Proposal for Elemental HT + Quality of Life changes

Discussion in 'Closed' started by Eli, Feb 17, 2018.

  1. Eli
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    Eli Well-Known Member

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    Hola amigos

    After some thought and consideration I think I've ironed out my ideas enough and I'm ready to post my thread! Please stay on topic as the purpose of this thread is not to be a compilation of everybody's ideas, but rather a discussion on these specific ones that I'm proposing! That's not to say that I'm against other ideas though! Just that this isn't the thread for that.

    Horntail

    Horntail is a boss that we all know and love but I believe that there are ways to improve the overall experience for certain classes that doesn't break our current meta. Unless you're a NL then you've probably noticed that each of Horntail's heads uses a different element and my first suggestion has everything to do with this. Head A and Prehead 1 use ice, Head B breathes fire and Head C along with Prehead 2 use lightning. With elements come weaknesses and although each one might not make perfect sense, I believe that this is the most balanced way of giving them weaknesses!

    Head A - Weak to lightning
    Head B - Weak to ice
    Head C - Weak to fire and poison

    This was originally an idea to indirectly buff Paladins but I've made some changes to try to balance it for Archmages as well! Paladins are close to or on par with other warriors in 1v1 situations when an elemental weakness is involved so there isn't really much else to explain for them because they benefit from the weakness on every head.

    For Archmages I've tried to balance it so that one Prehead is weak to lightning while the other is weak to poison for equality before the main fight begins. Blizzard is weaker than Meteor so for the body I've made B weak to ice because Head B has more HP than the other heads and therefore will take more damage throughout the duration of the battle. I've made C weak to fire so that F/P mages benefit from having their own elemental advantage. This is balanced with I/L mages because although the stronger Head B is weak to ice, Meteor does increased damage on every other body part since it's a stronger skill in general.

    This should indirectly buff all 3 of those classes at our most desired boss without effecting anything other than making them more viable than they currently are. This same idea can obviously be applied to other bosses but that's a discussion for another day!

    Quality of Life changes

    I'm only going to be focusing on a few different classes because I'm most confident in the changes I'm presenting here. I'm well versed in most classes but I'd rather not embarrass myself attempting to come up with changes for the sake of changes. As with my first suggestion, this won't include anything that directly buffs the damage that a class does. My goal in my suggestions are to make these classes an all around better experience while maintaining their position and play style.

    Paladin - It comes as no surprise that this class is on my list for QoL changes but I'm honestly not even sure if what I'm suggesting is even a problem right now. I've yet to bring my Paladin to HT but I plan to regardless of any potential buffs in the future!

    Blast: In old source it wasn't possible to hit Head B or either of Horntail's arms from the same location that other warriors could. Blast received a buff to it's range with the release of new source but I'm uncertain if the buff was enough to allow these targets to be attacked effectively. My only suggestion here is to buff the horizontal range to match that of Hero's Brandish skill.

    Buccaneer - Often forgotten as one of the poorest classes due to their useful party buff, I'd argue that this class can actually be the most annoying to use.

    Energy Charge ~f17: To all of you warriors out there, can you imagine what it would be like if your class had unreliable stance? That's what Buccaneers currently deal with on a daily basis. My suggestion here is to allow for Energy Charge to charge up faster in some way. I'd say more but there's already a thread on this subject by @Dre https://royals.ms/forum/threads/energy-charge.113483/

    Corsair - In my opinion the most controversial subject in this thread. There's no denying that this class is amazing but it definitely has its faults. My unpopular(?) opinion is that they are already fun and challenging the way they currently are but there are definitely some things about this class that don't make sense to me from a logical standpoint.

    Rapid Fire: Corsair's filler skill that rivals even Hurricane in damage! The reason why I have this here is because for some reason it seems to have a comparable attack range to an archer's arrow before they max The Eye of Amazon(That obviously being the skill that increases how far they can shoot). My suggestion for this is to increase its range to match that of Battleship Cannon, their other main attacking skill.

