u/Kinesthetic

Tibia Rebalance Phase 3 Test Server Cross-Vocation Sentiment Analysis

Phase 3 Analysis (2026-05-20)

Source files: merged_<Vocation>_from_20.05.2026.csv — posts from new Phase III threads (IDs 532–536), each titled <Vocation> - General - Phase III.

Total: 1292 posts across 5 vocations.

New data fields in Phase 3: vocation (from forum character info) and level (numeric) — allows vocation breakdown and level-range analysis for the first time.


Phase 1 → Phase 2 → Phase 3 Sentiment Shift

Vocation Posts (P3) P1 Neg P2 Neg P3 Neg P2→P3 Delta
Paladin 456 84% 50% 87% +37pp worse
Knight 288 65% 71% 73% +2pp worse
Sorcerer 227 56% 62% 46% -16pp better
Druid 195 69% 81% 51% -30pp better
Monk 126 62% 78% 29% -49pp better

Paladin is the shocking outlier — Phase 3 changes (sharpshooter healing penalty increased -15%→-25%, runes reverted to original size) backfired badly. Monk is the biggest positive turnaround. Sorcerer and Druid improved primarily from rune restoration and fork/beam fixes. Knight barely moved.


Paladin (Phase 3) — 456 posts

Sentiment Count %
Negative 397 87%
Neutral 37 8%
Positive 22 5%

Vocation breakdown: 385 RP · 20 EK · 21 MS · 12 ED · 12 EM · 6 Unknown

Level breakdown: 22 (1–250) · 20 (300–305, boosted) · 65 (306–500) · 95 (501–750) · 110 (751–1000) · 144 (1000+)

Key findings:

  • 25% healing penalty on Sharpshooter is the single biggest complaint — lv1100 RP healing 500–600 HP vs ~1000 normal, endgame spawns deal 500–1500 damage/s; 15% in Phase 2 was already borderline
  • New barrage spells dead on arrival because runes reverted to original size — runes remain superior for charm procs and monster coverage; players will not use barrages in normal hunts
  • Energy ring at 2:1 compounds every other nerf — asymmetry vs mage utamo (1:1) + permanent barrier cited in nearly every structured post
  • Cumulative nerf stack: charm proc removed + utito 45%→30% + healing -25% + energy ring 2:1 + barrages worse than runes = 30–40% effective power loss with no offset
  • Feedback ignored across all three phases — Phase 3 only delivered a Sharpshooter nerf

Extremes:

  • Most positive: Calus Elesar (RP lv448) — welcomes the direction, hopes stances and spells will improve
  • Most negative: Rudi Paladean (RP lv1741) — "STOP doing ur own tests and ignoring what we are telling you. Everybody has way better survival now and you spat on our face with energy ring."

Most Constructive Feedback:

Bahamas Sewn, RP 1722
Gave the cleanest minimal fix: revert Energy Ring, restore Sharpshooter healing penalty to -15%, and increase barrage AoE.

Archene, RP 416
Gave the broadest structured package: reduce Sharpshooter penalty, raise Divine Defiance healing bonus toward 30%, increase barrage AoE to a Divine Grenade-like pattern, add Wheel perks for barrage area/damage, reduce Divine Dazzle cooldown to 10s, improve Divine Dazzle chain to 5 creatures, fix healing scaling, set Energy Ring to 1.5:1, and address Gilded Eldritch Bow proficiency.

Eternal September, RP 1086
Tested Podzilla / Quara Looters with different wheel builds. Reported better raw XP after going back to runes, roughly 5.5kk to 7kk raw. The reason was positioning: ranged creatures spread out, while barrages need adjacency. Recommended cursor-cast barrages and 1:1 Energy Ring.

Boxeador de rua, Monk 8
Useful outside-RP feedback. Proposed charge-based Energy Ring, replacing static barrages with a Holy Chain Spell, letting RPs conjure elemental/diamond arrows with Soul Points, and fixing base healing scaling instead of adding a 25% stance penalty.

Rudi Paladean, RP 1741
Very negative, but the mechanical point is clear: RP loses damage, charm value, Energy Ring value, and survivability, while the compensation is not meaningful.

Bottom line: Near-unanimous rejection — compounding nerf produces lower damage, worse survivability, and new spells that will never replace runes, amplified by three phases of feedback appearing to have been ignored.


Knight (Phase 3) — 288 posts

Sentiment Count %
Negative 211 73%
Neutral 44 15%
Positive 33 11%

Vocation breakdown: 264 EK · 4 ED · 4 MS · 3 RP · 1 EM · 12 Unknown

Level breakdown: 4 (1–250) · 9 (300–305, boosted) · 45 (306–500) · 72 (501–750) · 90 (751–1000) · 65 (1000+)

Key findings:

  • Exeta Amp Res (Chivalrous Challenge) condemned by 80%+ of posts — 8s cooldown, doesn't hit adjacent SQMs, misses diagonals, blocks behind walls; old chain version near-universally preferred
  • 2H weapon playstyle received zero improvements — 1H+Shield got Shield Slam, Battle Healing, stances; 2H players explicitly ignored
  • 2-second healing cooldown: paralysis can't be cleared fast enough, PvP penalised, clunky under lag
  • Shield Slam placed in wrong WoD quadrant — 2H players waste 200 points on a shield-required spell
  • Solo EK damage scaling still worst of all vocations — capped at 8 targets, lowest XP/h, no offensive buffs

Extremes:

  • Most positive: Furioso Berserker — "aside from [amp res cooldown], everything is perfect"
  • Most negative: Znaczus — "You first break something, and then six months later you call it 'major changes,' when in reality you are only fixing your own mistakes."

Most Constructive Feedback:

Gudii
Most important Knight post. Says Shield Slam is misplaced and should swap with Exori Mas. Proposes reverting Amp Res to chain behavior with +1 or +2 bounces. Explains why the AoE version fails both high-density and high-damage team hunts. Includes video evidence.

Elegorn
Gives four practical asks: compensate 2H, address PvP healing, improve Challenge range, and fix Chivalrous Challenge diagonal behavior.

Bree
Provides concrete examples: diagonal gaps in Chivalrous Challenge, Shield Slam scaling issues, and the healing cooldown paradox.

Se warence
Breaks Chivalrous Challenge into four different failure modes. This is useful because the spell is not just undertuned; it fails different situations for different reasons.

Flipias
Gives an implementation list covering Amp Res, Shield Slam placement, Exori Min, Battle Healing, Executioner's Throw range, and Battle Tactics.

