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Sia Needs Skill Improvements:

StaconaStacona
Reactions: 2,575
Posts: 774
Member
edited July 2025 in Suggestions, Feedback, and Requests
Multiple angles in which you messed up with the transition of Sia to GMS:

1: Her movement is core with very frequent attacking skills around her all go together, and all of this is lacking.

2: Sia being a true support is vital for the enjoyment of the class! Everything needs to be reverted back to being party skills, with the utility skills needing to be brought up massively.


Quite disappointed at the conversion of Sia into GMS. You not only missed the mark, but shot the dart in the opposite direction.

Luckily though, this stuff can easily be fixed.



Now to go into detail of what needs to happen to perfect Sia's gameplay:

[Mandatory] Starry Wave:
~ Increase the horizontal movement speed greatly to match the speed of other glides.
~ Let the glide be spam-able on and off use while in the air.
~ Remove max duration limit. Like other glides, let it be used infinitely until you land on the ground again.

[Optional] Sia's Flash Jump Skill:
~ Introduce a new beginner skill that you gain access to immediately that is Sia's flash jump
Glide and flash jump together are fun where the flash jump can make the glide move faster by carrying over momentum when you use a glide directly after using a flash jump.

[Please!] Stellar V - Fomalhaut:
~ Retune this skill so that it attacks significantly more frequently so that Sia can have with the skill with a proper glide speed, mowing down monsters!
~ Increase the duration of this skill to 60 seconds so that it always has 100% uptime to create a fun gameplay loop with a proper glide speed to glide around and mow down monsters all chill like!

[Mandatory:] Celestial Alignment:
~ Allow the skill to once again apply for the entire party.

[Mandatory:] Stellar III - Alchiba:
~ Allow the skill to apply for the entire party.
~ Stellagram Fusion effect to apply weapon and magic attack as a result of applying to the entire party.

[Mandatory] Stellar IV - Bellatrix:
~ The damage % portion of this buff make it apply to the entire party.

[Mandatory] Stellar X - Capella:
~ Allow this skill to apply to the entire party.

All of these types of buffs were already tuned for party play, so they should be party buffs.

If needed, could have a passive mechanic that reduces Sia's final damage for every party member currently inflicted with a party buff so that she can have full damage while soloing where support effects don't do anything and still be a support with utility skills like healing and protection effects, and be a strong party buffer as well.

Especially with how difficult Sia is to play, she should be properly rewarded with powerful skills, especially for the party.


[Crucial Rework] Link:
~ Change the skill to apply a healing buff to the entire party, duration increases with buff duration.
~ Base healing of 20% HP every second for 5 seconds; hyper passive increases the healing to 30% HP every second for 5 seconds.

[Mandatory] Stellar VIII - Sadalmelik:
~ Allow the skill to apply for the entire party.

I really want Sia to be a support that can properly heal and protect her party! This is the support fantasy of being able to properly and meaningfully assist the party.

Removing the support effects from a support just robs the game from its fun, it does not and will never increase the fun to the game. There are multiple different types of player playstyles and preferences, and Maple should do a better job at appealing to different types of playstyles instead of the very bad direction of trying to force everyone into playing the same class with a different skin.

Sia's movement skills and support capabilities is why I wanted Sia for GMS and you stripped all that away to create a generic class that is underpowered with no identity or role.

And just remove the stellagram bonuses and have them always apply to the skills. Let the player adjust their playstyle accordingly to using fusion to active and/or direct skill usage would smooth out how Sia plays ways more.



How does Sia feel to play right now?

Sia is a significantly harder to play Bishop, where you strip away all of the party utility and buffs for zero reason, and added jank - a lot more jank - and unneeded mechanics with forcing players into using stellagram fusions instead of letting it be a natural process of direct use, stellagram use, and/or a hybrid of the two.

Sia was a very unique and very clear identity on Maple M with all of her movement options, 100% uptime "lord of the deep / demon frenzy" skills, and being a dedicate support.

This is where Sia's fun is at and this needs to be fixed sooner than later because she is in a very disappointing place right now!

I want to play as Sia and not as a useless, scuffed Bishop that is way more difficult to play that requires way more focus for no payout in return that will end up being lost in an empty void in her current state.

I am upset and angry with how badly Nexon messed up Sia in her current GMS form...


This would be phase 1 of many phases of skill changes Sia needs to reach perfection for GMS in her own unique way. At the very least, get the core unique aspects to Sia into the game first.