How Should Magic Council Majors be Balanced?

I’m sure some people around here know about the Magic Council Majors that were temporarily added and then removed. And as you may also know, they were extremely overpowered due to their high level, as they could oneshot just about anyone. Now, how should they be balanced? So they are fairly difficult, but not impossible, to face in combat?

Also put my redesign of the majors below as they didn’t have on when they were added.


The hat and pauldrons need retexturing, but it’s just a base for now.

Tbh just make them have the same damage as majors in WoM however once they use an attack they stand still for some time and attacks CD are long. You’ll most likely have to block an attack like if it was a laser or have some magic that’ll have higher clash rates or whatever.

Basically saying the Majors should be like tanks/cannons.

make their attacks very slow and make sure they only spawn like 1 at a time.

also make them waste some time always activating a flight or mode spell to buy some time to run away

maybe make a notification appear in chat when one spawns so players know how to react accordingly

also make it so they spam beams less and rely on multiblast attacks that cap out at like 10

Slower/more predictable attack patterns

lesser chance to have multi-blast/ multi-beams

Basically KDS

Honestly, feel like the design need some sort of changes but Majors should make you feel overwhelmed by their power, like they should have slow attack but packs a fucking ton like being crashed by a truck and waking up in another universe type shit