Some upcoming suggestions for 2026 onward or before eoty!

Discussion in 'Feedback' started by Dominican, Dec 8, 2025 at 9:40 PM.

  1. procrastinya
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    procrastinya Well-Known Member

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    If your discussion is only focus on those specific points, then I’ll take it as you agreeing with the rest of what I said.
    ●First, don’t use a strawman argument to insert points I never said just to counter me. Focus on the topic plz.
    ●Why I mention to [too strong before Lv120] is for a choice =>Should MM's power spike appear at around Level 80, or only after its main 4th-tier skill tree is fully unlocked?
    ●When CR is party skill, the benefit about weapon cancel of snipe is meaningless.
    ●Snipe is MM’s signature 4th-job skill, and it’s also a key component for maximizing their DPS. 5Line strafe way will make snipe become another "Concentrate(BM's trash skill) "
    ●What u talking about thief's skills are discussion so much on the old post, u can just make a new post to gather support for returning it back to the original version. I don't want to reply u about this point because this is not what we discuss now
     
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  2. Dominican
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    Never really made sense to me either, I’m guessing for item efficiency even tho bosses like VL are time limited (pb will probably be time limited too) so it never made sense to me nerfing alchemist either, but definitely SS I can “see” why but still was a bit much
     
  3. Dominican
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    Shad’s aren’t the best in EVERY situation, but they’re the most versitile in every situation, that’s what makes them amazing.
     
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  4. procrastinya
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    procrastinya Well-Known Member

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    I feel the discussion has drifted off-topic and turned into complaints about how overpowered Shad is. plz help steer the conversation back to the original point:
     
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  5. vincentxing
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    vincentxing Well-Known Member

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    I'm curious to know what else you are doing at lvl 80, as a MM, that the power spike concerns you so much.

    The only reason why i brought up NL's past nerf history was coz you mentioned Class Identity, but in this case it seems like its exclusively for MM and Heros in the discussion. Well if that's the case, I'm out ~
     
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  6. vincentxing
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    vincentxing Well-Known Member

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    Oh yah I didnt agree to the rest of the points, I just stopped reading when you say a 5line Strafe would make Snipe useless and too overpowered before lvl 120

    Edit:
    Sorry, should've replied on this one before my previous comment so it's less confusing to read
     
  7. Dominican
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    It’s not, mm/hero/pali/bm are aside from the arch mages are probably the weakest classes in the game by far, mostly used for utility (aside from hero, they’re dirt let’s be honest)


    And you’re right, let’s stick to the topic above. Giving all warriors CR, reverting PG to reduce 1/1 damage could be a fantastic start to give warriors more fluidity in boss runs, not just as CR mules but at least they can play sed safe with their reputation being “tanky”.
     
  8. Dominican
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    A 5 line strafe sounds good tbh, it won’t make them game breaking by any means as MM do still rely on S.I to maximize in DPS and even with SI, they’re mediocre. This could be the push they need for mains to be at least viable in actual damage. MM only has the reputation for “pretty good” mobbing but their single target is atrocious. As for Bms I think a hurricane % increase could help them a lot as conditional as that skill is (getting kbed drastically lowers their DPS).

    palis and heroes imo need the most help. Palis CAN hit hard with ONE line but it’s capped at 199k and even then it isn’t consistent + relies on elemental weak/se to fully break that. The fact that blast also has the most pitiful range just makes it a lackluster skill in itself that only hits 1 target. A huge pali boost that can get just overseen as a mule is cut blast in half (2 lines, a slight % increase from the original half just slight), and let them hit 2 targets. Not only this will make palis a lot more efficient as a bosser, they’ll benefit more off buffs like SE without being held back by the single 199k line.

    heroes are the meme of royals. Atrocious class that provides no utility, but easy to play. Ironically, still has one of the more expensive perfect weapons, the ST/claymore/etc. there have been discussions to make rage a stackable party buff, or even enrage as a self buff to rip through DR/cancel/stack with attacks pots but heroes need to be revised in a different way. They’re arguably the weakest class, with the amount of funding you pour into it you can make any godlier and blow it out the water. Heroes only have the mobbing for them, but it’s restricted to its inconsistent damage, lack of CR, and lack of survivability (1/1 isn’t reduced by PG anymore). Heroes brandish has a very low %, a slight increase in brandish (even if it work SOLELY in single damage) and CR provision could be the buff heroes need to make them viable at least. Even a slight ACA % increase can help them with overall damage / consistency.