Bottom line: Dominated by two near-unanimous rejections — AoE Exeta Amp Res and 2-second healing cooldown — while 2H players feel systematically ignored.


Sorcerer (Phase 3) — 227 posts

Sentiment Count %
Negative 105 46%
Neutral 89 39%
Positive 33 15%

Vocation breakdown: 181 MS · 17 EK · 10 ED · 7 RP · 5 EM · 7 Unknown

Level breakdown: 21 (1–250) · 18 (300–305, boosted ~8%) · 52 (306–500) · 55 (501–750) · 41 (751–1000) · 35 (1000+)

Key findings:

  • Mana Buffer 8% max-mana per-hit penalty is the top complaint — DoTs and multi-mob combos drain the full mana pool in one turn; fixes proposed: reduce to 3–5%, apply to current mana not max, or add 1–2s internal cooldown
  • Great Death Beam bug (Beam Mastery not applying) clarified by Niadus as a bug at post 55334 — ~20 negative posts were based on a misunderstanding
  • Elemental stances require casting matching element first — most common QoL ask is to auto-convert all spells when a stance is active
  • Druid outperforms sorcerer in damage: Great Fire Wave (100 base) < Terra Wave (120); druids get +10% ice and earth ML simultaneously
  • Rune area restoration universally praised
  • Lightning chain spell hits only 3 targets — considered useless; 5–7 target cap requested

Extremes:

  • Most positive: Wakapunkz (MS lv312) — "for the first time in a long while, I truly feel acknowledged as a Sorcerer player"
  • Most negative: Zizi Balagan (MS lv542) — "A Knight now has access to more elemental attack options than the actual magic vocations — do you even read the feedback?"

Most Constructive Feedback:

Barius Mage, MS 53
Most rigorous Mana Buffer redesign. Instead of overkill conversion plus 8% max-mana drain, Mana Buffer would consume mana equal to 3x maximum HP and restore HP to full. If mana is insufficient, survival scales proportionally. If mana is below 20% of the required amount, the character dies normally. Includes examples across levels and directly addresses DoTs, scaling, and Gift of Life.

Kaladin Stormcalled, MS 392
Breaks Sorcerer issues into five scoped fixes: death beam mana cost vs lightning, lightning rotation level gating, weak fire wave augment, wave cut-off mechanics, and solo wave range QoL.

Hayaku Kazehaya, MS 573
Proposes merging Mana Buffer and Gift of Life into Gift of Mana. Uses overkill thresholds around 40/50/60%, restores mana instead of HP, auto-casts Magic Shield, and uses a cooldown that ticks offline.

Wakapunkz, MS 312
Most positive Sorcerer post. Important because it shows some players like the direction and find the mechanics fun. The fix should be to remove friction and tune numbers, not scrap everything.

Zizi Balagan, MS 542
Most negative Sorcerer post. Core issue: vocation identity. If Knight has broader elemental tools and Druid competes with Sorcerer damage while healing, what is MS supposed to be?

Bottom line: Improved from Phase 2 (62% → 46% negative); outrage concentrated on Mana Buffer 8% penalty and elemental stance priming, not wholesale rejection; rune restoration bought goodwill.


Druid (Phase 3) — 195 posts

Sentiment Count %
Negative 100 51%
Neutral 47 24%
Positive 48 25%

Vocation breakdown: 158 ED · 9 MS · 7 EK · 3 RP · 0 EM · 18 Unknown

Level breakdown: 10 (1–250) · 14 (300–305, boosted ~7%) · 38 (306–500) · 51 (501–750) · 39 (751–1000) · 43 (1000+)

Key findings:

  • Mana Buffer 8% penalty dominant — 8 boxed mobs = 64% of max mana from flat penalty alone; renders Gift of Life useless (buffer drains mana before GoL can act)
  • Fork spells: qualified approval — Phase III range buff made them genuinely usable for the first time; remaining: target cap too low, no cursor-targeting, no physical fork for spawns immune to ice/earth
  • Two-element limitation structural problem — only vocation locked to two elements while MS has three
  • Strong Ice Wave area perk requires 200 WoD points — swap Stage I and Stage II requested universally
  • Rune reversion broadly welcomed
  • Wrath of Nature universally useless — weaker than Terra Wave + 4s global cooldown penalty

Extremes:

  • Most positive: Lucas Monss — "now I can tell you that you got it right for ED. It feels great hunting solo and in groups."
  • Most negative: Lulu Gumdrops — "Are Claude or ChatGPT the ones giving you these ideas?... Any small hit takes 8% of the total mana."

Most Constructive Feedback:

Bartoszki, ED 1489
Detailed Mana Buffer analysis. Shows the 8% penalty is per hit. Example: 2,000 damage split into 5 hits can mean 5 x 8% = 40% max mana on top of damage conversion. Proposed fix: apply the percentage to current mana, not maximum mana.

Tola, ED 1249
Best Gift of Life / Mana Buffer interaction proposal. Option A: if a lethal hit would reduce mana below 5% max mana, Mana Buffer yields to Gift of Life. Option B: Gift of Life auto-casts a free Mana Shield instance when mana is above 10%.

Dorivall, ED 1947
Tested Mana Buffer in PvP and compared Ingol hunts using live rune size vs fork spells. Identified that fork damage does not scale correctly with level and magic level. Recommended lowering the 8% penalty, reducing fork mana cost, improving offensive stance beyond 10% ML, and adding ranged-to-melee charm support for mages.

Rymed, ED 1087
Gave four practical fixes: reduce UE global cooldown to 2s, replace chain perks with that cooldown reduction in Wheel, make chains auto-attack from rod in Elemental Stance, add a healing reduction debuff to Elemental Stance so it is not always default in team hunts, and fix Ice Wave perk order.

Lucas Monss
Most positive Druid post. Reports solo and group hunting feeling comfortable and close to current raw XP/h. This matters because Phase 3 Druid has a viable direction if Mana Buffer and identity issues are fixed.

Lulu Gumdrops
Most negative Druid post. Main useful point: the original x8 Mana Buffer formula should have been reduced instead of adding a separate 8% max-mana hit penalty.

Bottom line: Cautious approval on fork spells and rune restoration, but Mana Buffer's 8%-per-hit drain overshadows every other change.


