Some upcoming suggestions for 2026 onward or before eoty!

Discussion in 'Feedback' started by Dominican, Dec 8, 2025 at 9:40 PM.

  1. Dominican
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    eoty=end of the year incase yall were wondering lol.

    I haven’t suggested anything in a hot minute for content since neo Tokyo (and it was added, thanks staff).

    But with players being so much more funded and meta classes shifted to so much within the last 5 years+ I think it’s time for a few things: the addition of adding a boss of chaos zakum into the game and showing the “low tier” classes (I’m talking you archers and warriors) some love.


    Why chaos zakum? It’s a boss where mobbing classes with higher hp are viable but it isn’t a boss that’ll offer anything “super groundbreaking” seeing as the Auf haven helmet is much more powerful even with a perfect zakum helmet drop, as well as rewards more of the end game “not super casual” player a slightly better helmet than an EVENT helmet that strictly based off rng (I’m talking about you Pierre helmet).

    unless you want to make mw30 a super rare drop similar to HT’s mw20 drop I’m game. (It’s due, pink bean wasn’t the only boss to drop mw30 for its time but pink bean dropped it 100% of the time). As for the “other drops”, I’m sure staff can coordinate what to add/introduce since czak never had the best drops but I’m sure they can come up with something to make players interested in slaying czak whether it’s an exp buff for the fight overall or custom drops. Boss fight is more than challenging similar to HT level, but not as near difficult as VL/cht (didn’t offer CHT since it’s the same difficulty as bean and offers a powerful pendant that’s a discussion for another day)/ and the bean of course. There’s no power creeping with czak it’s more content that can introduce a helmet for the less “intense” end game players and provide more content for less viable classes.

    as for the love of warriors/archers; let’s be real the classes suck lol.
    Warriors became the “clear bottom” mules at cwk, even “mobbing bosses” like horntail back in my day I used to solo the whole right side (provided I was also sed as a hero player). Now, I can’t be sed since PG got drastically nerfed for my survival to 1/1, as well as even though I’m hitting 3 parts at once, Shad’s can keep up with an ST skill AND provide smoke AND can survive a lot better than its warrior counterparts. Not to mention how powercrept and weak this class is. Weak and bad even with buffs.

    Palis are nothing but CR mules let’s be 10000% honest and not beat around the bush with this class. It’s bad. Blast has its lackluster range and acb’s only highlight is it can hit 6 mobs at once but palis suffer hero syndrome of back in the day to dispel (charging elements, not sure if here it’s dual) and the restriction of hitting 1 monster at “potentially” 199k at a time. Pali’s blast hitting 2 monsters (I’d say 2 lines/ 2 targets/ lower the % to the 2 hit to benefit off se) would be a nice buff to this class and give it more viable love.

    and yes the drk, the NL of warriors where they’re powerful with SE AND si, but struggle due to the crappy mechanics of pre bb zerk. Can’t do pink bean past the Ariel stage because you’d get 1 shot even with 15k hp/max Achilles. Drks aren’t at a terrible spot, but zerk being buffed to at least 65-70% to give them end game survivability would be a huge QOL for them (not a damage buff) would be a fantastic change for them.

    and ALL warriors should have crash, why limit it to one and play this mule story game when you can bring the class you like (warriors all had crash post bb anyways and I know it’s a throwback server), but at least we aren’t doing the “sorry you can’t come we need this class not yours” just because you don’t provide a specific buff, all warriors should have some viability. Yes I know Drks have HB, but HB isn’t as relevant in the end game or mid to end game vs a buff as CR, where you wouldn’t boss regardless if you couldn’t take a hit. Reverting PG would be a great change for main pali/hero players to get some love at bosses at ht and potentially czak if it were ever to be released.

    as for archers, for years I’ve heard “they suck” “they’re weak” and it’s a slightly harder class to balance since they offer arguably the best support buff in the game next to holy shield such as SE, but any archer experts can weigh in what the staff can do to buff archers to make people actually want to main them again and not just sitting in the corner pretty providing SE to a bunch of mains.

    but just my 2 cents in being an off/on player for a decade, more active now again than ever.
     
