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Stacona

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Stacona
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  • Suggestions and concerns about Maple Classic.

    It is just the double release date they shouldn't do, and have everyone be able to play all at the same time as each other.

    For pricing, I would make it 49,950 NX only - there is no "early access" period - and offers:
    ~ Permanent duration outfit set Classic World.
    ~ Permanent duration pet that comes fully loaded with all pet skills.
    ~ 20,000 Maple Points.

    And then offer a lower tier that is 19,950 NX only that offers:
    ~ Permanent duration outfit set Classic World.
    ~ 20,000 Maple Points.
    (This would seem weird, but making people pay the 20 USD to get 20,000 Maple Points and an outfit set, you get more people to buy into it because the perception is that it is a free outfit set since you get the money you spent in maple points. The purpose here is to get people to spend money at all so you can fund Classic World.)

    And then a premium package tier that is 99,999 NX only that offers:
    ~ Permanent duration outfit set Classic World.
    ~ Permanent duration pet that come fully loaded with all pet skills.
    ~ 20,000 Maple Points.
    ~ 10 Special Outfit Tickets that allows you to select any outfit part you want in the Cash Shop and make it permanent duration! 1 Special Outfit Ticket = 1 piece of cosmetic clothing. (These are the normally 90-day outfits that you can buy in the Cash Shop.)


    I think they would make way more money doing the founders pack this way since the items are a lot more tempting to purchase and without the need for the scummy practice of a double release date - only one release date for everyone.
    Emerald
  • Alchemy-Summoner Job Concept:

    The thing about upcoming job Lethe is that she really should be a dedicated support job since having a bunch of summons to do your bidding with no attacking skills works really well as a dedicated support - you can focus on supporting your allies better and still deal full damage to the boss at the same time.

    Now this concept is going to be a more extreme version of Lynn where you toggle on summons, have even more summons than bird and wolf, but zero attacking skills.

    To make the concept playstyle exciting and fun, and something to always be doing, you are focused as a dedicated support that makes combinations of Material skills to form an Alchemy Enchantment (same character can only have 1 enchantment active at a time, a new one replaces the old one) that affects self, party members, and your summons! With the enchantment being a short duration to make you into an active buffer and your summons will not move around and attack monsters unless they have an enchantment currently active on them - summon AI logic will be similar to Lynn's bird and wolf.

    This concept will also have a beginning skill that starts out blank, but every time you perform an alchemy combination, it will record what combination of materials were used to form it and what bonus enchantment effect resulted from it.

    This concept would be easy to play, extremely difficult to master!

    Concept is a Mage Class.

    NOTE: There is no vertical or horizontal jumps, you only have a teleport.

    Job 0:

    Alchemy List:
    Passive: Alchemy Enchantments are formed by combining 3 Materials together, lasting for 15 seconds [increases with buff duration] and only one Alchemy Enchantment can be applied against the same target at one time, forming a new Alchemy Enchantment will replace the old one.

    Alchemy Enchantments apply to self, elementals, and party members. Elementals will sometimes receive different effects to what self and party members would receive.

    Elementals cannot seek out and attack monsters if they do not currently have an Alchemy Enchantment active, prioritizing boss monsters.

    Active: Use to bring up a window of your currently discovered enchantment possibilities, giving a detailed list of what materials were used for the alchemy and what bonus effect you will gain.

    Red + Red + Red = Upon Creation: Grants a bonus +10% Final Damage for 3 seconds [increases with buff duration] for self and party members.

    Red + Red + Green = Elementals' explosions now deal poison-attribute damage and apply poison to struck monsters. Poison-attribute damage gains +20% Final Damage for Elementals and Party Members.

    Red + Green + Green = Elementals' explosions are 50% larger in size and now heal struck self and party members for 10% HP each.

    Red + Red + Yellow = Elementals' attacks now slow monsters by 99% for 4 seconds, 50% slow against boss monsters.

    Red + Yellow + Yellow = Elementals' attacks now stun monsters for 4 seconds, including boss monsters, this can occur once every 30 seconds against the same target.

    Red + Red + Blue = Elementals' attacks will remove all defense from struck monsters for 10 seconds. This can occur once every 90 seconds against the same target.