    Battleship buff: When you think of a Corsair this skill no doubt comes to mind. I personally love how this skill forces you to work and focus for your DPS. My suggestion for this skill is probably something that hasn't been suggested in the past. An effect of this skill that many players often ignore is that it gives you a defense buff! It makes sense that operating a battleship would increase your defense, but what doesn't make sense is that it gives you less defense than a clean pendant! A measly +100 def/m.def. We all know that defense makes nearly no difference in this game but I still need to suggest this because it makes sense. My suggestion is to give Battleship a bit more defense! Something like 500+ defenses would make a minor difference over the course of each Battleship's life.

    Avoidability: For some reason, Pirates in general seem to gain less avoidability per point in dex than Archers despite both classes using the same AP. For comparison, My level 200 Bowmaster has 60% more avoidability than my level 186 Corsair factoring in for equal untradable items and 66% if I factor in the fact that archers have an active buff that provides 20 avoidability(Corsairs' have an equal passive skill). True, there is a 14 level difference but it doesn't make any sense to me logically that an archer should gain so much more when Corsairs are by far the superior mobile class. My suggestion would be to equal out their gained avoidability per AP. My last suggestion also helps to balance this one!

    Here have a video!

    Battleship NERF: Yes, you heard me right. I'm suggesting a Battleship nerf but there's a catch. I'm only suggesting this nerf assuming that my avoidability buff is accepted. My suggestion for this nerf is to give Battleship something like -150 to 200 avoidability to set Corsairs back to around their current avoidability when using their Battleship. Battleship is literally the opposite of mobile. When you're riding on it you get nerfed from whatever your current stats were all the way down to 80% speed and 100% jump. What this would accomplish is making Corsairs the agile stealthy class that they were meant to be when running around while maintaining the slow, clunky and tanky nature of their Battleship.


    This is about all that I have for you guys today. Thank you for your time and I hope to hear your support/feedback!
     
    Last edited: Feb 17, 2018
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  2. Sheik
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    Sheik Donator

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    didn't read but i think night lords should unlock quadra throw at level 200.
     
  3. Eli
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    Eli Well-Known Member

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  4. Nemo
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    Nemo Well-Known Member

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    Hi Eli, I main a corsair so here is what I think about your QoL:
    Rapid Fire: doesn't need a buff in range because at the current, it has the rightful distance, I don't say it too long, but it just rightful enough. The only case I would use Rapid Fire is to pin an Anego, with the current distance, we can pin it without getting hit. Zakum or HT, it also has a rightful distance where you can hit any part of the boss.
    I don't see it need a range buff.

    Battleship Buff: I don't know about this. Defense has never been a factor of a corsair. But I think we shouldn't have this buff since, Big damage = lost in defense, a fair trade-off. A buff in defense of the ship make the ship last longer after we have a RF buff??? Not really fair.

    Avoidability: I agree with you on this, Corsair has the weakest avoid among all class, and yet, they also have a weak HP. A little buff on avoid to make it slightly equal to bowman seem good, make a Sair has a survivability increase somewhat! This buff has it benefits like after you dismount, you cant walk too fast and avoid help them to not knock-back in some certain percent.

    Battleship NERF: After reading this nerf, you mean that "when you on no ship, you can have high avoid, to increase the survivability, but when you on ship, your ship must 95% to get hit by any attack". Is it right???
    But here it is what I think, we sair have a nerf on speed and jump. That's enough already. You surely want get hit and always get knock-back?? Cus I don't want that. I disagree with this Nerf.

    1 more thing that I find it unfair: Flash Jump of NL has no delay time, why does Recoil Shot of Sair has like 1 - 2 sec delay??
     
    Last edited: Mar 9, 2018
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  5. Eli
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    Eli Well-Known Member

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    I guess that all depends on our own definition of the rightful distance for Rapid Fire. I personally don't believe that RF being noticeably shorter than the ranged attacking skills of all other classes makes any bit of sense (Mind you that this includes Corsair's own main DPS skill which depending on the situation should be used in conjunction with Rapid Fire for maximum DPS). I'm not sure what you're doing if the only case when you'd use Rapid Fire is to pin Anego. I feel that this suggestion is nothing more than asking for sensible equality in a nonsensical inconsistency.

