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  Click here to go to the first Dev post in this thread.   Thread: Update - Warrior "Rage" Ultimate Nerf, Rogue + Sorcerer gain "Rage-like" Ultimates

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    Default Update - Warrior "Rage" Ultimate Nerf, Rogue + Sorcerer gain "Rage-like" Ultimates

    Greetings, Legends!

    As we head into the Winter holidays I wanted to share a quick update with you on the status of Ultimate Skill changes.
    For reference check out this thread.
    You will notice that I have completely ignored the poll results that show a narrow victory for "it's perfect,"
    as the content of the thread clearly indicates a major balance problem with "Rage," and the necessity of a major nerf.



    ULTIMATE SKILL CHANGE TIMING
    Changes to all Class Ultimate Skills are scheduled to release with the commencement of next season (prior to the Leaderboards being reactivated).

    Here is where things stand:

    Warrior "RAGE"

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    This Ultimate will change to give you 3x STR and +50% Haste for 15 seconds.

    Rogue "FRENZY"

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    We are replacing the Rogue "Refuel" Ultimate skill with a new skill called "Frenzy."
    FRENZY gives Rogues 3x DEX that gives 3x DEX and +50% Movement Speed (stacking) for 15 seconds.

    Sorcerer "Brainstorm"

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    We are also replacing the Sorcerer "Energize" Ultimate skill with "Brainstorm."
    BRAINSTORM gives 3x INT and +50% Critical Hit Chance for 15 seconds.

    Testing Update

    We have been testing Ultimate skill changes for several weeks.
    The 3x STR Rage buff for Warrior is still extremely OP.
    Also, the addition of 3x Primary Stat Ultimate skills that replace the largely unused Refuel and Energize skills empower Rogue and Sorcerer gameplay in really fun ways!

    Request for Suggestions

    The 3x Primary stuff is solid. I don't see any reason for it to be increased for Warriors and I love what these new skills do for Rogues and Sorcerers.
    However, the secondary components (Haste, Mitigation, Speed) were added during testing to make each Class feel more powerful.

    Are these secondary components really necessary?
    I'm of the opinion that we can strip them out entirely and just keep the 3x's

    Are there other secondary components that would be better?
    And should these secondary buffs be distinct per Class or the same for all Classes?


    I'm 90% in favor of just pulling these secondaries but I wanted to hear from you before making the call.
    It's full-on Holiday season here at Spacetime HQ and we will be spending time with family for the next several days - but I will be checking in on this thread (and all of your other considered feedback) as it is always entertaining and often enlightening.

    Best wishes!
    Last edited by Cinco; 01-05-2026 at 08:59 AM.
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    we are going to have community letter in 2026?

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    Quote Originally Posted by Yuggernaut View Post
    we are going to have community letter in 2026?
    they normally don’t do anything they say they will from the community letters

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    Quote Originally Posted by Yuggernaut View Post
    we are going to have community letter in 2026?
    Maybe


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    I think the secondary statuses should be boss damage, haste, and damage reduction (stacking)


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    Nice changes,

    But also I would ask for another change about ultimates:
    Currently when I enter map, I can't charge ultimate (any class)

    Ultimates has 3 "phases"
    1) Charging it by killing mobs/taking damage
    2) Use ultimate and it's active
    3) "Cooldown" of charging (not sure how to call it, but it's time when ultimate effects already gone, but can't charge it for next yet)
    So, currently when enter map, it starts from 3rd phase, it's just like I would enter map and can't use skills bcs they are on cooldown

    Can this be changed?
    For example winter event, if I enter map and kill mobs very fast I will not get ultimate, but if I wait like 10 sec at start without any actions, and then start kill mobs, I'll get it charged and ready for use at boss

    Sorry for bad english, hope you understand what I mean

    Also, I'm not playing on warrior atm, but secondary lethality made me laugh a bit, I think it could be changed for something more useful
    I mean there is immortal ultimate which gives x3 str + immortality, who would ever choose lethality over immortality?

    Quote Originally Posted by Cinco View Post

    Are these secondary components really necessary?
    I'm of the opinion that we can strip them out entirely and just keep the 3x's

    Are there other secondary components that would be better?
    And should these secondary buffs be distinct per Class or the same for all Classes?
    In my opinion secondary buff should be same for all classes (remember complains about rogue blood arti gives just 10% crit damage which is almost nothing), for example give 50ms to all classes or/and atleast 20% haste, new gears and new procs lacking some %haste

    I'm not suggesting %bd %ed %stacking dmg %crit damage as secondary because it would affect classes differenly, examples:
    - mages won't have 100% crit chance with current endgame gears, so crit damage on mage is not equal to crit damage on rogue
    - bd, ed, stacking damage: weapons on different classes give different buffs, so for example while rogue with blood bow getting really a lot of [%stacking dmg + %bd +%ed], adding more of that would be just small effect, while on other classes/weapons (with less of those buffs) it would be better.
    Giving some ms and haste sounds more equal between all classes and their procs. I mean meta changes a lot, bd ed becomes weaker (since there more and more % of those in procs), crit damage too, but ultimates get reworked once in 7years only, and ms + haste would be useful all time and equal at all classes (atleast its been like that always).