    Red + Blue + Blue = Elementals' attacks will prevent monsters from using their skills and movement abilities for 10 seconds. This can occur once every 60 seconds against the same target.

    Red + Green + Yellow = Elementals' explosions will become poison-attribute and leave behind a poison cloud for 4 seconds, each poison cloud deals its own separate instance of damage every second allowing multiple to damage the same monster.
    Every 5th explosion is doubled in size and its poison cloud deals 10x the damage.

    Red + Green + Blue = Elementals' poison now reduces all healing and shields that monsters receive by 75% for 2 seconds.

    Red + Yellow + Blue = Elementals deal a bonus elemental attack that cycles between fire, electric, and ice every 2 seconds and gains 20% bonus attribute final damage based on the current element for Elementals and Party Members.

    Fire will deal triple the damage as a burn to the target over 3 seconds.
    Electric will stun the target for 1 second, same target can be stunned once every 5 seconds.
    Ice will slow by 75% for 3 seconds.
    Bonus elemental effect applies against boss monsters too.

    Green + Green + Green = Grants +30% increased healing from skills and potions for self and party members, and Green Material healing ignores all anti-healing effects.

    Green + Green + Yellow = Green Material heals every 0.5 seconds instead of every 1 second.

    Green + Yellow + Yellow = Elemental poison damage can now stack up to 20 separate instances on the same target and the poison duration increases to 8 seconds. Applying a 21st instance of poison will replace the oldest duration.

    Green + Green + Blue = Upon Creation: Resurrect all currently dead party members in place, grant self and all party members 18 seconds of invincibility, and restore +1 life count for areas with a life count for everyone, resurrected party members restore +2 lives - cannot exceed the max life count limit. This can occur against the same target once every 600 seconds.

    Green + Blue + Blue = Prevent death from occurring one time for self and party members. If death is prevented, becoming invincible for 5 seconds. This effect can occur against the same target once every 300 seconds.

    Green + Yellow + Blue = Green Material heals every 0.5 second instead of every 1 second, and grants a stacking shield of +10% HP every 1 second, up to 50% HP, for 5 seconds.

    Yellow + Yellow + Yellow = Upon Creation: Causes Elemental and Party Members to attack +20% faster, exceeding the normal hard limit, for 5 seconds [increases with buff duration].

    Yellow + Yellow + Blue = Upon Creation: Cleanse all Abnormal Status Effects on self and party members and grant immunity to abnormal status ailments for 6 seconds [increases with buff duration]. This can occur once every 45 seconds.

    Yellow + Blue + Blue = Block incoming attacks and abnormal status ailments for self and party members, occurs once every 2 seconds.

    Blue + Blue + Blue = Upon Creation: Grants 6 seconds of invincibility for self and party members. This can occur once every 90 seconds.

    Alchemy Chart Erase:
    Use this skill to remove all currently queued up Materials on the Alchemy Chart to start over from scratch.

    Job 1:

    Red Material:
    Place down a Red Material on the Alchemy Chart for every skill use.

    Each Red Material grants an additive stacking +5% Final Damage to self and party members.
    Elementals' attacks will perform an area explosion for every monster they hit, increasing in area size with more Red Material. Every rank in an Elemental skill will further increase this explosion damage.

    Flame Elemental: [A Floating Red Flame.]
    Toggle: Summon forth your Flame Elemental to fight for you by staying near you, automatically attacking nearby monsters.
    Flame Elemental does fire-attribute damage.

    Every rank in an Elemental skill increases Flame Elemental's damage further.

    Flame Elemental automatically upgrades with job advancements, excluding 6th job.
    1st Job: Shoots a single fireball towards a nearby monster.
    2nd Job: Shoots up to 3 fireballs towards nearby monsters.
    3rd Job: Shoots up to 5 fireballs towards nearby monsters.
    4th Job: Rapidly shoot out fireballs towards nearby monsters.
    5th Job: Shoots out a constant flamethrower dealing damage to all monsters within.
    [6th Job Mastery: The flamethrower becomes blue fire and has extended range.]

    Dynamic Teleport:
    Tap: Teleport self a set distance in one-of-four directions.

