remove the boost of range.

Skill/mechanics/class name: Elementalist Bomba
Problem: Is a pet and need to be in close combat to explod and take effect.
Numeric adjustment or possible solution: Make the skill a debuff skill and not a pet

Skill/mechanics/class name: Elementalist damage
Problem: On selfbuff the damage of elementalist is to High
Numeric adjustment or possible solution: 
option 1 : remove dim dmg from Fine Chakram
option 2 : remove 25-30% debuff from Wind Shear (if there is a fix on Bomba, then this will be necessary)

Skill/mechanics/class name: Elementalist
Problem: Fix the revive BUG
Numeric adjustment or possible solution: I dont know how to fix it, but its annoying as the player to have to relog to revive and when it give you free revive, its ennoying to ennemys

Skill/mechanics/class name: Elementalist
Problem: Pets are useless
Numeric adjustment or possible solution:
option 1 : Increase their HP by alot, similar to Tesseris
option 2 : Make them non-targetable, but with a very low duration
option 3 : Make them take 1 damage and need a set of 100 hits to be killed (cannot be healed)


Dragonscion
Skill/mechanics/class name: Summuner
Problem: to high raw damage
Numeric adjustment or possible solution:
option 1 : Lower their skill damage for about 25-30%
option 2 : Join both Perfect sense and Mana Union debuff of physical damage into 1 buff with all defensive stats (take block from Perfect Sense into Mana Union) and increase its debuff of physical damage to make it so when used, Summuner become a tank and not a damage dealer.

Skill/mechanics/class name: Summuner, Killing Breath
Problem: its the only slow of Summuner, but its duration is bugged (i think) and last only for couple seconds
Numeric adjustment or possible solution: Fix the duration of the debuff to last like any other slows in the game (30 seconds)

Skill/mechanics/class name: Slayer, Break Armor VS Restrained Strike
Problem: Slayer hit to high and not often enough. Its only utility is on selfbuff fight or for Boss.
Numeric adjustment or possible solution: Take 10-15% from Break armor debuff and increase or even double the dodge/block debuff from Restrained Strike

Skill/mechanics/class name: Orbiter
Problem: to slow
Numeric adjustment or possible solution: increase its MS by 15%

Skill/mechanics/class name: Orbiter, Victim's repose
Problem: the coldown of the skill make no sense (540 seconds)
Numeric adjustment or possible solution: Make it like archer similar skill "Hurricane of Death", having a 10 second coldown

Skill/mechanics/class name: Orbiter, toxic hand
Problem: if you fail the skill after it has succeeded, the player is still blocked from attacking.
Numeric adjustment or possible solution:  fix it so you cant stack its effect continuously, if it fail to hit again, it should remove its effect
Title: Re: Community balance project
Post by: D0gm4 on May 04, 2025, 11:44:48 AM
Skill/mechanics/class name: Dmg Stats / All Classes
Problem: All DMG stats (Ele/Dim/Heroic und Physical DMG) got boosted slightly too much with the latest updates of weapons, new scions in uniques, etc
Numeric adjustment or possible solution:  increase the defense stats or lower the global dmg slightly

Skill/mechanics/class name: HH Skills / Skill-Cooldown / All classes
Problem: some Classes benefits more from the actual CD settings than others. which makes ppl think Summoner is overpower.
Numeric adjustment or possible solution: adjust CD settings of HH Skills for test, before u adjust multible classes dmg wise. community could give feedback again.

Skill/mechanics/class name: Fortitude Soul / Party Movementspeed Buff / Swashbuckler
Problem: Some classes benefits more than others from this boost, the gap between classes is way too big, the global movementspeed is way to high.
Numeric adjustment or possible solution: remove only the party-funktion of Fortitude Soul but not the stats.

Skill/mechanics/class name: Stun / Stun-rate / All Classes
Problem: Classes can be permastunned
Numeric adjustment or possible solution: reduce the stunrate and max stun time slightly!!!!!!!!

Skill/mechanics/class name: Narcolepsy / Sleep / Sorcerer
Problem: Player can be permaslept without any chance to cancle it. it can be recasted multible times due the skill duration
Numeric adjustment or possible solution: reduce the duration of Nercolepsy slightly

Skill/mechanics/class name: Scared One / debuff / Summoner
Problem: Scared One (Larva) cant be used on all Chaotic Frontier Areas (Forest of scream) / Larva need 30sec to hit the debuff and can be easily avoided.
Numeric adjustment or possible solution:  make it available in CF / reduce the duration till it debuffs

Skill/mechanics/class name: Killing Breath / movementspeed debuff / Summoner
Problem: Duration of that debuff is just 7 seconds (descryption says 7sec cooldown)
Numeric adjustment or possible solution: increase the duration of that skill slightly and update the skill-descryption

Skill/mechanics/class name: Ignore Elemental Resistance
Problem: you cannot counter it. it ignores ur Elemental Defense 100%. and hits way too high.
Numeric adjustment or possible solution: it should be capped by a certain ammount of %. maybe 30-40% success to ignore elemental resistance.


Skill/mechanics/class name: In general / Boss and Event Mobs
Problem: since some of those mobs have lowered crit resistance, Crit classes have a huge benefit vs cast classes on these mobs
Numeric adjustment or possible solution: increase the lowered crit resistance of those mobs again.
Title: Re: Community balance project
Post by: shado on May 05, 2025, 05:35:30 PM
Skill/mechanics/class name: STUN
Problem: perma stun
Numeric adjustment or possible solution:
option: Give a stun  protection buff  to all class(elem,sorc,orbiter,summoner only thay left) and give more slows debuffs
option: delete stun stats from wepon boots and rings
option: delete stun from game and give crit res debuff or dodge/block debuff  to crit class what thay need to be more usefull

Skill/mechanics/class name: Knight Godlike/Barrier
Problem: can buff godlike and barrier to often
Numeric adjustment or possible solution:
option  : Make it impossible to buff 1 with the other

Skill/mechanics/class name: Mage
Problem: To fast
option :take out some MS like 10/20%

Skill/mechanics/class name: sudden deluge
Numeric adjustment or possible solution:
Option: delete from mage and give this debuff to knight and change to 20% max debuff

Skill/mechanics/class name: Sorc, Narcolepsy
Problem: Narcolepsy 
Option; make more coldown

Skill/mechanics/class name: Swash mouvement speed
Problem: to slow
Numeric adjustment or possible solution:
option : increase  MS 10/20%


Skill/mechanics/class name: Elementalist Bomba
Problem: Is a pet and need to be in close combat to explod and take effect and on siges she dont attack this person what i chose all enemy are on red then
Numeric adjustment or possible solution: Make the skill a debuff skill and not a pet (meaby change Sprit Smash or change bomba to skill)


Skill/mechanics/class name: Elementalist
Problem: Fix the revive BUG
Numeric adjustment or possible solution; idk how fix it

Skill/mechanics/class name: Elementalist
Problem: debuffs  dim res on mobs not working good
Numeric adjustment or possible solution better scaling of dmg on mobs with dim dmg


Skill/mechanics/class name: Elementalist
Problem: Pets are useless
Numeric adjustment or possible solution:
option  : Make them non-targetable


Skill/mechanics/class name: Summoner Sacred one
Problem: its pet then same like bomba (elem)
Numeric adjustment or possible solution:
option 1; Make the skill a debuff skill and not a pet

Skill/mechanics/class name: Slayer, Break Armor and Tidal Wave
Problem: Slayer hit to high and not often enough,  1 hit succes per 1 min cant kill any1
Numeric adjustment or possible solution: Take 10% from Break armor debuff and change skill Tidal Wave give  about 30/40% dodge/block debuff

Skill/mechanics/class name: Orbiter
Problem: to slow
Numeric adjustment or possible solution: increase  MS by 10/20%

Title: Re: Community balance project
Post by: xpd on May 05, 2025, 07:16:41 PM
Skill/mechanics/class name: Partybuffs
Problem: leads to boring pve gameplay
Numeric adjustment or possible solution:
option: remove pt buffs from players in shinewood and eclipse. The Adjustment has to be made with mob HP/DMG as well as the unqiues for pvp. The current state of zones is super boring cause players with full pt buffs will just swap to tank uniques and run to town in a 1v1 and its not worth for players to even start a fight.

The pve part can be solved pretty easy. Checking the avarage % dmg increase for all classes with full buffs and decrease the HP of the mobs by this %.

The pvp part can be solved with the uniques. Most of the current suggestions are about mobility and cc not about debuff balancing. So if debuffs will stay like they are atm a little adjustment of stats could bring back more joy in fights, solo pking and farming as well.


Title: Re: Community balance project
Post by: allcatraz123 on May 06, 2025, 01:34:01 AM
hello, here is my take on current balance.


Skill/mechanics/class name:narcolepsy
Problem:can be perma sleep
Numeric adjustment or possible solution: increasing the coldown or reducing the success rate


Skill/mechanics/class name:elementalist
Problem:revive bug
Numeric adjustment or possible solution:alot of time we need relog for revive


Skill/mechanics/class name:elemantalist
Problem:farm with elem its useless
Numeric adjustment or possible solution: Make dim debuff work on mobs


Skill/mechanics/class name:stun
Problem:can be perma stun
Numeric adjustment or possible solution: put 1% in uniques and 2-4% on boots/weapon


Skill/mechanics/class name:100% succes on skill
Problem:alot of class dont have one skill with 100% success
Numeric adjustment or possible solution:make any skill without debuff (resi,resi elem,MS)for get 1 skill with

Skill/mechanics/class name: Summuner/Elem/Orbiter/Swash (its on a slow)
Problem: they dont have a Pulling skill with large area of effect
Numeric adjustment or possible solution: Give a skill WITHOUT debuff a larger aoe of effect, to help pull mobs.
Title: Re: Community balance project
Post by: Nymeria on May 06, 2025, 12:21:18 PM

Skill/mechanics/class name: Summuner/Elem/Orbiter/Swash (its on a slow)
Problem: they dont have a Pulling skill with large area of effect
Numeric adjustment or possible solution: Give a skill WITHOUT debuff a larger aoe of effect, to help pull mobs.

