The main issue is that at the endgame content (NT, HT, BGA and more) warriors just have no place. Why bring a hero to a boss run when he doesnt deal srs dmg ? Same for pallys and dks. You can say all you want about warriors being good at LHC and RG but who wants to only be able to cwk, zak, and lhc till 200 and after? Been hearing this "make rage stack with other attack pots" but it also wont solve the problem, ppl will just bring hero mule just like a cr. Buff combo % for heroes or brandish % attack,or just something to make them hit harder and be more dominant For pallys, either uncap (which kinda ruins the nostalgic aspect but o well) or make Blast slightly faster. The shad hype got out of hand where 50% of this server are shads, making perf kanzirs go to 15b lol There isn't 1 content ingame where shads dont shine, and there's nothing wrong about that, but there's just no place for other classes it feels like.
The least problematic temporary solution for Rage is to make it work like Energy Charge's attack buff, where it doesn't override other attack buffs but it doesn't stack with them either. So it wouldn't override people's apples, but it also wouldn't benefit them unless they just forgot to use any buff potion at all. Also 12->20 w.att buff would be nice. free version of warrior elixir is cringe but free version of cider is pretty ok.
Responding to a suggestion a few pages back, but this just became super relevant for me personally and I have my own experiences to add. I now have a 175 Hero that uses 1h Flame Sword + shield. I wanted to try out this build because I'm sick of needing SI on my MM all the time. But omg the accuracy problems from having low dex Even after scrolling my helm and a few other gears for accuracy, it's nowhere near enough. I need to use baskets for the entirety of RG (I miss on even the roses). I would miss on VL even WITH baskets. I would miss on Royal Guard even with MAPLE POPS. My char just feels kinda broken and it's such an uphill battle to fix her without trading a ton of str for tiny amounts of acc and basically killing the viability of this build One thing you may be overlooking if you've only ever played male warriors: female top/bottom gives NO base accuracy. We get +mp instead (and they're harder to find and get price gouged like crazy, but that's a separate issue). I think combined that could add up to as much as 17acc that we are missing out on. That sets us back a lot, and it's SO UNFAIR There's so few options for gaining accuracy right now. There really should be more to make this a bit easier. Just make them higher lvl so goby leechers aren't too OP
Hero’s rage and enrage really needs to be buffed or stackable. Hero is a standalone character with no party buff, and the bossing ability isn’t the greatest too, it’s rejected from most endgame bosses be it auf or vl. It’s a class that is left in the dark, even a 20% range boost on brandish is going to be super helpful like what’s mentioned in the post. Another idea that I have in mind that isn’t broken is making panic or coma to not consume orbs, or make shout damage to be 200% instead of the mediocre 30%, at least it make it good at mobbing but not comparable to dragon roar or archmages. Last idea I have that isn’t broken is making combo attack a toggle instead of a buff, so hero won’t have to rebuild their orbs every 2 minutes, this is a very minor buff given advance combo attack already refill orbs much faster.
Adding new suggestion: [-] General - Monster Magnet: Allow the skill to Start Charging while jumping (and possibly charge it up on rope) Reduce charge up by 25~33% Why?: Wanted it to follow same QoL as Piercing Arrow. I've noticed that Magnet can feel clunky when you're trying to move through mobs fast due to not be able to start the charge while jumping. Also, the charge can feel somewhat long so I'm suggesting lowering the charge up so its possible to reach the max charge sooner. Cooldown between magnets remains unchanged.