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UltraForce

skills recommendation - inequality class

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After a thorough review, it appears that the improvements have been primarily focused on the game's melee party. Warriors, in general, have been significantly boosted both offensively and defensively, as have dagger users, healers, and buffers. I don't think there's much to complain about; I believe they are optimal. But summoners have been completely abandoned. They don't have party buffs, or the ability to summon again with a buff—absolutely nothing. They don't have any damage skills, just nothing...

Summoner: They don't have Gift of the Seraphim's Blessing, Gift of the Queen's Blessing, Gift of the Shadow's Blessing, or any skill that makes them functional in a party or gives them the role they had in Classic, which I think is the best.

Tank: They all have a functional seed for their party to heal. I understand that the Dark Avenger has an offensive function, but they all get increased attack, defense, healing, and speed. But the Dark Avenger only deals one strong hit and reduces the ability to take debuffs... Seriously? Literally something that makes no sense, given the original skill. I was expecting a nerf that gradually increases, lowering the CP to 40%, 70%, 80%, and 90%, and the cancel to 1-2, 2-3, 3-4, and 4-5, for example. I also expected the cooldown to be less than 60 seconds, or for it to be activated manually, like in Hi5. I'm not commenting on the Panther skill because it should normally have its own cancel, and there's no information about it.

Mages: It's focused on damage, but pure damage. There's no way for the mage to jump out of the way, like the archer did in this version... and finally, the Arcane Shield itself, so they can survive a rush from a gladiator, destroyer, or dagger user.

I understand we're in the first stage of several to come, but it would be good to keep this in mind for future updates. We also hope more people will join and share their perspectives.

Regards

 

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16.06.2026 в 10:14, UltraForce сказав:

After a thorough review, it appears that the improvements have been primarily focused on the game's melee party. Warriors, in general, have been significantly boosted both offensively and defensively, as have dagger users, healers, and buffers. I don't think there's much to complain about; I believe they are optimal. But summoners have been completely abandoned. They don't have party buffs, or the ability to summon again with a buff—absolutely nothing. They don't have any damage skills, just nothing...

Summoner: They don't have Gift of the Seraphim's Blessing, Gift of the Queen's Blessing, Gift of the Shadow's Blessing, or any skill that makes them functional in a party or gives them the role they had in Classic, which I think is the best.

Tank: They all have a functional seed for their party to heal. I understand that the Dark Avenger has an offensive function, but they all get increased attack, defense, healing, and speed. But the Dark Avenger only deals one strong hit and reduces the ability to take debuffs... Seriously? Literally something that makes no sense, given the original skill. I was expecting a nerf that gradually increases, lowering the CP to 40%, 70%, 80%, and 90%, and the cancel to 1-2, 2-3, 3-4, and 4-5, for example. I also expected the cooldown to be less than 60 seconds, or for it to be activated manually, like in Hi5. I'm not commenting on the Panther skill because it should normally have its own cancel, and there's no information about it.

Mages: It's focused on damage, but pure damage. There's no way for the mage to jump out of the way, like the archer did in this version... and finally, the Arcane Shield itself, so they can survive a rush from a gladiator, destroyer, or dagger user.

I understand we're in the first stage of several to come, but it would be good to keep this in mind for future updates. We also hope more people will join and share their perspectives.

Regards

 

Thank you for your feedback.

 

It will help us better understand players’ opinions and experiences in the future.

 

It’s important to understand that on paper, changes may seem one way, but in-game experience often feels different.

 

Therefore, we ask that you provide feedback after playing for a while (for example, after 2 months).

 

Regarding group buffs for summoners—there won’t be any, since this class is exclusively for solo play; it’s not a party character. However, in the future, they will be able to transfer item bonuses to their summons (bonuses from sets, epic jewelry, special abilities, etc.).

