Rn Toad boss attackers seldom see lv 200 characs , buz the toad headband drop rate kinda low, Idk other ppl, but in mine run It dropped like 5~7runs and get 1. If can 100% drop 1, I think can encourage more ppl come . Not just HT/CWKPQ Like Krex , many 200 players still do it , cuz ring is 100% drop . players can sell krex leech ,ring also.
I totally support this feedback thread because CWKPQ bonus offers a STR/DEX variation eye accessory (Spectrum Goggles) that is TRADEABLE. Increasing the drop rate to possibly 100% will most likely increase participation at Castellan Toad, since level 200 players can come along in hopes for a sweet Ninja Toad Headband loot. With addition to the changes of update 67, I believe toad participation will exponentially increase or appeal to more players. I believe @Doo 's drop rate estimation is fairly accurate since I use to do Castellan Toad daily when leveling many of my attackers to level 200.
I suggest that the drop rate remain the same but the headband become tradeable. i feel for a 1 billion hp boss the monetary reward is really bad.
Toad is one boss, on top of Shaolin, that I dislike because it lacks mechanical challenges. It is currently used as a tool to power-level one's char to 200 and serves no meaning afterward. I support the buff on the toad band to make this boss more appealing to those who are already 200 but at the same time, I wish for the addition of a new mechanical challenge or hp:exp ratio nerf. HP requirement is a big thing but overall, this boss is too braindead in my view. Contents like this speed up the aging process of the server as the time consumed to reach 200 shortens after every update.
haha, and it doesnt need a significant change..juts let it move and give it a kind of high kb dmg and pum..quite a challenge
I support toad band getting 100% drop chance instead of sometimes only. I usually bring my bishop for my toad runs and usually the person who drops the etc. gets the NX It's not a big deal but PE's can be expensive and I go on the runs without getting anything (Unless the band drops... though I usually still give it to my thief friends if they do drop) Also extra credit for my bishop who kills the toadlings If there's no any se/thief/corsair on the run! I play DrK so sometimes my DrK dies while I try to kill them. So It can be: Who brings Bishop can take NX Who drops the piece can take band or vice versa It's like for Krex I usually get the NX since I bring the Bishop and my other friend can take the ring. Or sometimes on the second run, we switch. Edit: Also in 2 krex runs you get 2 rings for 1 hr. In toad you can only run once a day and it takes a bit long and more expensive than krex (My duo takes 1 hr) which makes sense considering it's a high level or end game boss but If it's dropped everytime the chances of people participating would go significantly higher.
I agree on a toad headband drop rate increase, to bring it back to the meta, and to be 'on pair' with the current tradeable eye equips available on the game, because not being tradeable makes this equip weak, although it's the only eye equip providing both str and luk (perfect for late game shadowers who benefit from both str and luk and for nightlords that are allrdy dexless and benefit from the luk). For warriors and pirates, the spec gog will still be the most recomended eye equip to use, because those allrdy provide str and are tradeable. I also think the toad boss should be more challenging, to balance this buffs and to help balancing the server itself: The mob spawn is way to little, making toad (static boss) a 1vs1 single target content, which obviously nightlords and ranged single targets classes will, once more, excel at. and also a bit off topic: the mob spawn should be increased on scar/targa boss too -> now you may think a warrior is needed to rush the boss but I'll just tell you that I'm used to kill scarga with just a party comp of 2 nls 1 se with no problem at all. Of course a warrior helps, but if you increase mob spawn all the melee classes will be wanted (you can still run zak as a ranged party but people rather have melee classes too not only for zak mob spawn but for arms) Toad boss really doesnt require any melee, in fact people preffer to run with only ranged classes, since it's a static boss and there's almost no mob spawn. Keep in mind that toad, being an easy static boss to run, rewards with juicy exp. The only challenging part would be, in a perfect world, to require hb -> we all know that's not the case, since sadly, hp wash is a thing, and so is multi client, being fairly easy to bring a level 40 spearman to act as hb mule so it can easily replace a dark knight for another nightlord, corsair, or any 1vs1 focused class. Remember that every class should complete each other on this version of the game. If you increase mob spawn rate -> Warriors and melee classes will be needed (not providing the worthless unfortunate hb, since we play on a hpwash meta, but peeling for the ranged single target damage carry dealers when clearing mobs for them, utilizing they're advantage over single target classes -> multi target dmg) and therefore wanted on runs and honestly this just helps with balancing the nightlord story, incentives party play, and demands class diversity, while opening a content for all classes with a fair rewarding loot and exp. So to summarize: in my opinion, headband drop rate should be buffed (not sure about what the balanced value would be) but not 100% because otherwise people would just get their luk headband (and solid end game exp for a fairly easy boss to run) and be done with it pretty easily, and everything stays the same lol. People would run the boss more often, knowing that there's good chance to drop the headband so they can work on relooting, but note that this is the only eye acessory providing luk, so from my point of view it shouldn't be that easy. I also don't agree making it tradeable, never tradeable, and I would love to see and incentive on class diversity regarding this end game content, increasing the mob spawn.