    I PERSONALLY feel like DRKs DAMAGE WISE are at a good spot, especially fully buffed, I suggested a SLIGHT zerk % increase for end game bossing / future bosses *cough bean* to be able to fight while providing a QOL increase for them, but people are hesitant for no real reason, QOL is one of the best things to provide in a game without game breaking results. 50—>60% will open more doors to do bosses for them without having to do unnecessary illogical methods like sniping anego for example or not being able to tank an accidental touch from an HT head.

    I’m also a strong believer of providing ALL warriors CR because it’ll give them all capability of not being unselected against one/another because only 1 class provides the buff (YES I KNOW drks have HB but HB is irrelevant when it comes to mid game-end game bossing).

    feel free to discuss what yall think would be the better/best options for each individual class. We just know majority of these classes do need a dire need of help. Let’s try to get out that mule story slump and have people actually play a diversity of classes.
     
  9. Dominican
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    Anddddd chaos zak, wink wink* would be one of the best introduction for a late game / end game ish boss that doesn’t offer anything game breaking but provide more content, giving us a slightly better Zakum helmet we have to WORK FOR unlike some of the event ones *cough* and wouldn’t be nearly as easy to obtain (if you’ve ever faced this boss, good luck muling in there LOL). I think it would be a FANTASTIC addition to royals.
     
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  10. procrastinya
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    procrastinya Well-Known Member

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    That's fine. I’ve been trying to argue my points logically (of course, some parts are speculative due to a lack of data). If you haven’t made an effort to understand my reasoning before countering, then we might as well end this discussion here.

    I’ll restate why I think 5-line Strafe is not a good idea:
    1. Overpowered before Lv120
      No matter how I answer your question about “what am I doing at Lv80,” it doesn’t change the fact that this is a huge buff before Lv120. Most people may not care about pre-Lv120 DPS changes, but that doesn’t affect my logic.

    2. End-game DPS overlap with Snipe
      At some point, the average DPS of 5-line Strafe becomes equal to Snipe. Considering that Strafe can be spammed by simply holding down the button, most players will give up using Snipe even when its DPS is slightly lower. Therefore, I think buffing Snipe instead is a better choice.

    3. Preserving Class Identity
      Class identity should be enhanced in a simple way, with the core idea being:
    • Make every skill meaningful
    • Differentiate similar classes, avoiding turning them into just DPS machines with different effects.
    • We shouldn’t waste the potential already present. From this perspective, modifying Snipe and Piercing Arrow is more meaningful than buffing Strafe.
     
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  11. procrastinya
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    procrastinya Well-Known Member

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    Since this post is about weaker jobs, I think mentioning NL and Shad, which are both strong classes, distracts from the focus. That said, I can still share my thoughts on thieves:
    • NL’s high mobility and Shad’s versatility clearly define their class identity.
    • Of course, I think Shad’s DPS is too high given its versatility, so shads need to nerf.
    • I believe nerfing Alchemy and Shadow Shifter is reasonable. After the nerf, NL may be surpassed by Shad, but it still remains a top-tier class, not a weak one.
     
  12. procrastinya
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    procrastinya Well-Known Member

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    I want to see how Royal design Czak, too.

    Under single-target and 12-man VL conditions, 5-line Strafe would higher than Shad dps.
    But Shad’s growth curve has a steeper slope than MM’s, which means that if gear far exceeds the 12-man VL benchmark, Shad will still have more dps than MM.

    In other posts, I’ve seen many requests to give CR equally to all Wars. It seems that most of the people who want this change more, but personally, I’m not in favor.
    This would become a uniform change, turning all Warriors into CR + DPS machines. Although differences would still exist, they would be significantly reduced. From the perspective of Class Identity, I prefer to explore whether there are specific points that can be adjusted instead:

    1.DK
    Increase from 50% → 60% to handle the upcoming Pink Bean. However, to avoid overly affecting the environment, placing the 60% directly at Zerk30 or adding a new Zerk40 level requires discussion.
    Another idea is to forego the 50% → 60% increase and instead focus on [adding high-def/low-state equipment], since skillful DK's already top-tier in AoE-heavy situations like VL/cwk.
    Or just increase dmg after zerk. (does dk need buff?)