  2. lucybee
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    Zerk is fine. Check out the zerking the impossible guide. Buff dks vertical range and maybe give it 4 target mobbing. Don't make it easier >:v
     
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  3. Dominican
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    Personally don’t find anything wrong with making things easier, it’s not like their damage is game-defining. It’s just limited to game play bossing. But the beauty of opinions to each their own right? :p
     
  4. lucybee
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    If dk is too hard for you consider playing hero
     
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  5. procrastinya
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    procrastinya Well-Known Member

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    [for Wars]
    I want to expand on the idea of adding skillBook40 to Pink Bean drop/bon maps.
    Perhaps these enhancements could be placed after level 31 of the skills.
    =>berserk 40 =>60% hp to keep berserk
    =>blast have 2 line at Lv31~40
    [for Archers]
    ●increase the single target dmg (should be more than dk/hero)
    (1)BM: Increase Hurricane dmg, or add skillBook40 to Hurricane
    (2)MM: Increase strafe dmg or Increase dmg cap, and lengthen attack range of piecing arrow
    ●another way to buff Archer without adjusting skills
    =>update new Boss/training maps/party quest, which contain mobs that have to be slow & blind at same time.
     
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  6. Dominican
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    Nice shade thrown there lol, top 50 warrior(and 200) in this server, and I was the former 1 DRK/warrior in a previous v92 server that had the same zerk %, please stick to the topic of discussion…

    and @procrastinya see that’s what I’m talking about a little bit of innovation can definitely spice things up for sure!
     
  7. 1Minh
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    I like the idea of Chaos Zakum helmet being an option for players who don't want to go all out for an Auf helm
     
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  8. Dominican
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    Right? Czak isn’t a walk in the park boss or anything and it’ll definitely be nice to have a good alternative for a nice helmet for the mid-end game player
     
  9. vincentxing
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    vincentxing Well-Known Member

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    Just make MM's strafe 5lines and MM is viable alrdy
     
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  10. procrastinya
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    procrastinya Well-Known Member

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    RIP for snipe if doing this adjust only.↑↑↑
    -----------------------------------------------------------------------------------------
    [for Hero]
    3rd job skill : [Panic] & [Coma]
    =>1 of these adjust to 1mob 3~5 line & 60sec cooldown
    =>1 of these adjust to 6mob 2 line & 60sec cooldown
    [for Archer]
    Another idea is accentuating the feature (BM in single target, MM in aoe):
    BM > buff Hurricane
    MM> buff piercing arrow & snipe only
     
    Last edited: Dec 10, 2025 at 2:31 PM
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  11. vincentxing
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    vincentxing Well-Known Member

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    But its not like MM is viable now coz of Snipe? Lols
     
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  12. Dominican
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    As crazy to say, even with a 5 line strafe plus snipe combo mms would probably be a lot better but not as strong as you think haha, but could definitely be a start.

    as for the hero combo system such as panic/coma those are too tied into 3rd job grinding. Realistically brandish could see a % increase in s/t (1 target) damage or combo could see a better % increase since their damage even with extreme funding is mediocre
     
  13. vincentxing
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    vincentxing Well-Known Member

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    If they ever make MM strafe 5lines, with Blind that MM provides, MM might be more welcomed to boss runs
     
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  14. Dominican
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    Agreed
     
  15. procrastinya
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    procrastinya Well-Known Member

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    When it comes to improving MM’s single-target damage, there are three possible target skills: Strafe / Snipe / Piercing Arrow.
    1. Buffing Strafe would make Snipe lose its purpose at higher levels, and it would also be too strong before Lv120.
    2. Buffing Snipe (e.g., 2 lines at 7 sec, 3 lines at 11 sec, increasing the damage cap to 250k…) allows MM to keep its “requires focus” identity. If we choose the damage-cap route, this could also solve the Paladin issue at the same time.
    3. Buffing Piercing Arrow would better distinguish MM from BM — BMs excel at single-target while MMs specialize in multi-target situations.
    Therefore, I would choose (2) and (3), and I want to explain why I don’t think further buffing Strafe is a good idea.
    But in practice, every class will still end up with differences no matter what way we buff them. This brings us back to the core question of skill balance:
    What kind of game environment do we actually want?
    Should every class just become a DPS machine,
     or
    should we emphasize class identity by changing a few key skills to increase party diversity?
    → I prefer an environment where each class uses its unique skills to complement one another and adapt to many different situations.

