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An Identity for Dark Knight

Discussion in 'Suggestions' started by Tarnished, Jul 25, 2022.

Do you want to see these changes implemented?

  1. 1. Yes, I want DK to be a better Support

    8 vote(s)
    27.6%
  2. 2. Yes, I want DK to be a riskier attacker

    14 vote(s)
    48.3%
  3. 3. No, I want other changes for DK (please elaborate)

    5 vote(s)
    17.2%
  4. 4. No, I think DK is in a good state already

    2 vote(s)
    6.9%
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  1. Tarnished
    Online

    Tarnished Slimy

    240
    125
    230
    Jun 13, 2022
    Male
    1:54 AM
    Confessor, Tarnished, Hawthorn
    Hero
    200
    I am but a biased noob who mains DK but I honestly think this class is suffering an identity crisis beyond the issues already afflicting all melees on MapleLegends.

    The crux of the issue is that DK is more or less deemed a support class because of HB, so it follows that DK should deal less DPS than other cleavers. While this is a fair assessment, HB is becoming increasingly optional for ultra-end-game players and furthermore I don't think an easily mule-able 2nd job skill should be the defining characteristic of the class. Additionally, there's an awkward gap in ML where HB actually is not enough bonus HP to keep un-washed players alive, while fully washed players don't need it at all.

    As a result, this class is a messy hodge-podge that's mediocre at support, mediocre at attacking, and has poor risk:reward. It's one of the most popular first character classes, but it's also mediocre at that because HP washing is absolutely required, it isn't a strong 1-man army like Hero/Pally/Shad, and it isn't very useful for helping your future roster like Mages. It's also really expensive in terms of pot costs and the infamous Sky Ski.

    IMO DK should pick 1 identity and lean into it, either as a strong supportive character or a high risk DPS powerhouse. Sitting on the fence across pretty much every metric leaves a lot to be desired. Here are my suggestions for possible changes that I don't think make the class OP but could make it way more rewarding to play:

    THE SUPPORT TANK:
    • Advanced HB: Add a 4th job ability that makes HB add the greater number between 60% or some FLAT amount of HP based on the DK's level (For example: You need a lv.190 DrK to add enough HP to keep an unwashed lv.170 ranged DPS alive in HT). This change will not affect late-game players whatsoever because you're still gunna get the 60% from normal HB if you're heavily washed, you're still not going to bring a DK into sweatlord 5-man HT squads, you're not going to get free efficiency on your multi-mages because it's hard AF to create a lvl 190 mule, and you're still going to wash your characters because you don't want to rely on access to a very high level DK. This change will however make a world of difference to newer players because now DK can actually keep their unwashed friends alive and have a purpose on this server. It lets noobs enter the game without the "range-anxiety" of their unwashed char being literally unplayable end-game and encourages community interaction.
    ---OR----

    THE YOLO ATTACKER:

    • Simple enough: Add 1 or 2 more stages to Berserk where you get increasingly more damage amp based on how low your HP is. You should be able to get some amount of benefit from your primary 4th job ability even if you want to sit at a comfortable amount of HP eating chips and watching Netflix. And, should the situation arise, you should be rewarded heavily for hovering at like 5% HP.
    • On paper, DrK absolutely should edge out the other cleavers considering the rest are practically invincible whereas DrK is one of the squishiest classes in the game. In practice it could be tuned so that most DKs will probably underperform even compared to where they are now in terms of DPS, but the class will be much more satisfying to play because the reward for risk is actually good. Berserk's current implementation and associated ML buff to 55% HP says to me: "you pretty much need this ability on all the time to be relevant, but you should also be at half HP to pay homage to original MS". A more compelling story would be "you can surpass other cleavers but only if you can master treading the line between life and death"
    General QoL Suggestions:
    • Triangular Sushi should cost way less, I don't really get why they're so expensive - because let's be real: it's a tax specifically targeted at DKs considering nobody else buys these even if they only cost 2k/ea. While it's true HB improves your mileage, other classes have their own ways of increasing pot efficiency that aren't even party buffs.
    • Make Sacrifice drop you into Berserk range immediately. Sacrifice is straight up useless currently because it takes like 5 swings to get you into Berserk range, most people use a combination of taking damage + roar which is a ham-fisted and finnicky approach. Sacrifice could work like Stimpack in Starcraft where you press it and your HP drops to Berserk range immediately. While this change leads to a loss of skill expression for experienced DKs, I personally don't feel like Berserk's power fantasy is squinting at your HP bar and jugging 3 different types of pots, it's more about knowing when it's safe to use Berserk.
    • DK should be allowed to limit healing from Bishop, it's silly being the odd-man out who has to run away from the rest of your party. IMO "Sacrifice" should be an ability that toggles your max HP, that way DKs don't have to stand in the dunce corner for any party content.
    • Make Roar cost flat HP. Assuming Sacrifice can drop you into Berserk range, I don't think it's the end of the world to let DKs get a few more roars per HP bar, similar to how Bishop can ult like 10 times off 1 mana bull. This change is going to let beginners leverage their DKs to make their new characters a little bit easier, die less often, and doesn't really seem abusive side from farming NX/Cards too efficiently.
     
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