1. If meso dropped from pickpocket scaled towards an amount that will deal good damage by ME, then shadower pp farming meso will be a new meta? 2. If meso availability is the main problem, why not just divide the meso used for ME by lets say 4x (same as meso rate on this server) before going into the ME damage calculation? I think you cannot compare things like that with the official server. I do think shadower is one of the most balanced class right now and ME mechanic can hardly make a difference since shadower self dps will eventually match up to ME. Not to mention that in order to deal decent amount of damage with only ME you will need to spend 95% of your time dropping meso, imagine the fatigue on your finger and the number of clicks that make your mouse die earlier.
@1, not not necessarily, and that's a possibility I brought up earlier. The pp coins could just do more damage. And even if the total meso amount pickpocketed did go over the normal amount that could drop, especially like at bosses it would be easy enough to just cap the amount you can actually gain, leaving the rest to blow up/dissapear/ or just be +0 in your inventory. Sounds fussy but if it made both skills better, it's worth it. Or, the PP coins from bosses are all worthless (so you aren't stealing from the party) @2, I believe it already accounts for the 4x rates since ME was rewritten for this server And the fact that shads can potentially later do more stable damage by not dropping doesn't mean ME isn't overpowered and imbalanced for 100+ levels ME/PP would actually have a decent meta at something like bodyguard b, simply because his iframes destroy so much of your bstep/assassinate combo/nacro, if pp was actually half decent, you'd be able to do more damage just using sb+pp on him and spamming bomb than wasting combos or your own mesos trying to bomb him, but PP just doesn't scale, and ME is only good if you have 20 bags over 6k. Balancing that gap is really all this thread is trying to achieve. If anything, ME nerf/reformulation aside, PP should scale a bit better so it's functional if people want to use it. It is its own skill and shouldn't just be a third job sp dump, it should be valuable and worth it if you max it, like all skills. And bigfoot should get his magic attack buffed to actually be dangerous
Having thought about it, I think the simplest solution (which wouldn't affect the current use, or any future Meso Explosion), would be to just buff the damage to pickpocketed coins, as well as factor in the monster level more for PP bomb damage, not the amount of coins or worth or meso etc. (it could still factor that in, just not entirely) So self dropping stays exactly the same, but PP coins get an overall buff that incentivises PP use, as well as scales better to end game. This isn't as big of a buff as it sounds because it wouldn't affect coins from killed mobs, only pp coins, so a cb wouldn't have an endless minefield after one wave of set up. It would also scale with bossing I'm not a mathmagician, but increasing damage to ME from pickpocketed coins, as well as factoring monster level for slightly added scaled damage from those PP coins, instead of just meso value, would be great for PP. and nerfing the naked damage output from self dropped mesos (or capping the damage potential to cap at like 50k per line) would be a healthy change imo. Getting 7 levels in 10 minutes from one BF kill at 70, (bypassing ppq exp rates vs worth in two bf kills) that that poses no threat that safety charms won't prevent, is not healthy for the server and I really don't think that's a radical statement at all. To those worried about meso generation, the buff doesn't have to increase value of mesos, just increases their damage from PP coins only. If this skills still somehow overgenerates vanilla mesos (mesos above event+meso-up+taunted rates, just internally cap them from beyond that, and have those PP coins be able to be picked up but have no value once you've looted the highest possible generation a mob could drop in the best scenario And if self dropping meta is some sacred unbreachable need, at least fix the infinte damage glitch to prevent abuse/accidental bans
Just leave stay like now PP is useless, but maple need to have some skills useless, or as skills need to be awesome? lol btw with some range drop mesos is useless
I highly disagree with the idea that some skills should be useless just because they weren't good originally. The server has improved countless aspects of the game, why not some problematic skills? The power of meso explosion and the way it can be used and the monster's it can be used on at 70 are super lopsided and exploitable. It destroys the intended synergy with pickpocket, which can't scale in a comparable way to self dropping (or the ability to self-drop while spamming assassinate/bstep). Meso Explosion itself is just way too strong the way it's coded If anything the damage that can be done from self dropping should be capped at some ceiling. PP should scale better just because it's very quickly outmoded There's not much point to skill points (SP) if there's only a few necessary skills and they're the only ones that get buffed or nerfed or looked at. I think it would be a lot of fun and give the game much more playability and replayability if every character wasn't the exact same at 200 and the path their as well. I think lifting "useless" skills and making players choose their path and style is way more rewarding, and way more fun when you have your own way and build that helps you which doesn't make you an outcast because the meta says what you did was useless for them, as opposed to what's useful for you. That's just a very unfortunate aspect of the game right now (in my himbo opinion) In a dreamy world, each class would have just a few more skills that would have some similar or comparable but different function that would diversify builds and classes/parties a bit more
I came up with an idea to buff pickpocket, which is to rework the ME formula for coins between 1 and 9 mesos in value. Pickpocket would now only spawn coins between 1-9 mesos, with higher skill levels favoring more 9 meso drops. ME would use the current formula starting from 10 meso but would use a different formula below that. The goal is to make it so exploding your pickpocket money would be worthwhile at high skill levels of pickpocket due to the increased # of higher-value coins. This is 100% impossible to abuse with manual meso drops because players cannot drop less than 10 meso. We could make a 9 meso coin super strong when blown up, and it would still be balanced because a 9 meso coin can only be created by pickpocket (or a dying Snail or smth irrelevant). Also, it does not affect manual bombing in any way.
This is an interesting and very simplified approach to the seemingly over complex quandary of PP/ME/and how/if it could scale
I'm not sure how I feel as a whole changing the skill (and thus possibly changing ways the class plays) but I can appreciate an elegant and simple idea when I see one. This is actually something I'm okay with being implemented if it is.
big bang is a big fail of maple part of this fail is all skill are so powerfull.. about the meta? using a dk for example: you can spam roar like a ultimate mage skill, u can use dragon crush, dragon fury, sometimes one metod are not viable but can do buccaneer can use old combo like barrage + ds.. is viable? 1v1 new combo are better, but no one rule you