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Stacona

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Stacona
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  • Please Add Colour to the New Stats Window!!!

    I need my colour, I don't want to look at a depressing grey stats window in my mushroom game!!

    Colour usage will also make the stats window easier to group sections and make it easier to read as well.

    ~ i.e. Mesos / Item Drop / EXP can be a [rounded-corner] yellow/gold box.
    ~ i.e. Star Force / Arcane Force / Sacred Force can be a pinkish-purple box.
    ~ i.e. Damage Range through to Critical Damage can be a powerful red box.
    ~ i.e. HP through LUK can be a light-blue box.
    ~i.e. Cooldown Reduction through Minion Duration can be a green box.

    Something like this would be more appealing to look at and make information easier to read and to find with sections being colour coordinated.
    FuhreakWhorific
  • Further Fixes for Lynn's Gameplay

    A Beast Tamer remake really should take in the gameplay of Beast Tamer and uphold to that gameplay style and improve it further while retaining the good aspects of why we love Beast Tamer. Lynn right now removes a lot of the fun aspects that Beast Tamer, Chase, has and removes most of the unique identity of Beast Tamer, Chase.


    Choice of Playstyle:

    Instead of forcing players to only use the bear as the main attack, have the option for players to choose between which animal they want to have as their main attack and add in a bear toggle attack where the bear attacks on a 2 seconds cooldown when the bear's main attack is not being used.

    When that animal's attack is being used, then that same animal's toggle is disable for 2 seconds and only the other 2 animals' toggles can attack so that no matter the choice it ends up 1 main attack and 2 toggle attacks so that all 3 animals are attacking at the same time.

    HAWK ATTACK: Something similar to how Attack Formation works, a rapid-fire type of attack that hits multiple monsters in very quick succession (also known as a hurricane type of skill).

    WOLF ATTACK: Something similar to how Snow Leopard's attack works, the wolf will do a strike and if the player was holding down the forward arrow key when the attack was used, then Lynn will move slightly with each attack and if no arrow key was used then Lynn will remain stationary as the Wolf strikes forward.

    All three animal attacks will upgrade further with the following job advancement(s) so that they are equal in power to each other.


    Greatly Improve Lynn's Mobbing Playstyle / More Like How Beast Tamer, Chase, Plays:

    The flight skill how it should be change:
    ~ No longer is a keydown.
    ~ Teleport backwards and up slightly, does a quick tornado blast attack, and you are placed into Flight for 30 seconds (thirty seconds) with full, unrestrictive free movement. Use skill again to exit flight early.
    ~ Cooldown of 15 seconds, cooldown begins immediately upon casting the skill.

    While flying, the hawk's main hurricane-like attack will change into a large tornado around Lynn while the attack is held down, very similar to current Beast Tamer, Chase's tornado skill, but the damage retuned since there would no longer be a cooldown.
    (Wolf and Bear attacks can be used still.)

    The hawk's toggle attack will be changed to a skill that works exactly like Baby Bombers while flying, 4 projectiles that flying off at an angle to explode on either contact with a monster or they reach their maximum range, on a 2 seconds cooldown. 5th job Big Hawk enhances this further for the duration.

    Big Hawk 5th job skill becomes Big Hawk or Big Bear, Big Bear is only active if Big Hawk is unavailable due to using the hawk's main attack.
    Big Bear's attack would simply be do more damage, bigger area, and hit more monsters. While in flight the big and less big bear does a large roar attack around Lynn.


    Improve Lynn's Mobility:

    Hawk Dash:
    ~Recharge cooldown reduce to 2 seconds from 5 seconds.
    ~Add in a new toggle skill that let's the player increase the dash range further.
    This will allow for a smooth gameplay while mobbing with having the dashes up for every respawn cycle of the monsters. It will also allow the dash to always be relied upon for boss fights, like a mage's teleport skill.

    Bring back Beast Tamer's glide skill:
    ~When you use the vertical jump and still in the air, can use this skill again and hold it down, and as many time as you like, to glide in the air with your hawk. Hawk's toggle attack would be disabled while the glide is active.
    ~Add in a bonus active skill that let's you place the glide on a key, separate from the vertical jump. Can use a dedicate key, the vertical jump key, and/or a keyboard shortcut command to activate the glide.


