In the current state of the LU4 server, the damage dealt by mages through area-of-effect (AoE) abilities has reached an obviously unbalanced level. In large-scale fights, a single rotation from a group of mages is enough to wipe out entire squads before other classes can react. This creates a frustrating and repetitive gameplay experience with no strategic diversity.
Melee or support classes lose almost all relevance, as they cannot get close without being instantly deleted, and hybrid or sustained-damage classes are completely overshadowed. As a result, the meta has been artificially distorted toward compositions oversaturated with mages and archers, leaving other classes as filler.
This issue has been ongoing and continues to worsen: long-range burst damage dominates the competitive environment, and the role of large-scale combat—meant to be tactical, varied, and multi-functional—becomes nothing more than “who drops the AoE first.”
📝 Technical Report on the State of the LU4 Server: Dominance of Mages and Archers in Large-Scale PvP
Overall server status:
The LU4 server is progressing toward a state where the balance of large-scale PvP increasingly favors long-range damage classes, especially Mages and Archers. If the current design remains unchanged, the server will effectively turn into an environment dominated exclusively by these classes, making all others uncompetitive or outright useless in group encounters.
1. Identified Issues
1.1. Excessive AoE Damage From Mages
Mage AoE skills scale far too well in large-scale environments.
Combined damage from several mages can eliminate even high-defense players before they can react.
The explosive burst makes support or mitigation mechanics irrelevant.
1.2. Lack of Counterplay for Non-Ranged Classes
Tanks and melee classes cannot approach without being deleted.
Support classes cannot keep their team alive against such disproportionate burst.
Melee classes lose their role as initiators or controllers.
1.3. Strategic Dominance of a Single Composition
The “magic stack + archers” composition is objectively superior.
Guilds are forced to recruit only these classes to remain competitive.
Large-scale PvP becomes monotonous, repetitive, and tactically shallow.
🔧 Proposed Adjustments to Reduce Mage AoE Damage in Large-Scale PvP
2.1. Direct Damage Adjustments
Reduce base damage of AoE abilities by 10–25% (fine-tuned through testing).
Apply a PvP-specific reduction multiplier, for example:
Additional damage reduction when hitting more than X players at the same time (to penalize AoE stacking).
2.2. More Progressive Scaling
Adjust magic power scaling so it doesn’t spike excessively with endgame gear.
Limit synergy effects that multiply their overall burst.
2.3. Larger Reaction Windows
Increase cast times or add clearer telegraphs to allow counterplay.
Reduce the ability to “chain-cast” high-damage AoE spells.
2.4. Improve Survivability of Other Classes
Moderate buffs to magical defenses or resistances for tanks and melee classes specifically in large-scale combat.
Support skills with more effective mitigation against magic AoE.
2.5. Encourage Composition Diversity
Introduce mechanics that reward the presence of tanks, supports, and melee classes.
Adjust crowd-control mechanics so mages cannot cast freely without risk.
📌 Conclusion
If no adjustments are made to mage AoE damage, the LU4 server will inevitably become an environment dominated exclusively by Mages and Archers. This diminishes the gameplay experience, limits strategies, affects competitive balance, and demotivates players who want to play other classes.
A careful rebalance would restore role diversity, promote healthier and more tactical PvP, and help ensure the long-term stability of the server.
If you want, I can also provide a more formal, shorter, more technical, or administrator-focused version. Just tell me!