    Should we increase the focus required to manage multiple skills at once (especially for classes like MM that have several core skills),
     or
    should we concentrate buffs onto a single attack skill to reduce the attention needed during gameplay?
    → Heroes have the same issue, which is why I lean toward buffing [Panic] & [Coma] instead of [Brandish].

    Should melee classes’ multi-target skills deal higher single-target DPS than Archers?
     
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  16. Dominican
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    The problem with the “class identity” argument that you got classes like shads and buccs that both can mob very well and have on - par if not better dps than a SE boosted NL. Classes sure have their pros and cons but right now it’s probably the biggest imbalanced we’ve seen prior to any of the previous class buffs/nerfs
     
  17. procrastinya
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    procrastinya Well-Known Member

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    First of all, I agree that Shads are currently too strong.
    The general consensus seems to be that we should balance the game by strengthening weaker jobs, but whether a job is strong or weak should be backed by data, not just by intuition.

    For single-target, using the 12-man VL benchmark as a reference, NL/Sair are almost 1.25–1.3× the damage of Shads. BM/MM > Bucc, etc.
    However, I’m not sure whether the 12-man VL benchmark applies across all different conditions — such as equipment cost, perfect weapons, +20 Auf, or the fact that Shads effectively have two weapons, all of which affect the growth curve. Under different equipment assumptions, it’s possible that Bucc > BM/MM.

    So the main reason Shads feel strong is that their class identity has been significantly amplified — specifically the change to Smoke from 60 → 90 seconds, which is especially beneficial in HT/VL, along with the introduction of VL itself, which favors classes with strong AoE.
    Otherwise, in bosses like Auf/Toad, NL would still perform the best.

    As for Bucc, in addition to the baseline buffs they received & strong AoE, TL combined with Smoke and Revive is extremely strong, and they provide valuable party support with SI. This is where Buccs truly shine — not just raw DPS, but everything else they bring to the party.
    • “By introducing new content, it might be possible to strengthen weaker classes without adjusting their skills at all.”
    • “By modifying just a few key skills, the entire gameplay ecosystem can shift.”
     
  18. Dominican
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    Shad’s don’t use 2 weapons, it’s a shield like warriors lol. And it’s general power creep, we’ve gotten access to more accessories, belts, etc over the last few years and equipment have overall gotten better. But the 12 man VL Shad’s using gizers destroy a run with regular classes over 12 people using apples and necessary buffs, there’s no comparison. Problem is nerfing classes too much leaves a bad taste in peoples mouths and can cause backlash when the class was too weak to begin with. Sure Shad’s are busted asf right now, but if you nerf them back to how they once were it’d cause more problems tbh. I’d rather have the weaker classes get buffed, they’ve been weak for farrrrr toooo long and the upgrades they need aren’t as bad as the buffs shads needed at one point because their dps was right there with the mages at one point.

    and nl comparison is tough, NL RELIES on sharp eyes needing you always need a 2 man team to do topped out damage whether you bring a mule or SE friend. And even then NLs have a tough time keeping up with a shad with similar funding unless you chomping away on attack pots.
     
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  19. vincentxing
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    Im very confused about the snipe losing its purpose if Strafe is 5lines, coz I rmb snipe goes through weapon cancel?

    And strafe 5lines too stronk before lvl 120? Sorry who are we fighting before lvl 120? If you count it Rog PQ, that boss has dmg reflect, it kills you instantly if thats what you mean by too stronk? No one is washing a MM to sell Rog PQ btw lols

    Edits:
    Just wanted to mention on Class identity part of the discussion.
    How does nerfing Alchemy and Shadow shifter help in any way tho, in terms of Class identity.
    Thank god that they didnt nerf Flash Jump :tobenaww::tobenaww:
    Oh lets not forget about the increase recharge cost on Throwing Stars, (Is this to match with mesos guard? Idk man)
     
    Last edited: Dec 11, 2025 at 3:48 PM
  20. procrastinya
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    procrastinya Well-Known Member

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    I basically agree with everything you said, but I want to emphasize that although Shads are very strong and imbalanced, they are not the “best” in every situation.
     
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