    Hold: Move around a special cursor with the directional keys and teleport to the cursor's location upon releasing the skill key, regardless if there is a platform there or not.
    Maximum range the cursor can move around in is equal to what is visible to your screen.

    Job 2:

    Green Material:
    Place down a Green Material on the Alchemy Chart for every skill use.

    Each Green Material heals self and party members for +15% HP every 1 second.
    Elementals' attacks will poison struck monsters for 4 seconds, increasing in damage with more Green Material. Every rank in an Elemental skill will further increase this poison damage.

    Wind Elemental: [A Small Flying Green Bird.]
    Toggle: Summon forth your Wind Elemental to fight for you by automatically seeking out and attacking monsters a great distance away.
    Wind Elemental does poison-attribute damage.

    Every rank in an Elemental skill increases Wind Elemental's damage further.

    Wind Elemental automatically upgrades with job advancements, excluding 6th job.
    2nd Job: Strikes through a single monster.
    3rd Job: Strikes through up to 4 monsters.
    4th Job: Becomes permanently larger and strikes through up to 8 monsters.
    5th Job: Becomes permanently big and strikes through up to 15 monsters.
    [6th Job Mastery: Leaves behind magical dust for 5 seconds of where it travels, periodically damaging monsters caught within.]

    Job 3:

    Yellow Material:
    Place down a Yellow Material on the Alchemy Chart for every skill use.

    Each Yellow Material grants self, party members, and Elementals +25% increased speed, this can exceed the speed limit.
    Elementals also attack +10% faster for each Yellow Material.

    Lightning Elemental: [A Slow Moving and Flying Large Electric Orb.]
    Toggle: Summon forth your Lightning Elemental to fight for you by automatically seeking out and continuously damaging monsters that make contact with it.
    Lightning Elemental does electric-attribute damage.

    Every rank in an Elemental skill increases Lightning Elemental's damage further.

    Lightning Elemental automatically upgrades with job advancements, excluding 6th job.
    3rd Job: Continuously does damage to monsters that make contact with it.
    4th Job: Grows in size and continuously does damage to monsters that make contact with it.
    5th Job: Periodically zaps up to 4 monsters around it at a greater distance.
    [6th Job Mastery: The electric zap will create a chain lightning effect to up to 6 monsters for each zap.]

    Job 4:

    Blue Material:
    Place down a Blue Material on the Alchemy Chart for every skill use.

    Each Blue Material grants self and party members an additive stacking +10% Damage Reduction, including against % HP attacks.
    Each Blue Material causes Elementals' attacks to reduce the defense of struck monsters by -2/4/6% for 30 seconds, stacking up to -20/40/60%.

    Ice Elemental: [A Very Large Blue Boulder That is Grounded and Slow.]
    Toggle: Summon forth your Ice Elemental that automatically slowly seeks out monsters along the ground and infrequently does a massive quake attack all around it, dealing heavy damage to up to 12 monsters.
    Ice Elemental does ice-attribute damage.

    Ice Elemental automatically upgrades with 5th Job Advancement.
    4th Job: Infrequently does a massive quake attack all around it.
    5th Job: Every 3rd attack, Ice Elemental will lunge into the air and towards its target, doing a significantly larger and stronger quake attack.
    [6th Job Mastery: The Ice Elemental becomes even larger and as the Ice Elemental moves around, it is constantly creating miniature ruptures around it, dealing damage to nearby monsters.]

    HYPER SKILLS:

    PASSIVES:

    1: Elementals gain +20% Damage
    2: Elementals gain +20% Boss Damage
    3: Elementals gain +20% Ignore Enemy Defense

    4: Alchemy Enchantment grants +10% Item Drop Chance to self and party members.
    5: Alchemy Enchantment grants +20% Bonus EXP to party members and +50% Bonus EXP to self.
    6: Alchemy Enchantments grants +10% Damage to party members, but -10% Damage to self.

    7: Alchemy Enchantment grants +1% MP every 1 second to self and party members.
    8: Alchemy Enchantment grants +5% Damage Reduction to self and party members, including against % HP attacks, but self receives -5% Final Damage.
    9: Alchemy Enchantment grants +15% Increased Healing from Skills and Potions to self and party members.

