Hello procrastinya Since I have said that I will talk about this topic soon, I am obliqued. Regarding DPS of Meteor, Blizzard, from my rough estimation, assuming it does 1/3 of avg ST DPS of attackers on 1 target ( on apple and on cheese and on elementally weak ), so on 9 targets it does 3 times of avg ST DPS of attackers which is equivalent to sth like DK that can hit 3 targets. But classes like pally, bucc can do better than DK in golems, so on 9 targets, skills like Meteor/Blizzard loses to pally/bucc DPS wise, that why I said " on 10-11-targets ( VL Golems ) classes like pally bucc shad mm could potentially out DPS archmages. Moreover, in practice, skills like Meteor, Blizzard, and also Genesis are hard to be used in VL especially in B3 Regarding Fire/Ice Demon, in order to make this skill to be sth like best 6 targets in the game and making mages attractive enough for VL runs AOE-wise, we might need its DPS ( on ST ) to be as much as 90%-95% of Hero, MM ( on elementally weak ) For skills like Paralyze, CL, which are single target skills, which are supposed to be stronger than Fire/Ice Demon on ST, should be stronger than Fire/Ice Demon on ST but just a little bit otherwise it will reach Hero's, MM's ST --- It might become like this in VL : We might assign Mini Golems weak against Fire, Holy and Gargos weak against Ice, Holy So FP will be doing well at Golems and IL will be doing well at Gargos ( Using Fire/Ice Demon ) IL will be doing well with Golems too, and likewise FP will be doing well at Gargos too because Elemental penalty gets reduced to 20-15% from my proposal. On VL itself, FP will be using Paralyze, IL will be using CL. But when it comes to Golems Gargos FP will be using Fire Demon and IL will be using Ice Demon. Moreover, FP, IL could use Meteor, Blizzard against Golems to aggro them. You can see that archmages would be using many skills interchangeably, which is different from many classes and gonna be their interesting unique identity. --- On gear scaling curve, I don't worry much about that since I think it's not too hard problem to be solved, Regarding "95% on 2b or 50b ?", not sure yet, probably on 2b so on 50b they will be weaker, giving attackers respect as carries in late game. Regarding source-code technical issue, I don't think It's too hard to be fixed, I don't even worry about it. With this comment and that earlier relative comment, It might be sufficient alr on this topic ( for now ).
If it's confirmed that mages have a gentler scaling curve than WA classes, then I can personally accept 90% at 2B (but not 90% at 50B) — though beyond the numbers, there's still the issue of all players' acceptance, which may require keeping it as low as 70%–80% (or even lower) initially, then evaluating whether to adjust upward to 90%–95% (at 2B) based on the gear market, boss party composition, and player feedback. As for VL — The output of Meteor Shower/Blizzard is already higher than a Genesis on the same TMA on gargo/golem , so I don't think gargo/golem have to be adjusted. However, Mage is as a class featured in AoE, perhaps buffing ice/fire Demon to outperform Meteor Shower/Blizzard in Gargo events (roughly 4–6 mob situations) would be enough — while still keeping it weaker than CL/Paralyze. Given that CL is an AoE, making it so that CL is used in single-target while Demon is used at 6 mobs makes balancing Ice Demon quite difficult — Fire Demon is much more easy. Also, since Paralyze is single-target, it should be slightly stronger than CL. There's also the Wand 5/6 swap and Wand 7/8 swap playstyle during HT/VL to consider, so all adjustments should be made relative to the corresponding elemental wand. ((Does anyone else know what BigBang feels like to use?)) If the combination of CL/Paralyze and Big Bang reaches 90% against an elemental weak target (at 2B), then against a non-elemental weak target, since Big Bang is non-elemental (?), the output wouldn't drop all the way to 60% — it would land somewhere between 60% and 90% depending on how strong Big Bang is. Similar to Strafe + Snipe (MM).
Just to speak on Big Bang the skill feels somewhat okay for I/L because its our only non elemental skill past 1st job so it has some niche use cases. I kind of just use it when I want to mess around farming cards though. The charging mechanic makes the skill kind of useless for I/L for F/P I imagine its a little better though. The hitbox is also kinda bad but if we intend for it to be for bossing summon killing purposes its perfectly fine as is. I'd say the range is probably roughly around Explosions size? If we want it to be an actual skill in rotation, quicker charge/removing charge altogether would be a nice little buff. I only have 1 point in it though because as it is right now its just not very worth using compared to CL/Blizzard so take this with a grain of salt.
I would suggest adding a CD/ removing charge requirement/ increasing the damage which is similar to MM's Snipe or Pally's Heaven's Hammer (HH), allowing one powerful melee attack every 5–20 seconds.
