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Stacona

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Stacona
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  • [Skill] Freud's Wisdom Rework:

    This can be improved to be a lot more convenient for the player and removal of the tedious nature of constantly having to recast the buff.

    Freud's Wisdom:
    Rework:
    Apply a buff to yourself for 180 seconds that increases in power every 30 seconds.

    (0-180 seconds)............. Immediate: Gain -10% Cooldown Reduction.
    (30-180 seconds).......... Stage 2: And gain Status Resistance.
    (60-180 seconds).......... Stage 3: And gain All Stats.
    (90-180 seconds).......... Stage 4: And gain Weapon and Magic Attack.
    (120-180 seconds)........ Stage 5: And gain Boss Damage.
    (150-180 seconds)........ Stage 6: And gain Invincibility.

    Cooldown: 300 seconds. (applies immediately)
    Fuhreak
  • Guild Castle Multi-Character Improvements

    This would be so nice to have for people that like playing more than one character, and a massive quality of life improvement for Guild Castle. Specifically for Guild Castle's Weekly Reward and Cache Monsters.


    Guild Castle's Weekly Reward:
    Change from claiming once per world for a character that did Guild Castle's Weekly Mission for the previous week to every character that did the Guild Castle's Weekly Mission in the previous week can claim the Weekly Reward.
    ~ Rewards remain untradable as a result of multiple characters on the same account can claim Weekly Reward.

    Guild Castle Cache's EXP Monsters:
    Change from all monsters being shared across the entire world on that account to:

    1: The 5,000 World Monsters are shared across the world for the current default amount.

    2: The extra monsters that are acquired from Personal Research Skills (current cap is 5,000 more monsters total) will become available for every character on that account, based on that character's research level for these skills. Monsters that are killed take from the per character pool first and then when those monsters are depleted will draw from the world shared monsters (if any remain for the week).

    This would result in every character can get EXP from Guild Castle's Cache every week, but still has a pick and choose aspect to it where one character (when research is at that point) can have double the EXP than everyone else that you may do Guild Castle's Cache for.

    Reduce Guild Castle's Weekly Mission Kill Requirement:
    Reduce the kill requirement to fulfill the Weekly Mission from 5,000 monsters to 1,000 monsters.

    This would just help people keep up with their research every week, even those with limited play time that week. It also further helps those that want to keep up research with multiple of their characters that have limited time that week as well. This way they can keep up to date with things so that when they do have time to play the game for longer, their Personal Research is kept up to date as a result.


    Further General Improvements for Everyone:

    Reduce Research Time with the addition of more Personal Skills and Skill Level Increases added for a way for newer players to catch up faster and realistically get to the good Personal Research Skills and really experience the fruits to what Guild Castle has to offer.

    Idea for this is split up Research Time in 3 phases instead of the current all 7 days research:
    (This will be based on how the skills are laid out on the skill tree visually.)

    1: All skills above, and including the skill itself, where the skill increases the EXP for All Cache Monsters by 30/60/90/120/150% based on Skill Rank will have their research time reduced to 3 days from 7 days.

    2: All skills below this point and above, and including the skill itself, where the amount of monsters that give EXP is increased by +300/600/900/1200/1500 (the second skill further down in the tree specifically) will have all of the research time reduced to 5 days from 7 days.

    3: All skills below this point will remain with 7 days research at this current time until more new skills are added in the future, including reducing the other skills' research time further.

    To be clear: These research times need to be reduced from additions that occurred during "The Dark Ride" update. Even more further reductions from this point for when future personal research skills get added eventually by some point.


    Fuhreak
  • Did Not Get Breath of Artisan...

    Did not get Breath of Artisan from Guild Castle's Weekly Reward post patch.
    JamesZDaFish
  • Paladin Gameplay Improvements

    Some smaller things that would drastically improve the gameplay experience when playing as Paladin (some of these can be for Dark Knight and Hero too).

    Hammers of the Righteous:
    Very Mild Rework:
    Toggle: Consume MP every second while active to cause the spinning hammers to grow in size and damage monsters around you.

    Cooldown: 1 second.

    This would become 100% uptime and just be an ON/OFF toggle skill. The player still needs to upkeep stacks to summon all 5 hammers, but this would make Paladin's mobbing so much more enjoyable where when you are strong enough to just jump around killing monsters.

    Mighty Mjolnir:
    Buffed:
    Recharge time reduce to 10 seconds from 12 seconds.

    Just would help with mobbing so that you can have at least 1 hammer toss per monsters respawn.

    Heaven's Hammer:
    Buffed:
    Base Cooldown reduce to 12 seconds from 15 seconds.

    Paladin can use a little more damage, but this is mostly to help with having Heaven's Hammer up with every monster respawn wave, especially when you get in further cooldown reduction from sources like Heaven's Hammer's cooldown reduction hyper passive, hat cooldown reduction lines, and Mercedes' Legion Block.

    Rush:
    Buffed:
    Reduce the action delay by about 50% to have a more fluid and responsive feel to this skill.

    Rush Extension:
    New Skill:
    Toggle: While active, double the dash range to Rush.

    Both of these aspects can be applied to Hero and Dark Knight too (I think they have Rush-like skills).
    This would really help give Paladin some extra mobility, but still give players the option to have the short range Rush dash for bossing if they so desire.

    DaxterbeerFuhreak
  • Weekly Boss "Graduation" System

    To start:
    This would involve reverting / removing the Daily / Weekly / Monthly Boss Crystal cap change to how it was before this "The Dark Ride" update.

    The graduation system to save on time and still get weekly mesos from bosses would be as such:

    ~ If that particular character has cleared that boss and that difficulty as a solo-only 10 times (not in a row, just 10 times as a solo clear in total), then they acquire the option to either auto-clear that boss on that difficulty and receive only the boss crystal -OR- choose to fight the boss normally and get all rewards.

    Example: Player A on his Bishop soloed Normal Guardian Angel Slime 10 or more times, then Player A is now always given the option to either auto clear Normal Guardian Angel Slime and get the boss crystal while playing on his Bishop, or Player A can choose to fight Normal Guardian Angel Slime for all of the rewards.
    - Player A would NOT be able to auto clear Chaos Guardian Angel Slime however because Player A only soloed Normal Guardian Angel Slime, but Chaos can be auto cleared if the Chaos Guardian Angel Slime was soloed by Player A's Bishop 10 or more times as well.

    This will be fantastic as it gives the player the option to fight as many or as few bosses as they desire while still acquiring their weekly mesos supply if all the player desires are mesos and none of the other rewards. While others can still get in their weekly bosses, mesos and other boss rewards in hand, without being punished for doing so like what the current Weekly Boss Crystal cap is restricting.
    Fuhreak