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Тоже если честно считаю крашер ДА занерфленым до самого немогу. Сделали бы откат 30 сек, пусть и без кэнсела - еще было бы юзабильно. А так… занерфили ДАшника

Изменено пользователем Sh0Q
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Yeah this new update seems in some places poorly planned out. There is a lot of positive stuff like new beautiful zones, cycling macro, revamped skills and their levels, supports with easier access to simple buffs, buffs combined into a single buff and etc. For example if you level a Overlord you would pretty much start from 0 with buffs after reaching 2nd prof and they would be randomly spread across levels after that. Other classes already have most important buffs while OL would need a lot bigger level. It would be interesting to see how so called dead skills would be changed too.

Then I start reading skill changes and my excitement goes like a stick of dynamite placed in a arctic water. Why create new class when they haven't even finished original content? Prophet is not a tank but that class seems more of a Paladin now then Paladin.
Most classes get old skills, new original skills or some skills were revamped. Summoners I think were bottom tier characters and next update they stay that way. All Warriors and Bards get rush at 30-40lvl. Warriors get a bunch of old and new skills. Archers and Daggers get a bunch of old and new skill. Archers can jump backwards now and Daggers blink to your back. Warsmith has rush and gets more free stats with new buffs and more stuns/damage which makes me feel like even a tank would be bonked to death. Then I see tank changes and I go :KEKWlaugh: For example I play DA. Hamstring goes from 1min to 30s. Deflect arrow max lvl gives 40% and now 20% resistance so another nerf. Shield Strike can CRIT and has cone aoe! Oh wow I will be aoe beast now. Bigger aggro range with level. You mainly get more def boosting skills. What is the point of it all if other classes get more mobility, dmg, cc and skills that reduce def stats. No gap closer skill or pull skill. Insane Crusher now on 1min CD and reduces a little bit of healing received and debuff resistance. Why nerf tanks against archers when that is their thing and archers get bunch of new tools. They could have at least changed so you wouldn't need to rebuff panther after death. Tanks and Summoners are already least played classes and when you look at changes it feels like it will stay that way.
 

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I agree with what you're saying; summons in general are completely broken... since upon death they lose all their buffs, and summoning them again is an unnecessary expense, as they come out without any buffs, meaning they'll die again from an expansive spell (something that was fixed in Classic). At least they should retain the master's buffs when summoned... knowing full well that these are classes that depend on them. What you said about Insane Crusher, I totally agree; it's absolutely useless. I don't know if the Panther at higher levels will be able to cancel, but that's a separate issue... we'll see when it reaches that level since there's no information yet, but basically, the DA has somewhat less defense compared to the others. It used to be an offensive character or tank... now it can't even cancel, which is practically the core of the character.

I sincerely hope you'll sit down again to discuss the summoner class. Don't think they're solo characters, because if you want to progress quickly, you need to be in a party. With the current approach, nobody, absolutely nobody, is going to want to take a summoner to PvP. Are we just going to leave them farming while the whole clan goes on a siege or epic raid? As we said above... we're not asking for anything new... just the basic characteristics of each character... because other classes have been made way too overpowered. There are classes that don't even have the basics of their Hi5 or Classic counterparts.

 

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Hello,

Overall the patch notes are great. Great work on daggers and archers. I worry a bit about raising the magic critical rate cap, but time will tell whether that becomes a problem or not.

My biggest concern is what happened to Dark Avenger and Summoners.

PvP in this game evolves around some core parts:

  1. Damage output
  2. Healing output
  3. Crowd control management (applying and cleansing CC)
  4. Mana management
  5. Buff management (rebuffing and canceling)

Why was number 5 almost completely removed?

There are classes in this game that were literally built around buff management. Summoners lose their banes. Dark Avenger loses the cancel aspect of Insane Crusher. Why?Honestly, can you tell us right now why somebody should take a Summoner in his party if he has no banes and no extra buff? What unique utility does he bring?The same applies to Dark Avenger. The class has never been about damage. It has never been about healing. It has never been about mana management. DA was always about disruption, control and buff management.

By no means do I want H5 Insane Crusher to be used in large scale PvP. I completely understand the balance concerns there. However, please consider something similar to Eternal:

  • Insane Crusher with a proper cancel effect (1-5 buffs)
  • 1 minutes based cooldown
  • Reduced healing received, not healing power
  • Use the H5 version only in Olympiad since DA relies on the cancel to beat many classes

Also, where is the information regarding Panther cancel? I genuinely hope it was simply forgotten in the patch notes.

