The following suggested changes will affect the following classes/jobs: (1) Paladins (2) Marksman (3 I-L Mage (4) F-P Mage (4) Bishop Disclaimer: I understand that no new integration and implication of new content associated with version 0.83 will be in effect or development before existing content becomes fixed; however, that being said: Is there any discussion with regards to rebalancing classes for the future of MapleRoyals? 1.0 ELEMENTAL REVAMP Before I get specific, elemental based attacks are generally unfavourable during boss fights. A simple way to better align Mages, Bishops, and Paladins to boss more effectively is to integrate ALL elemental weakness into all area bosses (Zeno, etc) , as well as party based bosses (i.e., Zakum, etc). This simple but effective changes allow the following implications: (1) 2nd job - 3rd job mages and healers are capable of area bossing more easily when solo killing (2) Paladins and Mages will be more effective and valuable in major boss fights, rather than being negligible (3) Skill revamping or job-specific buffing for Paladins will not be required in code writing 1.1 MARKSMAN BUFF It is undoubtedly true that BowMaster (BM) are heavily favoured in MapleRoyals. 1 reason, they have high DPM. However, many people say that Marksman (MM) have high DPS due to Snipe -- and that is true, as we are able to do a lot of damage from a single cool down skill. That being said, MMs are inferior to BMs late game. REASONS (1) Pinning: MMs cannot pin as effectively as BMs can. With a natural pushback of 4 hits (equivalent to double throw with shadow partner push back), we cannot effective optimize pinning nor DPM as Snipe impedes pinning uniformity. Not only does snipe impede pinning consistence and push back, 4 hit ratio per attack is not even comparable a BM Hurricane with (8 hit ratio per second) no impedition. (2) Snipe happens every 5 seconds. The buff was nice from 10 seconds, but realistically when people calculate theoretical DPM in classes MM are overinflated. No ONE can snipe 12x in a minute. No one can snipe 11x in a minute when they attack. It is realistically for a pro MM to snipe 9 -10x per minute. With potential delays pushing this to 8, MMs require a learning curve and skill cap than most 4th jobs which are often overlooked (3) Mobbing. MMs have better mobbing; that is true. But most MMs doesn't max pierce until 160+. In addition, it takes almost 2 seconds to just charge the skill. Not only that, once fired, there is a large noticeable delay before recharging the skill effectively. Not only that, when Pierce is fired when you get hit, there is no skill shot... it is cancelled. Realistically a professional will not get more than 20-25 pierce a minute in optimal grinding conditions. Also, the skill only shoots horizontally. Then you compare those statistics, MMs are not greatly better than BMs in mobbing. Also, to be honest, is it realistic to assume that 140+ BMs and MMs to be grinding anyways as opposed to bossing based on EXP Efficiency Efficacy? Summary: MMs are relatively scarce in population compared to BMs. BMs have superior DPM, lower skill gap, and moderate mobbing. In MMs case, they suffer from higher skill gap, lower DPM, and marginal better mobbing capabilities. My solution: (1) Implement Final Attack with no animation. This will be in effect for both hunters and xbowmans. Final Attack will be activated when any of the following skills are used: Double Shot, Arrow Blow, and Strafe. This will give MMs more DPM and pinning power to be even remotely comparable to BMs current state. 1.2 THE SHADOW If you are not a bishop, sharper, night lord or corsair, you are not wanted in boss parties. It is hard, but it is true --unless you have some close friends who want to boss for fun and not competitively. One class often overlooked is the Shadower. And yes, they have meso explosion, but I would like to implement something that is not game changing but something that adds value and dynamic to their play (in additon to DPM assistance without Meso Explostion) Thief's primary stat is Luk and I think that should be integrated in their skill. The only skill I want to change is pickpocket. Instead of only dropping 10 Mesos per hit, you can have a probability of occurrence of X Mesos. I would like a meso range between 10 - 1000 Mesos of potentially dropping when a monster is hit, with a median of 50 - 120 Mesos. Notice that the range is up to 1000 Mesos, but the probability of that will be very low. Classes which are not affected by changes: (1) Night Lords (2) Corsairs (3) Heros (4) Dark Knights (5) Buccaneers (in debate) I put a lot of time making this post and I would greatly appreciate any feedback. Please be constructive or encouraging in your comments.
