In Discussion Class/Skill [Feedback Request] Skill Changes and Balancing

Discussion in 'Feedback' started by nut, Jun 4, 2022.

  1. yasir
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    yasir Well-Known Member

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    in pb testingcamp for xmas release
     
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  2. Succubus
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    Succubus Donator

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    I'm here in the Wild West to suggest a few mage ideas (that'll probably upset lots of people):
    1. Remove 4th job ultimate party XP to cripple leeching. It won't stop multi-mage map farming, but it will increase competition in those maps, and likely deflate the value of items that lower levels would need since there'd be an increase in supply.
    2. Increase XP gain from Holy Symbol for kills that occur from single target attacks (or 3-6 max enemies hit), which would shift the meta to party training.
    3. Add M.ATT% boost to Infinity since it requires time / meso investment, is not a party skill, and has a decent cooldown.
    4. Add a requirement to move X distance after casting a 4th job mage ultimate to discourage multi-mage farming. It won't significantly affect someone who mains the character, but make it a nightmare for people who want to be zombies and ALT + TAB > Ultimate spam while bossing on other clients.
    5. Buff single target mage attacks to be better than their ultimates for bossing capabilities.
     
    Last edited: Aug 21, 2025
  3. anglerfish1
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    anglerfish1 Well-Known Member

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    sorry if this has been suggested already (it's hard to search through 30 pages!) but Hero's Armor Crash should definitely be made to hit 12+ targets like Drk's can (I believe it only hits 6 max right now?)

    it's really frustrating when the one supposedly helpful thing you bring as a class to a VL run ends up failing you when you need it most: during bad double summons when there's up to 12 targets, armor crash can target the gargs + VL and miss most of the golems. so then you either give up or try moving around and spamming it from different positions, wasting DPS in the process. it feels really bad, and further proves everyone's point when they say Heroes are all around worse than DrKs -.-'
     
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  4. toushiro54321
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    toushiro54321 Well-Known Member

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  5. veen11
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    veen11 Donator

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    how u think about making new beginner passive skill - improving attack speed with every 100 dex?
    it can buff warriors and marksman, also can go bossing well without bucc
     
  6. waseda99
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    waseda99 Active Member

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    Hello,
    I just wanna throw out some ideas for Crusader/Hero class so they become more desirable in our server.

    Panic Attack should have Darkness debuff (like 90% chance, lasting for 30-40 seconds only) on boss.
    Original Maple gave Chance Attack as a passive skill, which increases 25% damage on stunned, blinded, frozen monsters.
    Also Bucc has this kind of skill in 3rd job so that's our reference.

    If this 25% is applied on ACA then actual damage increase should be (?) 215%(=ACA190%+Chance Attack 25%).
    while Berserk is 210% and holy charge 210% (=140%*150%).
    Please correct me if my numbers are off.

    DrK has higher weapon mastery % and Pally deals 210% consistently while Hero needs to use Panic and recharge orbs so this passive skill won't make Hero unnecessarily strong.

    My idea is to make Hero's damage increase on par with other warriors or slightly better under certain condition since their skills got buffed in this server. Maybe that extra 25% can be added to Brandish making it 285%(=260%+25%).

    I think this is pretty fair that it forces Hero to do something in order to gain more single target DPS while not overshadowing other warriors.

    Overall, adding Chance Attack skill and Darkness debuff on Panic Attack will allow heroes to use 3rd job skills which become useless after 4th job.

    Thank you
     
  7. waseda99
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    waseda99 Active Member

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    I read all 30 pages relevant to heroes.
    All these ideas are suggested for Hero but no changes for over years? Really? You literally have someone, I dont remember his ign but
    Smega saying "Hero is a bad class" like two days ago.
    You can give this class a purpose. Hero was not an OP class in OG maple anyway. Why leave this one out? Please make Hero and MM more desirable characters if you really want diversity in this server.
    People say Enrage is a dead skill for years but you ignore that? Hero players don't need it to be a top dps class, we just need some purpose, role and some shining moments in bossing as its name is called "Hero"
     
    Last edited: Oct 21, 2025
  8. procrastinya
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    procrastinya Well-Known Member

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    In the job balance issue,
    I have a question: is [job balance] refer to [balance the dps of all job] or [enhence the job's feature]?

    My answer is job's feature (and diversity inside a single job).
    Use wars for example of job's feature:
    I feel some advice to these 3 job is [increase dps] or [give all wars CR skill], but these ways will weaken the job's feature.
    In my personal bias, I feel the job's feature are the following:
    DK: Berserker, always in danger situation to gain the strongest power
    => I'm not sure if dk need adjust.
    Hero: Possesses strong offense and defense, and delivers a decisive strike at critical moments.
    =>Adjusting [Panic Sword (dark sight)] & [Coma Sword (stun)] to have a powerful strike with high dmg/15mob-aoe & 120/180(?)sec cooldown
    =>I'm not sure if Hero's (dark sight) & (stun) work in boss tag mob like golem/gargo of VL, if work, hero can stun golems before Armor Crash & dark sight gargo with high dmg
    Pally: strongest element knight, good at single target, but have dmg cap issue with it.

    the example of [diversity inside a single job] are:
    =>farming Mage / battle Mage
    =>lightening i/l, ice i/l
    =>shield pally / attacker pally
     
    Last edited: Oct 22, 2025
  9. waseda99
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    waseda99 Active Member

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    Beautiful.. just don't know why we dont have this implemented
     
  10. ClassicMageX1000
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    Hi there, new player to Royals here. I've been enjoying my experience so far, but I have one suggestion for the Fire/Poison Wizards specifically. I would suggest increasing the number of enemies hit by Fire Arrow from 1 to 3 max enemies. Here are my arguments for this change:
    1. The other 2nd job mages have at least one skill that can be used for mobbing purposes, Heal for Clerics (against undead) and Thunder Bolt for Ice/Lightning Wizards
    2. Fire Arrow is the main damaging skill at 2nd level and is affected by the elemental weakness mechanic, which means its damage is already balanced by mob elemental affinity like Thunder Bolt.
    3. It fires in a straight line in a set range. Other job advancement mobbing skills like Explosion and Meteor Shower would still see use due to the higher number of enemies hit plus increased overall damage and AoE potential.
    Thank you for reading!
     
  11. waseda99
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    waseda99 Active Member

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    I think the same.

    Hero = single target specialist with Enrage on. The concept of Total Crash fits Hero actually. It should provide strong and steady dps
    DrK = high risk, high return. exceed Hero damage under certain condition (maybe like extremely high dps for few seconds in berserk mode) but mainly it's the best mobber in the game.
    Pally = tank, aggro, protector. Pally should be the guy that never dies and takes incoming damage for team and become stronger as a reward. This is the character that should be forced to use shield to create something like Sanctuary for the team.

    hero's damage cap remains the same but drk and pallys can be uncapped under certain condition so these ppl are not inferior to hero
     
  12. waseda99
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    waseda99 Active Member

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    Hero mains crying
     

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