I’m wondering if the Charged Blow skill for White Knight (3rd job) could be changed to not consume the elemental each time it’s used, instead of consuming it with every use.
Advanced Charge Blow in 4th job makes it not consumed when max. I'd consider your requested change pretty unlikely to be implemented as recently they "fixed" a bug where even lv 1 ACB would prevent charge from being used (instead of it needing to be max like the skill description)
Make paladins' charge undispellable, just like combo attack to heroes and berserk to DKs. Every dispel we need to recast 4 skills (booster, charge, stance, mw) is so frustrating.
Not sure if it was mentioned before. Make the corsair ability "Wrath of Octopi" to make your character actually jump just like in the animation , so you can avoid abilities that hit the ground for example : VL lazers, chao push, etc. seeing the character doing a back flip and still getting hit by these ground targeting attacks annoys me to this day
Hello, as a 1h Paladin I can see that my damage is too unbalanced, sometimes hitting 90ks and sometimes 160k (with appo). I know that 200k cap is a thing, so it would be nice to increase the min damage and reduce the max damage, I think changing the 1h formula would fix this issue. Also make threaten more spooky and buff it! Like a flat "threatened monsters will receive 5% more damage from all sources/receive 5% crit from all sources" for like 20 seconds. This would make the skill viable and make Paladins gameplay more active. Nothing too broken, but something that would help if used.
Royals don’t need skill changes. Royals need to change the mindset of the meta. And that can only be done by banning multiclienting. Okay new players aren’t Able to HP wash realy easy. But there will be people playing classes again. Classes will be involved again. This game is for some more an excel file on how to win xx time on killing a boss. Instead of having fun. And I know having fun differs to a lot of people. But did you play maple back then with the idea to solo everything? Or to have fun? I know I gonna get hate for saying this. But a class balance will only bring a shift at the top. And after a few months we’re again asking to Buff other classes cause they don’t get picked. And I guess the mapleroyals staff know this.
the 25%/10% elemental damage bonus from elemental wands does not affect element composition. why. why the fuck not. it's literally called element composition and the weapon is called elemental wand and the whole point of the weapon is that it boosts two elements. what
Previous proposal : Updated proposal : Everything is the same as the previous proposal but 1. Make Archmage's ST 95% of Hero,MM (instead of on par with shad, bucc , ...). CL of IL would be slightly weaker than Paralyze of FP, probably 90-92%. 2. Make Fire/Ice Demon very strong, around 90% ST of Hero,MM (on elementally weak) but hit 6 targets and the DPS doesn't get reduced when hitting 2-6 targets. 3. Change elemental amplification formula to be +/-15% instead of +/-50%. For skills like Meteor, Blizzard, Genesis, it could still be +/-50% or +/- 30-40%, to prevent effects on Leeching market and others
Weird way to spell delete NL Do you mean elemental damage multiplier? That's different then elemental amplification which is a passive skill of archmages that's always active. I believe the elemental advantage multiplier can be changed per-skill though, based off pally charges at low levels not providing a 50% elemental advantage boost.
i like this idea but then buff only arch mages because if u do this, why people want to make i/l or f/p. Make them viable for bossing
Yarr! This will be a long one! Good luck reading this @Tim , but if the team needed Corsair opinions, here you go lol As a proud owner of THE ONLY Lv. 200 CORSAIR OF 2026 (joke except not really), I feel it's time for me to leave some parting comments about the job here! Thank you everyone who has watched me go from a crying flagless pirate to a flagged Lv. 200 captain. I genuinely don't know if my post will do anything for the future of the job since Balance Changes Soon Forever tm, but I hope that it can be used as a check for more recent opinions on the job. Ctrl + F "Corsair" A few things I want to note beforehand: - Don't get me wrong: I know why no one plays Corsair. Royals has a multiclient meta, and Corsair is a job that's impossible to multiclient because of its mechanics. With that said, my suggestions WON'T be to make them multiclientable, as that'd miss the point of why Corsair is fun - it's an amazing single-client job. I also don't mind if these changes don't make Corsair more popular; it offers a very unique playstyle that not everyone enjoys, and that's fine. - Corsair has one of the largest power differences between early and late game. It's not an exaggeration that they have THE WORST power scaling in the game, as their skills actively work against them till late 4th job. Endgame Corsair is extremely rewarding, but the reward is stacked near Lv. 180; 99% of people will never make it there. My suggestions will aim