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Ballance changes to Shaolin Temple

Discussion in 'Suggestions' started by philip, Jun 22, 2021.

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  1. philip
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    philip Mixed Golem

    174
    47
    168
    Dec 11, 2018
    Male
    Denmark
    10:48 PM
    Ziggs, Annie, Aphelios
    F/P Wizard
    200
    Pasta & Funk
    Thoughts on December ballance changes Shaolin Temple

    Intro

    When I came back to Maplelegends after a long break I decided to sprint the last 8 levels for level 200. When I started grinding at 5-6F again, I realized the entire 5-6F map terrain was changed. Monks are now running into invisible walls, jumping, falling from places they did not fall from before and attacking people at the safe spot forcing you to stop training or if you were leeching stop you leeching session just to door and don’t forget to disbandon your entire party because your hs mule has to be leader.

    To sum it up 5-6F seems worse and buggier than before. These changes have successfully demotivated lots of 5-6F players that just want to train or sell leech even doing this washing event, which is another thing I would talk about too. Duo to the changes done in December I will just quote what as written:

    • Shaolin Temple monsters are now able to jump and are immune to freezing
      • After studying the techniques of those that came to kill their brothers, monsters of Shaolin Temple have now acquired the advanced skill of... jumping and immunity! This should make the map less dull and clustered, and more alive!
    So this is a direct nerf to I/L mages and F/P mages, I heard one argument that I/L mages were starting to use two channels for training as 1 person. I find it interesting and sad if this were to be the reason because of two things. First this goes against the ideal of the server being GMS-like (Monks were not immune to freeze/stun/paralyze). Second it diminishes the class identity and fantasy of one’s class. I can only imagine how sad I would be, if I was an I/L mage to finally be able to freeze monsters and how good it most feel and how sad it now is to have that taken away. F/P was nerfed with their summon skill Elquins not being able to freeze, so now mages are hit every 7 seconds by monsters. The changes correlates to people not wanting to train at 5-6F because of the huge hp and mp burn you have to endure. It is approximately 500 hp barb elixirs and 500 manabulls an hour you have to spend here and pots are not cheap its about 2m messos for just grinding one hour. I tried to test how many pots I used in one hour and calculated this to messos spend an hour aswell, so you would see I am not throwing random numbers out there.

    Method

    I ran two tests at 5-6F while training and a single test of leeching at petri to give a rough estimate of the pot burns and to compare the data. All tests set to 1 hour at a time with a stopwatch also I didn’t do more tests since I already had a good idea of how many pots were being used.


    Results

    1st test 5-6F

    I started with 2600 barbarian elixirs and 2600 manabulls and after 1 hour I had 2109 barbarian elixir and 2149 mana bulls

    491 barbarian elixirs and 451 mana bulls used and equivalent to 736.500 + 1.262.800 = 1.999.300 messos /hr


    2nd test – 5-6F

    2109 barbarian elixirs and 2149 mana bulls and after 1 hour the pots went to 1584 and mana bulls 1687.

    525 barbarian elixirs and 462 mana bulls used and equivalent 787.500 + 1.293.600 = 2.081.100 messos/hr


    Petri test

    1st test

    2002 barb elixr and 1737 mana bulls and after 1 hour the pots went to 1823 barb elixir and 1415 mana bulls

    179 barb elixir and 322 mana bulls used equivalent to 268.500 + 901.600 = 1.170.100 messos/hr



    Discussion

    Suggestion on how to fix the issue

    · The thing is now F/P and I/L has to repot every 7 second since Elquins and I/L doesn’t keep monks from running into them. As a compensation I think mages pet could do a stun to the monks or do a minor knockback. The stun would have the same duration as the freezing, which was removed.

    · Ban people who uses 2 channels just a 3 strike policy maybe

    Bug fixes

    · Fix priest’s door bug. In order to summon people anywhere in 5-6F, you have to have the priest’s mule create party.

    · Fix the shelf bug where monks can jump on and kill multiple mules, which mules and buyers can’t get up to again. See picture below I have like 30 more of theese pictures of my partner dead there
    upload_2021-6-22_22-23-11.png
    upload_2021-6-22_22-23-32.png
    · Fix monks so they do not walk into invisible walls, this isn’t Skyrim man

    · Fix monks so they do not fall from 6th floor to 5th. See picture below
    upload_2021-6-22_22-24-1.png
     

    Attached Files:

    • Disagree Disagree x 5
    • Agree Agree x 3
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