1.0: If I'm getting it right, you want all bosses to be weak to all elements right? As cool as that sounds, it wouldn't make much sense (Even though I'd really like it). I don't know how this could help Paladins, but for AMs, having Elemental Decrease would be very useful. For example, Zakum spawns a bunch of mobs, and a lot of them are ice/fire immune, which makes them very hard to kill. With Elemental Decrease AMs would at least be able to clear mobs in boss runs. 1.2: Making the meso drop increased would help with Meso Explosion indeed. Instead of spending extra time to drop meso, they could just blow up the ones dropped by pickpocket. I was thinking of having Meso Explosion's damage changed to range dependent instead of x amount of meso (Like in post-BB), but your idea is pretty good too; would make sense in a server where drop rates from mobs are increased too. From digging through old threads here though, I doubt any class balancing would happen.
I quite agree with shad review, which I really hate on dropping mesos for few minutes, boom, then repeat....Which definitely not a style of shad when come to bossing
It's a yes for paladin, with elemental weakness we just got par with those hero, then on neutral boss how? and Blast only hitting 1 target and 1 row of damage, but Brandish is 2 hits and Dragon Crusher is 3 hits, on critical even its elemental weakness we might still lose to the another 2 jobs
That's how people play them here, not how they're meant to be. Yes, they're meant for grinding mainly and not bossing, but that doesn't mean their bossing ability should be completely neglected. That's like me saying Buccaneers are meant to be cool by having I-Frames, so instead of a DPS boost they should have longer I-Frames (Barrage being slower, Demolition being slower, etc...) which even I, as a non pirate player, would find it ridiculous. I do agree with that their weakness is bossing and it should stay that way, but no buffs at all? Nope. Sorry couldn't resist, had to reply when I saw someone dissing AMs again.
In case you don't know, they already decided to buff pickpocket skill of CB in new source, but for unknown reason, current meso amount from the skill only 10~50, and 10~1000 meso range you talking about is pretty weak for meso explosion(20bag of 1000meso only does 100k damage), your opinion is not bad, but shadower don't need another "fun" skill, we need buff that actually help the damage or gameplay. There are lots of problem with shadower skill, but i want to discuss pickpocket first. In my opinion,meso from pickpocket should depends on the damage of shadower, higher your damage is, more meso from the skill, the range of meso drop should be 10~5000(even more), why i choose this range? ME can explode 20bags per use, if shadower using pickpocket instead dropping meso, it will take more then 10secs for shad to get 20 bags for ME, in other words,10 secs for a ME, so the pickpocket will be useless if the meso drop from it is too low.
um... Shadower have Smoke and ME, which makes them highly wanted for a bossing pt, Smoke is like a godly version of Holy shield, if there is a change for Shadower, I suggest increasing the duration of Smoke
Sure then, make the skills slower but increase the % to match Buccaneers's current DPS. That helps with their uniqueness and doesn't make them weaker than they are now. (Which would be stupid since the buffs Buccs got with New Source was mainly increased speed and being able to use skills in Transform.... but you get my point). That might be true, but I've meet a decent amount of people who would like AMs's bossing ability improved; they just usually keep quiet because as soon as someone speaks up, people tend to gang up on them (Not saying you are, but a lot do). Buccaneers could be in the bossing category, but bossing =/= DPS. Bishops are meant for bossing too but they have terrible DPS, because they got a bunch of support skills. Going by the logic of "what class is supposed to be what", NL/Corsairs are the DPS classes while Buccaneers are meant to support parties by offering SI, not to be top DPSers. With their current DPS + SI, that could be seen as being balanced already, as they have decent DPS and a support skill. And yes, I know you never asked Buccs to be top DPSers, but judging from your reply, it seems like you assumed that I want AMs to be top or even good DPSers, which is not the case. I made a thread a while ago suggestion buffs and the best argument I got against was that Royals didn't do custom skills changes, which is a pretty good one. If that is the case, a buff to what is shown on HiddenStreet Pre-BB would be enough so I will shut up.
I think raising the damage cap to 300k could buff Marksman a bit and help shadowers/paladins (and sometimes bucc too) as they can hit cap damage with some skills
There are a few buffs that could help Paladins in terms of damage. One way would be to add lightning, poison, and potentially holy weakness to all bosses. This gives all mages a 50% boost (could also do just poison/lit, which gives pally a smaller boost) and also gives AMs more damage at bosses, without being broken. Other way (and the one I prefer) is to make equivalent changes to adding charge stacking to paladins. If it cannot be done via client, then simply buffing each charge by 25% would be equivalent to allow it to stack with lightning. Wouldn't be "as large" as the above mentioned buff, but would be more durable (and doesn't preclude later adjustments....also isn't stuck being boss specific.) [I'll probably make a feedback thread along these lines soon...rip threaten buff) Mages could also get the CL and Para buffs that came with v86, which would give them damage in line with skill numbers listed on BBB. (240 for para, 210 for CL)
Hello. I'm new to this server. At this time, are all vocations 100% original or has there been balance changes?