Class/Skill General Warrior Feedback (and "useless" skills)

Discussion in 'Closed' started by Cooler, May 26, 2020.

  1. vanizshotz
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    vanizshotz Well-Known Member

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    I mean like, whatever skills u change, all u change is the meta, but everyone will just use the same skills, so imo it's pointless
     
  2. bacondagger
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    At least make Power Guard not cancel on mounting ~f18~f18~f18~f18
     
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  3. PaddysPub
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    Power guard is 180 seconds already. Don't trust the stats on bbb.hidden-street.net because a majority of the time they are wrong in relation to royals.
     
  4. Cooler
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    Cooler Donator

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    Royals plan on doing a royals specific skill page? I've heard it suggested, would be convenient.

    Edit: added a small additional feature suggestion on sacrifice/beholder: beholder does not let sacrifice KO you or let your hp go below 1


    ~f6
    Also pretty kewl gm in my thread
     
    Last edited: Jun 28, 2020
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  5. Cooler
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    Cooler Donator

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    No that's not the point of this thread. The metagame and builds are fine, I'm not trying to mess with them. This thread is for misfit, useless, or dump skills that get no use up to or in 4th job. The existing skills have great intentions and concepts but their functions are flat. The point of improving these skills are that if you choose to level them early, or even super later, like 18x or 19x, you can still get use out of them if you choose to implement them, so they don't just stay redundant.

    As a WK or sader (or chief bandit) even if you fully intend to go one handed, there's no point to max shield mastery because the 3rd job skill is useless compared to other third job skills. So just tweak it to incentivize players who commit to maxing it. Normal players are unaffected and players who want it are actually rewarded and not left with a nearly useless skill.
    Giving shield mastery passive avoid and like a 10% magic damage reflect (except for 1/1 attacks and when mounted) would be nice for people who want it and would merge great into the gaurdian skill and feel worth the investments instead of feeling like they're complete wastes of time and points.

    Or having enrage increase str for the party instead of w.att (but again everyone with this buff are stuck in the "alert" or "hit" status for the duration of rage/enrage to stop mule abuse), this would benefit all classes except NL who I think don't get much or anything from str (but they stay top tier). Fighters and heros have a party skill that's not relevant at all because of the meta, nobody wants to take 1.5 hours to kill ht with enrage than 1h or less on apples. Giving enrage the stun resistance for user only helps heros at a higher level, but drks who's berserk get stun resistance early get a small boost when they often fall behind the charts against palas and heros in early 4th

    Zerk scaling is a big request from all drks

    Sacrifice is useless and lethal to the user, especially in bosses that take awhile, making beholder save you from sac death like it preserves your zerk makes sense

    Letting polearm drks be able to boss, etc etc etc

    I just think players should be rewarded and these dead end skills be slightly rounded out so they aren't just totally obsolete in later levels, and fresh and viable for people who want an alternative or custom build

    If I could make it happen I'd do it for free but coding these things is not something I remotely comprehend, I just really enjoy creative problem solving
     
    Last edited: Jul 1, 2020
  6. RazumDar
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    RazumDar Donator

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    The gulf between the good skills and the bad skills is always funny in Maplestory. Its not like you have skills that are 9/10 and then some that are only 6/10, its all either "absolutely mandatory" or "literally completely worthless".
    Wizet had some strange ideas back in the day.
     
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  7. Cooler
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    Cooler Donator

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    I think a lot of them are really creative and fitting, the numbers or functions were just not quite there to make them work when given the choice between other skills. Just a little polish and adjusting makes all of them great imo

    Edit: added HB letting drks go up to 35k max hp. This helps them in the high level bosses they can't tank if zerking, mentioned in the 'how to make drks more relevant' thread
     
    Last edited: Jul 2, 2020
  8. Ayane
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    Ayane Well-Known Member

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    Some skills were useful back in the day but became useless at later versions, and especially in Royals with the more powerful equipment and potions
    For example the atk buffing skills like concentrate/enrage, back when 4th job came apples were very rare and most people just used warrior elixirs, so a 26 atk buff was quite useful. Same with stuff like Rage or Dragon Bloods when there were only 5 atk potions
     
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  9. Cooler
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    Cooler Donator

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    Right, that's why I have suggestions on all three of those skills.

    Thread update: added the reduced accuracy effect for rage/enrage, added a drk-centric achilles suggestion, and a whole new section on power crash and armor crash in colored text so it jumps out for people who have already read the thread

    The main point of the thread is the investment/reward aspect of these skills. The skills in the thread all have awful reward for time invested. The skills in concept are great but just need a little qol and modernity applied to them. Nothing game changing or guide/build scrapping, or metabreaking at all, but they would at the very least be worth what you put into them as opposed to getting nothing in return as far as time and function.
     
    Last edited: Jul 8, 2020
  10. visi
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    all def items are worthless compared to +att
     
  11. Cooler
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    Cooler Donator

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    Well it's a good thing I'm talking about skills and not armor or items that give defense, and trying to slightly improve them so they aren't by and large considered totally useless as opposed to worth it if you do invest. You could still not use them and call them useless all you like
     
  12. Cooler
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    Cooler Donator

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    bomp
    added a blurb about level 1 blast

    let's talk some shit people
     
  13. OrcaGel
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    OrcaGel Well-Known Member

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    Element charges are pretty useless until they hit at least 60 seconds.
     
  14. StarSaber
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    If combo orbs aren't already 5 minutes, they should be. 5-10 minutes would be ideal but that's mainly because everyone loves them.

    I believe even in main MS, they even extended the combos to last indefinitely but we don't need to go that far.

    This recommendation is mostly for aesthetics.
     
  15. Clementtanjy
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    Clementtanjy Member

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    So this is why my power guard keeps disappearing. Legit thought there was some sort of debuff that only cancels power guard. Please devs, this is it. We need this QoL update :D
     
  16. LichWiz
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    LichWiz Well-Known Member

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    Make threaten work 100% of the times when maxed. Its not that strong of a debuff unless you fight a really tanky mob, and it doesnt work on bosses either so i don't see the reason to make it this inconsistent. Also, if you want to actually give this skill a real world use. Make it so that in max level, it would also decrease the avoid of mobs by 10%. It will give pages the ability to worry a little less about accuracy, at the cost of them wasting time on casting the skill, a fair trade off compared to what they get now (mob deals less damage, has slightly less defense).
     
  17. bibz
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    bibz Donator

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    I actually really like the idea of berserk being dynamic. It also kind of makes sense; when thinking about berserkering in fiction, the lower one’s health, the more dangerous they become.
     
  18. Cooler
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    Cooler Donator

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    bump for polearm drks, panic briefly blinding bosses, and making enrage better
     
  19. xuesenokm
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    panic or coma should use 1-5 orbs instead of consuming all of them , this will help hero player's finger.
    increase bw mastery like axe.
     
  20. Theodoro Brito
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    Theodoro Brito Active Member

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    buffing threaten to have a good amount of weapon def reduce, but only apply for you (not threaten mules pls)
     

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