    ACTIVES:

    1: Extra Enchanted Elementals:
    Double the movement speed and attack speed of all your Elementals for the next 10 seconds.

    If Elemental poison is in effect, it damages twice as often of whatever damaging rate it was at.

    Cooldown: 60 seconds.

    2: Mixing Alchemy:
    For the next 20 seconds, you can have two different Alchemy Enchantments active at the same time.

    If a 3rd Alchemy Enchantment is applied, the oldest Alchemy Enchantment is removed.

    Cooldown: 120 seconds.

    3: Basic Enchantment:
    Grant self and party members +10% Final Damage for 40 seconds.

    Cooldown: 120 seconds.

    Job 5:

    1:Mystery Material:
    Passive: Upon completing an Alchemy Enchantment, gain a bonus Material to it at random between Red, Green, Yellow, or Blue at 100% effectiveness [scales based on this skill's rank].
    With a 30% chance [scales based on this skill's rank] to add in a bonus 2nd Material at random.

    Bonus Material does not affect the completed Alchemy Enchantment's bonus effect.

    2: Platinum Elemental: [Multi-coloured Giga Large Elemental that is Stationary.]
    Summon forth your Platinum Elemental for the next 30 seconds, automatically and periodically causing mass destruction of damage all around it to nearby monster.
    Platinum Elemental deals holy-attribute damage.

    Cooldown: 120 seconds.

    3: Saturation:
    Passive: Every 4th time the same colour Material is used, it has its effects boosted by 100% for that specific Material.

    4: Into the Pot:
    Instantly teleport all Elementals and Party Members to your current location.

    Upon doing so, self and party members are invincible for 3 seconds.

    Elementals blast a special attack at the closest monster to you, prioritizing boss monsters:

    Flame Elemental: Hurls a massive fireball that moves in a straight direction.
    Wind Elemental: Summons a whirlwind that does continuous damage for 3 seconds.
    Lightning Elemental: Does constant high voltage zaps at the closest monster(s) for 3 seconds.
    Ice Elemental: Does a massive slam, quakes the ground around it, and lobs a massive ice chunk through the air.
    Platinum Elemental: Does a massive hyper beam attack over the next 1.5 seconds.

    Cooldown: 60 seconds.


    Resuscitate
  • Remove Sol Erda Energy from GMS:

    Sol Erda Energy is not a restriction for GMS, it is just a very unnecessary annoyance.
    The game would be cleaner and simpler to understand with just having Sol Erda Fragments as the only thing that is needed for 6th job.

    Things that would be changed in this conversion (besides removing the energy requirement outright for progressing 6th job skills):

    ~ Instead of Sol Erda Energy dropped from bosses, bosses instead drop Sol Erda Fragments.

    ~ Weekly Erda and Epic Dungeons have their energy replaced with even more fragments handout.

    ~ All events and other sources that gave out energy would give out fragments instead.

    ~ Buying Sol Erda Boosters would be with Sol Erda Fragments instead of Sol Erda Energy.
    - Can also exchange Untradable Sol Erda Fragments for Transferable Sol Erda Fragment Vouchers at a reduced rate.

    This would help Heroic Worlds' fragment crisis and just better streamline the HEXA Matrix overall with having Sol Erda Fragments function like Nodestones instead of having a pointless duo-system.
    iGotMirLikeU
  • Please Rework Kanna Again.

    Besides gameplay becoming a new job entirely...

    Kanna really should be a support and eliminating this destroys her core identity.
    Now she is just going to be a forgotten job with no support skills and her gameplay being warped entirely to something players never signed up for.

    Hayato they did a better job because it was a glow up with majour quality of life improvements and a much better dash, but Hayato is still Hayato.
    They also did not take a support and forced him to be a damage dealer, he went from being a damage dealer to being a damage dealer.
    ThePurpleKnightmare
  • Guild Castle Update and Improvements:

    To start, make ALL content from per world/account to --> per character. This includes:
    --> Cache's Monster EXP
    --> Weekly Reward (Rewards would become Untradable and Non-Transferable as a result.)
    --> Guild Castle's Shop (Rewards would become Untradable and Non-Transferable as a result.)


