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About New Age Reboot Mobs

StaconaStacona
Reactions: 1,985
Posts: 446
Member
edited June 2023 in Suggestions, Feedback, and Requests
My worry here is that by just completely removing Reboot mobs would make the game way too grindy for new players and removes new player growth for the game which would be really, really bad for the long term sustainability for the game.

If the goal to Reboot mobs removal in New Age was to ensure people do not hit 300 too fast then I would adjust the values of reboot mobs in accordance without hurting the new player progression. Basically, Reboot should still have enhanced and tankier mobs with a balance shift that moves into daily story for EXP for late and end game.

The better (and non-lazy) solution for New Age mobs:
~ 1-200 Reboot mobs should remain with the same HP and EXP as they are now.
~ 200-220 Reboot mobs should have a soft transition downwards for HP and EXP values.
~ 220-235 Reboot mobs should have a strong transition downwards for HP and EXP values.
~ 235+ Reboot mobs should be reduced to +35% more HP and +20% more EXP compared to their non-Reboot mob counterpart.

Character-to-Mob level final damage modifier should be adjusted to be:
All levels up to -2 levels should remain to how Reboot has it now (encourages Reboot players to fight mobs around their level).
-2 levels to +5 levels should become to how non-Reboot has it now (help Reboot fight bosses in the late and end game by hitting max final damage bonus sooner).
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Tankier mobs are more enjoyable to train against and the much greater exp does speed up leveling progression by a lot, and with the direction the game is going in will make people hit level 300 way too quickly before level 300+ content is available.

A compromise of allowing new players to have a good time with leveling up to 200 and a little bit of aid to get to 235 for all of their Arcane Symbols is a good thing and really sets them into that daily grind to 260+ and slows them down enough so that they can accumulate power from leveling those Arcane Symbols and progressing their equipment for the stronger 260+ gameplay.
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I want to see MapleStory grow and not die out in the coming years because there is no new player growth due to such a short-sided and emotionally driven decision like this to completely remove Reboot mobs to end up killing the game off long term.

Plus non-Reboot and Reboot decision should be about having weaker mobs and trading with others vs having stronger mobs and losing the ability to trade with others. This a core aspect that makes the two world types unique. (As well as simplifying the game into a bonus final damage passive instead of having bonus potentials and Monster Life.)

Non-Reboot also has a significantly stronger end game than Reboot, so Reboot should have a faster leveling progression to keep the two world types balanced among each other. You cannot remove the faster leveling of Reboot and keep their end game the same, you have to massively buff end game damage output to compensate to keep the two world types balanced between each other.