    If anything defense has always been more of a factor for Corsairs than any other class in MapleRoyals. That defense from your Z-Helm/HTP that saves you a few hundred damage? Over the course of 100 hits that could save your battleships over 20k HP(An unrealistic amount in a single boss fight but an example of how defense really can help). Battleship already gives defense bonuses so I'm not really sure what you're talking about when you mention that doing more damage means a loss in defense. I posted this thread before the patch notes went live and before Rapid Fire was changed from 170% to 200% damage. I genuinely believe that simply buffing its damage was a lazy step in the wrong direction, especially since according to some calculations, an equally funded Corsair with Rapid Fire now outdamages a BM's Hurricane(Though please do correct me if I happen to be wrong on this). This is meant to be in place of a Rapid Fire buff. Admittedly this is my Corsair suggestion that I care the least about.

    Having played both Corsair and Bow Master it would definitely be a welcome change. People often say that archers don't have great avoidability but when comparing it to a Corsairs it's extremely noticable! Something like this would make a world of difference to a Corsair's QoL [:D]

    More accurately I mean that when Corsairs are off their Battleships they will have my suggested avoidability buff but while on their Battleships they will have as close to their current avoidability as possible. The reason for this is so that the life of a Corsair's battleship isn't indirectly buffed by the increased amount of misses from my suggested buff to avoidability. In reality this wouldn't actually be a nerf from what we have now.
     
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  6. Nemo
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    Nemo Well-Known Member

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    not only rapid fire has short distance but also normal shot has short distance, when I go slime, I have to get close to the boss to make sure my shot is actually hit, but that's not really a problem and need to ask for an equal distance for Sair because we are range class too. I still disapprove with this suggestion.

    Corsair with equal fund to a BM cannot outdamage hurricane with Rapid Fire, because BM has CRITICAL damage, thats make a difference in damage of Sair)rapid Fire) and BM(Hurricane). My apology to you that I did not look at the date you post this thread, I absolutely didn't know about this thread cus I was busy with my thread when people crazily said to my thread "sair at top DPS, why buff them???" I don't know why this thread was ignored back then, til now you bump it so I now know about this. Me too, I didn't expect they gonna buff RF damage since all I suggested was to do something to the ship @0@.
    But if they take back the buff of RF, I'm good with this buff of defense on the ship.

    I get it. Get a slight buff on avoid won't make a sair a NL, there are some run that I rather tank hit with ship than dismount and lose DPS. If get a buff on avoid then should use that buff on ship too. Sair's avoid has always been bad already.

    I wish you could tag me on any thread about Sair so I know what is going on with Sair on this server :D :D :D
     
  7. Eli
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    Eli Well-Known Member

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    I don't understand your justification for it having a shorter distance compared to everything else but ok.

    It is true that RF doesn't straight up beat Hurricane but honestly your reasoning(?) for why they can't is just wrong. Doing the math out with my own stats proves how very close Rapidfire is to Hurricane right now and holds evidence showing that RF would eventually beat out hurricane if given enough attack even with BM's natural crit.

    Here are some charts comparing Hurricane to Rapidfire:
    (Before RF's buff from 170 to 200% these were millions apart)

    [​IMG]
    [​IMG]
    [​IMG]
     
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  8. sparky95
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    sparky95 Donator

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    This thread needs more support. For the sake of pallys, I cannot think of better ways to Buff paladin without the risk of turning them into mules like they have become now with new crusher skill effect. Krexel didn't have elemental weakness before but now they do. Why not make other big bosses weak to elements as well? It'll do no harm but benefit the minority classes to stand up and compete with upper class attackers. If you cannot buff something without giving unfair advantage to others, simply make the mobs weaker against them!
     
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  9. Shamee
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    Shamee Well-Known Member

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    I'm almost sure i recommended a mob nerf in another post about paladins, i honestly don't know what's the staff's deal with paladins being a decent class, they used say pallies were a support class, yet, they had no support skills before new source
     

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