Swashbuckler has Explosion Image, it's an AOE that doesn't have slow in it. It allows you to pull large areas easily..
Title: Re: Community balance project
Post by: wang162710 on May 08, 2025, 03:44:36 AM
All professions can easily kill archers, but archers cannot easily kill any profession. Don't tell me archers can run, I'm talking about 1vs1 situations! Please objectively tell me that the archer, like a piece of paper, has the highest risk and relatively high risk should receive high returns, but we haven't seen where his returns are! Very low skill success rate, anyone can test it, so killing archers with so many professions is very easy. What else can archers do? Everyone now hopes to have no team buffs, so what else can archers do? Please retract the skill release distance of warlocks and mages, and retract the jumping distance of rangers! Otherwise, the archer with their own buff can't do anything! I saw someone say that archers reduce enemy evasion and blocking, and I think it can be revoked because it doesn't make any sense for archers, but correspondingly, it can be replaced with 45% physical resistance from archers! I don't know what profession you are playing, but if you first disgust other professions and objectively think about the perverted aspects of your own profession!
Title: Re: Community balance project
Post by: Amoswar on May 08, 2025, 06:39:21 AM
All professions can easily kill archers, but archers cannot easily kill any profession. Don't tell me archers can run, I'm talking about 1vs1 situations! Please objectively tell me that the archer, like a piece of paper, has the highest risk and relatively high risk should receive high returns, but we haven't seen where his returns are! Very low skill success rate, anyone can test it, so killing archers with so many professions is very easy. What else can archers do? Everyone now hopes to have no team buffs, so what else can archers do? Please retract the skill release distance of warlocks and mages, and retract the jumping distance of rangers! Otherwise, the archer with their own buff can't do anything! I saw someone say that archers reduce enemy evasion and blocking, and I think it can be revoked because it doesn't make any sense for archers, but correspondingly, it can be replaced with 45% physical resistance from archers! I don't know what profession you are playing, but if you first disgust other professions and objectively think about the perverted aspects of your own profession!

While archer selfbuff migt have lost some power since helpless got nerf, it didnt lose overall their kill potential. Archer is almost unkillable fullybuffed.
Balancing it for selfbuff is a mistake, since it has to much power when fullbuff.

Archer might be easy to kill if you stack debuff or let yourself be debuffed, but it's in no way a weak class. It can kill most class on 1v1, except if players go on full tank/food then thats another story

I think it need some power back on helpless to get players offguard when they are on damage uniques. Currently, you just have to wait to see if HH debuff hit, then swap to tank and wait it out to deal with archer.
Ranger is the only counter to the unslowable part of archer.

You cant put more debuff to archer, it has debuff on almost every skills.
Title: Re: Community balance project
Post by: Bosscrit on May 09, 2025, 05:53:30 PM
I agree with GM MOD's example. The Zerk's Seismic Shock skill needs to be adjusted to compete with other classes.

Skill/Mechanic/Class Name: Seismic Shock, Berserker.

Problem: Seismic Shock's skill block and resistance removal are too low.

Numerical adjustment or possible solution: Rescale to remove at least 60% of skill blocks and 45% of resistance at level 15.

Furthermore,
Skill/Mechanic/Class Name: Wild Barrage & Sacrifical Blow, Berserker.

Problem: The Zerk has no ele or dim damage skills other than its debuffs. Give the Wild Barrage & Sacrifical Blow skills ele damage.

or rework the Combat Skills and give the skills ele / dim dmg Dragon Divide, Big Wheel, Hook, Strike of Death etc.

+ add 10-15 % move speed on HH pasiv.

Title: Re: Community balance project
Post by: dabshiree on May 11, 2025, 07:45:36 AM
Hello, here are my thoughts on what came about of a balance project that in my opinion, was never even needed.

For starters, revamp all damage back to how it was, regular damage, dim damage, ele damage.  Keep the new damage stat as that +30 is NOT in my opinion what is creating these insane damage outputs from classes wether it is an archer doing entirely too much ele damage, a summoner just doing absolutely too much damage in every aspect, or an ele doing entirely too much dim damage. Keep the new stats you added to the game ofcourse, the new bonus drop the new damage etc. But the damage scaling need to go back to how it was. It was a great idea to balance characters and for the most part you guys did a great job but for example at times it does not look like you did a great job because on top of these additions, every single damage stat we were used to for years is now x5 for example but the defensives didnt change. This would solve the main two classes that are entirely too op and when i say op i mean without any debuffs, if you just attack someone with a summoner or and elementalist the amount of raw damage they do due to the upgrade of all the damage stats is just not balanced. Others classes its also noticeable but these 2 in specific. Neither in my opinion need a nerf at this point, revert the damage and then lets see if it levels itself out. With ofcourse the changes you implemented to some classes. Other than that, give hunter back its full cure cooldown time. It was intense, exciting, and fun to be able to stamp on a castle with not just a knight but also hunter. Now what i see from coming back almost no class can stamp now, too much damage output and for example hunters cure doesnt last long enough which is something at least on this server that some of us built our characters around. Possibly wanting to tank in this aspect on a castle, and now cant. And if anyone has a problem with bringing the cure cooldown back to what it was, take away that silly movement speed that was given to hunter.. it doesnt need it. Cure does the work for hunter, thats what the character is built around yes you can get slowed or de-buffed but if you can hold on its temporary. Making them faster to a point of catching some of the fastest characters in the game is not necessary hunter was and will never be a killer it is a tank / support class. -Driller
Title: Re: Community balance project
Post by: Amoswar on May 11, 2025, 06:53:34 PM
Hello, here are my thoughts on what came about of a balance project that in my opinion, was never even needed.

For starters, revamp all damage back to how it was, regular damage, dim damage, ele damage.  Keep the new damage stat as that +30 is NOT in my opinion what is creating these insane damage outputs from classes wether it is an archer doing entirely too much ele damage, a summoner just doing absolutely too much damage in every aspect, or an ele doing entirely too much dim damage. Keep the new stats you added to the game ofcourse, the new bonus drop the new damage etc. But the damage scaling need to go back to how it was. It was a great idea to balance characters and for the most part you guys did a great job but for example at times it does not look like you did a great job because on top of these additions, every single damage stat we were used to for years is now x5 for example but the defensives didnt change. This would solve the main two classes that are entirely too op and when i say op i mean without any debuffs, if you just attack someone with a summoner or and elementalist the amount of raw damage they do due to the upgrade of all the damage stats is just not balanced. Others classes its also noticeable but these 2 in specific. Neither in my opinion need a nerf at this point, revert the damage and then lets see if it levels itself out. With ofcourse the changes you implemented to some classes. Other than that, give hunter back its full cure cooldown time. It was intense, exciting, and fun to be able to stamp on a castle with not just a knight but also hunter. Now what i see from coming back almost no class can stamp now, too much damage output and for example hunters cure doesnt last long enough which is something at least on this server that some of us built our characters around. Possibly wanting to tank in this aspect on a castle, and now cant. And if anyone has a problem with bringing the cure cooldown back to what it was, take away that silly movement speed that was given to hunter.. it doesnt need it. Cure does the work for hunter, thats what the character is built around yes you can get slowed or de-buffed but if you can hold on its temporary. Making them faster to a point of catching some of the fastest characters in the game is not necessary hunter was and will never be a killer it is a tank / support class. -Driller

I cant say about the damage idea, would need to be tested to see if people can still kill one another.

For Hunter : Cure last 180 second, its enough to stamp for a castle, but it is not anymore for Archlord.
The mouvement speed boost was not needed, it could lose 15% to still compete with other archer class.

Currently, its impossible to tank for a castle, any 10 players hitting on you with or without debuff will bring you down since you cannot move,
something need to be done for the damage. But i cant really see what clearly. Hope they find a solution
Title: Re: Community balance project
Post by: wang162710 on May 15, 2025, 02:54:07 AM
Face the reality! What have you done to the game? Many of my friends are watching now. If the balance is not good enough this time, we will all leave. This is not a threat, but a sincere thought from my friends and I! If you want the game to last long, it is not to open up such meaningless areas, but to allow old players to continue to improve themselves. Old players go to new maps and can improve themselves, so that they will have the motivation to continue playing, so that new players can also enter the shinewood area to improve themselves! Improving the quality of life in the game is very important. You have been doing some meaningless things! Wake up! The new areas now are simply garbage!
Title: Re: Community balance project
Post by: Bosscrit on May 15, 2025, 07:45:39 AM
 @Wang Maybe you should stop speaking for your friends and your friends should rather make suggestions here. Justac gives you the chance to participate in the project and everyone should take advantage of it. Waiting and seeing what happens is not the right way.

peace
Title: Re: Community balance project
Post by: xpd on May 15, 2025, 09:12:31 PM
Botcrit <3
Title: Re: Community balance project
Post by: GM-MOD on May 15, 2025, 10:40:17 PM
@Wang Maybe you should stop speaking for your friends and your friends should rather make suggestions here. Justac gives you the chance to participate in the project and everyone should take advantage of it. Waiting and seeing what happens is not the right way.