Monk (Phase 3) — 126 posts

Sentiment Count %
Negative 37 29%
Neutral 55 44%
Positive 34 27%

Vocation breakdown: 102 EM · 13 EK · 6 MS · 2 RP · 2 ED · 1 Unknown

Level breakdown: 25 (1–250) · 5 (300–305, boosted 4%) · 24 (306–500) · 39 (501–750) · 25 (751–1000) · 8 (1000+)

Key findings:

  • Chain range increase (+1 sqm) universally praised — single most positively received change with near-zero dissent
  • 30% melee auto-attack reduction most divisive — monks defend it (auto-attacks only, weak equipment justifies it); EKs argue it trivializes spawns and makes monk tankier than EK; many settle on 15–20%
  • Bossing remains unresolved — auto-attacks miss, physical damage immunity, no functional ranged rotation
  • Serene state widely condemned — punishes melee vocation for doing melee; removal or grace timer requested
  • TFOB: near-universal request to convert to ranged spender to fix both rotation and bossing
  • Guiding Presence perk considered worthless by every poster who mentions it
  • 13 EK posts alarmed at monk leading Tibiadrome at zero supply cost

Extremes:

  • Most positive: Monkflow — "Monk is finally durable as a melee profession, and I no longer feel like I'm playing a mage who's forced to fight in close combat."
  • Most negative: Coffin Bearer (EK lv306) — "A vocation that leads in both damage and survivability simultaneously leaves everyone else struggling to justify their spot in any serious content."

Most Constructive Feedback:

Ronin Wild Fist
Most constructive Monk post. For bossing, proposes a fourth Virtue based on ranged auto-attacks dealing 50% damage using the weapon's element; a ranged spell similar to Mystic Repulse with 10s cooldown and 120 base power; or converting Forceful Uppercut to ranged. Also proposes removing party and level restrictions from Mentor Other in boss contexts.

Crocante Socolento
Best formal bossing brief. Proposes either defensive boss windows through a stronger "super-Serene" mechanic or making Explosion runes scale with Fist Fighting for Monk.

Coffin Bearer
Strongest non-Monk warning. Argues that 30% melee auto-attack reduction plus 100% autoattack bonus pushes Monk into both high survivability and high damage, especially in Tibiadrome.

Monkflow
Most positive Monk post. Says Monk finally feels durable enough to be a real melee vocation instead of a mage forced into melee. This supports keeping some defensive buff, even if 30% is tuned down.

Masnus, Monk Dudu, Tulimekk
High-level Monk feedback around team hunts and 5-vocation XP bonus. They argue the XP bonus changes did not properly support 5-voc teams, leaving Monk awkward in full-party compositions.

Bottom line: Chain range fix celebrated; 30% reduction sparks the biggest cross-vocation argument of any thread; bossing, Serene state, and TFOB design remain open.


Phase 3 Cross-Vocation Analysis (2026-05-20)

All 5 vocations · 1292 posts


Overall Phase 3

Sentiment Count %
Negative 850 66%
Neutral 272 21%
Positive 170 13%

Cross-Vocation Complaints (Phase 3, 3+ vocations)

Complaint Vocations
Feedback ignored across all three phases All five
Wheel of Destiny perks on wrong branches / too costly All five
New spells underperform or don't fit rotation Paladin, Knight, Sorcerer, Druid
Mana Buffer 8% per-hit drains mana pool in seconds Sorcerer, Druid
Gift of Life made obsolete by Mana Buffer Sorcerer, Druid
Bossing viability unaddressed Knight, Monk, Paladin
Solo identity unclear after rebalance Paladin, Sorcerer, Druid, Monk
Druid/Mage DPS gap wrong direction (ED > MS) Sorcerer, Druid

Shared Constructive Proposals (Phase 3, independently raised)

Proposal Vocations
Mana Buffer: apply 8% to current mana, not max Sorcerer, Druid
Mana Buffer: 1–2s internal cooldown per trigger Sorcerer, Druid
Energy ring revert / reduce ratio Paladin
Amp Res: revert to chain with extra bounces Knight
TFOB: convert to ranged spender Monk
Elemental stances: auto-convert all spells Sorcerer
Fork/Ice Wave perk order: area before CD Druid

Bottom Line

Phase 3 is basically a test of whether player feedback was actionable.

For Monk, the answer is clearly yes. Players identified a precise chain range problem, Phase 3 fixed it, and sentiment improved massively.

For Paladin, the answer is also clear, but in the opposite direction. Players gave specific warnings about healing, Energy Ring, barrage area, and Divine Dazzle. Phase 3 did not address them and increased the most sensitive penalty. Sentiment collapsed.

For mages, rune restoration helped, but Mana Buffer now needs immediate attention. The 8% max-mana-per-hit penalty is producing extreme outcomes and breaking Gift of Life.

For Knight, the Amp Res rework needs to be judged by practical reliability, not by whether it looks like a broader AoE on paper. Players are saying the old chain behavior was more useful.

The practical path is not another full redesign. It is to do what worked for Monk:

Find the repeated mechanical ask, implement the minimal targeted fix, and do not add a new penalty that undermines the fix.

reddit.com
u/Kinesthetic — 19 hours ago

Tibia Vocation Rebalance 2026 Phase 2 Day 1

It's me again. This post brought to you by what remains of the world’s drinking water.

Phase 2 Analysis (2026-05-12)

Source files: merged_&lt;Vocation&gt;_from_12.05.2026.csv — posts dated 12.05.2026 onward only. Total: 1011 posts across 5 vocations.

Phase 1 → Phase 2 Sentiment Shift

Vocation Posts (P2) P1 Neg P2 Neg Delta
Paladin 271 84% 50% -34pp
Knight 185 65% 71% +6pp
Sorcerer 239 56% 62% +6pp
Druid 226 69% 81% +12pp
Monk 90 62% 78% +16pp

Paladin is the only vocation where CipSoft's Phase 2 changes moved sentiment meaningfully in a positive direction. All others deteriorated.


