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Stacona

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Stacona
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  • Reboot Monsters Return + Heroic FD Passive:

    These two aspects go together, but it is something to help Heroic Worlds out quite a bit and close the gap between Interactive and Heroic progression and damage gap difference, which is currently very large.

    It is more importantly to help the game really grow again, at least for Heroic Worlds, by doing something that makes the game much more enjoyable to play all of the time and help new and returning players get into the game easier with a more enjoyable time and a smoother character progression path.


    Return of the Original Reboot Monsters for Heroic Worlds:

    Return the Original HP and EXP values of the Original Reboot Monsters for Heroic Worlds for all monsters, including those that were previously missed that were in non-KMS areas like Mushroom Shrine areas, New Leaf City areas, Commerci areas, and other non-KMS areas.

    With this, partially revert to the old Reboot Character Level to Monster Level Final Damage Modifier for Character Levels 1-199, while Character Levels 200+ will remain with the current formula.

    This helped make the game more intuitive for new players by discouraging fighting monsters above the character level and to get players to fight monsters near your character level. This created for a much smoother play experience and made for a leveling bonding journey with your character to level 200.

    These monsters were a lot more fun and engaging to grind on, and really gave a reason to get stronger and feel your character get stronger from instead of 20+ shotting a monster to eventually earning that 1 shot monster status by making your character strong enough to do so!

    There is no sense of character progression just immediately 1 shotting all of these super weak Interactive monsters. And for players that want to fight weak monsters in large quantities (because of Frenzy Totem), then they can play on Interactive Worlds for that experience.


    Increase and Change the Final Damage Passive for Heroic Worlds:

    Two reasons for this:
    1. Helps kill the significantly tankier monsters that were in Reboot and should return back to Heroic.
    2. Helps close the very wide damage difference gap between Heroic and Interactive Worlds to only be slightly weaker than Interactive not extremely weak.

    New Final Damage Passive:
    +10% Final Damage at base.
    +1% Final Damage every 2 levels. This will scale beyond level 300 as well.
    +5% Final Damage every 50 levels. This will scale beyond level 300 as well.

    At level 300, this would be 190% Final Damage, exactly doubling Heroic World's current damage, which is still behind Interactive, but the goal is to close the gap and not to equalize or exceed interactive's damage.

    The reason for the a gradual increase of Final Damage is to keep up with the ever increasing HP values of the much tankier monsters, but to also enjoy the journey and character progression more and make each level (or each every other level in this case) more exciting to look forward to with an additive stacking Final Damage passive being increased.

    And the scaling needs to keep going past level 300 because Interactive Worlds benefit more from stat level ups than Heroic Worlds benefit, so the extra Final Damage is to make the benefit less so by keeping up Heroic World damage better with a constant scaling Final Damage passive.

    Final Damage because every class equally benefits the same amount because it is a true value.

    Back when this was just Damage % it threw off the balance to an extreme amount because every class has different values of Damage %, so some classes did no damage that had high Damage % and the low Damage % classes were way stronger compared to the other classes in Reboot. Final Damage passive fixed this to make all the classes equal to their intended balance.

    Achnolognia
  • Paladin Update to Support Skills:

    This is a needed update for Paladin's skills to both be more pleasant to use for the user and better focus Paladin's identity as a duo-support class, more specifically as a protector and guardian to really help keep 1 party member alive, with a tiny bit of full party effects sprinkled in.

    The biggest thing is introduce a new skill which will be called [Vow] here.
    This will function near-identically to Lynn's [Focus] skill, including having the special party member window interface look very similar and can be dragged to whatever location on the screen you want it at, except that Paladin cannot [Vow] himself because he will always gain self effects from the skills.

    (Only changed skills will be mentioned.)
    Job 3:

    NEW SKILL: [Vow]:
    Active while inside of a party of at least 2 or more.
    Cycle through party members with every use of this skill, dedicating the currently selected target as the [Vow] target.

    The [Vow] target will gain benefits from certain skills.

    MODIFIED AND BUFFED: HP Recovery:
    Instantly heal 50% HP for yourself and your [Vow] target, and apply a regeneration buff of 1% HP every 0.5 second for the next 60 seconds.

    If used repeatedly within the last 10 seconds, the instant heal is reduced by -10% HP, down to a minimum of 10% HP.

    REWORK: Parashock Guard:
    Toggle: Self gains 20 Weapon Attack. Party members gain 10% damage reduction, including attacks that deal % HP damage.

    MODIFIED AND BUFFED SLIGHTLY: Divine Shield:
    Passive: When self or [Vow] target take a hit, 100% chance to grant 20 Weapon and Magic Attack and block up to 15 attacks for the next 90 seconds, attacks that deal % HP damage are reduced by 25% instead.