Another question: why no Boost Morale and no Transform for tanks?

What I don't understand is this:

You have given us mass buffs.
You have reduced MP costs. For example you even have MP consumption reduction on armor sets.

In a world where supports can rebuff an entire party with a few clicks and almost no mana cost, why is cancel suddenly considered such a problem?

Personally, and I say this as a long-time DA player, I currently see very little reason to play the class. The same way I would feel if I were a Summoner main.

Necromancer loses Bane and receives more damage in return.

DA and Summoners lose cancel and banes... and receive what exactly? I am seriously concerned that these classes just lost their identity.

Please consider letting those classes keep what made them unique. Some of us learned to love and master these classes over the years because of the role they played in PvP.

Thank you.

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On 6/17/2026 at 12:17 AM, xPsomo said:

Hello,

Overall the patch notes are great. Great work on daggers and archers. I worry a bit about raising the magic critical rate cap, but time will tell whether that becomes a problem or not.

My biggest concern is what happened to Dark Avenger and Summoners.

PvP in this game evolves around some core parts:

  1. Damage output
  2. Healing output
  3. Crowd control management (applying and cleansing CC)
  4. Mana management
  5. Buff management (rebuffing and canceling)

Why was number 5 almost completely removed?

There are classes in this game that were literally built around buff management. Summoners lose their banes. Dark Avenger loses the cancel aspect of Insane Crusher. Why?Honestly, can you tell us right now why somebody should take a Summoner in his party if he has no banes and no extra buff? What unique utility does he bring?The same applies to Dark Avenger. The class has never been about damage. It has never been about healing. It has never been about mana management. DA was always about disruption, control and buff management.

By no means do I want H5 Insane Crusher to be used in large scale PvP. I completely understand the balance concerns there. However, please consider something similar to Eternal:

  • Insane Crusher with a proper cancel effect (1-5 buffs)
  • 1 minutes based cooldown
  • Reduced healing received, not healing power
  • Use the H5 version only in Olympiad since DA relies on the cancel to beat many classes

Also, where is the information regarding Panther cancel? I genuinely hope it was simply forgotten in the patch notes.

Another question: why no Boost Morale and no Transform for tanks?

What I don't understand is this:

You have given us mass buffs.
You have reduced MP costs. For example you even have MP consumption reduction on armor sets.

In a world where supports can rebuff an entire party with a few clicks and almost no mana cost, why is cancel suddenly considered such a problem?

Personally, and I say this as a long-time DA player, I currently see very little reason to play the class. The same way I would feel if I were a Summoner main.

Necromancer loses Bane and receives more damage in return.

DA and Summoners lose cancel and banes... and receive what exactly? I am seriously concerned that these classes just lost their identity.

Please consider letting those classes keep what made them unique. Some of us learned to love and master these classes over the years because of the role they played in PvP.

Thank you.

I am just baffled by the answer "Summoners are exclusively solo". This game is not build around solo play and especially at higher levels. Everyone and their mother has multiple accounts for supports and etc. The advantage of summoners not needing gear or buffs is irrelevant as we are not playing off L2 in 2000s. For example I loved to play Phantom Summoner in some later chronicles. You had debuffs and could summon that cubic for whole party, while other summoners had more party potential you had death spike as a nuke and my favorite was the demon summon at 55lvl. Instead of being support summon he was DD/Tank summon who could aggro single target and aoe. Aggro applied mdef and pdef debuff. He could heal single targets for decent amounts. You felt like having a pocket tank just incase. People were stuck in the past so they didn't value PS but once I got into a party I was doing gods work so to speak :D Targets melted and I could hold aggro while healing by myself.

I feel like summoners need to be flexible. While they don't replace normal classes they should have summons that allow them be part of parties. Like Warlock could restore some mp to others and not just himself. Their summons could have roles and be more than just a summon with one skill. As of now it's pretty obvious summoners are least played class because it's a waste of time and especially after next update. All you get is smart cubic and 3rd prof summon. 


