I did, none of your suggestions cater to helping heroes whatsoever, heroes are literally at the bottom of the barrel like how shads were before their major ridiculous buff. Anything regarding to 3rd job skills is completely irrelevant especially when leeching culture exists and there's a linear way to get to 120 in this version of maple (pqs/grind places like himes, rinse repeat gameplay). Coma/Panic are useless skills, you lose dps using these skills and having to recharge your orbs to regain maximum dps output. Like I said once and I'll say it again your post contributes nothing to helping out heroes. Meme class is a joke f3.
Like I said once, and I will say it again - you might want to read the post. "Anything regarding to 3rd job skills is completely irrelevant especially when leeching culture exists" - People who are new to the server PQ and are forced to find alternative ways other then leech and warriors are already an attractive avenue for newcomers as they gain access to most content without washing HP. I guess suggesting anything that makes the leveling experience for non-leechers better is clearing not catering to Hero. Huh "Coma/Panic are useless skills, you lose dps using these skills and having to recharge your orbs to regain maximum dps output" - Read the post. Reducing orb use allows you to weave in Panic in between Brandish resulting in more damage. Huh The Shout change and Advanced Combo attack changes I suggested were more for fun/quality of life. Even just being able to weave in Panic and Coma at all would make Hero more interactive and more fun. Managing the Orbs while expending them at the same time creates an entirely unique type of attacking class whereas everything else is basically hold down one macro or button. Only buffing Brandish or the raw maximum output just to match the other classes in terms of damage sounds good in theory, but wouldn't it be better if Hero could both do that and be more interactive/flexible/and have it's own distinct playstyle? Agree to disagree if you can't see any merit in what I suggested.
Hello staff and community, not sure if additional contributions to this thread are still being considered, but I wanted to add some additional ideas for heroes' damage/skill progression via improvements to enrage. After playing a hero twice (yes twice lol) to end-game, one thing I've noticed is how the class seems to just cap out in terms of 'core skills to max' at about lv. 150. Where once you have 1 point in rush, have maxed Brandish, Advanced Combo Attack, and Power Stance, you're pretty much good to go... (+ a few more levels if you'd like to include MW) and thereafter, all of the other skills are mostly a "it's up to you / do whatever you want" kind of progression. With this in mind, I'd love to see ways that enrage can become a core part of the set of skills for Heroes and their damage/skill progression, and I'd like to put forward the following ideas for consideration for improving enrage: Increase in total damage % during the enraged state (And I'd much rather see a line like this on enrage rather than just slapping on additional %-damage on Brandish or ACA...), and/or; A passive % chance (20-30%?) to recover 3-orbs when attacking (if enrage is going to be part of the core playstyle, it'd be great to be able to recharge orbs even faster as using enrage requires 1 set of full orbs to cast, and another set to then get up to full DPS), and/or; A passive increase in weapon attack similar to Marksman's Boost's or Bow Expert's +10 watt as another potential idea From the status of this thread and recent staff blogs, it looks like ideas are already in discussion/development... but for what it's worth I'd love to see the above ideas for Enrage (esp. the first 2 bullets) be considered alongside the already suggested ideas to rework the skill... It'd be a great way to further buff Heroes while giving them more skill progression to look forward to later on in the game. Finally, a few other parting thoughts: What would the staff/community think if rage instead gave a +% damage buff to party members? i.e.,+5% total damage to party members for the duration of the buff instead of just adding +weapon attack? I could see this as a potentially great alternative if getting rage to stack on top of attack pots is too cumbersome/can't be achieved... I disagree with adding a mechanic to allow heroes to be able to focus on a single target/boss and doing more damage to a single target... for the following: 1) I don't think it'd be fair for a class to be good at both mobbing and single-target DPS, 2) it wouldn't be fair to other strong-mobbing classes like Drks and would invite new space for scope creep, where Drks might as well ask for a single-target focusing mechanic too, and then everyone would be a single-target DPS in-game... and 3) this mechanic isn't exactly a nostalgic/pre-bb playstyle for heroes (although this can be debated as we have introduced large changes/improvements to classes that altered their playstyle such as reducing Bucc's super transformation cd to 1-min allowing them to be in ST constantly...) Aaand that's about it! Thank you if you've read this far, and apologies if these ideas have been mentioned already... happy to read/hear thoughts on these ideas! Let's hope we can see some class balancing updates released in 2026!! - From another Hero enthusiast
Would it? Isn’t echo based on % of total weapon attack? This idea is for % damage like adding +5% damage on whatever damage skill is being casted
Oh, that's probably even harder than making it stack as it's an entirely new stat, but would at least be a bit more consistent.