    Another quality of life would be change Weekly Mission kill requirement from 5,000 Cache Monsters to --> 1,000 Cache Monsters.

    These changes would greatly help multi-character progression with EXP and other rewards being available for every character on your world/account that does this content in the week!

    Lowering the Weekly Mission requirement down to 1,000 monsters from 5,000 monsters is so that players with limited time on their hands, but still want to keep up Personal Research progression can more easily get done 1,000 monsters rather than 5,000 monsters.

    Now, players would still want to do 5,000-10,000 monsters on each character per week for the EXP, depending on how progressed that character's personal research is anyways, so the Weekly Mission reduction is strictly for those that want to upkeep their Personal Research and get the Weekly Reward that have limited time to play that week.


    Personal Research Time Reduction:

    Instead of all the Personal Research Skills being 7-days research change and upkeep reductions for the future to:

    --> Roughly the top one-third of skills gets reduced to 3-days research.

    --> Roughly the middle one-third of skills gets reduced to 5-days research.

    --> Roughly the bottom one-third of skills currently remains at 7-days research.

    --> In the future these times would be reduced to 1-day, 3-days, and 5-days with new skills being added will be 7-days research.

    This is needed for new and returning players can more realistically progress their Personal Research in a shorter period of time than veterans had to wait, as a form of a catch up mechanic for players that not have been playing this entire time.


    Change Weekly Reward / Personal Research Rewards to be exciting for a lot longer:

    Currently, most of the rewards suck and needs to be updated to things that will be much better long term so that players really feel like this is content worth doing so that the rewards match the time investment, which includes Research Wait Times investment.

    Rewards to Change to either always be exciting and/or be exciting for much longer than they currently are:

    --> All cubes get changed to:
    > For Heroic Worlds: Bright Cubes
    > For Interactive Worlds: Combination of Bright Cubes and Bonus Bright Cubes

    --> All flames get changed to Black Flames

    FEEDBACK: Because of the save function of Bright Cubes and Black Flames, this allows these items to always be useful no matter how long you have been playing. The problem with Red Flames and Hard Cubes is that they very quickly become useless for your character progression, especially with how long it takes to progress your Personal Research.

    --> All Miracle Circulators get changed to Selector Coupons Choice Between 1x Miracle Circulator or 1x 10,000 Honour EXP Medal.

    FEEDBACK: Once you have your Legendary Inner Ability and the desired First Line, Miracle Circulators are no longer very useful. This will be more useful for much longer with the choice between Miracle Circulator or Honour EXP since you can use the Honour EXP for your 2nd and 3rd lines of your Inner Ability.

    --> All Arcane and Sacred Symbols get transformed to Symbol Selector Coupons at the 5:1 Rate.

    FEEDBACK: There is no where near enough Arcane Symbols being handed out for content like Arcane River being completed, this would help new and returning players max out their Arcane Symbols faster as a catch up mechanic.

    The other part to this is that Arcane Symbols will also be done before you are even half way into your Personal Research, so allowing the choice between Arcane or Sacred Symbols will make progressing the research a lot more exciting because you can use the Sacred Symbols for a lot longer than Arcane Symbols.


    --> Simply buff the amount of Sol Erda Fragments handout by roughly double to what it is now.

    FEEDBACK: For how deep into the tree this is and how long it takes before you gain access to the fragments, it should really feel like it is worth it and currently the quantity amount is not there, especially with more HEXA Matrix skills that have been unlocked since this was first added to Weekly Reward / Personal Research.

    Personal Research Unique Area Increase EXP Skills:

    --> The areas where it increases the EXP for specifically that map only, add an additional effect of increasing the EXP for ALL Monsters inside of the Cache by +10/20/30%.

    This way it will feel a lot better to level your Personal Research Skills knowing that increasing the EXP of the level 230+ map will also increase the EXP of the levels 240+, 250+, 260+, 270+, and 280+ maps! (Currently this would add on +180% EXP in total to what the monsters currently give when all of these skills are maxed out.)