peace

Wise words, Bosscrit. Indeed, that is your chance to show us your point of view on such a delicate subject as a class balance.
Title: Re: Community balance project
Post by: wang162710 on May 16, 2025, 04:02:36 AM
First of all, I personally think that the warlock is now a very strong debuff, so please balance him. The easiest way is to restore his attack and skill distance to the previous distance! Also, the success rate and duration of his sleep skill are too high! Some balance should be done, because he also has a silence skill that is very powerful! At least let him have some risks in 1v1 to make it interesting! The current version of the cooldown can be stacked very high, so the mana value of some professions needs to be reduced! Because they don’t need to consider the problem of mana because they have 4 mana stones inlaid on their clothes! The archer has no debuff skill that reduces physical resistance. I wonder if it should be added to him. As I said before, he has a skill that reduces the blocking rate of others. I think it is useless. If it is replaced with physical resistance reduction, it will be very interesting!
Next, we should increase the movement speed of the elven swordsman. In any case, it should be slightly increased! Because he is too slow!
About Ranger If the ranger can jump very fast, he should jump a relatively smaller distance. If he jumps far, he should jump slower!
I hope the operation team will consider my suggestions. This is my true feeling in the game.
Everyone has the right to speak their mind because we love this game!
Please don't easily deny other people's opinions on the game. Please put yourself in their shoes before answering!
Title: Re: Community balance project
Post by: Amoswar on May 16, 2025, 09:40:36 AM
First of all, I personally think that the warlock is now a very strong debuff, so please balance him. The easiest way is to restore his attack and skill distance to the previous distance! Also, the success rate and duration of his sleep skill are too high! Some balance should be done, because he also has a silence skill that is very powerful! At least let him have some risks in 1v1 to make it interesting! The current version of the cooldown can be stacked very high, so the mana value of some professions needs to be reduced! Because they don’t need to consider the problem of mana because they have 4 mana stones inlaid on their clothes! The archer has no debuff skill that reduces physical resistance. I wonder if it should be added to him. As I said before, he has a skill that reduces the blocking rate of others. I think it is useless. If it is replaced with physical resistance reduction, it will be very interesting!
Next, we should increase the movement speed of the elven swordsman. In any case, it should be slightly increased! Because he is too slow!
About Ranger If the ranger can jump very fast, he should jump a relatively smaller distance. If he jumps far, he should jump slower!
I hope the operation team will consider my suggestions. This is my true feeling in the game.
Everyone has the right to speak their mind because we love this game!
Please don't easily deny other people's opinions on the game. Please put yourself in their shoes before answering!

Skill/mechanics/class name: Sorcerer
Problem: skill distance and success rate of halt/sleep
Numeric adjustment or possible solution:
Skill distance = revert it to previous range
Halt sleep = Increase coldown of Sleep/Halt

Skill/mechanics/class name: Archer
Problem: debuff dodge/block are useless
Numeric adjustment or possible solution: add debuff resist instead of block/dodge debuff

Skill/mechanics/class name: Swash
Problem: to slow
Numeric adjustment or possible solution: increase its mouvement speed

Skill/mechanics/class name: Ranger, shadow chaser
Problem: can jump from to far
Numeric adjustment or possible solution:
If he can jump from that far, he should have higher coldown
If he jump fast (low coldown), the range of the skill should be reduced


Hope i did the traduction justice, it should help GM to follow request.
Have a good day
Title: Re: Community balance project
Post by: CHN-Ohoo on May 16, 2025, 06:43:21 PM
The stun system is the only chance for melee fighters. You guys(NYMERIA,AOOK,LEAFASENPAI,PROTEUS,D0GM4) claim to 'nerf stuns,' but let's be real—this is just a sneaky way to nerf Ohoo. Let's face it, this game is ROG-dominated
Title: Re: Community balance project
Post by: CHN-Ohoo on May 16, 2025, 06:48:35 PM
Proteus: "You keep saying Knights need a nerf, but you never mention your insane mobility."

Dogm4: "You cry about stun being OP, but stay quiet about your busted damage output."
Title: Re: Community balance project
Post by: CHN-Ohoo on May 16, 2025, 06:57:54 PM
GM, whatever changes you make, I’ll support them. I just hope you won’t be misled by a few shady players with bad intentions
Title: Re: Community balance project
Post by: Aook on May 16, 2025, 06:59:30 PM
The stun system is the only chance for melee fighters. You guys(NYMERIA,AOOK,LEAFASENPAI,PROTEUS,D0GM4) claim to 'nerf stuns,' but let's be real—this is just a sneaky way to nerf Ohoo. Let's face it, this game is ROG-dominated

Just like an orbi, his movement speed is the slowest of all "archer" class, same goes for his anti stun who has a huge cd but is really a safetynet for his sorcs mates.

Every class needs a weak point to make it balanced, because if there is only strong points on a class then nobody can die or even if a class is really overpowered you would only see people using it, just like at some point there was only summoners/slayers/archers... because on selfbuff conditions those were almost unkillable, could pretty much dominate anyone and in the ancient hero dungeon they could even be the key of victory while now its more about team based content which any chars needs to blend in

Knight :
Problem : can't blend in any cast comp, because he has no debuffs that benefits the casters, but he also benefits from only swash/archer/slayer/mage debuffs, in a selfbuff condition cast knight is not even something you can even imagine because he would do the lowest damage ever seen as he debuffs only dodge and block (which does not benefits cast)
Possible solution : find a way to make it viable for cast as the server is turning all his content and fights around it now

Ignore ele resistence build :
Problem: there is no way to counter such a build
Possible solution: Make the ignore ele resi do the same as the ignore defence, go throught ele resi only and not any type of defence

Orbiter :
Problem : Out of all the archer classes it is the slowest one, full buffed it runs at 350%ms, do not forget it can be slowed and stunned while having no jumps to catch its target
Possible solution : make it similar to the summoner, but reduce the damage boost on Smart Sniper (like by half so it doesn't affect much its PVE/PVP situation that could make it underwhelmed compared to other class)

Thats where I can see you did not read the topic, because i never talked about stun :)

All i pointed is that Knight is not useful as a caster, while a slayer can at least in PVE, zerk is one of the strongest casters and same for swash, but Knight has nothing for him to blend in a cast comp or even farm as a caster

Read carefully each ideas, and do not stop at "It's a RoG member so it will be bad anyways"

This is one of our only chance to express ourselves toward the current balance, so stop being a troll and read all posts with attention and bring constructive ideas
Title: Re: Community balance project
Post by: Nymeria on May 17, 2025, 04:03:02 PM
The stun system is the only chance for melee fighters. You guys(NYMERIA,AOOK,LEAFASENPAI,PROTEUS,D0GM4) claim to 'nerf stuns,' but let's be real—this is just a sneaky way to nerf Ohoo. Let's face it, this game is ROG-dominated

I am litteraly playing a class that is immune to stun (Swashbuckler) and I'm asking for a nerf on the stun mechanic overall (not only knight). Your statement makes absolutely no sense. Especialy if you look at my overall post, I tried to be as fair as possible and even asked on some buffs + nerfs on my OWN class. I also asked nerfs on knight because I think the re-use delay on Godlike is not balanced at the moment given the numerous tanking tools a knight has in his buffs (and the 1h sword + shield possibility).

Moreover, claiming the game is "ROG-dominated" when you have made a union that's about 3 times the amount of players we have is out of mind. I honestly worked on my balance suggestions for a few hours to try making sure they would be as fair as possible. If you think trolling them is an option to downgrade them, so be it. I don't play that game for that. I am not trying to be shady at all, i'm just trying to make sure this game I love survives, eventhough many are working towards its destruction with their attitude.
Title: Re: Community balance project
Post by: CHN-Ohoo on May 18, 2025, 10:33:07 AM
How come I’ve never noticed Knights having so many defensive tools? When they go sword-and-shield, they’re practically useless—easily killed by Swordmasters and Dragon Knights, which you conveniently ignore. And Warlocks? You claim they have no defense and always die first in team fights? Do you even know why Warlocks are always focused down? It’s because they’re overpowered! If you don’t kill them first, the fight is over in seconds. Sure, you can pretend they’re weak—after all, ROG has tons of Warlocks, and you’re just protecting your own. Why else would so many people in a team play Warlocks? The answer is obvious: because they’re broken.

And let’s not forget—Warlocks weren’t this strong before. Wasn’t it ROG who pushed for buffs? In team fights, if CHN goes full crit, ROG’s Warlocks can just kite us around for five minutes because they’re practically unkillable
Title: Re: Community balance project
Post by: dexcel on May 18, 2025, 11:41:05 AM
Based on your post, it’s clear that you have limited game understanding. That’s okay, I’ll explain a few things to you. The Sorc is strong, yes, but it’s absolutely no fun to play. Is the Sorc too powerful? In small fights, say 5v5 or 3v3, it’s the strongest. But in large fights, it’s PERMA-stunned and can’t do anything. So why don’t you see active Sorcs from CHN if they’re so OP? Ohoo? You’ll have to explain that to me.

I’m not sure which buffs you’re talking about. If you mean the 15+ Resi debuff, none of us asked for that buff. Also, your movement speed buff was so heavily increased that I can’t kite Knights anymore — just one stun and I’m PERMA-stunned. My Deadmen passive doesn’t help me anymore either, since it doesn’t trigger while I’m perma-stunned.

Otherwise, the Sorc has low SB and Resi because it mainly has HP buffs.

No one from ROG wants to break the server; on the contrary, we want the best for the server and to attract new players. I can promise you that if nothing changes here soon, I see no point in continuing to play. I even suggested removing the Sorc sleep and replacing it with an anti-stun buff or something similar.



Cheers and enjoy your Sunday!
Title: Re: Community balance project
Post by: Nymeria on May 18, 2025, 01:40:10 PM
How come I’ve never noticed Knights having so many defensive tools? When they go sword-and-shield, they’re practically useless—easily killed by Swordmasters and Dragon Knights, which you conveniently ignore. And Warlocks? You claim they have no defense and always die first in team fights? Do you even know why Warlocks are always focused down? It’s because they’re overpowered! If you don’t kill them first, the fight is over in seconds. Sure, you can pretend they’re weak—after all, ROG has tons of Warlocks, and you’re just protecting your own. Why else would so many people in a team play Warlocks? The answer is obvious: because they’re broken.

