At this point I have no confidence in the current KMS (Korea MapleStory) Game Director, I am on the side of about 80% of him needing to be fired / demoted because what he has done so far is not giving me any confidence for a positive direction for the game - especially with him announcing the deletion of Reboot in KMS - as the "solution" to fix the lack of damage Reboot has overall and especially to kill the current new end game bosses.
For GMS however, this means we will need damage buffs in order to take down the upcoming new bosses and Extreme Lotus in a realistic manner.
1. One way to do this is simply to revert the Final Damage passive nerf that Heroic Worlds received back to how it used to be.
This would be the simplest and easier way to do things.
Might need more than an additive +20% Final Damage however based on the massive difference in damage Heroic and Interactive Worlds players have between each other (Interactive Worlds' end game players can more than double Heroics' end game damage).
2. The other method would be more creative for a more of a "grindier" approach to gain more Final Damage for end game Heroic Worlds players.
~ The grindier method would be simply, you keep the Final Damage based on Character Level the same as it currently is, and in addition can pay Mesos to perform a chance to upgrade the Final Damage passive further (up to a hard cap) so that end game players have a way to upgrade their damage further and keep the system simple and keep minimal systems in Heroic Worlds.
Example: Whenever you succeed in an attempt, you permanently add +1% Final Damage to the Heroic Passive. Every new tier to attempt for more Final Damage will cost more Mesos than the last and the Chance to Succeed will also decrease.
The only downside for failing an attempt would be the lost of mesos for doing that attempt in the first place, the player cannot decrease their Final Damage after they have already succeeded to the next tier.
Let's say the additional Final Damage cap is +50% and on a level 250 character you would have a total of 95% Final Damage as the absolute cap. Note that the hard cap would be there as a chase aspect for players, but at a certain point the mesos cost is so high and the success chance is so low that players would get stuck around the additional +20-40% Final Damage range.
[Example value, but Heroic Worlds' current damage ceiling is significantly lower than what Interactive Worlds can have.]
UPDATE (August 8, 2024):
For GMS, Interactive Worlds more than triple Heroic Worlds' damage by end game. I would not go this extreme of a damage increase, but I would bring up Heroic Worlds damage to be significantly closer.
Basically something along these lines:
~ Revert the Final Damage nerf to where it was before Legion Artifact was released, including the extra +5% Final Damage for reach level 300, and every tier add on a further additional +5% Final Damage (so 250+ characters will have 70% Final Damage from the passive and 300+ characters will have 75% Final Damage, etc.).
This will bring up the baseline for everyone to be closer to Interactive Worlds across the board.
~ For end game, add on a new system that increases the Final Damage passive further with mesos to attempt a succeed or fail system to permanently rank up the Final Damage further.
- Starting hard cap will be an additional +100% Final Damage plus an additional +5% if you managed to complete the entire thing (so at level 300+, the starting absolute limit would be 180% Final Damage), this can be increased further if or when needed.
- Every rank will grant +1% Final Damage when you succeed and you cannot drop down to the previous rank ever.
- Starting success chance is 100%, every 10 ranks reduces the success by an additive -5%, down to a minimum of 10% success chance (for the distant future). The final 10 ranks (which will change with possible distant future changes) will have the success rates be 10%, 8%, 6%, 4%, 3%, 2%, 1%, 0.3%, 0.2%, and 0.1% respectively as a form of chase for power and a bonus 5% Final Damage if you manage to achieve completion.
- Every rank attempt the mesos cost will increase by 10% than the previous rank i.e. base cost is 10,000 mesos, rank 2's attempts will all cost 11,000 mesos, then rank 3's attempts will all cost 12,100 mesos, etc. and keep scaling in this way.
The other thing that Heroic Worlds should receive is the insurance for better boss rewards since Interactive Worlds have trading they can give over items such as Absolab, Arcane Umbra, and Ethereal equipment to others or other characters on their account.
~ So the change that should be implemented is make things such as the Absolab boxes, Arcane Umbra boxes, Special Skill Ring boxes, and upcoming Ethereal boxes be transferable within account to make these rewards more exciting for Heroic Worlds since we do not have trading and this way we can be rewarded for doing these super difficult end game bosses with progressing other characters faster as a result, giving Heroic Worlds players a reason to keep doing this super hard content.
(NOTE: Only the box itself would be transferable, but the equipment directly will remain locked to that character!)
And Sol Erda Fragments I do think should be transferable within account for Heroic Worlds as a side note as this will become important for the distant future when players hit a hard cap to their 6th job progression on that character, they will then be able to at least give over the extra fragments to other characters they may have.
I am confident KMS Reboot players are absolutely furious and frustrated at the moment and are extremely unhappy with MapleStory and Nexon after this news of KMS Reboot's deletion on top of them being absolutely screwed over and neglected prior to this, do better Nexon, a lot better!
Update (August 11th, 2024):
Possible scenarios:
1:
~ Increase the maximum lines of potential for HEROIC WORLDS ONLY from 3 to 5 to offer Heroic Worlds roughly similar power of Bonus Potentials without ever adding in Bonus Potentials and keep that system Interactive Worlds exclusive.
~ Increase Heroic Final Damage Passive back to where it was prior to Legion Artifact being introduced and add on +5% Final Damage to every tier and re-add on +5% Final Damage for reaching level 300.
2:
~ Final Damage passive changed to granting characters 20% Final Damage at level 0, every 5 levels adds on +1% Final Damage, up to level 250 which will offer a total of 70% Final Damage.
~ Upon reaching level 260, you will gain a new passive system that adds on additional Final Damage to the Heroic Passive to further increase end game damage for the world type and re-introduce the "joys of leveling" aspect that Reboot once had.
- Whenever you get exp, this new system will also passively get exp, after a certain amount it will level up granting you more Final Damage and granting the player the feeling of leveling again at a point in the game when levels are very sparce and rare.
- For example: the current level cap for the system will be 1,000 levels. Every level up will grant an additional 0.1% Final Damage (so an additive +100% Final Damage for hitting level 1,000 of this system). Levels 1-400 will be roughly the same exp required to go from character level 1 to 250; and levels 400-1,000 will be roughly equivalent to the exp required to from character level 250-300. Whenever there is a character level exp curve reduction, the exp requirement for this system will also go down by the same %.
This would be a lot of work to implement, but offer the most unique and fun way to level up character progression / damage while offering a radically different experience than what Interactive Worlds have creating a different experience between worlds rather than try to make them more the same.