    Also about mage's damage resist (is it stacking type or not?), not sure if they need it, they have non-stacking dmg reduce in their skill 'arcane shield' and stacking damage resist can be reached easily to 70% (cap), so giving 50% stacking damage resist would literally work like only 50%/9 = 5,55555% stacking damage resist (cuz over cap)
    Last edited by Zzzzz; 12-23-2025 at 04:01 PM.

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    If Rage provides x3 stats + 50% lethality, and Immortal provides x3 stats + 15 seconds of immunity to all damage, what is the actual purpose of the new Rage ultimate?
    I would prefer either all three classes to have the same secondary component (speed), or for there to be no secondary component at all.

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    I'd rather all classes to have x3 primary+ 15 seconds immortality otherwise can remove the x3 from immortality otherwise i see no point in keeping both with x3

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    Rogues already did same damage than warriors with rage ultimate X6 STR, now X3 DEX will be so laughable, let’s enjoy it

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    The issue with ultimates is their purpose. Warriors do need the str buff but mages and rogues who are end game don't.
    I don't know what would make ultis more useful other than if elite duneveil was hellishly hard, we do Billions of damage in seconds without ultis already at end game.
    Mid game players can't deal a lot of damage even with the ultis so they are still sorta useless in a way to them.


    The highest hp boss in the game I know of is LB Elite Hedourah with 1.2B hp and I solo that in mere seconds if he didnt have phases. No ulti needed.

    In theory the only way ultis would be used alot is say if we went back to the lvl 46 days where maps were harder since the gap between arcanes and legendaries were not as big as it is now.

    Back then legendaries did 5k damage and had a proc. Arcanes did 8.5k and had a better proc. Mobs had idk 20k-30k hp. These days legendaries do 1m damage if that and arcanes afk do 10m ticks. The highest SINGLE damage attack dealt I did was around 520mil. 1 attack 520m damage.

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    I like rage being toned down a little however it will still be probably a little too op along with other classes ults, with amount of power creep in the game I’d like to see ults take more of a gameplay “control”role.

    *Like adding crit that mages need for example,

    *Like increasing focused loot or pick up radius to all classes for example

    * Like making use of taunt, lethality (I see it on warr ult and I like it), or maybe some stat that reduces boss dodge as it was mentioned earlier this month I believe

    either way excited to see the changes and get to play a (very little but still) less aggro meta

    Merry Christmas

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    For mage and rogue i do not mind their ultimate since i decided to focus on warrior that is my hearted class.

    But lethacity is not right with rage ultimate.
    The idea of x3 STR is to get enough fire power to end a fight quick.

    I usually don't use the ultimate more than once in a map because you need to charge it first, then after use you need to wait before being able to charge it again.

    Moreover we have enough firepower with procs only (with blood gear and SB) to clear mobs so we save it for bosses because bosses are tankier than any other games you ever made .

    In fact we only use this ultimate on bosses.
    And lethacity doesn't affect bosses. It would be better to add another stat like BOSS DAMAGE or CRIT DAMAGE or HASTE on it. Or even Adding an explosion AOE on activation (similar to blood amu proc) to show the warrior's rage exploding.


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    Last edited by Cinco; 12-24-2025 at 02:57 PM.

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    Amazing job Cinco thank you so much
    officer Of High Society!
    Check out My youtube https://www.youtube.com/@ThcdArcaneLegends

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    buff gold loot, make tradeable lb rewards

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    i dont know if its buff or nerf. current refuel ultimate is more usefull for entier party
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    Regardless of the points above, please leave the ‘secondaries’ as they are. Removing them would only make everything the same and result in every class having no specific role (again)

    Currently, awakenings let classes outperform the core strengths of other classes. For example, with an OP movement speed awakening, a warrior can run faster than a rogue, which just doesn’t make sense, especially since the warrior still has high HP and heavy armor. Core abilities should stay as each class’s main advantage and shouldn’t be outperforme by other classes. That’s why secondaries should stay as core strengths of each classes.

    I think you should start with a clear definition of each classes as a guide for future updates.

    Or,
    to avoid classes becoming unwanted, those ultimate buffs could be made party-friendly. That way PvE becomes easier, everyone benefits, and no class feels unwanted.
    Last edited by GajahDuduk; 12-26-2025 at 01:06 PM.

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    Keep the secondaries but make them also cast to other players. Example Rogue casts ulti everyone gets a 50%ms boost. Gives atleast a little reason to run with other classes.

    Honestly though as the game is now EVERY boss can get one hit without ultimates. Not sure 3x stats was necessarily the right move.

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    Tbh i don’t see any need to change the war ulti at all this will make the game play worse dont forget Rogue has much higher crit and also mage they can deal much higher dmg than warrior

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    Quote Originally Posted by Mehmetwehbe View Post
    Tbh i don’t see any need to change the war ulti at all this will make the game play worse dont forget Rogue has much higher crit and also mage they can deal much higher dmg than warrior
    They are trying to rebalance the class. I don't know what will happen, but what is clear is that in season 40 there will be a lot of updates and maybe you will need to get used to the skills and items.

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    War - Lethality is useless for boss fight. Change it to something useful since we talking the whole purpose of the ultimates rework is balance and equality.

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    overall good changes but 50% lethality? you are aware you gave us an AP with 100k lethality kills, why give wars an easy way out to otherwise a long progress? If damage for wars isn´t enough, give them crit dmg, boss dmg, haste, anything but lethality. Also the guy above my comment doesn´t like it for boss fights i guess, give them something that gives a bit more damage and with that changes are great! Cheers

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