And let’s not forget—Warlocks weren’t this strong before. Wasn’t it ROG who pushed for buffs? In team fights, if CHN goes full crit, ROG’s Warlocks can just kite us around for five minutes because they’re practically unkillable

Godlike : 8 seconds Cooldown for 22 second duration. Definitely not a defensive tool on the knight right Ohoo?
Also, don't lie, you do not die to slayers nor swash if you spam these defensive tools (energy barrier, godlike, sacrifice, brilliant spirit, 1h sword + shield, hestia + 2 reapers with 90% CD). You don't kill them either, but you just don't die.

About the "warlocks" (which I assume are "Sorcerers", would be cool if you get the names right so people can understand you fully), you just proved your pure lack of game knowledge. They are not the main target out of "BEING OVERPOWERED" no. They have litteraly 0 defensives in their skills (Mana pull removes combi, and it's the only active buff to give them a defensive stat, skill block). Their only defensives come from passives, and are not enough to compensate about any debuff in the game.
The class itself is fully HP oriented (at the moment), and if you had enough game sense, you'd know that HP itself isn't enough to sustain. Yes, the class brings in a lot of control and has very strong debuffs, which should/could be nerfed if sorc come to a point of being able to tank more.
In the current conditions, it's useless.
It's also rather funny to hear again your only answer has to be about RoG having "many sorcs". The fun part is that all our supposed "sorc mains" have mostly switched to another char for the time being and play their sorcs only if the second class they play is already here. That again says a lot about the state of sorcerer. I also had a sorc in the past & made sure to quit playing it as fast as I could make another char because it's just unplayable.

Now do everyone a favor, and post only if you are kean on participating in the balance project with solid facts & data. Stop posting to just negate whichever post our people are making, targeting ONLY our guild/members. We know your hatred towards RoG is deep, but that shouldn't blind you to the point you refuse any suggestion coming from us.
We are working on maintaining the server alive (unlike a lot of people that just want to hover everything & still refuse to admit it is slowly coming to a point of killing the server's population but that's another debate) & testing a lot of things ever since the community balance project was announced to make sure the server is as balanced as it should/could be.

Have a nice sunday.
Title: Re: Community balance project
Post by: Gamboa on May 18, 2025, 03:17:02 PM
All of us need stop atack each other and just put recomendece, this post is not for atack side or people.


So sad all of us take everything personal on this forum, inmediatly everyone start atack guild or person just for opinions.


Admin make post about rebalance and everyone start atack each other opinion.


Cheers Darkness wins 😘
Title: Re: Community balance project
Post by: Justseeyou on May 19, 2025, 02:53:00 AM
It is very important for Orbite to have a farming skill. Most classes have area-of-effect skills with a 10-meter range, but Orbite only has a skill with a 4-meter range. This is a disadvantage for a class with low movement speed and short casting range. I hope the GM will consider this carefully.
Title: Re: Community balance project
Post by: Yooa on May 28, 2025, 05:09:13 AM
1. Mage - Antimagic

(https://i.imgur.com/nIEgpTj.jpeg)
Removing your own debuffs with Antimagic is counter-intuitive and it doesn't make any sense to have it in your rotation. Why would you use it when you could possibly remove your Volatile Combustion (or any other debuff) from your target instead of removing their own buffs?
Solution : Make Antimagic remove only your selected target's own buffs. I could argue that even a simple Antimagic skill without any effects (just the flat damage) would be better than what we currently have.

I don't know if this thread is only for skill changes so I'm going to use the opportunity to add a few more QoL suggestions for the game :

2. City passports
We know that since our last update poison and lightning passports got changed. Feels like such a chore to travel between towns especially if you are other race than elf and you are leveling in Eclipse and you have to travel 3-4 times a day from Deribelle to the town your race belongs for RvR wars.
Solution 1 : Bring city passports to the merchant for gold
Solution 2 : Put the eclipse npc in every major city (halfway measure).

3. Gold limit in trade
Ever since I started playing last year I have no idea why this is a thing - 1b gold maximum limit in trade. Increasing the amount would make things easier for everyone and would prevent some unpleasantries when trading with players you don't know.
Solution 1 : increase the limit of maximum gold that you can put in the trade
Solution 2 : add 1b, 5b or 10b coins that you can purchase from merchant to make the trades smoother

4. Yellow skills on elites
This is not a QoL improvement but more of a personal thing I would like to see implemented.
We know that with the Shinewood loot we can make our elites perfect with max stats.
Well not quite, something is missing so that's why I'm proposing the release of a new item.

Ancient Orb (to keep in tone with the other 2 names - shard & rune) : Adds a random yellow skill to your elite item. If it already has 3 yellow skills, they are replaced with 1 new random yellow skill.

I'll let you decide where you can drop them and their drop rate.
I think it would be a valuable addition, giving players a better chance to create the perfect item for the build they strive for.

Title: Re: Community balance project
Post by: Bosscrit on May 28, 2025, 08:57:47 AM
+1 completely agree with points 2-4 of Yooa
Title: Re: Community balance project
Post by: Aook on May 28, 2025, 09:02:19 AM
1. Mage - Antimagic

(https://i.imgur.com/nIEgpTj.jpeg)
Removing your own debuffs with Antimagic is counter-intuitive and it doesn't make any sense to have it in your rotation. Why would you use it when you could possibly remove your Volatile Combustion (or any other debuff) from your target instead of removing their own buffs?
Solution : Make Antimagic remove only your selected target's own buffs. I could argue that even a simple Antimagic skill without any effects (just the flat damage) would be better than what we currently have.

I don't know if this thread is only for skill changes so I'm going to use the opportunity to add a few more QoL suggestions for the game :

2. City passports
We know that since our last update poison and lightning passports got changed. Feels like such a chore to travel between towns especially if you are other race than elf and you are leveling in Eclipse and you have to travel 3-4 times a day from Deribelle to the town your race belongs for RvR wars.
Solution 1 : Bring city passports to the merchant for gold
Solution 2 : Put the eclipse npc in every major city (halfway measure).

3. Gold limit in trade
Ever since I started playing last year I have no idea why this is a thing - 1b gold maximum limit in trade. Increasing the amount would make things easier for everyone and would prevent some unpleasantries when trading with players you don't know.
Solution 1 : increase the limit of maximum gold that you can put in the trade
Solution 2 : add 1b, 5b or 10b coins that you can purchase from merchant to make the trades smoother

4. Yellow skills on elites
This is not a QoL improvement but more of a personal thing I would like to see implemented.
We know that with the Shinewood loot we can make our elites perfect with max stats.
Well not quite, something is missing so that's why I'm proposing the release of a new item.

Ancient Orb (to keep in tone with the other 2 names - shard & rune) : Adds a random yellow skill to your elite item. If it already has 3 yellow skills, they are replaced with 1 new random yellow skill.

I'll let you decide where you can drop them and their drop rate.
I think it would be a valuable addition, giving players a better chance to create the perfect item for the build they strive for.

On the QoL part i would add :

1. Make it possible to keep refining and item while you have the ressources for it, so you won't have to put each item back everytime, just like when you try to refine pets to higher levels just make a repeat last craft button

2. Allow Ancient hero boxes/Eclipse caskets/Kaligo boxes/Sarcophagus to be stacked

3. Make silver coins and gold coins stack higher than 5 per stack (maybeb 100 or something like that)

4. Please add maybe a way to lock our items into our inventory to block us from destroying/selling them by mistake when we repot and make space in the bags to go back farming
Title: Re: Community balance project
Post by: Dcup on June 02, 2025, 02:10:57 PM
+1 Yooa
Title: Re: Community balance project
Post by: Aook on August 13, 2025, 08:33:15 AM
Hello justac team,

Thanks for finally bringing an update but few things should have been done differently in the player's view.

First, Narcolepsy (sleep), yes the duration has been reduced but with 90% cooldown reduction you can still perma sleep someone completely (check this https://youtu.be/F7ZfSmAMe0g)

What could be done : keep the duration as it is right now but either increase the cooldown on the skill by 10-20 seconds or decrease the sucess rate to 45% (half of its actual success rate).

Secondly, the knight's skill block debuff was clearly not necessary, on the contrary we could have made the knight viable for cast by either giving him dim damage in resistance and bludgeon instead and give him a dimensional resistance debuff on aftershock for exemple

Also the huge increase in HP for some classes is comprehensible but for some others its completely overpowered, this needs a tweaking

On the swash its nice she got back 15% movement speed but maybe we could have also removed the movement speed on her party buff and put it back in advant legend so everyone loses a bit of movement speed and the swash would be on par with other classes (which still right now she is too slow to catch up a fight)
Title: Re: Community balance project
Post by: Nymeria on August 13, 2025, 10:32:02 AM
Hello justac team,

Thanks for finally bringing an update but few things should have been done differently in the player's view.

First, Narcolepsy (sleep), yes the duration has been reduced but with 90% cooldown reduction you can still perma sleep someone completely (check this https://youtu.be/F7ZfSmAMe0g)

What could be done : keep the duration as it is right now but either increase the cooldown on the skill by 10-20 seconds or decrease the sucess rate to 45% (half of its actual success rate).

