I might have not worded it properly in my above post, but I'm not suggesting that we get rid of the building up of orbs entirely, only suggesting that the extra damage that gets applied to all other skills once orbs are built up should always be applied if Combo Attack buff is on once you unlock the Advanced Combo Attack skill. Without getting into way too much detail, since it's slightly off topic from Total crash, it's to essentially promote the use of the Panic and Coma skill without having to worry about losing a lot of dps in the process. You'd still need to build up the orbs in order to increase the power of Panic and Coma, and to use Enrage, but the extra damage you'd get from having 10 orbs would be there regardless of the actual number of orbs you have. Plus it has the added benefit of making dispel hurt a lot less for heroes since you'd only have to recast Combo Attack once to get back to your normal damage. Instead of just holding down brandish, optimal damage dealing with Heroes would now require the use of Panic and Coma in the right situations and paying attention to your orb count, which I feel would make them a bit more interesting to play as. As far as muling is concerned, it'd be much more difficult to make an enrage mule for a couple of reasons, A) you need to be a much higher level just to unlock enrage since it requires you already have put 25 points into ACA to even unlock it, which would require you to be in the upper 13x's just to max Enrage. B) You aren't able to build up any orbs if your attacks miss, so if they want to be able to even use Enrage, you'd at least need to be strong enough just to hit the boss, which at that point, they might as well just be an attacker. Not to say it isn't possible to make an enrage mule, but your definitely better off having an actual attacker.
Mk I get you now. Ahem I DO have a warrior skill feedback thread, would love to discuss this all there. I'll quote your post too in the OP since it's pretty comprehensive for 4th job. I'm 100% down for enrage getting a fresh utility since attack buff meta are entirely external from skills now (and I never expected alchemist to affect attack potions, lol wow, but that's another topic), I think enrage getting a small, 15% chance to breakthrough cancel would be better than 100%. +20% stun resistance, and plus like 55 str, instead of att, but lowers acc and keeps you in hit/alert status so you can't use the str buff to bypass equipment requirements, etc If it was 100%, a person would bloodwash and go full dex for ACC, and it would just take the first person to get their new enrage cancel mule to start the new trend, especially since so many people dual att now, and existing hero mains would dominate parties for sure. Lower rates/chances on skills that warrant recasting and keeping up are always better and curbs the creeping I think the total crash change was a great idea, it retrends skills exactly how I think they should, especially vs bosses, not 100% effective but promotes reuse, active attentive playing, and gives the potential for other skills to shine (if treated the same way, even with less effective buffs) but I'm not sure how the new cancel rates are affecting runs
Good start. Eliminated mule while being somewhat useful to have around in a party. Should continue to be tweaked to work better. The party buff idea is too tedious and just annoying. @Incentv had a great idea. Literally copy pasting buccaneers orb, or heros combo, but making it so that paladin could cast total crash. No cool down, 100% crash. But only once that orb/combo is charged. And it is depleted once casted. Like heros skill. This makes it so a crash mule is too difficult to bring, and an active paladin is nice to have for crash. Paladin is such a wonky warrior class. Adding total crash was cool and should not be completely reverted. Keep it but make it better and eliminate the negative side affects of the initial total crash.
After doing multiple HT runs, I'm going to take a break from playing my Paladin in any runs with weapon cancel for now. The range of the skill so small that I have to continuously buff and move around to make sure I get everyone in the party. When I am in Horntail and on the right attacking Head C, I have to either Crash on the top platform and go down to the bottom one, or jump onto the rope and get the EXACT spot where I buff both the top and bottom platform. Most of the time, an attacker calls for the crash buff again because I missed them. The amount of time I have to spend to buff everyone is so frustrating. A buff's range should not be so short that I have to cast it multiple times despite being an active attacker.
ran as paladin main in ht. crash is literally useless in main body, 50% means you should just swap body parts
Thanks for the feedback! The crash is subject to change and we do have some ideas in mind! stay tuned!
Aye lit we fuckin did it boys! But hey! Please tell us change before it's done? We have a nice chat? We all be like, ooh wow, that's a good change, or like, nah that still sucks, then if it's good, y'all put it in then everyone dies happy end of maplestory.