That would require to add new animations to the boss (walking animations, and KB animations), and completely recode the A.I. of the boss to allow movement. Not only is it too much work for such a small benefit, i doubt they can even costumize mob ai to that degree in our current client. If you ask me, a more mechanically challenging skill would be to give the boss either a skill that can be dodged by jumping or crouching, and have the skill give some debuff like a stun. But. Again it runs into the same problem of needing to do more complicated coding and maube even additional animations. So idk how toad can be salvaged (in terms of mechanical difficulty). As for the band, 100% yes. Now that cwkpq is in the game, hunting for a toad band is no longer a thing. People hunt toad for exp alone (or for the occasional ele wand), which is a shame cause unlike other exp only bosses, toad actually has a unique drop that is simply underutilized.
My melee run without my bishop: I think not all Buccaneers can hit toadlings with maple pop btw - I have friends who needed HB. (Not everyone is still washed and I have friends who are still too lazy to do the HP quest) - Not everyone owns an HB mule. - Some bishops and mules would still need HB. I do agree on Nightlords and ranged single target classes excel more at toad however I never got into a run that I was not allowed to go because I was a melee. In most cases why I get denied is because there is already is a DrK on a party. (2 DrKs is too risky) I have done all melee runs and they were fine so I don't know. (':
- I only toad on my melee character, never did it as a ranged. - I don't own an HB mule either. - I need hb for toad, and I rather party with a dark knight (which I always do, because I rather support class diversity and I'm against multi client on boss runs). I'm not saying you get denied being a melee class, because people take me too when Im not ranged. What I'm saying is a random party recruiting for a toad attacker will most certainly preffer a nightlord over a dark knight, just because it makes the run go faster. Are you implying that most people wouldnt pref a single target focused class for a single target content? O_O Isn't it better to just bring 2 nls over 2 hero's? Sure you dont always find 2 nightlords and you take what you get. But again, isn't it better to bring 2 nl's, for the sake of the run speed? I mean if we talk about ToT, don't you think warriors shine there way better than nightlords? But sadly I can say that there's almost to no content in the game that nightlords do worse over any other class, especially melee, and toad is just an example of that. What are you trying to say here? That this is not nightlord story and that there's enough content for melees to be on pair with ranged classes? Why wouldn't you agree on some kind of improvement that increases class and party composition diversity? That's why I think mob spawn would help with that, melee classes would be needed
Unfortunately I know way to much people that would pref ranged classes over melee classes for toad and other single target content such as krex lol it's just faster that way. Why would I preffer a warrior for example if there's no need for that? Zakum and CWKPQ in my opinion are the best content in the game, just because it welcomes all kind of classes. It shows you what old maplestory is all about, which is party play. Every class completes each other and every class has their own strenghts and failures. Don't just quote my idea by just saying you can do it being a melee -> Of course you can, lmao. You can do everything. But at the end of the day, when hp wash completely benefits ranged classes by fixing their disadvantage on being squishy (tank multi target classes dont benefit the same way), when apples are satured on the server since marriage is free, when multi client is allowed in boss runs (SE mules) and when pretty much all the content we have is single target based, it's just not balanced and unfair to some classes. Like I said this is a bit off topic, but I honestly think making some content somehow appealing to all classes would help. Increase headband drop rate and increase mob spawn -> helps with class diversity, and all classes will be needed and have a place for toad, both range and melee, creating the oportunitty for melees to not be denied over ranged, and therefore more people running the boss
Will be shifting this thread to 'Accepted' as it was implemented (partially) as per Update 70 "Increased the drop rate of Ninja Toad Headband." https://royals.ms/forum/threads/update-70-29-01-2021.183891/