Secondly, the knight's skill block debuff was clearly not necessary, on the contrary we could have made the knight viable for cast by either giving him dim damage in resistance and bludgeon instead and give him a dimensional resistance debuff on aftershock for exemple

Also the huge increase in HP for some classes is comprehensible but for some others its completely overpowered, this needs a tweaking

On the swash its nice she got back 15% movement speed but maybe we could have also removed the movement speed on her party buff and put it back in advant legend so everyone loses a bit of movement speed and the swash would be on par with other classes (which still right now she is too slow to catch up a fight)


Sorcerer:


Skill/Mechanic/Class name: Narcolepsy /Duration & Success rate / Sorcerer
Problem: The success rate is 95% & the duration 40 seconds at lvl 15. Also, the skill seems to bug your stats if you switch gear or uniqs while being under the narcolepsy effect.
Numeric adjustment or possible solution: Reduce the duration to a maximum of 20 seconds, and the success rate to a maximum of 70%.


Swashbuckler:


Skill/Mechanic/Class name: Fortitude Soul / Movement speed / Swashbuckler
Problem: Swashbuckler is slower than almost every class, and movement speed party buff make the movement speed gap between classes too big.
Numeric adjustment or possible solution: Remove the movement speed from party buff Fortitude Soul, and add it to another skill (Smart force for example, like swash used to have movement speed on it in the past).

Skill/Mechanic/Class name: Advent legend / Movement speed / Swashbuckler
Problem: The nerf was a bit overtuned
Numeric adjustment or possible solution: add 10% movement speed to the skill


Narcolepsy is still unbelievably broken, and it is not a surprise, as it was only changed by half what it should have.

Swash is still one of the slowest classes in the game, and it is not a surprise either, almost every class got extra movement speed in the past updates (mage, elem, orbi, hunter, just to name a few of them). The fact you gotta combine 172 debuffs together to make it work is already rough, but given that now you can't even catch people up, it makes it unplayable in many conditions of team fights (right now with the current state she's probably playable just in infernum lol). I wonder how I might have been able to know or foresee that.. Maybe because I played swash for that many years & achieved everything with it.

I'm not going to be as nice as Aook, this update looks mostly like a joke. The refinery revamp is probably the only good thing that was achieved.
The classes are still unbalanced (where's the elementalist nerf??), almost no suggestion from the 3 pages post here have been taken in account, even when they are sometimes coming (not only me) from people that have been known as references on their classes (on all sides).
We have waited this update/rebalance since the last days of April (let's say May rather). What we got is looking overall like a middle finger. But at least we got more HP now.

It's sad to see the efforts we are still putting in a server that doesn't seem to respect us at all.
Title: Re: Community balance project
Post by: Proteus on August 13, 2025, 11:45:24 AM
Thanks for your work on the latest changes. However, it feels like the community feedback wasn’t fully taken into account, and in my opinion, some aspects of the update missed the mark. Here’s where I think things went wrong:

Ignore Elemental/Ignore defence
I have concerns about the changes to ignore elemental and ignore defense. This could end up backfiring, especially for players who invested heavily in maximizing those stats, it basically nerfs their builds. Instead of capping ignore values, it would make more sense to address the overall damage output. With the recent boost to passives in the latest update, these characters are now doing even more damage, so the real issue is the overall damage scaling — not just ignore elemental or defense.

Narcolepsy
The latest change didn’t really solve the issue. The skill can still be spammed, and the accuracy is still pretty high. Maybe consider increasing the cooldown a bit more and lowering the success rate to around 60–70% at level 15 to make it more balanced.

Damage Increase on passives and skills overall

This change doesn’t align with player feedback. Most agreed the previous damage was already too high and needed to be toned down. It should be reverted to the original settings or the damage should be reduced. As an archer (caster), I'm doing around 10k more damage on Shinewood mobs and 10–15k more on Infernum mobs, and other classes are likely seeing the same. Critters are currently doing 40-60k more damage on mobs.

Increase of HP in all classes

This change should definitely be removed from most classes. It pushes HP over 100k for many classes, especially with food or party buffs, and completely kills the balance in 1v1 PvP. Not every class needed an HP boost — only archer really did, since it currently has the lowest HP.

Improved accuracy of summons skills.
It’s good to see improvements, but I think the movement speed from Bombas on Elementalist should be slightly reduced. They hit instantly, which makes them a bit too strong as it is.

Slayer
Skill/mechanics/class name: Break Armor/Slayer

Problem: Minus 30% crit resistance debuff way too high. Slayer can hit most classes 7-10k without using Break Armor. With -30% that damage sky rockets to 12k+.
Numeric adjustment or possible solution: MUST Be Adjusted to 15% on Rank 15.

Hunter
Skill/mechanics/class name: Hunter Diminishing Hex/Subdue Prey

Problem: Taking away to much HP/MP with a 100% skill success
Numeric adjustment or possible solution: Decrease the HP/MP debuff to 25-30% on rank 15.

Cooldown on resurrection orbs

Current cooldown after first use is too short and negatively impacts the gameplay, especially during fights.
To improve the experience, the cooldown should be increased to 5 minutes after each death. The current settings disrupt the flow and balance of combat, making it less enjoyable.
Title: Re: Community balance project
Post by: Gamboa on August 13, 2025, 03:29:26 PM
😂
Title: Re: Community balance project
Post by: Dcup on August 14, 2025, 10:20:08 AM
1. Revert back the Stamina increase from all classes to the original value beside Archer class, is the only one that needs a slight HP increase (confirm the exact value with the active archer players for a relevant feedback).

2. Narcolepsy skill can still be spammed as per above video evidence. An easy fix would be doubled cooldown, no longer spammable but maintaining a high success as a defensive tool.

3. The added skillblock debuffs from Knight & Zerk should be removed, they are not necessary. The fact that knight and zerk can slow a target, is enough to support the team.

4. The Ignore Elemental Resistance capped at 80% is a step forward to balance it, furthermore I would suggest an upgrade of Indomitable combined stone that will have a direct impact on countering ignore elemental builds, which are extremely overpowered.

Current value is : 5% chance to convert 32% damage taken into restored health.
Suggested value : 25% chance to convert 50% damage taken into restored health.

5. The Ignore Defense should be reverted back to the original value of 100%. Every critter made his build & gear according to this limitation, they should not be affected by it.

6. STUN

Some kind of immunity should be added, for example : Total stun duration 13 seconds. Once the 13 seconds passed, from the first hit that gave stun, the stunned player should receive at least 2 seconds of immunity to stun (be it from hit or skill), allowing the player to either  try to run away or use a defensive skill (mutation, halt etc).

7. The increased damage from Agility & Might it is so much more compared to Intelligence. In the old days it was like this:

Might was for : Knight, Zerk, Slayer, Swash -> Attack power
Intel was for : Mage, Sorc, Summoner, Elem -> Attack power
Agility was for : Archer, Hunter, Orbiter, Ranger -> Attack power / Attack rating / Defense rating

Today, Archer; Hunter; Orbiter and Ranger gets boosted damage from BOTH Agility and Might. This should be fixed.

8. Over the years, everything got boosted for critters, more attack speed, more dodge and block debuffs, more attack power, while the defensive debuffs remained the same like 10 years ago, example:

Mass snare on rank 15 is debuffing -52 attack speed 
Geo Shards on rank 15 is debuffing -46 attack speed

Those 2 debuffs together will not help against a swash or slayer that has 450 + - attack speed or against a knight that can take your dodge and block below 0, every single hit will go in and you will simply watch your character dying with nothing you can do about it.
Efficient counter measures should be adjusted to the current offensive capabilities.

9. Desync / C++ / Xcrash
Desync leads often to failed attempts of removing stun or slow from a friendly target, because on one screen the player is right next to you, but on their screen you are nowhere near, which is ruining completely the entire purpose of skills such as : Bad friends, Assistance, Dragon Boon, Disentangle.
As I know desync is an issue that bothered us for a decade and couldn't be fixed, an alternative would be to double the Area of effect for those skills ( from current 10 metters, change it to 20 metters, this way will still work, even if the players are desynced). Please fix ( would be ideal ) or implement the alternative.

C++ & Xcrash is beyond my understanding, personally I've tried everything from, reinstalling the game, updating GPU drivers, clean reinstall GPU drivers, optimize the control pannel settings, optimize game settings, chose performance over quality ( on a modern and powerful PC, for a 20 years old game, makes sense ), clean Directx cache, repaired every single C++ version inside App Center,  and the list can go on and on, to a no solid and consistent improvement. Half of my friends are staying away from the game because of constant C++ & Xcrash, please find a fix.


10. Penetrate Defense skill should have the cooldown decreased from 45 seconds to 10 seconds, same as requiem.



















Title: Re: Community balance project
Post by: Friend on August 14, 2025, 10:30:24 AM
dont remove agil/intel/str boost   :-[   we must clean evil monsters that spawns on chantra  >:(
Title: Re: Community balance project
Post by: voiceofthesoul on August 14, 2025, 01:09:51 PM
hp is way too much. if there will be hp boost a little bit, it should be based on passives

remove skill block debuffs from knight

add more cooldown for narcolepsy of sorc

remove ignore def cap of 80

have fun
Title: Re: Community balance project
Post by: Gamboa on August 14, 2025, 05:33:38 PM
😂😂😂
Title: Re: Community balance project
Post by: Justseeyou on August 15, 2025, 02:40:50 AM
1. Revert back the Stamina increase from all classes to the original value beside Archer class, is the only one that needs a slight HP increase (confirm the exact value with the active archer players for a relevant feedback).

2. Narcolepsy skill can still be spammed as per above video evidence. An easy fix would be doubled cooldown, no longer spammable but maintaining a high success as a defensive tool.

3. The added skillblock debuffs from Knight & Zerk should be removed, they are not necessary. The fact that knight and zerk can slow a target, is enough to support the team.

4. The Ignore Elemental Resistance capped at 80% is a step forward to balance it, furthermore I would suggest an upgrade of Indomitable combined stone that will have a direct impact on countering ignore elemental builds, which are extremely overpowered.

Current value is : 5% chance to convert 32% damage taken into restored health.
Suggested value : 25% chance to convert 50% damage taken into restored health.

