1. Hello!

    First of all, welcome to MapleLegends! You are currently viewing the forums as a guest, so you can only view the first post of every topic. We highly recommend registering so you can be part of our community.

    By registering to our forums you can introduce yourself and make your first friends, talk in the shoutbox, contribute, and much more!

    This process only takes a few minutes and you can always decide to lurk even after!

    - MapleLegends Administration-
  2. Experiencing disconnecting after inserting your login info? Make sure you are on the latest MapleLegends version. The current latest version is found by clicking here.
    Dismiss Notice

Actually balance the game

Discussion in 'Suggestions' started by Motto, Feb 17, 2020.

Thread Status:
You must be a logged-in, registered member of this site to view further posts in this thread.
  1. Motto
    Offline

    Motto Skelegon

    1,067
    1,139
    428
    Jun 30, 2018
    Male
    Mars
    2:26 PM
    PogShad Motto
    Islander
    201
    Okay, given the fact that we can confirm it's Maple Magends.
    Let's actually put some discussion into some game balancing.

    First balance
    Ghost Ship must be nerfed. Either increase mob Avoidability (so mages can go there at later LVLs), and increase mob attack range, make it IMPOSSIBLE TO AFK IN THE STAIRS.
    Reason? Well they are the only classes that can actually afk a place at lvl 40 to 120 without even moving.

    And yes, I've seen pepega priests at lvl 100-110 farming there, because Himes is brain dead hard in comparison.

    In this case you can't talk about Archers / Thiefs in Monkey Forest because they are actively moving around and actually can get hit (most times) by the lupins, and have to move to WR / Voodos or other maps to farm at higher LVLs (Lupins being good for 40 to 50ish)

    Second balance
    Why are mages the only classes with Ultimates with no cooldown?
    Are they this special? They have other skills to use too, like lightning, angel ray and such.

    I propose to put a 5 second Cooldown, this because they don't actually deal 199k DMG by instant and actually have damage calculation (so don't need the bad balance like us Paladins with 15 seconds)
    But still it's higher than what a normal class will be able to do in general (AoE being all visible map)

    Third balance (if second is not applied)
    Actually decrease their general Ulti dmg if cooldown isn't removed.

    Fourth balance
    Increase the other skills (not ultimates) by a good 40/50% dmg.
    So for example Chain Lightning from 210% to 260%.

    Thanks and bye.
     
    • Disagree Disagree x 7
    • Agree Agree x 6
    • Like Like x 4
Thread Status:
You must be a logged-in, registered member of this site to view further posts in this thread.

Share This Page