I think SI working with mage skills would be cool and fix a good bit of the issue. Realistically, SI isn't that much of a boost. It's very minor % to dps. it scales on the amount of people needing it. Like, yea, if you HT with 4 Paladins using a Claymore, SI is good. But if only one or two people are benefitting from it are there, it's not amazing or being leaned on. Edit: I hate talking about other classes on a thread for a class, but it was brought up by @Aestel first lol. And I agree, Mages should not have "Threaten." Threaten should have been fixed for Pages to work with bosses, which is something I proposed like 4 years ago. Threaten should have been the change that paladins needed instead of Total Crash. Making bosses miss more and have less defense, and maintaining Paladins to Magic Crash. But we got Total Crash so I think threaten is fucked.
That was not my idea or suggestion, I was just fleshing out another person's suggestion (with numbers btw) because it sounded too op to me, and I added conditional qualifications if it were to be considered. I can't win lol. You guys can quote and respond to the original poster too. The mage threaten thing wasn't my idea, but I just wanted to throw limiters on it in case it was going to workshop
You’re replying to the original poster lol. Meanwhile i still think threaten should be working in bosses, paladin’s discussion is next door https://royals.ms/forum/threads/new-crash-change-feedback.188147/ this “threaten” skill deserves a more indepth discussion.
kanna (comes with map spawn booster and party buff for mages problem solved) (inbefore kanna mulestory army become apparent) but yea on a serious note am exited to see what future content royals brings i totaly agree with i like all jobs ( mages in this thread case) to be properly adjusted and included in all aspesct of the game now and in the future contnet aswell but would be nice to know what exactly royals embrace-stand for in general before we make things/changes, and then realize too late that is broken and make nerfs-balanaces that further revolts our community like we though royals is this version we want that in that version , but no i like this from that version made in that other version to work like that from another version....
Well it's why I replied, I think the idea is interesting but I wanted to keep the benefits really tame (initially) because bishop is already so valuable and in some cases possibly already plenty busy helping out. I still think doom is the best choice because it's not any of the other common skills and I believe it's not usually maxed.
Doom is usually not maxed during the 3rd job phase, but bishop usually will revisit this skill to max it instead of angel ray. Yes using 4th job skill points to max doom, which will pull themselves through NT, since thats the strongest skill of the bishop class in that content. And yes, bishop owns the most broken 3rd job kit in the game. Every single one of them is OP.
For bishops, what do you guys think of Holy Shield working on Seduce, meaning if you have Holy Shield, the target can not be Seduced. And then Dispell only working on party members. I feel like it should not work on mobs/bosses. I think Holy Shield working for seduce just makes sense according to the description.
The thing is, whats wrong with the mechanics now? Imo its not broken, why adjust it. Imagine holyshield removing seduce, wouldn’t x3 bishop mules with holy shield chain become a thing in auf? Your current end game attraction will turn into krex. —- Dispel current mechanics is working fine, its fun and challenging to use in HT. Remove that, a bishop main with his sed mule can literally focus on his phone game and just clear spawn and recast meso guard every 3 minutes lol.
So, pretty much muling fucks everything up in terms of balance or mechanics. Bossing and muling is just a game break mechanic itself then. But that's another thread.
Its quite okay now, but if poor game design decisions are made. It will break off the balance of what we have. At the meantime you might want share your experience here if you haven’t : https://royals.ms/forum/threads/feedback-thread-mules-and-multi-client.187072
You're 100% right. What we have right now could be better though. Which is why there so much discussion about it all. I wish we could have balance discussions about every class without having to worry about, "that will just be muled"
Those are bits and parcel of balancing discussions after a metagame is setup no? Especially in a 8 year old game. “That will just be muled” should be the first thing that comes to us while brainstorming for game balancing changes. Example : “How can player abuse the changes so it isn’t broken.” Can you elaborate on this?