    2.Hero
    [Panic] & [Coma] have blind and stun effects, respectively. If adding a 60–120 sec cooldown, these skills could potentially affect bosses, or the stun could be changed to a slow effect. I think these adjustments could increase Hero DPS while also adding strategic depth to Hero skill combos.

    3.Pally
    The damage cap limits Blast’s maximum output (not sure if HH is also capped). After the Archer buff, some small improvements could be considered, such as increasing Blast’s attack power or changing it to 2-mob, the latter would better emphasize the Warrior identity, since the main skill is AoE-focused.
     
    Last edited: Dec 11, 2025 at 7:56 PM
  13. lxlx
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    man, vanilla zerk was originally 40%, and this server used to be like that a few years ago and then it got changed to 50% to make zerking easier.
    Then, the bigger reso client patch came along which changed the way autopot functions (instead of it originally potting once, it now pots until your hp crosses over your hp alert settings which made zerking way more easier, even bosses like HT/shaolin/CWKPQ warrior boss required attention or manual potting before this change, now you don't even have to look at the screen).
    And along with that, there's also a lot more newly added items that gives high w.def and m.def like ifia ring, ep, vl belt, balrog shoulders, all of which contributes to making zerking easier.
    ALSO, Drk's achilles have been buffed to grant 20% damage reduction while other warrior's achilles only grant 15%.


    So, even with all these changes, if zerking is still too much of an inconvenience despite all the crutches granted to make it easier, then why inconvenience yourself by picking a dark knight class?

    I've always played drk and i knew what i was signing up for from day 1 when i picked a dark knight to main, which is the challenges of zerking. It would really suck to see that taken away.

    Sorry, I really don't mean to invalidate your suggestion, i just wish you'd factor in the perspective of the players that are playing drks because of zerking, not in spite of zerking.
     
    Last edited: Dec 11, 2025 at 10:38 PM
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  14. procrastinya
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    procrastinya Well-Known Member

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    [one more]
    Aura will stop healing before 50% hp.
     
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  15. Dominican
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    False, original vanilla zerk was changed to 50% after their first batch of updates when dual charged got introduced.

    and the defense items doesn’t make a grand scale of a difference when it comes to the damage these end game bosses deal with tbh. It’s just the accessibility vs the hinderance. If you are okay with zerk staying at 50% I mean I can’t argue with that, just trying to add something across the board without actually upping their damage. And I’m a hero on this server and I’ve played a drk with all types of thresholds from 40 to higher one's. But to each their own right?
     
  16. Dominican
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    giving cr to all warriors tears down the wall of just looking for specifically class X (pali) for CR. Obviously if you have friends and run with randoms at times they can say screw it we’ll bring hero y and z (hero and drk) but preferably they’d want a shad/bucc/NL with a CR mule. And warriors aren’t even dps machines, hence giving them all CR will eliminate that wall and actually give them all favorability instead of being just a CR mule. As for the panic and coma I’ll disagree just because theyre 3rd job charge skills that eliminate combo (reset dps) + the dps of a hero as a whole is an issue within itself, the “identity” of a class is null and void when it comes to bringing a class into a run unless it’s to fill that specific thing (muling majority of the time).
     
  17. lxlx
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    when the very first iteration of 4th job first came out in maplestory, it was originally 40% right... ~f12so, which part of it is false... same goes for this server, zerk was originally 40% here as well and changed to 50% when new source hit.

    It actually does make a difference, i would even go as far as to say game changing especially for von leon. At the moment, Von leon is the ultimate endgame boss in royals. With enough stacked defense, drks can use a specific pot set-up and literally not need to manual pot a single time at all the entire run, and be just as safe as a hero would be. From needing to care about hp to not needing to even look at hp, big difference.
     
    Last edited: Dec 12, 2025 at 1:40 AM
  18. Dominican
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    So what happens if you can’t zerk at bean? I mean if you wanna counter for zerk threshold by all means that’s fine, I’d like to see insight on what other drk players would like to say as well. But hey at least drk damage is still good right haha
     
  19. Sylafia
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    What makes you think DK won't be able to? VL was designed with being zerkable in mind, I think it's pretty reasonable to assume PB will too.
     
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  20. Dominican
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    Pink bean originally touched you for around 21~22k and Ariel’s magic attack hit you for around 19~21k but idk I’m going by original bean unless they completely customize it here if it ever comes out*
     

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