Like I said before I feel like some classes are just becoming over buffed. Warsmith is a solid class that was mainly used for crafting obviously. Still they are dwarfs that while slow hit hard and eat damage due to HP. Hammer Crush is a solid skill. Then they have Crushing Strike that deals even more dmg and reduces pdef/mdef by 10%. Reduces stun resistance by 10% too. Cancels stun buffs with pretty decent %. Weapon buff gives more dmg and stun chance. Then look at new skills they get. Might and Shield for summon is now unique so stacks with normal buffs. They get old skills like stances and passives. Then you have Forge Guardian buff that gives a lot of raw power. Rush for mobility on 5s CD :D Another self buff with 10% a.speed. There is 15% while using skills to increase skill dmg by 25%. Armor Crush on 8s CD that hits hard stuns and reduces pdef/mdef for 30%. What would you do against this as a Summoner or as a Tank? Your distance is useless. Your def stats are pretty much too. 

I just see lists of new or revamped skills for other classes that are insane but they nerfed DA and tanks in general. Tanks are more just then walking stat walls. Where is CC? Some ok dmg skill with debuff or something? Give SK life leech so I could have another ranged skill for some dmg :D Make it so I don't need to rebuff panther after death. For some reason they are afraid of tanks and nerf DA but give Terramancer buff cancel. Pretty much least played class is Summoners and after that Tanks. I just don't understand why they are loading other classes with the good stuff but are so afraid to give few tools to Summoners and Tanks.
You can find server stats. Literally most played classes are warrior class. They get even more next patch. Even Bards get rush which is fine but people forget if a WS with those stats and skills slides next to you are a dead. If a Glad with that dmg and disarm slides to you then you are dead too. I am not gonna lie I am interested in Cleric changes because this class is not just buff library anymore but at the same time it looks more Paladin then the Paladin class. They could have added poison removal for Paladin which fits the class. Make is so bleed and poison removal can be used on others. Etc etc. 
I know it's a project that tries to approach this game differently but while some changes a cool others are weird. 

 

Изменено пользователем GrimoireWeiss
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коль тут жалуются на скилы, пожалуюсь на отпрыг у лука. че за бред, 15 секунд кд, при 5 секундах рывка у остальных?) сбежать нет шансов вообще

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18.06.2026 в 09:09, Apxipelag сказал:

коль тут жалуются на скилы, пожалуюсь на отпрыг у лука. че за бред, 15 секунд кд, при 5 секундах рывка у остальных?) сбежать нет шансов вообще

А тебя не смущает укол с мощностью 11к? И снижение резистов к луку))

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opefully, everything we've discussed here will be analyzed and considered for the future... many people are leaving their classes and starting others because they've literally been made useless. A clear example is myself. I'm leaving the DA because its seed is useless, it does absolutely nothing functional... just one strong hit every minute... And the summoners are even worse; a massive kiting of that class is coming.

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18.06.2026 в 17:58, Sh0Q сказал:

А тебя не смущает укол с мощностью 11к? И снижение резистов к луку))

он и до этого не сильно лучникам помогал. резисты ток у танков порезали. это чисто номинальная плюшка на энд-гейме, а на протяжении остального времени - страдание. особенно с обрезанием бафа по уровням. я прогнозирую падение дпс до 25% с пп и бд 52, а значит страданий станет еще больше))

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19.06.2026 в 08:07, Apxipelag сказал:

он и до этого не сильно лучникам помогал. резисты ток у танков порезали. это чисто номинальная плюшка на энд-гейме, а на протяжении остального времени - страдание. особенно с обрезанием бафа по уровням. я прогнозирую падение дпс до 25% с пп и бд 52, а значит страданий станет еще больше))

Ну до веера и укола там путь боли и страданий - тут не поспоришь. Но луки всегда раскрывались попозже остальных и особенно раскрывались с эпиком.

Но тоже учти Дефлект Эрроу порезали, КК и щит на криты от ВК заменяют друг друга - уже с ходу криты будут сильнее чем на дэфолтном ХФ

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