to shift that power towards mid-game, where Corsair has the worst scaling. -I'll be biased to balancing around making grinding easier, even if leeching/other EXP methods can speed you through. I played without leech: I grinded my Corsair from 1-200 without it. I feel it's unfair to handwave Corsair's terrible early game cause the meta says to leech. It's not going to stop people from doing that even if their kit is better, anyway. -Finally, I'll aim to keep balance changes simple for devs to implement (for the most part). I got a feeling that active devs are rare now, and I don't want to suggest changes that will make Corsair the next Buccaneer (too good at everything). They should be a complex job, but with some tweaks so 99% of people don't just give up halfway. --------------------------------- Corsair Balance Suggestions I'M NOT ASKING FOR ALL OF THESE TO BE IMPLEMENTED. THIS IS JUST FOR YOUR CONSIDERATION. TY FOR READING THIS IN 2036!!! 2nd job: Gunslinger The biggest problem with Gunslinger is Invisible Shot/Grenade: One of them is a weak, usable AOE that hits 3 targets (Invis Shot), and the other is a terrible AOE that hits 6 targets, which doesn't even scale with Gun Mastery (Grenade). This snowballs till 3rd job, as Flamethrower/Ice Splitter takes so long to scale that you're stuck with no 6-target skills till Lv. 100! No other job is penalized this hard for their AOEs. Honestly, Invis/Grenade feels like a dated thing that exists cause "this version says so"; I feel Grenade and Invisible Shot's max targets need to be swapped, and it'll fix 2nd job entirely. If 6 targets max feels too strong, make it 4-5 max. As for other suggestions, it's mostly to fix clunk: Recoil Shot is very laggy, and Wings locks you in freefall once you use it, so it would help if Recoil Shot has less lag, and Wings could be manually cancelled. tldr; My 2nd job balance suggestions: -Reduce Recoil Shot cooldown by 20-30%, and increase its damage to improve its use as a repositioning tool/2nd job finishing attack -Swap Grenade and Invisible Shot's max targets (Let Invisible Shot hit around 4-6 targets) -Allow Wings to be cancelled by pressing Wings a second time --------------- 3rd job: Outlaw- THIS WILL BE VERY LONG Ooooooooo this is where it gets REALLY bad There are SO many problems with Outlaw that I'll need to put them in a quote box. Like, seriously, this is why Corsair is an ugly duckling. The tldr: - Outlaw is the only job that has its AOE damage split into two skills (Flamethrower/Ice Splitter). This penalizes them with double the SP requirement to do the equivalent of any other jobs' AOEs. Both scale terribly, get screwed by elemental resists, and only become "mediocre" AT LEVEL 100. The "good" AOEs are locked PAST LEVEL 150 (Torpedo/Elemental Boost). This is an 80-LEVEL GAP FOR DECENT AOES! - Summons scale so poorly that there are almost no use cases for them in 3rd job. Summons + Homing Beacon are literally SP dumps that do not help with grinding whatsoever. - Their only other usable skill, Burst Fire, doesn't get stronger than max Double Shot till Lv. 7, and is much laggier than Double Shot, making it feel worse to use. Combined, Outlaw has two functionally usable skills that accomplish less than other jobs. --------------- The aim of these balance suggestions are to make Outlaw's kit feel useful for the 3rd job grind, rather than SP dumps that only get useful 80 levels later. Summons will actually do damage, and their AOEs will scale at similar speeds as literally any other job. The changes will make Outlaw actually feel decent rather than underwhelming. tl;dr; My 3rd job suggestions: -Remove 3rd job skill requirements to unlock 4th job Corsair skills Flamethrower/Ice Splitter: -Increase max Flamethrower's damage so it at least outdamages Invisible Shot (more than 170%) -Increase the weapon attack buff of Fire and Ice Capsules, while lowering max capsule ammo (this is an easily modifiable DPS increase, with the downside of needing to hunt for more capsule sets) -Make Flamethrower hit 6 targets immediately, while keeping Ice Splitter the way it is (hits more targets as it levels). This reduces the SP requirement for both AOEs to hit 6 targets to 30SP Flamethrower: - Increase the duration of Fire DOT by 2x OR - Adjust the multiplier of DOT's damage scaling (20-40% of Flamethrower's damage, maybe?) Keep the fact that Fire DOT can't affect bosses/LHC mobs as a downside Burst Fire: - Fix Burst Fire being slower than Double Shot; make its animation length match Double Shot - Make Lv. 1 Burst Fire outdamage max Double Shot Octopus: - Let Octopus fire as fast as Wrath of the Octopi (2x speed); this is the same speed as Bowman's eagles - Allow Octopi to attack no matter where you're standing (they currently only shoot if you're close and aggro'd by a monster) Gaviota: - Turn Gaviota into a toggle, with higher levels increasing active duration. Allow canceling of it by right clicking a buff icon - Significantly increase Gaviota's damage by a LOT, as its damage scales horrendously bad - Allow Gaviota to proc Flamethrower DOT on hit (this