    GUILD CASTLE SHOP IMPROVEMENTS:

    Reduce the Guild Castle Equipment Set Cost to 5,000,000 Mesos each piece.

    FEEDBACK: This is a cool equipment set, it is just way to expensive to ever be worth getting for the point in the game you can use it at.

    Add in a new Guild Castle Ring for 500,000,000 Mesos.
    This ring can have up to 18 Stars and has a FIXED Legendary Potential of +20% Item Drop Rate and +20% Mesos Obtain.

    FEEDBACK: This would be a nice ring to have to help new and returning players get started with their farming equipment. We need to be doing more to help new and returning players get into the game easier.

    Reduce the for fun items, like all of the atmosphere effects and transformation potions for example to divide the price by 1,000 to what it currently is at.
    Like 500,000,000 atmospheric item goes down to costing 500,000 mesos.


    FEEDBACK: These would be cool things to have, but they cost way to much for a short time, one time, purely cosmetic item for a casual crowd. They are currently priced for the sweaty hardcore players which don't care about these types of items and no where near in the price range for the casual players which is what these items are made for.

    Run down of all progression based items of adjustments and new additions:

    --> Arcane Symbol Selector:
    Cost reduce to 100,000 Mesos each.
    Quantity change from 1 per day to 500 per week.

    --> Nodestone:
    Cost reduce to 500,000 Mesos each.
    Quantity change from 1 per day to 100 per week.

    --> (Red) Rejuvenating Flame:
    Cost reduce to 9,500,000 Mesos each (gets Guild Shop discount too).
    Quantity change from 1 per day to Unlimited.

    FEEDBACK: This matches the Heroic World pricing for Red Flames rather than be more expensive for no reason alongside being unlimited since this is already an NPC item for Heroic Worlds. And why not let Interactive Worlds get the same benefit as well for this item.

    For Arcane Symbols and Nodestones, this is far to restrictive and limiting for content that we have moved on from, so this will greatly help new and returning players catch up in character progression much faster than what we had to go through while this content was actively being developed on. Plus the price costs to much for where their current value is at.

    Changing limits from daily to weekly will also be more pleasant of an experience for the user and not have the Guild Castle Shop feel like a chore to have to visit everyday. (Albeit, the rewards are currently so bad that no one really visits it outside of getting the Guild Totems.)


    --> NEW: (Rainbow) Eternal Flame:
    Cost set to 28,500,000 Mesos each.
    Quantity set to 50 per week.

    --> NEW: Black Flame:
    Cost set to 47,500,000 Mesos each.
    Quantity set to 20 per week.

    --> NEW: Sol Erda Selector Coupon (Choice of 1x Sol Erda or 30x Sol Erda Fragments):
    Cost set to 300,000,000 Mesos each.
    Quantity set to 2 per week.
    NOTE: Unavailable in the shop to see and purchase if the character has not completed their 6th Job Advancement.

    --> NEW: Sacred Symbol Selector:
    Cost set to 1,000,000 Mesos each.
    Quantity set to 50 per week.

    --> NEW: (Interactive Only) Bonus Glowing Cube:
    Cost set to 24,000,000 Mesos each.
    Quantity set to 10 per week.

    --> NEW: (Interactive Only) Bonus Bright Cube:
    Cost set to 44,000,000 Mesos each.
    Quantity set to 5 per week.

    --> NEW: Medal of Honour 10,000 Honour EXP:
    Cost set to 1,000,000 Mesos each.
    Quantity set to 10 per week.


    Increase the Size of the Maps Inside of the Cache:

    Double the map size and more than double the monster spawn.

    This does two things:
    1. It does make weekly cap go by faster with more monsters to kill with every respawn.

    2. The more important thing this does is make the hunting more fun and engaging, and create a different hunting experience than to Grandis maps, with way bigger maps with a much larger spawn size!

    The ability to actually move around the map instead of instantly full clearing the map with minimal to no movement every respawn of monsters makes it for a dull experience.
    So something a little more engaging and different to break up Grandis hunting would make for a nice weekly break to train on inside of the Cache.

    The other thing you can do is add a little more colour variety and set pieces within each map to make it more interesting to look at and to tell of a story without words just from the environmental art!

    Achnolognia