5. The Ignore Defense should be reverted back to the original value of 100%. Every critter made his build & gear according to this limitation, they should not be affected by it.

6. STUN

Some kind of immunity should be added, for example : Total stun duration 13 seconds. Once the 13 seconds passed, from the first hit that gave stun, the stunned player should receive at least 2 seconds of immunity to stun (be it from hit or skill), allowing the player to either  try to run away or use a defensive skill (mutation, halt etc).

7. The increased damage from Agility & Might it is so much more compared to Intelligence. In the old days it was like this:

Might was for : Knight, Zerk, Slayer, Swash -> Attack power
Intel was for : Mage, Sorc, Summoner, Elem -> Attack power
Agility was for : Archer, Hunter, Orbiter, Ranger -> Attack power / Attack rating / Defense rating

Today, Archer; Hunter; Orbiter and Ranger gets boosted damage from BOTH Agility and Might. This should be fixed.

8. Over the years, everything got boosted for critters, more attack speed, more dodge and block debuffs, more attack power, while the defensive debuffs remained the same like 10 years ago, example:

Mass snare on rank 15 is debuffing -52 attack speed 
Geo Shards on rank 15 is debuffing -46 attack speed

Those 2 debuffs together will not help against a swash or slayer that has 450 + - attack speed or against a knight that can take your dodge and block below 0, every single hit will go in and you will simply watch your character dying with nothing you can do about it.
Efficient counter measures should be adjusted to the current offensive capabilities.

9. Desync / C++ / Xcrash
Desync leads often to failed attempts of removing stun or slow from a friendly target, because on one screen the player is right next to you, but on their screen you are nowhere near, which is ruining completely the entire purpose of skills such as : Bad friends, Assistance, Dragon Boon, Disentangle.
As I know desync is an issue that bothered us for a decade and couldn't be fixed, an alternative would be to double the Area of effect for those skills ( from current 10 metters, change it to 20 metters, this way will still work, even if the players are desynced). Please fix ( would be ideal ) or implement the alternative.

C++ & Xcrash is beyond my understanding, personally I've tried everything from, reinstalling the game, updating GPU drivers, clean reinstall GPU drivers, optimize the control pannel settings, optimize game settings, chose performance over quality ( on a modern and powerful PC, for a 20 years old game, makes sense ), clean Directx cache, repaired every single C++ version inside App Center,  and the list can go on and on, to a no solid and consistent improvement. Half of my friends are staying away from the game because of constant C++ & Xcrash, please find a fix.


10. Penetrate Defense skill should have the cooldown decreased from 45 seconds to 10 seconds, same as requiem.


Please recover the no anti-stun buff from mage. that is not fair for other magic classed.
Title: Re: Community balance project
Post by: Justseeyou on August 15, 2025, 02:41:34 AM
give more movement speed around 70% on swashbuckler , otherwise is useles , can not catch up on the fights !


agree + 100
Title: Re: Community balance project
Post by: wang162710 on August 15, 2025, 03:37:15 AM
Thanks for your work on the latest changes. However, it feels like the community feedback wasn’t fully taken into account, and in my opinion, some aspects of the update missed the mark. Here’s where I think things went wrong:

Ignore Elemental/Ignore defence
I have concerns about the changes to ignore elemental and ignore defense. This could end up backfiring, especially for players who invested heavily in maximizing those stats, it basically nerfs their builds. Instead of capping ignore values, it would make more sense to address the overall damage output. With the recent boost to passives in the latest update, these characters are now doing even more damage, so the real issue is the overall damage scaling — not just ignore elemental or defense.

Narcolepsy
The latest change didn’t really solve the issue. The skill can still be spammed, and the accuracy is still pretty high. Maybe consider increasing the cooldown a bit more and lowering the success rate to around 60–70% at level 15 to make it more balanced.

Damage Increase on passives and skills overall

This change doesn’t align with player feedback. Most agreed the previous damage was already too high and needed to be toned down. It should be reverted to the original settings or the damage should be reduced. As an archer (caster), I'm doing around 10k more damage on Shinewood mobs and 10–15k more on Infernum mobs, and other classes are likely seeing the same. Critters are currently doing 40-60k more damage on mobs.

Increase of HP in all classes

This change should definitely be removed from most classes. It pushes HP over 100k for many classes, especially with food or party buffs, and completely kills the balance in 1v1 PvP. Not every class needed an HP boost — only archer really did, since it currently has the lowest HP.

Improved accuracy of summons skills.
It’s good to see improvements, but I think the movement speed from Bombas on Elementalist should be slightly reduced. They hit instantly, which makes them a bit too strong as it is.

I totally agree with you! It's exactly as you said — Archers are the only class that actually need HP!
+++++++++++++++999999999999999999999999999999
Title: Re: Community balance project
Post by: CHN-Ohoo on August 16, 2025, 07:28:05 AM
This update shows real promise. As a dedicated Knight main, I have absolute authority on this class - non-Knight players should keep their opinions to themselves. The new 75% skill block reduction proves the GMs finally recognized Knights' irrelevance in mass PvP. This adjustment actually lets us participate in sieges now.

But 75% reduction isn't enough - it should be 90%. We're already paying for this with longer Invincibility cooldowns. Also, Sprint's duration is laughably short. It desperately needs at least +15 seconds. Thanks for listening.
Title: Re: Community balance project
Post by: Aook on August 16, 2025, 11:09:05 AM
This update shows real promise. As a dedicated Knight main, I have absolute authority on this class - non-Knight players should keep their opinions to themselves. The new 75% skill block reduction proves the GMs finally recognized Knights' irrelevance in mass PvP. This adjustment actually lets us participate in sieges now.

But 75% reduction isn't enough - it should be 90%. We're already paying for this with longer Invincibility cooldowns. Also, Sprint's duration is laughably short. It desperately needs at least +15 seconds. Thanks for listening.

So instead of balancing things for a knight and making it also a viable caster (just like swash/zerk) you want to make him more unbalanced just so you can boost your own char...

So lets make this clear, knight DIDNT need that Skill block debuff, in fact there his MORE than enough skill block debuffs in team fights, on the contrary they could have put on Aftershock a 30-40 dim resi debuff and add dim damage to the knight's bludgeon thus making it a good caster, viable to farm AND ALSO viable in PVP, knowing that on fullbuffed conditions there is not enough dim resi debuffs to just touch the dim resi on any character, that little extra (cuz there is only 2 dim res debuffs in game) would actually have balanced things out more than what we have now

AND NO knight doesn't need a buff, on the contrary they should reduce all the crit damage (weapon 300% crit damage max, same for gloves, reduce by 100% crit damage on uniques) so that wouldn't make slayers or knight hit 10k+ on everyone even on classes with 50+% crit resi, its just pure bullshit since the increase of damage scaling on strenght

Or they could just reduce the scaling on strenght, depends on whats more effective

Stop just thinking about yourself and think about the whole server, because what you ask for right now would make knight so overpowered in all situations that the server would end up like slayers/summoners at one time, everyone playing them and all other classes left out

I hope you start realizing balance doesn't mean only boost, it can also mean nerf

I was a knight main, i tried out the knight under those new conditions, and i just found it way too retarded to have that sb debuffs
Title: Re: Community balance project
Post by: D0gm4 on August 17, 2025, 09:45:56 AM
Here my personal feedback out of my last days expirience.
i hope we can get a balance between all classes with different strengths and weaknesses, to get a healthy gameplay as team.
have a nice day

Global game balance:


Gold Inflation
the actual gold rate is fine for Eternal Battlefield, but outside it cause inflation.
something need to be done about it.
maybe lowering the selling-price for uniques could help in the future.



Global character balance:


Maximum Ignore Defense capped at 80%
the cap is good meant, but not really feelable.
aswell this punishs player which invested much to max those stats.
- suggestion: lower the % critical dmg overall

Maximum Ignore Elemental Resistances capped at 80%
the cap is good meant, but not really feelable, it will need to be lowered a bit more, without touching global elem dmg.
- suggestion: no idea what can fix this problem without anger "Ignore elem player".


Increase attribute conversions.
- i got no feedback and expirience on this.


1/3 more damage from strength, 2x more damage from agility, 1/4 more damage from intelligence, and 1/3 more health pool from stamina (test period; it may be overtuned).
This change is hard to judge and some classes benefit more, some less and some not even from it.

HP feels too overtuned.
the only char which need "slightly" been HP boosted is Archer.
suggestion: return that HP boost, give Archer a slightly HP increase and lower the global Dmg on all classes.

DMG over all feels overtuned
to show the differnce of some classes under current conditions:
Mage classes (Summoner / Mage / Elem) - sorc excluded bcs i dont have datas
Reference Shinewood Monster: no dmg change - full buffed between 50k and 72k
Archer Classes (Archer / Hunter / Orbiter) - Ranger excluded bcs i dont have datas
Reference Shinewood Monster: dmg boost - full buffed between 85k and 99k

Stun
max Stun time reduced to 9 seconds (correct me if im wrong)
- helps alot already, but under current conditions of attack speed and dodge/block debuffs, ppl still can perma stun you.
maybe a little adjustment could make it perfect.


Adjustments for cooldowns for the following skills:

Energy Barrier
- feels slightly better (out of no-Knight perspective)

Godlike Discipline
- feels slightly better (out of no-Knight perspective)

Narcolepsy
- feels slightly better, but still spamable (skill duration 20 sec, can be casted again 2 sec later)
- suggestion: increase the cooldown at least 5 sec at max cooldown

Victim's Repose
- as i realised, that change is good

Sprint
- changed to 5 seconds if im right. he can still escape like a rocket. this change was needed long ago.

Movementspeed on Orbiter / Swash
- nice change




Numeric adjustments at many skill values.
Additional effects on skills:

Swing shot
60Dodge / 45 Skill Block
- it boost 2 classes (Zerk and Knight)
- suggestion remove Skill Block debuff from Swing Shot and add dim res debuff (30) on a Aftershock or another skill which benefits Knight as teamplayer.