    The same target cannot receive this effect again for 30 seconds once activated.

    Job 4:

    REMAKE: Magic Crash:
    Cleanse all buffs on nearby monsters and all abnormal status effects on self and party members.

    For the next 10 seconds [increases with buff duration], self and the [Vow] target is immune to abnormal status effects.

    Cooldown: 60 seconds.

    MODIFIED: Divine Blessing:
    Active: Self gains 20% Final Damage for 200 seconds.

    Passive: While this buff is active, the [Vow] target gains 5% +1% per 6,000 STR increased Final Damage, up to a total of 20% Final Damage.

    NOTE: This removes the party Final Damage bonus from Divine Echo, it gets moved to Divine Blessing instead. Also, 5% + 15% scaling = 20% total for clarity.

    REMAKE: Guardian:
    Toggle: Self gains 50% increased healing from skills and potions.

    The [Vow] target, when it takes lethal damage, will cause the user to lose 50% Current HP to prevent death from the [Vow] target, making it invincible for 3 seconds and healing it to full HP. This can occur once every 120 seconds against the same target.

    HYPER SKILLS:

    MODIFIED: Sacrosanctity:
    Grants self and the [Vow] target invincibility.

    NOTE: This skill works identically to how it does now, this will make it easier to invincible a party member with the new [Vow] system.

    Job 5:

    MODIFIED: Divine Echo:
    For the next 30 seconds, self gains 75% Final Damage and your offensive skills will mimic based on your current [Vow] target's location, dealing only 40% of their Final Damage.

    Cooldown: 60 seconds.

    NOTE: All other flavour text and effects are deleted here thanks to the new [Vow] skill that helps really streamline Paladin and makes for a more pleasant experience to play as. This skill would be turned into a simple buff for Paladin where the mimic skills apply to your current [Vow] target. For clarity, you can move to where the mimic skills are being summoned at within the same duration if there is more than 1 party member to change targets to.

    BONUS NEED AND WANT: Hammers of the Righteous:
    Skill change to an infinite duration toggle that while active, the hammers will keep spinning around Paladin allowing for a lot more enjoyable and fun experience where, when strong enough, Paladin can just jump around and kill monsters without the need of using their main mobbing attack skill.

    For bossing, this would be more pleasant with it always being on rather than needing to resummon the hammers every 60 seconds.

    Cooldown would be reduced to 1 second from 60 seconds as a toggle.


    Achnolognia
  • InkWell hear Riza out

    This is to populate the other 3 worlds, Bera doesn't need more players at this time.

    Merging the 3 worlds together will create about the population that Bera currently has. They want to try to keep the population equal and not have Bera have way more players which would also depopulate the other world, solving nothing.

    I just wish the new world would be a new name and icon rather than just be Scania still.
    riza
  • Buff Sia Teleport Vertical Range

    doesn't matter, Sia has bigger problems that need addressing like:

    ~ her movement skills, because her movement skills were very unique and fun on Maple M when all combined together, glide needs to be way faster like other glides and the flash jump be there just to make the glide even faster

    ~ her support skills being put back to where they belong, her support side is an important part to her identity and gameplay fun

    ~ her spinning sea shells to have a much longer duration, 100% uptime, and attacks way faster so that it can function like lord of the deep like how she is on maple m

    with a bunch of smaller adjustments to make her more enjoyable to play, but the teleport is good how it is, especially when everything else gets fixed.
    Aangdrew
  • Boss crystals

    GerardTHB wrote: »

    That was targeted at if we get an auto-clear boss feature since Chaos Slime's purpose is for Slime rings and Special Ring boxes chance, so if you already had those things then you know are running the boss for mesos - which would be the quality of life convenience feature of auto-clear for only the boss crystal since you don't need or want the other rewards anymore.


    Getting too hooked on the mesos thing, Nexon won't listen to any reasonings to "we want more", but they will if the reasoning was to remove restrictions and allow players to play how they want without being punished for it.

    Nexon already knows we always want more mesos and more damage, but unless there is a real and valid reason for this stuff then they will end up ignoring it.

    Where as I am bringing up just let players play how they want and coming up with another different solution that further builds off of that allowing players the freedom of choice to clear bosses as normal and/or auto-clear after X number of solo clears to only reason of the boss crystals to save on time, but get the same mesos they would have gotten as if they soloed that boss on that difficulty.


    I find the weekly crystal cap to be more of a headache personally and does the opposite of be the intended quality of life.

    I like just going through my bosses in order and go "Is boss dead? Yes or no?" and be nice and simple and the weekly crystal cap changes that and makes me have to really think and count out my game plan. Which will grow more and more tiring with every passing week as minour as it may seem in the present.
    GerardTHB