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Familiar system improvement.

MrGoombaMrGoomba
Reactions: 1,260
Posts: 22
Member
edited June 2023 in Suggestions, Feedback, and Requests
I don't really enjoy the concept how familiars all share the same vitality and burn out if you leave them out too long, even when staying afk. I miss the old system where each familiar had their own vitality and recovered when you removed them. While I do enjoy being able to summon 3 familiars at a time and reverting the individual vitality for each familiars isn't going to be an option, I think a workaround could be done to the system:

1. Allow familiars not to use up any summon gauge when traveling around. Being able to travel around with mobs was fun to have. They are similar to having androids and pets. The only time the stamina should get consumed is when familiars attack enemy mobs because they already burn out quicker if they attack enemies and adding on with being summoned.

2. The whole familiars sharing one summon gauge is okay to have since it keeps things more simple. However, the familiar stamina gauge to be able to recover slowly overtime when we remove familiars from the field instead of waiting till a specific time of day to have it restore fully because that goes down very quick.

3. If these can't be changed, then allow us to purchase familiar essence from the shop using mesos instead so we can technically treat them like potions and keep familiar out longer. 300 familiar points is a bit too much to rack up for 1 familiar essence. Especially with the low drop rate on getting familiar cards even from low level mobs to extract them for.