Inexorable Strike.
30 Block / Skill Block - fine change

Improved accuracy of summons skills.
Elementalist Bombas
- works awesome (maybe too good) / useable in CF Forest of Scream / need 20 sec to explode / scale is small /can summon multible Bombas
Summoner Larva
- still not useable in CF Forest of Scream / still need 30sec to (explode) / scales too big (hard to target smaller races)
suggestion: reduce the scale of Larva / change the explosion time to 20sec

Adjustment of health pool of various summon skills.
Those Summons are at the current conditions dead in seconds.
So far not really useable.




Additional suggestion

Sorc Buff "Deadman Awaken"
Elem buff "Absolute Territory"

- those 2 debuffs/Dots are not working when you are stunned.
maybe Justac could be the first since Webzen, who fix it :)

Title: Re: Community balance project
Post by: CHN-Ohoo on August 17, 2025, 01:11:44 PM
After seeing D0gm4's suggestions, I have some thoughts to share:

Stun Mechanic: Stun is currently the only reliable way for melee players (especially those using crit builds) to counter non-stun-resistant classes. If stun keeps getting nerfed, melee will become completely irrelevant in large-scale battles, which are already dominated by ranged classes.

Summoner (Overpowered): After fighting D0gm4 for years, it's clear that Summoner's damage is still broken. If left unchecked, this class will dominate the battlefield with its insane damage and tankiness. It needs balancing.

Archer (Human): Archers definitely need an HP buff, but in exchange, their +20 movement speed should be nerfed.

Elementalist (Pets Useless): Elementalist summons are still completely ineffective and need a rework.

Knights & Melee (Needs Engagement Tools): All melee classes, especially crit-based ones, need major improvements to their skills to make them viable in team fights. They need more playmaking potential.

Blade Master (Speed Adjustments): Blade Masters need a movement speed buff but should have their attack speed reduced to compensate.

Berserker (Perfectly Balanced): Berserker is currently the most well-designed class—no changes needed.

Orbiter (Top-Tier Caster): Orbiter is the second strongest magic class after Summoner, excelling in both PvE and PvP.

Stun (Critical for Crit Builds): If stun gets weakened any further, all crit-based builds will become unplayable.
Title: Re: Community balance project
Post by: D0gm4 on August 17, 2025, 02:05:38 PM
at least we getting a discussion here now.
i like it.
i agree that knight need something to be usefull in team fight, i wrote it before.
i dont want stun removed, its part of the game.
but to stand stunned in infernum, cf, etc for minutes isnt healthy gameplay aswell.
so a slightly adjustment could make it more balanced.

see ya
Title: Re: Community balance project
Post by: LeafaSenpai on August 17, 2025, 04:05:02 PM
Hi here my opinion after the update ,

the Strenght / Agility is to much of a boost on the contrary the Intelligence boost  feels like not working at all .

the Hp boost is too much  it needs to be regulated .

the extra Moovespeed on orbiter and on the swash is good

The skillblock debuff on Swing Shot and on the heroic debuff shouldn't exist at all maybe better add dimensional resistance debuff on another skill because in the way the game is now Dim resistance cannot be debuffed

the bomba changes are great maybe lower the moovespped a little but the Larva is not working properly it takes to much time to go on targets and its the same debuff as bombas on the way the game is now maybe time to change it so its a different debuff .

now the ignore defense and elem is a good start may still need some changes cause right now with this new damage critters are doing way too much damage.

The stun went from 15sec to 9 sec good improvement but still not enough you can still perma stun any stunnable character and have them out of the fight .

elementalist and sorcerer pets are not playable under this conditions maybe find a way to make them reliable in fights .

make the Elementalist  heroic Dot and Sorcerer  Heroic Dot work properly cause right now targets don't get them at all make it if all normal attacks even critical hit you you get the debuff for 10sec even while the target is stunned

Add more cooldown on the REverse orb from CC shop  cause you can constatly revive in fights not normal you kill a target and it comes back every 30sec .


Hope we can have good changes and make the game great again .

Hildaliv
Title: Re: Community balance project
Post by: noizy on August 17, 2025, 06:51:01 PM
Increase drop rate shinewood , is terrible 😞
Title: Re: Community balance project
Post by: wang162710 on August 18, 2025, 02:55:57 AM
After seeing D0gm4's suggestions, I have some thoughts to share:

Stun Mechanic: Stun is currently the only reliable way for melee players (especially those using crit builds) to counter non-stun-resistant classes. If stun keeps getting nerfed, melee will become completely irrelevant in large-scale battles, which are already dominated by ranged classes.

Summoner (Overpowered): After fighting D0gm4 for years, it's clear that Summoner's damage is still broken. If left unchecked, this class will dominate the battlefield with its insane damage and tankiness. It needs balancing.

Archer (Human): Archers definitely need an HP buff, but in exchange, their +20 movement speed should be nerfed.

Elementalist (Pets Useless): Elementalist summons are still completely ineffective and need a rework.

Knights & Melee (Needs Engagement Tools): All melee classes, especially crit-based ones, need major improvements to their skills to make them viable in team fights. They need more playmaking potential.

Blade Master (Speed Adjustments): Blade Masters need a movement speed buff but should have their attack speed reduced to compensate.

Berserker (Perfectly Balanced): Berserker is currently the most well-designed class—no changes needed.

Orbiter (Top-Tier Caster): Orbiter is the second strongest magic class after Summoner, excelling in both PvE and PvP.

Stun (Critical for Crit Builds): If stun gets weakened any further, all crit-based builds will become unplayable.
Hold on! You dare claim a measly HP increase for Archers warrants a 20-point movement speed nerf? THEN by that same logic:*

Knights should be SLOWED by 100 for their tank stats!

*Every class must follow the 20-speed = 10K HP exchange rate!*






Title: Re: Community balance project
Post by: CHN-B777 on August 18, 2025, 04:27:41 AM
Hi here my opinion after the update ,

the Strenght / Agility is to much of a boost on the contrary the Intelligence boost  feels like not working at all .

The HP (Health Points) is set too high and needs to be reduced.

mage  (Antimagic) It should be restored to the previous system where level 15 skills could remove 8 buffs (no debuffs).

(Magical Tradition) Remove the attack speed attribute. Attack speed has no effect on mages. Appropriately increase some elemental resistance attributes。

Reduce the MP consumption of Heavenly Kingdom skills.

Gracia Nectar Increase the skill cooldown to 10% This is crucial for critical hit-based professions. For magic-based professions, gloves and shoes can be enhanced, but for critical hit-based professions, one must consider attack speed, ignoring defense, and stun effects, so they must be sacrificed。

Move Shinewood to Latria, where it's more suitable for combat and there are more monsters, allowing for more players to farm

I wish everyone a happy day playing games
Title: Re: Community balance project
Post by: wang162710 on August 18, 2025, 04:46:54 AM
Hi here my opinion after the update ,

the Strenght / Agility is to much of a boost on the contrary the Intelligence boost  feels like not working at all .

The HP (Health Points) is set too high and needs to be reduced.

mage  (Antimagic) It should be restored to the previous system where level 15 skills could remove 8 buffs (no debuffs).

(Magical Tradition) Remove the attack speed attribute. Attack speed has no effect on mages. Appropriately increase some elemental resistance attributes。

Reduce the MP consumption of Heavenly Kingdom skills.

Gracia Nectar Increase the skill cooldown to 10% This is crucial for critical hit-based professions. For magic-based professions, gloves and shoes can be enhanced, but for critical hit-based professions, one must consider attack speed, ignoring defense, and stun effects, so they must be sacrificed。

Move Shinewood to Latria, where it's more suitable for combat and there are more monsters, allowing for more players to farm

I wish everyone a happy day playing games

I completely agree with your perspective and suggestions!

+++++99999999999999999999999999
Title: Re: Community balance project
Post by: Gamboa on August 18, 2025, 12:10:58 PM
Hi here my opinion after the update ,

the Strenght / Agility is to much of a boost on the contrary the Intelligence boost  feels like not working at all .

The HP (Health Points) is set too high and needs to be reduced.

mage  (Antimagic) It should be restored to the previous system where level 15 skills could remove 8 buffs (no debuffs).

(Magical Tradition) Remove the attack speed attribute. Attack speed has no effect on mages. Appropriately increase some elemental resistance attributes。

Reduce the MP consumption of Heavenly Kingdom skills.

Gracia Nectar Increase the skill cooldown to 10% This is crucial for critical hit-based professions. For magic-based professions, gloves and shoes can be enhanced, but for critical hit-based professions, one must consider attack speed, ignoring defense, and stun effects, so they must be sacrificed。

Move Shinewood to Latria, where it's more suitable for combat and there are more monsters, allowing for more players to farm

I wish everyone a happy day playing games





dont change the antimagic again dont wana see army of mage lvl 130 on shinewood spamin antimagic
Title: Re: Community balance project
Post by: D0gm4 on August 18, 2025, 01:20:27 PM

dont change the antimagic again dont wana see army of mage lvl 130 on shinewood spamin antimagic

u wont see that often :P
But i totally agree!!!!
Title: Re: Community balance project
Post by: Nymeria on August 18, 2025, 02:09:11 PM

dont change the antimagic again dont wana see army of mage lvl 130 on shinewood spamin antimagic

u wont see that often :P
But i totally agree!!!!