Paladin (Phase 2) — 271 posts

Sentiment Count %
Negative 136 50%
Neutral 79 29%
Positive 56 21%
Thread Posts Pos Neu Neg
Paladin - General 108 20% 30% 50%
Paladin - Stances 68 22% 31% 47%
Paladin - New Spells 70 16% 27% 57%
Paladin - New Ammunition 25 24% 36% 40%

Top Phrases: barrage spell area · small area of effect · double charm loss · energy ring nerf · divine defiance weak · sharpshooter too strong · healing too low · supply cost high · diamond arrow size · cursor position targeting · solo hunt worse · team hunt comparison · elemental arrow AoE · spell mana cost · exura gran san · divine dazzle rework · swiftfoot useless · survivability nerf · healing scaling bad · new healing spell · defensive stance lacking · rune replacement failed · grenade targeting options · double attack scaling · charm proc removed · spell shape clunky · mages vs paladin damage · ranged monster problem · exori style spells · test server overcrowded

Key findings:

  • Barrage AoE universally criticized — "player + 3×3 around target" design feels too small; consensus ask is diamond-arrow-sized area
  • Divine Defiance (defensive stance) widely reported as bugged or imperceptibly weak; Sharpshooter dominates but punishes survivability
  • Energy ring (2:1 mana ratio) still generates consistent opposition even at reduced negativity; combined with charm removal and mana-cost spells, paladin supply costs remain highest
  • Healing scaling described as broken — Exura gran san healing ~1,000 HP at level 2,000; no large-cooldown burst heal ("exura max san") exists
  • Spell targeting flexibility missing across Divine Grenade, Divine Barrage, Ethereal Barrage — compared unfavorably to rune's 4 targeting modes
  • Divine Dazzle still unreliable (chain misses ranged mobs, high CD, short duration)
  • Paladin identity confusion: new spells push toward boxing (knight-style) while kit and gameplay are built around kiting at range
  • Test server overcrowding specifically flagged as limiting feedback quality

Most Positive: Darkstar (Paladin - General) — "RP gameplay feels so unbelievably good right now... 6.5kk/h raw at Roshamuul west... This is how RP should have been but never was until now." Most Negative: Nie Lii (Paladin - General) — "These changes make no sense; this isn't balancing, it's just a blatant nerf... a mage can withstand more damage than a paladin with minimal effort."

Most Constructive per Thread:

  • General — King Talion: energy ring revert to 1.5:1 with reasoning, healing scaling + potion cost fix, and targeting improvements — three distinct axes with concrete rationale
  • Stances — Hashima: vocation-by-vocation comparison showing Sharpshooter is the only offensive stance with a survivability tax; proposes either removing healing penalty or making Divine Defiance a genuine defensive option
  • New Spells — Hashima: four specific reasons the current area design fails, plus four alternative area designs any of which would fix the core problem
  • Ammunition — Eobl: tested level 600+ specifically; calibrated request for attack value 25–27 (not full diamond parity) with economy-based reasoning

Bottom line: Phase II significantly improved paladin sentiment compared to Phase I, but two unresolved problems dominate — barrage AoE too small to replace runes, and combined survivability nerfs not offset by new healing options.


Knight (Phase 2) — 185 posts

Sentiment Count %
Negative 131 71%
Neutral 31 17%
Positive 23 12%
Thread Posts Pos Neu Neg
Knight - General 90 10% 16% 74%
Knight - Stances 21 5% 19% 76%
Knight - New Spells 20 10% 20% 70%
Knight - Self Healing Adjustments 54 13% 17% 70%

Top Phrases: solo play ignored · 2H weapon forgotten · 2-second cooldown bad · healing inconsistency paralyze · mages tank better · stances too weak · EK worst vocation · sell your EK · damage gap widening · solo exp unchanged · no offensive buffs · shield slam nerfed · exori scu useless · exori min hated · merge exeta spells · chivalrous challenge rework wrong · wheel points too costly · 1H vs 2H imbalance · lower-level knights hurt · mana cost increased · life leech reduced · stance debuffs unfair · kiting impossible · weapon element gaps · exeta range too short · battle healing mandatory · utura spells irrelevant · damage scaling broken · test phase too short · combat mastery useless

Key findings:

  • Phase 2 launched without promised changes — Exori Min rework and Exeta Amp Res fixes were absent from the test server; dominant opening complaint across all four threads
  • Two-handed playstyle made nonviable — ~20% less overall damage, Exori Scu mitigation nerfed from 100% to 50%, no compensating offensive spell; "depot decoration"
  • Solo EK gains nothing — better survivability in theory, but killing speed unchanged means XP/h unchanged or worse against 8-monster boxes
  • 2-second healing group cooldown universally rejected — EK only vocation with 2s CD; combined with paralysis creates windows where healing is completely blocked; popular fix: keep 1s CD, double heal amount
  • EK stances weaker than all other vocations — no new mechanics, existing penalties unchanged; other vocations received meaningful bonuses without comparable costs
  • Mages tank better than knights — data-backed: MS/ED in full-defense sacrifices nothing, EK sacrificing 35% damage still heals less
  • Wheel of Destiny too costly and conflicting — key perks (Battle Healing, Chivalrous Challenge, Exori Mas CD) on opposing branches; other vocations reach full rotation by level 90, EK needs 600+
  • Paralysis + 2s heal CD = hard stop at specific spawns (Oramond Furys, Roshamuul, Undead Seal)
  • Weapon element coverage gaps unaddressed — no earth swords vs. Bulltaurs, no energy axes vs. Pumin Seal

Most Positive: Legacyofrain (Knight - Self Healing Adjustments) — "1H + Shield feels extremely smooth to play right now, very enjoyable... the survivability is in a very good spot." Most Negative: Crah Elimandy (Knight - General) — "Two-handed EK gameplay is becoming obsolete in real time. A beautiful collection item for depot decoration."

Most Constructive per Thread:

  • General — Lordy Destroyer: restore Exori Scu mitigation to 100% (or 75% applied to all attacks), add elemental types to end-game shields (Ectoplasmic = ice, Gnome = energy, Falcon = fire) for 1H viability by element
  • Stances — Chronus Legacy: three balanced options (remove penalties / raise bonuses to 60% / add new mechanics like leech doubling or crit chance); preferred option 3
  • New Spells — Bree: 1H weapons have only 2 imbue slots (crit + life leech = no mana leech); proposes shield imbuement slot + revert of spell mana cost increases
  • Self Healing — Artbatz: keep individual 2s spell CD, restore group CD to 1s — lets players alternate Exura Ico / Exura Med Ico every 1s as a manual override during paralysis

Bottom line: Knights received improved 1H+shield survivability but no solo damage, no 2H compensation, a uniquely punishing 2s healing cooldown, and stances weaker than every other vocation.


