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Suggestions / Re: Community balance project
« 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!
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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
After seeing D0gm4's suggestions, I have some thoughts to share:Hold on! You dare claim a measly HP increase for Archers warrants a 20-point movement speed nerf? THEN by that same logic:*
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.
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.