Yep, I agree. Also given that the antimagic change (to not removing that many debuffs) led to several other changes in mage kit (anti-stun, more movement speed), and it makes mage far more interesting & skillful now that it used to be.
Title: Re: Community balance project
Post by: shado on August 18, 2025, 11:56:10 PM
1.Sorc Buff "Deadman Awaken" & Elem buff "Absolute Territory"  these debuffs are useless, maybe change them to the functionality that Archlord has, i.e. anyone who attacks will receive a weakening effect for a while

2. Don't create a new magic knight class. Remove the SB debuff you gave him. It's not a magic class. If you want to improve him, give him a Crit Res debuff and take it from the mage. And in place of the mage's crit debuff, give her Dim Res. With this current stats, it's hard to remove Dim Res sufficiently, and with that HP boost, too. Do you want to remove crit class completely?

3.And why are you forgetting about Slayer? Nobody plays this class, it's only used for bosses.

4.Reverse the cap on ignore def. Many players have already maxed out this stat and built builds for it, and now this change?

5. As for the stun, it could be removed, but you need to add more mspeed debuff, then the person might be able to defend themselves with skills and not run away, such a solution could be tested
 
6. do something about gold, you said you would introduce something, but currently gold is losing value significantly after the last change
Title: Re: Community balance project
Post by: CHN-B777 on August 19, 2025, 02:18:08 AM
Move Shinewood to Latria,Access is prohibited for those with a level below 150
Title: Re: Community balance project
Post by: Nymeria on August 19, 2025, 02:29:00 AM
Move Shinewood to Latria,Access is prohibited for those with a level below 150

Bad idea. Shinewood is cool right now because it was made out a useless map.

Events are being held mostly in Latria, so that would mean they'd have to be moved away.
Shinewood is also cool because there are several entrances/sides to it, allowing more people to play in there.

Strongly disagree
Title: Re: Community balance project
Post by: Aook on August 19, 2025, 08:44:41 AM

Bad idea. Shinewood is cool right now because it was made out a useless map.

Events are being held mostly in Latria, so that would mean they'd have to be moved away.
Shinewood is also cool because there are several entrances/sides to it, allowing more people to play in there.

Strongly disagree

Completely agree with what you said
Title: Re: Community balance project
Post by: Proteus on August 20, 2025, 10:20:23 AM

2. Don't create a new magic knight class. Remove the SB debuff you gave him. It's not a magic class. If you want to improve him, give him a Crit Res debuff and take it from the mage. And in place of the mage's crit debuff, give her Dim Res. With this current stats, it's hard to remove Dim Res sufficiently, and with that HP boost, too. Do you want to remove crit class completely?

3.And why are you forgetting about Slayer? Nobody plays this class, it's only used for bosses.


Knight doesn't need any crit resistance debuff since they hit A LOT of critical already and have insane dodge/block debuffs which should be slightly decreased by 20%.

Slayer is useless? The fact that you using him for bosses only says it all. It has insane critical damage. Break armor should be also reduced to 15% crit resistance debuff on maximum lvl 15. I am 131 lvl on my slayer and I hit 12k-15k critical on my archer on max possible crit resistance. I do similar damage on other classes too. I imagine if I move stuff on a 150 slayer this damage would be even higher by 2-4k. Overall critical damage should be reduced as it was suggested by some people already here.

The rest of your suggestions made more sense.
Title: Re: Community balance project
Post by: Dcup on August 20, 2025, 10:49:38 AM
Few more suggestions to follow my previous ones:


11. Penalty for dying

All games have a penalty system upon dying, where the player can either spawn back in the last visited town or revive in the same place where he died, after a couple of minutes.
With that in mind, comparing the current situation in Justac, winning a fight against an enemy loses it's entire meaning when the enemy revives over and over again, especially in mass fights.
There is no reward for winning a battle neither a penalty for dying, this has to be fixed and the best fix is by adding a 5 minutes cooldown on CC revive orbs.
Upon first initial death, the first revive can be instant, starting with the second one, 5 minutes cooldown added.


12. Debuffs on Shinewood monsters/boss & BG bosses

The debuffing skills do not stay on the mobs/bosses the entire duration as is written in the skill description. For example, a debuff that is supposed to stay on a monster for 30 seconds, it actually stays only 3 seconds + - , which leads to inconsistent damage output or difficulty to slow and create a proper pull.

13. Antimagic Skill

As a mage player, I am totally against changing Antimagic to the old version that removes 8 buffs, that will ruin the PVP completely. The way it is now, a weak skill, makes total sense considering the trade off for movement speed & stun protection that was given in the previous change.
The only improvement I would dare to suggest, is to make it remove only Positive buffs, not own Negative debuffs from a target.


14. Shinewood has plenty monsters for people to farm, there is no need to move it to Latria.


15. Gold Inflation

Because of the recent change in price for the normal accessories and refined accessories when sold to the merchant, a couple of players saw the opportunity to make a huge amount of gold by camping each day in Eclipse and Heaven's Hell, with ranged critical build Rangers and Archers.
This kind of updates only encourages the players to bot, a phenomenon that lead to the downfall of this server.
On top of that, a huge amount of gold is being pumped into the server each day which already lead to a super inflation.
Gold is no longer an attractive currency for people to use when trading.
Please find a proper solution which will bring the gold back to normal values and at the same time not affecting the players from Eternal area.
If someone have a relevant suggestion on this matter, please go ahead.

Thanks.



Title: Re: Community balance project
Post by: Nymeria on August 20, 2025, 01:35:47 PM
Few more suggestions to follow my previous ones:


11. Penalty for dying

All games have a penalty system upon dying, where the player can either spawn back in the last visited town or revive in the same place where he died, after a couple of minutes.
With that in mind, comparing the current situation in Justac, winning a fight against an enemy loses it's entire meaning when the enemy revives over and over again, especially in mass fights.
There is no reward for winning a battle neither a penalty for dying, this has to be fixed and the best fix is by adding a 5 minutes cooldown on CC revive orbs.
Upon first initial death, the first revive can be instant, starting with the second one, 5 minutes cooldown added.


12. Debuffs on Shinewood monsters/boss & BG bosses

The debuffing skills do not stay on the mobs/bosses the entire duration as is written in the skill description. For example, a debuff that is supposed to stay on a monster for 30 seconds, it actually stays only 3 seconds + - , which leads to inconsistent damage output or difficulty to slow and create a proper pull.

13. Antimagic Skill

As a mage player, I am totally against changing Antimagic to the old version that removes 8 buffs, that will ruin the PVP completely. The way it is now, a weak skill, makes total sense considering the trade off for movement speed & stun protection that was given in the previous change.
The only improvement I would dare to suggest, is to make it remove only Positive buffs, not own Negative debuffs from a target.


14. Shinewood has plenty monsters for people to farm, there is no need to move it to Latria.


15. Gold Inflation

Because of the recent change in price for the normal accessories and refined accessories when sold to the merchant, a couple of players saw the opportunity to make a huge amount of gold by camping each day in Eclipse and Heaven's Hell, with ranged critical build Rangers and Archers.
This kind of updates only encourages the players to bot, a phenomenon that lead to the downfall of this server.
On top of that, a huge amount of gold is being pumped into the server each day which already lead to a super inflation.
Gold is no longer an attractive currency for people to use when trading.
Please find a proper solution which will bring the gold back to normal values and at the same time not affecting the players from Eternal area.
If someone have a relevant suggestion on this matter, please go ahead.

Thanks.

Agreed on all those points too.
Especialy the gold inflation. Some players were already "abusing" the "control farming" (Macro farm monitored every 30s to avoid the delay of a botcheck). The gold state at the moment on the server is not balanced, a handful of players have about 100+ billions (through the "controled farming" + the numerous ways gold was injected with events/guilds etc).
Title: Re: Community balance project
Post by: Gamboa on August 20, 2025, 06:14:06 PM
Wts 100b offer me
Title: Re: Community balance project
Post by: Friend on August 20, 2025, 06:43:04 PM
add spin machine to spin tools/shards/runes  for gold , ez gold fix

peasants will spin , and fighters will farm shine , win win
Title: Re: Community balance project
Post by: Nymeria on August 20, 2025, 06:46:24 PM
Wts 100b offer me

Again trying to ruin some objective efforts of making the server enjoyable Gampolla. I will just answer yet another one of your troll posts with facts:

(https://i.ibb.co/cc601DKT/Gold-sales-in-less-than-10d.png) (https://imgbb.com/)

Just through the last 10 days we're talking about 135 Billion gold on sale through the hands of 5 different persons.
Now just imagine how many others sit on 20/30/40B themselves and just don't sell at all.
The gold inflation/situation is not good for the server economy. As much as you may depreciate it, the facts are & remain till there's something changing it.
Title: Re: Community balance project
Post by: Friend on August 20, 2025, 06:57:10 PM
Wts 100b offer me

Again trying to ruin some objective efforts of making the server enjoyable Gampolla. I will just answer yet another one of your troll posts with facts:

(https://i.ibb.co/cc601DKT/Gold-sales-in-less-than-10d.png) (https://imgbb.com/)

Just through the last 10 days we're talking about 135 Billion gold on sale through the hands of 5 different persons.
Now just imagine how many others sit on 20/30/40B themselves and just don't sell at all.
The gold inflation/situation is not good for the server economy. As much as you may depreciate it, the facts are & remain till there's something changing it.

https://www.youtube.com/watch?v=oJoI2GFwDTQ
Title: Re: Community balance project
Post by: Gamboa on August 20, 2025, 09:25:52 PM
I got already like 200b control farm so dont worry wtb all kind of wings lvl 6 for gold
Title: Re: Community balance project
Post by: wang162710 on August 21, 2025, 08:54:33 AM
http://forum.justac.net/index.php?topic=1308.0
First, revert the sell price of accessories to vendors! Then, by implementing my suggested method, we can consume more in-game currency and save this server!
Title: Re: Community balance project
Post by: wang162710 on August 21, 2025, 08:56:10 AM
The solution has long existed, and suggestions were made repeatedly—yet they never received the attention they deserved!