    Further Skill Improvements and Hyper Passives Changes:

    Wolf Hyper Skill Active:
    ~Change to a skill where the wolf does a slice through attack and then leaves behind a purple lightning flame-like trail for 30 seconds that does damage per second, 30 seconds cooldown. (This is to bring back the blue flames of Snow Leopard.)
    ~If Lynn was holding down a forward arrow key when the attack was used, then she hops on the wolf and dashes with him.
    ~The purple lightning trail applies a party debuff for 15 seconds every time it attack a monster that causes attacks to gain +40% critical rate and +10% critical damage to the debuffed monster.
    ~The skill's direct damage is readjusted.

    Barrier Hyper Skill Active:
    ~Cooldown reduce to 120 seconds, 40 seconds duration still.
    ~Prevent death cooldown will be 300 seconds.
    This will really help Lynn with being that protector role and considering Champ Charge's Cat Tree is 30 seconds cooldown with a 10 seconds duration, why does this skill need to be a whopping 300 seconds cooldown.

    5th Job's Overhealing into a Shield Skill:
    ~Reduce the cooldown to 120 seconds from 180 seconds.
    Just to really cement Lynn as a protector support with being able to more reliably save her allies. Plus it keeps her as a true 120 seconds cooldown class this way.

    The Only Party Buff Improvements:
    ~Add back +2 Attack Speed and Bonus Attack Speed Effect. (This will help Beast Tamers easily hit attack speed cap like how it currently is, and if we ever wanted to help new players train their legion this is an option as well.)
    ~4th Job upgrade also adds on +30 Weapon and Magic Attack. (Makes it more useful for mobbing this way.)

    Hyper Passives Rework:
    Frankly Lynn's current hyper passives are boring and uninteresting, and very much do not fit within the realm of a support character.

    1. Dispel buff / Target heal / Party heal: +10 seconds duration.
    2. Dispel buff / Target heal / Party heal: -10 seconds cooldown.
    3. Dispel buff / Target heal / Party heal: Adds on an effect that causes affected party members to be immune to all knockback effects for 5 seconds upon the initial cast.
    4. Party Buff: Adds on +35% increased healing from all sources for the entire party.
    5. Party Buff: Increases by an additional +20 Weapon and Magic Attack for the entire party.
    6. Party Buff: Increases by an additional +20% Ignore Enemy Defense for the entire party.
    7. Bear Flames Summon: Now slows enemies on the flames by 60% and applies Untouchable debuff for 15 seconds.
    8. Bird Dash: Increase maximum charges by +1 and gain +20% normal monster damage.
    9. Wolf Debuff Attack: Increase debuff duration by +20 seconds.
    Whorific
  • Chase to Lynn GMS Beast Tamer Compensation

    To start, include White Ears and Tail and Black Ears and Tail with the Brown Ears and Tail for the Beast Tamer memory items.

    Would like a Eka the Hawk flying mount skill in memory of our beloved purple hawk.
    Also, Fort the Bear chair with an animation of him swinging his hammers non-stop while "sitting" on it.

    Classic Chase cash outfit with both permanent set bonus stats and temporary stats identical to ChuChu outfit.

    We deserve a Female Lil' Chase permanent duration pet that comes fully loaded with every pet skill taught to her already.
    This pet would be hard locked to the character and can never enter the cash shop to transfer to another character (similar to Blackheart pets).


    Since GMS has a 6 months delay for Lynn, we should get Sol Erda x120 (Sol Erda Energy x120,000) and Sol Erda Fragments x3,000 which is 6x the amount that TMS Beast Tamers are getting since they only were delayed 1 month for their 6th job.

    I would have gotten this amount from the daily over a 6 months time period.


    Lynn Skill Preview Feedback:

    ~The Lynn skill that teleports a party member to your location should grant 2 seconds (or longer) of invincibility to prevent grieving.
    (Possibly grant invincibility to Lynn as well for the skill that teleports her to the selected party member.)

    ~All skills should always apply to the caster (Lynn) in addition to the selected party member (if there is one). Not having this function will just make things very awkward and clunky for the Lynn player.

    ~Rework the Origin Skill [6 minutes cooldown skill] already... I just want a huge summon type of Origin Skill, something like after the cutscene animation plays out it will summon a giant tree for 60s (or longer) that periodically deals damage across most of the map and periodically heals party members. This type of skill that persists is way more fun than a quick large burst of damage.


    ~Give me back my current hawk gameplay, I want perpetual flight and an always available to use glide.

    ~The unique skill UI and 4 skill trees was such a cool feature to Beast Tamer.