won't affect bosses or LHC mobs) --------------- 4th job: Corsair Honestly, Corsair as a 4th job is quite okay right now. If the suggestions I asked for in 2nd/3rd job get implemented, 4th job honestly doesn't really much changed to feel in a better spot: Corsair has very defined strengths and weaknesses, but becomes a great jack-of-all-trades at max level. My main suggestions will aim to make early game Corsair less painful. The most important pain point is your ship is made of paper from Lv. 120-135. This is one reason why everyone quits after hitting Corsair, as it's just even more torture lol. As increasing the ship HP you get per character level will likely turn ship into a tanky behemoth by Lv. 200 (bad), I'd suggest increasing the ship HP gained from adding the Battleship skill instead, as it is limited to 10SP and can be balanced around that restriction. (currently it gives 4000HP per SP, for a max of 40,000. Increase it to like 6000-7000HP per SP or something) As the Battleship skill will likely be maxed in the first few levels of Corsair, this will ease the pain of early Corsair without being overly powerful, and you'd have to spend points for it as a downside. My other suggested Corsair adjustments would be to fix clunk/glitches: Fix being stuck on ship if you mount immediately after using certain attacks (Invisible Shot/Homing Beacon/Octopus). This is definitely a glitch due to mount speed being buffed long ago, and it only affects "mounting > attacking" and not "attacking > mounting". In this gif, @MeguFire is holding right after using Invisible Shot > Battleship. She is in lag for 2 seconds! Reduce Air Strike's lag - it's a great filler move that's crippled by having MASSIVE ENDLAG (3 SECONDS). This negates pretty much any DPS increase compared to just using Torpedo. Ideally I'd love for it to be shortened to 1-1.5s; the same time it takes to do an "Air Strike > Battleship > Battleship" macro, which is how I already use it ingame. The macro in action: Look at how much lag it cuts out! Make this the default! Reduce the lag of Torpedo - it's already strong in its own right, but it's very clunky especially compared to cannon. Reduce the startup or endlag so it's easier to jumpfire while using it (currently you have to wait between jumps since the lag is so long). If Flamethrower is buffed as part of my suggestions, the faster firing would also keep Torpedo's DPS stronger than Fire/Ice, which should always be the norm. Allow using Rapid Fire while jumping - Like Burst Fire being slower than Double Shot, it doesn't make sense for Rapid Fire to be unusable while jumping when its an upgrade. This would help grinding at early levels, when ship is still fragile. It won't be as OP as it sounds, as Rapid Fire is a pure filler move at higher levels, and you want to use it as little as possible. If my Octopus buff is added: Make Wrath of the Octopi projectiles burst into a small AOE that affects 2-3 monsters - This is one that probably can't be done cause of coding, but if 3rd job's octopus is buffed to shoot as fast as Wrath, then this would help Wrath do something beneficial. It would also only help with mobbing, as I envision the shots only hitting once on single targets still; this would keep its bossing damage the same, so no need for DPS adjustments! tldr; My 4th job suggestions: - Fix all instances of being stuck on ship if you mount immediately after using certain attacks (Invisible Shot/Homing Beacon/Octopus) - Increase the ship HP gained from adding the Battleship skill from 4000HP per SP to 6000-7000HP per SP (NOT from leveling your character) - Reduce Air Strike's lag by half (or equivalent to an "Air Strike > Battleship > Battleship" macro) - Reduce the lag of Torpedo so it's easier to jumpfire/its DPS is improved over long fights (eg. LHC) - Allow Rapid Fire while jumping If my 3rd job Octopus firing speed buff is added: -Make Wrath of the Octopi projectiles burst into a small AOE that affects 2-3 monsters --------------- Aaaaand that's it. I know - "tldr, why balance the rarest job lol?" Corsair is genuinely extremely fun, and it's honestly the most fun I've had in Maple, even back in OG. Barely anyone plays it, and that means barely anyone will bother writing suggestions on it. I'd like to bite the bullet and represent my favorite job in the game. Trust me, even if they're buffed to this extent, no one's going to play Corsair cause they're lazy. Like seriously trust me. People tell me that to my face Idk if staff even use this anymore, but I hope this gives insight to Corsair. If you're a rare Corsair, let me know what you think. I'd like to see if Captain @Heidi would give feedback on this actually (not as staff but just as a player of the job). Ty for your time and WHEN ANNIVERSARY
I'd guess a large part of the summon issue is that their damage ignores your WA (happens for corsair and archers, mages they use standard magic damage formula so are fine), resulting in them being incredibly weak as your main scaling is in WA. If it could be included in their damage calcs I bet it'd help a lot with balancing them.