Sorcerer (Phase 2) — 239 posts

Sentiment Count %
Negative 148 62%
Neutral 52 22%
Positive 39 16%
Thread Posts Pos Neu Neg
Sorcerer - Stances 21 10% 19% 71%
Sorcerer - New Spell 32 16% 28% 56%
Sorcerer - Wheel of Destiny 23 4% 35% 61%
Sorcerer - General 118 15% 19% 66%
Sorcerer/Druid - Mana Buffer 45 27% 24% 49%

Top Phrases: elemental stance conversion · all spells same element · cursor position casting · solo hunt impossible · rune area reduction · death echo targeting · second explosion timing · momentum rotation disruption · great death beam cooldown · energy wave augment order · beam mastery progression · lord of destruction weak · runic mastery useless · mana buffer too strong · wand damage scaling · druid superior damage · paladin damage comparison · solo vs team balance · rune size nerf · gift of life pointless · wave rotation clunky · death beam range inferior · focus mastery position · energy wave perk swap · soul point consumption · UH rune removal · boss loot contribution · sorcerer vocation identity · mage barrier survivability · low level wheel access

Key findings:

  • Stance trigger mechanic almost universally rejected — "trigger one element, convert the next spell" seen as clunky and confusing; consensus ask: activate stance → all spells automatically become that element
  • Death Echo cursor targeting is an unfixed bug/gap — cannot be aimed at cursor; incompatible with rune-style mouse-aim; second explosion timing inconsistent (1–2s range); walking through a door cancels second hit
  • Solo hunting is a clear net nerf — players report 15–25% XP/h loss; combined effect of smaller rune AoE (25 from 37), wave alignment requirements, and Death Echo positional unreliability
  • Druid superiority data-backed — Terra Wave (120 base, 4s CD) vs. Great Fire Wave (100 base, 4s CD); Strong Ice Wave (170 base, 6s CD) vs. Energy Wave (150–157 base, 8s CD); "damage dealer" vocation objectively lower damage than "healer"
  • Great Death Beam cooldown at 7s condemned — 6s group CD with Great Energy Beam causes mid-rotation desync; fix request: reduce to 6s or raise base damage
  • Energy Wave augment order wrong — "Affected area enlarged" should be Aug I (like Exori Mas for Knight), not Aug II
  • Mana buffer divisive — roughly half call it overpowered (zero cooldown, works vs. agony, mages tankier than paladins per-level); other half call it necessary; most-cited fix: 50 soul points per trigger
  • Wand/rod auto-attack dismissed — bare-fist damage exceeds wand damage numerically at level 600+; near-universal call for ML + level scaling plus small AoE
  • Sorcerer identity crisis post-UH removal — neither heals, tanks, chains, nor deals highest damage

Most Positive: Magistykz (Sorcerer - General) — "The latest changes were enough to put this vocation in a fantastic place. After the beam and death echo buff, it's just excellent. 15–20% more exp in most spots." Most Negative: Zizi Balagan (Sorcerer - General) — "MS and ED feel like a joke right now. Knights have more elemental damage options than MS and ED... They might as well remove magic vocations."

Most Constructive per Thread:

  • Stances — Nailiel: full stance consolidation — four core spells each converting to active stance element, shared cooldowns, removes duplicate beam hotkey problem; includes specific damage values and cooldown proposals
  • New Spell — Sleketom: rune size conditional on party composition (nerf only in party, keep 37 sqm solo) — most actionable compromise in any thread; also: Death Echo charms on both turns, second hit higher damage, spell not wheel-gated
  • Wheel — Dark Soul of Hell: mathematical proof that Great Death Beam is strictly dominated at all stages (same base damage, shorter range, longer CD); proposes specific fix: raise base to 190–200
  • General — Queen of Darknesz: proposes chain variants of existing wave spells (shared CD, 5–9 targets auto, wheel integration) + expanded elemental identity system
  • Mana Buffer — Akuji Heartless: 50 SP per buffer trigger, 200 SP max (4 protections), grace period for multi-hit combos — simultaneously limits abuse, revives soul points, preserves anti-headshot intent

Bottom line: Sorcerers broadly reject the stance trigger mechanic, view Death Echo as still incomplete, and perceive the rune AoE nerf as an uncompensated solo-hunting net loss; mana buffer and beam mastery changes are the update's clearest wins.


Druid (Phase 2) — 226 posts

Sentiment Count %
Negative 184 81%
Neutral 24 11%
Positive 18 8%
Thread Posts Pos Neu Neg
Druid - Stances 30 7% 17% 77%
Druid - New Spells 53 6% 11% 83%
Druid - General 113 4% 12% 83%
Sorcerer/Druid - Mana Buffer 30 13% 27% 60%

Top Phrases: fork spell inconsistent · rune area nerf · solo hunt nerfed · 10% magic level · elemental synthesis weak · forked spells targets · offensive stance joke · healing stance okay · rune size restore · fork spell range · solo druid weakest · team hunt healer · mana buffer strong · wands rods useless · ice wave area · terra wave useless · UE 4 second cooldown · strong ice wave locked · wheel of destiny costly · charm proc runes · fork spell damage · sorcerer vs druid gap · physical spell missing · two elements only · healing link secondary · ranged monsters unreachable · utito dru stance · gran frigo hur · blessing grove crit · vocation change option

Key findings:

  • Rune area reduction is the #1 complaint — 10–30% raw XP/h loss reported; nerfed 25 sqm square rune inferior to original 37 sqm diamond; rune-only hunts still outperform spell+rune combos
  • Fork spells fail to compensate — hit 2–6 targets inconsistently (not 6–7), jump randomly back to hit mobs, cannot reach ranged creatures diagonally, deal less damage than a nerfed avalanche; ask: 8–12 targets minimum
  • Elemental Synthesis offensive stance is trivial — 10% magic level ≈ +13–16 ML at mid-high levels; paladins got +30–35% skill bonus; comparison made repeatedly
  • Druid locked to two elements (ice + earth) — sorcerers got elemental switching, paladins/monks gained breadth; spawns resistant to both (e.g. Podzilla quaras) entirely unviable; most-requested addition: physical element
  • Strong Ice Wave gated behind level 600+ — sorcerers get large fire wave as baseline; druids must invest massive Wheel points for equivalent
  • Wrath of Nature weak — base ~150 vs. Sorcerer's ~200 equivalent; 4-second global CD after casting makes it near-unusable in rotation
  • Healing output scaling broken — Exura Sio: very wide variance (1300–2800 HP at level 1450); level 730 druid heals only ~230 HP less than level 1900; monk's Sio already outperforms druid's at lower levels
  • Mana buffer too strong per PvP, insufficient per solo PvE — clean split; most coherent fix: 50 SP per trigger, 4 max charges
  • Wands and rods universally dismissed — bare-fist beats wand damage at high levels; call for ML + level scaling + small AoE
  • "Punished for being able to heal" — pervasive meta-complaint; every other vocation received net buffs while druid lost its primary solo tool (runes) with no adequate replacement

Most Positive: Erikovik (Druid - General) — "The new chain spell with the extra jump improved a lot... being able to cast this spell without selecting a target, while still hitting 6 or 7 monsters, is a substantial quality-of-life improvement." Most Negative: Bobeek (Druid - General) — "It was a DREADFUL and AGGRAVATING experience... People are screaming, you don't listen... Druids without a team are WORTHLESS after runes' AOE nerf."