    Whorific
  • [Based on KMS] Solution to Mesos Reduction

    Chainspark wrote: »
    Maybe a possible non changed cap and different rates of paying for stuff like link transfers and even hyper resets/ familiar resets. This new system actually kills the meso market. People no longer pull for mesos as it’s like not even a true positive.

    What you even talkin about?
    The mesos cap is like 6-8 hours of daily grind, not including frenzy totem time, and less mesos in a system means prices for things will go down as well. This is how inflation and deflation works.

    Heroic worlds have no economy, so reducing mesos gain just makes the game grindier for no reason with no substitute system being added in to compensate.
    Fuhreak
  • [Based on KMS] Solution to Mesos Reduction

    For non-Reboot worlds, this stuff is fine, but probably hurts Frenzy Totem users for TMS/GMS.


    [This section was hard to read so it got changed.]

    There is a way to deflate mesos even on a world type that has no economy or trading done right, but it involves doing the substitute system at the same time as a mesos deflation change so the game is still playable.

    For example:
    Let's say instead of having an increased rate to gain mesos, it would be the same as non-Reboot rates, but you have a secondary source of unique mesos alongside regular mesos with the unique mesos being locked to that character and regular mesos can still be transferred through storage. This way it instills the notion that Reboot is all about character progression and needing to play on that character to progress that character, but still in a very simple manner.

    Unique mesos will be used in the same way as regular mesos, be expended first before regular mesos are drawn from, and both can be used for a purchase or upgrade within the same purchase.

    To acquire regular mesos is a lot of the same ways non-Reboot will acquire regular mesos.

    To acquire unique mesos, the player just needs to acquire EXP, does not matter how the EXP was acquired, just all EXP that character acquires will also grant unique mesos.
    Example: Every 500 points of EXP that character earned will grant 1 unique mesos; whether this is from level up potions, monster park, daily quests, quests, guild castle's cache's monsters, the bonus levels from tera/hyper burning, events that grant exp, etc. if it grants exp, then it will also grant unique mesos.

    The exp to unique mesos rate should be very roughly the equivalent of having a 15x/18x mesos multiplier (less from hunting monsters with max mesos buffs compared to the current 5x/6x rate since dailies, monster park, guild castle, etc. would also give mesos, so things would roughly average out to this rate) so players can progress at a good rate without feeling too grindy and without the player progressing their equipment too fast so that development has the time to release new content.

    This system will be a lot more freeing to allow the player to play the game how they want to play the game and not feel forced to either grind for hours to makes mesos or make a bunch of bossing characters. If the player wants to grind for hours to progress, they can do that with this system, or if the player just wants to take it easy with dailies and weeklies to progress then they can do that too.

    The most important aspect to this system would be for new and returning player benefits.
    A new or returning player can now come and play MapleStory with a single character and progress in a lot smoother and more natural way rather than be told you have to play and fight bosses on 5 different characters every week, for example.

    Benefits:
    ~Players can progress a lot faster playing on that character than with a current 5x/6x mesos multiplier. (Fast character progression is needed for Reboot with no trading or equipment transferring.)
    ~New and returning players can catch up easier with a mostly single character progression system.
    ~Creates a more intuitive way to progress a character by simply playing on it to get what is needed to upgrade your equipment's starforce and cubing, etc.
    ~Playing/Maining multiple characters becomes an optional choice by each player rather than feeling like a mandatory one.
    ~A much easier time for new players to work on their links and legion characters.

    Drawbacks:
    ~Players can no longer massively accelerate character growth by playing on several characters to do something like get a lot more weekly boss crystals for their character progression.
    ~Slower account progression if the goal was to make secondary mains almost instantly to be really strong.


    Basically, this would be make the two world types more distinct where non-Reboot worlds have trading and equipment transfers while Reboot worlds will have a focus on progress that character while playing on that character.

    And Reboot does need a significant way to progress characters way faster because of no trading and equipment transferring since non-Reboot can just make super good equipment and all of their characters can use the same equipment and be really strong instantly, but takes longer to do that since they only need one set for their account (max 5 for the same item for warrior/mage/pirate/thief/archer).

    tl;dr : Just removing increased mesos for Reboot would make everyone extremely mad and a lot of people will quit and hurt the game and Nexon as a business, those that stay will just be bitter, angry, and upset and creates an anti-fun play experience for everyone as a result which will stunt and reduce growth for the game.
    And make it impossible for new and returning players to progress at any reasonable pace.
    Fuhreak