I'll try to keep the underlying principle simple: good balance means separating direct combat power from indirect advantages (like gold), and making sure all seven masters stay competitive. Everything below is aimed at game health, not any single class.
- Vitalis balance
If Vitalis keeps gaining 100 HP per level up to 120, they end up around 20,000 HP. That is far too much. To be clear: I think the problem is the combination of Life Drain %, the number of paralysis rounds, and the huge HP pool, not Mercenary Rush (more on that below). Some options, ideally combining two rather than over-nerfing one:
Reduce HP gain to 75 per level instead of 100 (~9,000 less at 120).
Lower the Life Drain percentage.
Reduce the number of paralysis rounds so the attacker can actually deal damage.
Vitalis clearly needs adjusting, but please don't push them so far that they stop being competitive. A balance where all masters are viable is the goal.
- Hybrids
Like Urahara mentioned, I'm concerned that masters we convert to at level 80 (Abigor) might not gain stats per level in the new range. This really needs to be addressed. If you're an Abigor/Alacris hybrid, you should still gain +2 agility and +2 intelligence from 80 to 120, just like the base masters. Otherwise hybrids fall behind unfairly through no fault of their own.
- Immortuos needs more
Immortuos grants 3 spells, and three from you original master (only one which stays rank5). With everyone getting expanded spells, Immortuos should at least receive one additional spell, or more than a single ability at rank 5. Right now they feel thin compared to the others.
- Mercenary Rush and the economy
Mercenary Rush is a big reason many players go Vitalis, so it deserves careful thought. It is not a direct combat ability, it only affects gold, and it doesn't win fights. If other masters receive gold-generating abilities (which is completely fair), then Mercenary Rush needs to stay attractive enough to remain a real reason to pick Vitalis. So if everyone gets buffed on the economy side, MR should be adjusted upward too. I fully agree Vitalis is too strong, but that strength is on the combat side (HP, Life Drain, paralysis), and that's where the nerfs should go, not on the gold side.
- Human Sacrifice
Vitalis's Human Sacrifice ability has very little impact right now. It could be worth replacing it with something else, or turning it into a permanent passive.
- Blood Queen deserves some love
In my opinion Blood Queen is a weak master as things stand. The update is a good opportunity to bring her up to a competitive level.
- More daily PvE
Since the cap is rising by 40 levels, it would make sense to increase the daily PvE limit beyond 25. With that much more leveling to do, the current cap feels restrictive for the new range.
- Honor and time zones
As someone living in Europe, it's nearly impossible for me to take part in clan battles due to the timing, and I completely understand that Brazilian players are the priority. Tormentus gives honor, but it's slow. It would be great to have an additional way to earn honor that isn't locked to a specific time. A few ideas:
- Let existing asynchronous content (Tormentus, tournaments) give more honor, a low-effort fix.
- Let bosses grant honor.
- A new asynchronous event (see below).
- New event ideas (async-friendly)
I'd love a new event that isn't tied to a fixed time, something you can check into whenever you want before a set deadline, then it auto-resolves. This would directly solve the time-zone problem. Some directions:
- A 3v3 or 5v5 team fight with auto-battle (a bit like autochess), with randomly assigned teams.
- Or a battle-royale format: everyone who joins starts in 1v1s, winners advance to face other winners, until one remains.
Something like this would let players in any time zone participate meaningfully.
- Ability ideas (directions, not final numbers)
These are just directions to explore, and would of course need testing and balancing:
Praegressus — Momentum: while active, damage increases the longer the fight lasts — for example +1% per round, or +2% every other round. Weak early, rewarding drawn-out fights. Fits the unstoppable-force theme. Or it could be the other way around, huge in the beginning and lessens as the fight goes on.
Alacris — Ethereal: a small flat damage reduction, giving them a little defense against undodgeable damage. Kept small so anti-dodge builds can still counter them.
Aurum — Thorns: when hit, reflect damage based on a small share of Aurum's own DEF (scaling with the stat rather than a percentage of damage taken, to avoid runaway scaling against high-damage enemies). Fits Aurum's armored identity and gives them a needed niche.
Vitalis — HP as a resource: an ability where HP becomes something you spend. For example, while active you deal more damage per hit but sacrifice some HP with each attack, or spend HP each time you’re hit for increased defense / damage reduction. This turns Vitalis's huge HP pool into a resource with real tradeoffs, which is a more interesting and self-balancing design than pure sustain. (A small life-steal per hit could also fit — but only assuming Vitalis is otherwise balanced and it makes sense to give them something like that.) This would also make the human sacrifice ability more relevant, but please, make it a permanent passive instead of something you have to toggle.