In the other thread by joong, preserving class identity was often mentioned and it made me think about something regarding paladins. What makes paladin stand out from other attacker classes? What makes paladin valuable to a party? What makes one wanna play a paladin? Not its crash or even its mobbing abilities. The most unique aspect about the paladin class is its elemental proficiency. The 2019 valentine update which basically gave all bosses elemental weakness, while on the surface may seem like a good thing, actually robbed paladin of this unique trait. Might as well remove all element weaknesses, remove dmg cap and increase blast value to 900% or something if we're gonna make element weakness a generic theme. To illustrate my point, let's use HT as an example. What's the point of having different weaknesses for every single part Spoiler: weakness (ice for legs, wings and head b / fire for head c and right arm / lightning for head A, left arm / holy for legs & tail) when it's basically the same thing as having one weakness for every part? The only difference is that paladins need to memorize which part is weak to which element, that's all. The original intention of limiting elemental weaknesses to only certain bosses / body parts was so that paladins could shine in element-weak bosses/body part and should be the most defining feature of the paladin identity. By adding element weaknesses to every boss and thanks to dmg cap, paladins now just serve as a weaker version of NL where there is no variability to a paladin's dmg output. Personally, i would like to see element weaknesses of bosses reworked again in a way that only certain bosses/body part have elemental weakness, so that in a given scenario where a boss / body part is actually weak to an element, paladins would be the top tier dmg on them. For example, perhaps instead of adding weaknesses to EVERY body part of HT, only head A, B & C have weaknesses. Of course, we would have to buff paladins dmg considerably to compensate for the lack of weaknesses in other parts, but this can easily be remedied through scaling paladin dmg output to match/surpass NL/BUCC only if there is element weakness by 1) removing damage cap OR 2) reworking blast to hit 2 lines instead of 1. This would promote a more diverse & profound gameplay and also serves to encourage players to be more innovative with their party set up & approach towards tackling the various bosses. Spoiler: SPECULATION #1 If this change would to be seen through and using my example of only HT heads having weaknesses, i imagine paladins would be sought after for their insane ability to kill the heads fast if they have other classes (drk/hero/shad) to deal with parts that aren't weak to elements and people just might start favoring paladins over NL depending on their party composition. Spoiler: SPECULATION #2 Another example after this change, e.g : - shaolin does not have element weakness - toad has an element weakness. Result : Hardly anyone would recruit paladin for shao which is understandable but damn paladins would be a destroyer at toad making them very desirable. Crash skill on the other hand should be reverted because, as i mentioned, i simply believe it is not the reason why paladins aren't being recruited or played. Sure, their utility can be easily be replaced by a mule, but which class utility can't? SE, HS, SI, TL, HB are often times replaced by mules as well. In a meta where muling so prevalent, there's no easy fix to this. The best thing you could do is to make paladins more attractive as a playing class. TLDR- There's no point in the concept of element weakness when it is now a generic thing. Give back paladins the unique trait of excelling at certain bosses with their element expertises instead of being a broad spectrum dpser like some budget NL. Stop the bandaid fixes of changing mechanics that does not address the root issue you are trying to fix. You want people to play paladin? Then make it more fun to play by giving it back its depth. Period. - Limit element weakness to only certain body parts of HT, ZAK, and other bosses. - Remove dmg cap / rework blast to do two lines instead of one as an improvisation - Revert crash
False. Paladin stronk. People just dumb as hell and R>Sair/nl because of ignorance. I white sairs because they fall off of platforms or lose ship every 2mins and nightlords spend half they're time asking each other their range and smegaing happy birthday chiffinoui. HH is super slept on, acb right side is decent, and paladin survivability is superior to NL and Sair. I say it's pretty balanced, even if paladin doesn't hit that dps as high as them it has other assets making up for it. The element idea you have is creative but a bit complicated. Especially for the current situation going on. We got staff making shadowers turn into stanceless warriors. Night lord's rage quitting. Paladin mains literally feeling like bishops to give everyone crash buff like it's hs or some shit. Sairs mounting is bugged now and made it worse. MM like, garbage still. Mage farmers/leechers getting carpal tunnel syndrome from spamming Ults without a macro. Who the hell even plays hero anymore outside of cwkpq? So many corrective actions need to be made. Keep the element thingy in the back pocket mi amigo. At least a crash fix is coming thank fucking Jesus.
Any attacker class would be able to white sairs/nightlord when they are constantly falling off platforms or when they are slacking. As for multitarget (HH and ACB), it's mediocre at best when you can have DRK/HERO. Survivability is almost never a concern when everyone is running with pet autopot. You're not getting the point of my suggestion, i'm not bashing paladins for their lack of damage. My suggestion is merely to align paladin with what the developers actually planned (presumably) when they designed the class, that is paladins should arguably be the strongest single target dps when there is element weakness, and this alone would provide a very strong incentive for parties to recruit a paladin or for people to play the class. No matter how much you change the crash skill or crash mule meta, it is simply not the reason why there is a lack of paladin playability. Reworking crash core mechanics should never happen in the first place.
I have an idea about reworking Blast doing 2 lines but not sure if it is possible. the best way to solve/buff pally’s damage lost is damage cap removal but if it is technically not impossible or staff just don’t want to remove it. Make Blast hit 2 lines is good but don’t make it like hero’s brandish which is 1 skill hit 2 times. The idea about pally’s 2 line Blast is that blast still hit once per skill and same attack speed. But make it 2 lines IN DAMAGE. One line is neutral blast damage. Another line is elemental weakness damage. About crash, either way make it a party buff that 100% cwa without CD or just REVERT it.
Is HAPPY BIRTHDAY C H I F F O N A O I ,not happy birthday chiffinoui , it is fking C H I F F O N A O I , NOT C H I F F I N O U I !!!!!!!!!!!!!!!
After playing with the crash buff I like the buff -minus the range, but I'm scared that the ONE mule will just replace paladins entirely, which they will if they increase range and make it 100%.
i hope devs are just reverting till they can think in a better option to make paladins even better, sadly, they will most likely just increase the % and range action. RIP heros drks
We made changes to the Crash skill and the weapon cancel ability of popular bosses as of update 71.1 to make their fights less weapon cancel focused, you can read about them here: https://royals.ms/forum/threads/update-71-1-08-04-2021.188568/
Yoo I think it's actually not that bad now. The vertical range is bad but makes it good enough to where paladin mains benefit because they are already on the same platform so I can just use it with no mule movement delay, and there's less animation lag which is really helpful so I can get back to attacking or if I need to buff more people it's faster.
What's the point in that though? IMO, this update just gave crash mules more usefulness at certain boss like zak and made it obsolete at HT. Now we'll see people bringing crash mules for krex & nibergen as well(people hardly brought crash for them prior to the mechanics rework), which i thought was what staff was trying to prevent in the first place. At HT, a lower weapon cancel rate & 75% hit rate crash mechanics still doesn't justify bringing a paladin attacker over not having any crash at all and just rotating to hit parts, so i'm not following the logic that this would improve paladin playability.