Most Constructive per Thread:

  • Stances — Supersonic Lulu: three-tier scaling for Blessing of the Grove (crit heal chance + heal bonus per unlock stage), removes HP condition, adds Forked Glacier as charm-proc weapon proficiency option
  • New Spells — Aruarian Druid: tie fork buffs (range, max creatures, damage) to solo stance specifically to not break team balance; reduce cooldown to 4s with ice/earth forks sharing CD; until fork spells are fixed, any rune nerf is a pure druid nerf
  • General — Depownik: numerical breakdown showing Elemental Synthesis gives only +15.6 ML for well-geared mid-game druid; compares directly to paladin's +30% distance + holy conversion; proposes removing 4s global CD after UEs, restoring rune area, reworking fork from chain to fixed AoE (categorically better for a kiting vocation)
  • Mana Buffer — Akuji Heartless: 50 SP per trigger, 4 charges max — same proposal independently surfacing in both Sorcerer and Druid threads

Bottom line: Phase 2 improved minor details but failed to address the structural problem — druids lost their primary solo tool (full-size runes) and received fork spells too inconsistent and weak to compensate, leaving solo druids as the clear losers of the entire rebalance.


Monk (Phase 2) — 90 posts

Sentiment Count %
Negative 70 78%
Neutral 12 13%
Positive 8 9%
Thread Posts Pos Neu Neg
Monk - New Spell 15 13% 27% 60%
Monk - Virtue of Justice Rework 11 18% 18% 64%
Monk - General 64 6% 9% 84%

Top Phrases: chain breaking erratically · cooldown too high · Thousand Fist Blows useless · fist fighting 16% vs 35% · Chained Penance worse than before · ranged boss rotation · Mass Spirit Mend cooldown · spell rotation awkward · Sweeping Takedown removed · Wheel of Destiny cost · chain jump range · EK RP buffed monk ignored · auto attack on bosses · Sanctuary too restrictive · physical protection missing · Virtue of Justice conflict · Spiritual Outburst lag behind · Guiding Presence worthless · serene state punishing · solo play broken · melee vocation no shield slot · team hunt support role · Sanguine Clawn synergy · TFB ranged spender · Balanced Brawl cooldown · familiar completely useless · boss mechanics excluded · energy ring useless · Mentor Other icon missing · party bonus lost on lure

Key findings:

  • Chained Penance and Spiritual Outburst measurably worse after chain targeting rework — closest-target logic causes chains to break after 3–4 mobs even when fully surrounded; most cited fix: increase jump range by 1 SQM
  • Thousand Fist Blows doesn't fit spell rotation — 12s base CD still too long even with spender reset; community split between reclassifying as a ranged spender (like Sweeping Takedown) or lowering CD to 6s
  • 16% fist fighting vs. 35% for EK and RP — perceived as unfair; monk specifically nerfed for having high skill while EK/RP now receive equal benefit
  • Mass Spirit Mend cooldown (12s) makes it impractical for sustained team healing — ask: reduce to 4–6s
  • Wheel placement of TFB displaces Sweeping Takedown buffs — near-unanimous: restore Sweeping Takedown perks, move TFB elsewhere
  • Monk survivability worsening relative to other vocations — no shield slot, low physical protection, weak armor values; mana buffer changes don't help
  • Boss viability near-zero — auto attacks miss frequently, no ranged spender, several boss mechanics require UH which monks cannot use
  • Sanctuary impractical — standing on a single SQM conflicts with kiting solo gameplay; suggestions: extend duration, make area follow monk briefly
  • Players explicitly quitting or listing monk equipment for sale

Most Positive: Arturius Ironfist (Monk - General) — "My general feeling is that monk is sturdier than before, resulting in more comfortable hunts... extra healing would allow me as solo player to go for other hunting tasks." Most Negative: Soko Magico (Monk - General) — "In approximately one year it was completely destroyed... turned into a buff totem for other vocations... The only thing that truly makes me sad is knowing that, at 38 years old, I experienced my very first 'scam' in a 2D German game."

Most Constructive per Thread:

  • New Spell — Crocante Socolento: two concrete options — reduce wheel-augmented CD from 6s to 4s so TFB fits natural rotation, or reclassify TFB as a default spender (like Sweeping Takedown), solving both rotation fit and Spiritual Outburst dependency
  • Virtue of Justice Rework — Cawi Ratka: identifies logical inconsistency — RP's +6% affects ~50% of damage, Sorcerer's +9% affects ~99%; proposes swap (RP +12%, MS +6%) to equalize real per-vocation impact
  • General — Krawedziarz: six distinct issues with precise mechanics — virtue toggle accidental deactivation, Chained Penance hitting 3–4 while moving vs. standing, ranged rotation gap for bosses, Mass Spirit Mend spell group CD blocking Spirit Mend for 2s, Serenity loss in team hunts contradicting Virtue of Justice's party support intent, Wheel forcing abandonment of damage tools. Each section ends with a concrete alternative.

Bottom line: Monk Phase 2 is dominated by a chain spell players report is now measurably worse than before, compounded by sustained frustration that every other vocation received meaningful buffs while Monk received expensive wheel changes and a new spell that doesn't fit its rotation.


