Regarding Comparisons with real tibia vocations: I remember that we have previously mentioned that we are not taking real tibia vocations as a base rule for how vocations should actually act. However, the concept itself is still a familiar among almost all games about druid , sorcerer, knight and paladin but over here we try to do our best to sum up something unique that is probably weird or strange to be in a game like Tibia. With the addition of every spell we try to create new game play mechanism which should have an impact on you with much more fun, we trying to make you feel that what you doing in this OT is more advanced than what you can do or even expected to do in a game like Tibia, so there are no borders for creativity and we are not surprised that some of you would feel offended of how things should work out, but we believe that by time you will learn how to make best plays just like what you have always done.
Please note that below comment will be more focused on the new spells and how to deal with them.
To clarify the above statements: Let me remind you to read the new Counter Tips we included with with each spell, reading these counter-tips makes you able to dodge or decrease the penalty of each overpowered spell, for example we have seen several knights are using their new OP spell in wars, but actually we did not notice that other players changed their attack to the knight, so they can actually banish him from casting further spells (this is a thing you should really do).
Paladins: The new spell authorise paladins a new combo, the cooldown is still under consideration and there is a probability to reduce it with respect to other changes that would take a place to balance it with the new cooldown.
Sorcerers: As they are supposed to be the most damage dealers in the game, we had to make their spell the most powerful but they still can be easily countered after the 1st cast to their spell (cost 50% mana), you can instantly freeze a sorcerer after the cast of his spell and try to vanish the last 50% mana he got. But even though, this spell would also receive a bit of reworks (it is on the list).
Druids: I'm not sure if you ever read the recent changes we made on the druid spell regarding its cooldown reduction plus the 50% bonus damage it gives to the player who is in the hulk mood, so i think by now it's not only a supportive spell, it's an aggressive one.
PS: also it removes all crowd control (freezes, slows).
Last but not least, we are glad that everyone contributes to the community by sharing his own thoughts and being objective, we assure you that there will be a follow up on every vocation change till it reaches the safe point of balance, also we already have plans and changes you shall like included into our upcoming summer update plan
Please note that below comment will be more focused on the new spells and how to deal with them.
To clarify the above statements: Let me remind you to read the new Counter Tips we included with with each spell, reading these counter-tips makes you able to dodge or decrease the penalty of each overpowered spell, for example we have seen several knights are using their new OP spell in wars, but actually we did not notice that other players changed their attack to the knight, so they can actually banish him from casting further spells (this is a thing you should really do).
Paladins: The new spell authorise paladins a new combo, the cooldown is still under consideration and there is a probability to reduce it with respect to other changes that would take a place to balance it with the new cooldown.
Sorcerers: As they are supposed to be the most damage dealers in the game, we had to make their spell the most powerful but they still can be easily countered after the 1st cast to their spell (cost 50% mana), you can instantly freeze a sorcerer after the cast of his spell and try to vanish the last 50% mana he got. But even though, this spell would also receive a bit of reworks (it is on the list).
Druids: I'm not sure if you ever read the recent changes we made on the druid spell regarding its cooldown reduction plus the 50% bonus damage it gives to the player who is in the hulk mood, so i think by now it's not only a supportive spell, it's an aggressive one.
PS: also it removes all crowd control (freezes, slows).
Last but not least, we are glad that everyone contributes to the community by sharing his own thoughts and being objective, we assure you that there will be a follow up on every vocation change till it reaches the safe point of balance, also we already have plans and changes you shall like included into our upcoming summer update plan


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