Just because the meta is now, it doesn't make it right or nullify it from being dismantled and changed. Which is a very possible thing here in the near future. Whether you argue/disagree with it. I think the server is going in the direction of some major changes. Yea no shit, I said I wish that wasn't a question we had to ask ourselves. To answer your question for elaboration, I'll refer you to the entire Feedback Section of the forum. Things people want to be better. I don't feel like writing an entire essay on what should be better on this server.
Major changes sure, will it be similar to update 71? I hope not. Calm down buddy. Allow me to rephrase, while keeping it in topic since we are discussing about holy shield & dispel. What we have right now for bishops could be better. what do you think is bad right now.
I have to disagree that muling fucks up the game mechanically. I’ve stated this in a feedback thread previously - but I would argue every extra client brought to a boss, or just in general, makes the game more mechanically intensive, engaging, and rewarding. When I’ve chosen to run a solo HT/Auf, I take on the burden of every mule needed and responsibilities that come with it. Having to pay attention to every character for 1+ hour(s) takes immense focus and effort. Some of my friends have joked that when I play, it must be like playing a piano, and I would agree, given the increased APM needed with every extra client. I think muling/extra clients is a huge draw to the charm of MapleRoyals and keeps it refreshing as single client play with simply holding a button down, IMO, is mechanically boring and should not be where the game is headed.
If seduce was unpredictable then the holy shield suggestion would be fair. Giving max hero's will something like a 9% chance to resist seduce would be worthwhile. Or just all other status besides sed instead. Increasing it's max level to 10 possibly. Also just increasing mage summons attack rate would go decently far with dpm/dot, or if summons themselves had a dot effect, for bossing. Allowing them to be right clickable as well Or not increasing any skill % but giving max demon something like a 10 second effect that slowly increases the damage of CL/para in the 10 seconds, again specifically for bossing/single target boost. Need to recast demon to restart the increase Or neutral dot from CL/para based on level+range+skill level Or poison mist doing flat damage at the same rate as dot (instead of dot) to bosses, and a thunder spear cast causing CL to have an equal damage increase (or dot tick) during the same time as mist, to bosses. Or infinity having a % increase to all your skills (based on your level/range/skill leve?) during it's effect Summons giving a passive 10% stance chance but at the cost of missing an attack animation when it procs. Angel ray slowly increasing in damage after each cast up to a certain cap Idk just some more stray bossing ideas
SHEEESH my guy @Kethoe nasty on the keys eh? BRB Opening up 9th client to dm all my gfs. on another note... @Jooon it'd be nice to see ToT reworked into a profitable farming map with high-barrier to entry (geared & leveled mages)...inb4 people still find a reason to complain about it. Tough pill to swallow, but it seems a good portion of the playerbase will always advocate for nerfs against creative/rapid wealth creation using multiple clients and mages. C'mon guys just get it how you live...smh
The romanticized solo aspect aside, mechanical challenge/difficulty isn't why people are against muling, it's more about it taking away the mmo/party aspect intended for the game. But it's also why I try to throw in input for useless skills and classes to maybe not quite be mono roles as they currently are, and adding conditional perks for alternative party approaches or skill builds that keep classes and roles nostalgic while flexible in situations of necessity (like no attackers, so you recruit arch mages. Instead of them just spamming para/cl/ultis, their presence comes with some bonuses possibly packed in infinity, big bang, their summons, their demon skills etc, so if they tag along they aren't just magic heros, bringing nothing to the party dynamic besides damage. that's a bit sad and we shouldn't just look at their skills and go nope sorry lol, that's all they can do, that's it, that's the nostalgia, the server has to evolve at some point. But then again sairs have no party role besides charismatic presence, stealing exp, but that is kinda pirate of them)
auf with bucc mule pining and bs mule chair sit was kinda like that for a while (is still is in a way) mules turns all the contnet in to a "krex" alike (we just realize too late and then the poor nerfs and changes makes even more anger in the community) + we act like HSH (holy shield) muleing is not a thing while we abuse powerlvling at BG and other boss