Phase 2 Cross-Vocation Analysis (2026-05-12)

All 5 vocations · 1011 posts

Overall Phase 2

Sentiment Count %
Negative 673 67%
Neutral 188 19%
Positive 150 15%

Per Vocation (sorted by Neg%)

Vocation Posts Neg Neu Pos
Druid 226 81% 11% 8%
Monk 90 78% 13% 9%
Knight 185 71% 17% 12%
Sorcerer 239 62% 22% 16%
Paladin 271 50% 29% 21%

Cross-Vocation Complaints (Phase 2, 3+ vocations)

Complaint Vocations
Solo hunting worsened / rune area uncompensated All five
New spells don't fit rotation or have wrong cooldowns Knight, Sorcerer, Monk, Paladin
Wheel of Destiny too costly / perks on wrong branches All five
Stance mechanic undertuned or poorly designed All five
Phase 2 missing promised changes from Phase 1 feedback Knight, Monk, Druid, Sorcerer
Mana buffer too strong / Gift of Life obsolete Sorcerer, Druid
4s global cooldown after UE spells punishes rotation Sorcerer, Druid
Soul Points proposed as mana buffer charge limiter Sorcerer, Druid (independent)
Vocation identity unclear after rebalance Paladin, Sorcerer, Monk, Druid
Wand/rod damage irrelevant at high levels Sorcerer, Druid

Shared Constructive Proposals (independently raised by multiple vocations)

Proposal Vocations
50 SP per mana buffer trigger, 4 charges max Sorcerer (Akuji Heartless), Druid (Akuji Heartless)
Restore individual heal CD to 1s, keep spell CD at 2s Knight
Rune nerf party-conditional only (keep 37 sqm solo) Sorcerer (Sleketom)
Augment order swap (area first, damage second) Sorcerer (Energy Wave)
Chain jump range +1 SQM Monk
Elemental arrows / weapons need ML + level scaling Druid (wands), Paladin (arrows)

Vocation-Specific Phase 2 Issues

Paladin — Biggest sentiment improvement (-34pp). Barrage AoE still too small to replace runes; Divine Defiance bugged/useless; energy ring 2:1 still contested; healing scaling broken at high levels. Positives: Sharpshooter broadly liked at mid levels, Stances feel like QoL win.

Knight — Worsened (+6pp). Phase 2 launched without promised Exori Min and Exeta Amp Res fixes. 2H builds nonviable; 2s healing CD the single most universally rejected change; EK stances weakest in game. Only 1H+shield team-hunt players are satisfied.

Sorcerer — Slight worsening (+6pp). Stance trigger mechanic rejected; Death Echo cursor targeting unfixed; solo hunting net nerf from rune + wave changes. Mana buffer and Great Death Beam buff are Phase 2's clearest positive signal.

Druid — Significant worsening (+12pp). Fork spells hitting 2–6 targets instead of 6–7 is the defining bug; elemental synthesis stance provides ~16 ML bonus; locked to two elements while all others gained breadth; rune nerf uncompensated.

Monk — Significant worsening (+16pp). Chained Penance chain targeting rework made it measurably worse; TFB 12s CD doesn't reset via spenders; 16% fist fighting vs 35% for EK/RP; Sweeping Takedown perks displaced. Santuary impractical.

Extremes (Phase 2)

  • Most positive: Darkstar (Paladin - General) — test data showing 6.5kk/h raw at Roshamuul west, 15–20% improvement across multiple spawns
  • Most negative: Soko Magico (Monk - General) — "at 38 years old, I experienced my very first 'scam' in a 2D German game"
  • Most constructive (cross-vocation): Krawedziarz (Monk - General) — six distinct mechanical issues, each with a concrete alternative; Depownik (Druid - General) — numerical proof that Elemental Synthesis delivers only +15.6 ML; Sleketom (Sorcerer - New Spell) — party-conditional rune nerf as compromise

Bottom Line (Phase 2)

Paladin is the only vocation where CipSoft demonstrably responded to Phase 1 feedback; every other vocation either saw no change to their core complaints or was measurably made worse. The pattern of launching Phase 2 without promised fixes (Knight, Monk) has compounded existing frustration into a credibility problem — players no longer trust the feedback loop itself.

reddit.com
u/Kinesthetic — 9 days ago

Prompt used:

▎ Read the file in chunks of 300 lines at a time. For each post body, manually assess the sentiment as positive, neutral, or negative. Return: overall sentiment counts, per-vocation breakdown, cross-vocation complaint ranking, vocation-specific issues, shared positives, top 30 meaningful words, most positive post, most negative post, one-sentence bottom line. Read ALL 1292 posts before drawing conclusions.


Sentiment Analysis — merged_Paladin_Knight_Sorcerer_Druid_Monk.csv (1292 posts, 19 threads)

Overall sentiment

Negative: 901 (70%)

Neutral: 232 (18%)

Positive: 159 (12%)

By vocation (sorted by negativity)

Paladin — 354 posts

    84% negative / 11% neutral / 5% positive

Druid — 226 posts

    76% negative / 15% neutral / 9% positive

Knight — 285 posts

    65% negative / 20% neutral / 15% positive

Monk — 119 posts

    63% negative / 28% neutral / 9% positive

Sorcerer — 308 posts

    60% negative / 25% neutral / 15% positive

Paladin is the most uniformly negative; Sorcerer and Knight show the most positive sentiment, driven by genuine praise for stances and shield spells respectively.

Top 30 Words

solo · rune · area · damage · cooldown · spell · stance · healing · wave · chain · nerf · rotation · beam · target · element · feedback · wheel · buff · party · ring · boss · level · energy · hunt · mana · proc · fix · viable · useless · ignored

Cross-Vocation Complaint Ranking

  • Solo play gutted / group play forced — Every vocation. The single most universal complaint. Players across all five vocations report that new spells are weaker solo, stances favour team hunts, and the update systematically pushes solo hunters toward party content they cannot access or don't want.
  • New spells too weak: small AoE, low damage, wrong cooldowns — Paladin (Barrage AoE < 3×3 box), Sorcerer (Death Echo: 3×3, 85 base, 2s delay, crosshair-only), Druid (Fork spells hit 2–4 targets not 6–7), Monk (Thousand Fist Blows 12s CD not reset by spenders). All share the same core failure: the new signature spell does not compensate for what was removed.
  • AoE rune area reduction — Paladin, Sorcerer, Druid, Monk. Rune areas cut ~40%; players report 20–30% XP/h losses in solo play. Druids hit hardest (only 2 elements, limited wave shapes). Runic Mastery becomes a dead perk for Sorcerer.
  • January feedback ignored — Paladin, Sorcerer, Druid, Monk. Players in all four threads cite specific concerns raised months prior that were shipped unchanged. CipSoft's credibility on the feedback process is at a low.
  • Wheel of Destiny: wrong numbers or wrong perk placement — All five vocations. Key upgrades gated behind prohibitive point costs (~1400 WoD for Druid ice wave area), or desirable perks replaced/removed (Monk's Sweeping Takedown replaced by TFB).
  • Energy ring nerf (1:3 mana-to-damage ratio, was 1:1) — Paladin (existential survivability loss), Monk (small mana pool makes it punishing), Knight (indirect mention).
  • Mana Buffer too strong / Gift of Life obsolete — Sorcerer, Druid. Welcomed as anti-oneshot protection but widely seen as too powerful without a cooldown; Gift of Life loses its niche entirely.
  • UH removal or restriction — Sorcerer (can no longer cast on allies), Druid (expected to compensate with no adequate tool), Paladin (rune utility cut indirectly).
  • No offensive stance for support roles — Druid (loudest; Rejuvenation +10% self-heal dismissed as useless), Monk (Virtue of Justice gutted for solo, no replacement offensive option).

Vocation-Specific Issues

Paladin

  • Energy ring nerf is the #1 complaint; 1:3 mana-to-damage ratio called "deleted" and "a death sentence"
  • New spell AoE does not cover a full 3×3 box; worse than runes in most solo scenarios
  • Stances feel imperceptible in practice; several testers found no measurable difference with/without
  • Swift Foot: 30% damage penalty for a speed buff other vocations get for free; zero adoption intent
  • Divine Grenade crosshair: divisive (praised by keyboard players, seen as a bug by most)
  • Charm double-proc removal not adequately compensated (+20 base damage, +3% stance)

Knight

  • Exori Min and Front Sweep universally condemned; 5%→15% life leech buff treated as an insult
  • Blood Rage 15% extra damage taken makes stance risky, especially in PvP or on certain spawns
  • 2s healing cooldown: genuinely stronger healing in PvE, but creates dangerous windows (lag, paralyze)
  • Two-handed builds feel abandoned: no new spells, healing bonus scales with shielding (penalises 2H)
  • Exeta Amp Res / Exeta Res range and clunkiness unchanged despite widespread expectation of a fix Positives: Shield Slam and Shield Bash genuinely praised; Protector stance as permanent buff welcomed

Sorcerer

  • Death Echo is the most-criticised new spell: tiny AoE, 85 base damage, 2s delay, crosshair-only, impractical while kiting; does not cover a Knight's full box in PvP
  • UH removal: can no longer cast on allies, eliminating a key party utility with no replacement
  • Elemental conversion bug: same-element double-cast consumes the charge without converting; 20+ independent reports
  • Runic Mastery becomes dead perk: rune AoE cut, UH gone, SD-for-bosses too niche
  • Lord of Destruction values inconsistent between forum post and in-game implementation Positives: Crippling stances (Sap Strength / Expose Weakness as passives) near-universally praised; Death Beam now baseline at lvl 66; Focus Mastery CD reduction after UE; elemental stance system concept

Druid

  • Fork spells broken: jump range too short, hitting 2–4 targets vs. advertised 6–7; extensively documented
  • Rejuvenation stance rejected by nearly all posters: +10% self-healing solves a non-existent problem; druid is the only vocation with zero offensive stances
  • Channeled Preservation doubles heal cooldown including self-heals (undocumented, flagged as a bug); creates dangerous dead-turns in real hunts
  • Solo druid identity crisis: increasingly displaced by Monk for both healing and solo efficiency
  • Ice wave area upgrade requires ~1400 WoD points; effectively unreachable for most players Positives: Shared Conservation near-universally praised; Gran Frigo Hur area buff welcomed; Mana Buffer

Monk

  • Virtue of Justice rework: fist fighting solo bonus gutted from 16% to 3% (0% if no party members present); players measured ~4.5kk → 3.6kk raw XP loss in solo hunts
  • Thousand Fist Blows: 12s CD not reset by spenders, replaced Sweeping Takedown in Wheel (kills Sanguine Clawn synergy), lower base damage than existing spells
  • Chained Penance and Spiritual Outburst still hit 1–2 targets instead of 6+; unfixed since January
  • No boss viability (Bakragore, Soul War, Rotten Blood) — no ranged spender, no acknowledgement
  • Energy ring 1:3 ratio especially punishing given monk's small mana pool Positives: Mass Spirit Mend no longer a spender (major QoL and AoE healing gain); Mana Buffer; Sanctuary

Shared Positives

┌────────────────────────────────────────────────────────┬──────────────────────────────┐ │ Positive │ Vocations │ ├────────────────────────────────────────────────────────┼──────────────────────────────┤ │ Mana Buffer / Barrier (anti-oneshot mechanic) │ Sorcerer, Druid │ ├────────────────────────────────────────────────────────┼──────────────────────────────┤ │ Stances as persistent system (no utito/utamo spam) │ All five │ ├────────────────────────────────────────────────────────┼──────────────────────────────┤ │ Crippling stances (Sap Strength / Expose Weakness) │ Sorcerer (direct); Druid │ ├────────────────────────────────────────────────────────┼──────────────────────────────┤ │ Shared Conservation │ Druid, Monk │ ├────────────────────────────────────────────────────────┼──────────────────────────────┤ │ Great Mana Potions │ Knight, Sorcerer, Paladin │ └────────────────────────────────────────────────────────┴──────────────────────────────┘

Extremes

  • Most positive: Tecno Crets (Sorcerer - Stances) — "As an MS, I loved everything I saw! If you told me that the game would stay exactly like this from now on, I would already be satisfied… If you could increase the base damage of Death Echo OR increase the area, that would be interesting." Rare full-throated endorsement; even this post has a caveat.
  • Most negative: Sambada do Anoitecer (Monk - General) — Multiple hostile posts including personal threats toward CipSoft staff. Most extreme language in the entire dataset. The underlying frustrations (VoJ nerf, TFB replacing Sweeping Takedown in Wheel, cumulative monk nerfs since January) are shared by the broad monk community.
  • Runner-up (substantive): Bobeek (Druid - General) — "You may as well delete your druid if you don't have a party, that's how bad this is." Detailed, factual, representative of the median druid sentiment.

Bottom line: Solo hunting was materially worsened for every vocation, group-play improvements feel unfinished or gated behind prohibitive investment, and the community broadly believes prior feedback was ignored — Paladin and Druid players are most enraged, Sorcerer players are split between genuine excitement for the elemental stance system and fury over Death Echo and the UH removal, Knight and Monk players feel repeatedly misheard.

reddit.com
u/Kinesthetic — 16 days ago