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Information Christmas 2020 Balance Changes [Explained]

Discussion in 'Update Notes' started by Nise, Dec 20, 2020.

  1. Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    Jul 5, 2017
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    2:37 AM
    NoraONE
    Corsair
    189
    Sweetdreams
    Welcome to the final balance changes of 2020! Unlike a lot of our other changes this year, this season's changes are mostly small tweaks here and there. On to the changes!

    Hero / Crusader
    • [​IMG] Enrage can no longer be dispelled
    For a skill with a long cooldown, it seemed counter-intuitive for it to be able to dispelled. As such, we've recoded it so that the skill can no longer be dispelled by bosses/monsters.
    • [​IMG] Success rate of Advanced Combo Attack recharging two combos with one attack increased from 60% to 75%
    A fairly minor quality of life buff to Heroes. When compared with their warrior counter part, the Dark Knight, in the long run heroes tend to suffer a little bit due to their recharge time with orb. In the short term, it isn't something that would be very noticeable, but over the course of let's say an entire boss run or two the faster recharge should serve as a slight improvement to their playability.
    • [​IMG] Panic (both Sword and Axe) damage increased from 350% to 400%
    Crusaders have a fairly dull 3rd job progression, as they are still very heavily reliant on first job skills. It's not terrible, but not great at the same time. We wanted to try making 3rd job skills have a bit more of an impact while you're in your 3rd job, and perhaps make it strong enough to be maybe used in niche situations in your 4th job too.

    Spearman
    • [​IMG] Iron Will increased from +20 weapon and magic defense to +40 weapon and magic defense
    With harder-hitting bosses being introduced, we wanted to improve the support aspect of Dark Knights by just a little bit. While an extra 20 weapon/magic defense won't be game-changing, it should help negate a bit more damage for your party members in those tough situations.

    Warriors
    • [​IMG] Iron Body (all warriors) increased from +40 weapon defense to +60 weapon defense
    Rather than focusing on the damage output of warrior classes, we wanted to bring an emphasis on the tankiness of the warrior class. With Iron Will being increased to +40 weapon defense, we thought it would be a good opportunity to bump up Iron Will (a self buff).
    • [​IMG] Guardian (for Heroes & Paladin) block success rate increased from 15% to 20%
    Following our goal on revamping the "tankiness" of warriors, we decided to increase the utility of shields / guardian. Guardian has often been an overlooked skill that is usually overshadowed by the strength of two handed weapons, especially when there is Speed Infusion. The changes to guardians should increase the survivability and tankiness of both Heroes and Paladins, which should somewhat increase their quality of life.

    Bowmasters
    • [​IMG] Concentrate can no longer be dispelled
    Much like enrage, concentrate is a skill with a fairly long cooldown, which is why it received the same treatment and was recoded so that the skill can no longer be dispelled by bosses/monsters.

    Pink Bean Changes

    After observing numerous Pink Bean runs the past few months, we noticed a few major concerns with Pink Bean, primarily with the statue stages, that we wanted to address for this patch. The way the statues were behaving resulted in some undesired and unhealthy gameplay (such as making some classes close to irrelevant in certain stages). These are our initial round of changes, and we'll keep a close eye on things after these changes go live as well!
    • Ariel's hitbox has been modified so that melee classes can hit Ariel from the top platform
    • Ariel's aggro range modified
      • This will make Ariel cast spells a bit more frequently, which should add to the difficulty of Stage 5 of Pink Bean
    • Munin (right bird) aggro range shifted right
      • There were instances where being on the FAR LEFT side (where Hugin is) would aggro Munin more consistently than being directly next to it on the LEFT
      • Munin should aggro closer to the right side (around Rex)
      • Munin should no longer aggro when crossing Solomon (left wiseman)
        • This should be enough space for melees to hit Hugin (left bird) if desired, without triggering Munin (right bird)
    • Hugin (left bird) aggro range shifted left
      • Similarly, there were instances where being on the FAR RIGHT side (where Munin is) would aggro Hugin more consistently than being directly next to it on the LEFT
      • Hugin should aggro closer to the left side (around Solomon)
      • Hugin should no longer aggro when crossing Rex (right wiseman)
      • This should be enough space for melees to hit the Munin (right bird) if desired, without triggering Hugin (left bird)
    Mob Changes
    • 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!
    • Alishar (LPQ Boss) level has been decreased from level 54 to 45.
      • Due to the boss' high level, it made a lot of lower-level characters participating in LPQ have accuracy issues (hitting "misses" non-stop). We did a similar change to ligators in KPQ a while back, and it was about time for Alishar to get the same treatment!
    • Kid Mannequin has been made auto aggro again
      • We've recently overhauled the auto aggro system to be authentic to the original game, and one of the changes with auto aggro is that it no longer attracts all the mobs through the whole map. As such, we've revisited Kid Mannequin by popular request and feel they are more balanced now to be auto aggro again. The other mannequin will be looked at in a near future.
    Feature Changes
    The following skills can no longer be added into a skill macro:
    • Legendary Spirit
    • Dragon Roar
    • Meteor Shower
    • Blizzard
    • Genesis
    • Dash
    The reasoning behind these changes is due to the massive usage of them when it comes to multiclienting.

    People would put 3 ultimates in a skill macro which makes multiclient leeching much easier, and almost effortless to do. While we are known to have the reputation of being LeechStory, this will make leeching with multiple clients a little bit more difficult to do for those on multiple machines.

    Map Changes
    The teleporters in deep Ludibrium, as well as a few maps in Leafre, has been implemented. We are still working on revisiting the mob count and possibly other changes.

    Conclusion
    Now, that's it for this patch's balance changes, and we look forward to hearing more feedback and discussions below. Special thanks towards all staff as usual for discussing all changes together.
     
    • Great Work x 9
    • Like x 7
    • Disagree x 1
    • Funny x 1
    • Creative x 1
  2. Shivering
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    Shivering Wolfspider

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    Mar 9, 2018
    10:37 AM
    Shivering
    I/L Arch Mage
    183
    FP is a playable class on this server. IL unplayable. Delete and remake ASAP.

    Also why would you kill IL class identity by making shaolin mobs unfreezable, while in the same patch making it so you can't macro mage ults. Making the skill unmacroable already should make it impossible to multi-ch and even multi-mage leech at shaolin without taking significant eph hits.

    XD
     
    • Agree Agree x 10
    • Funny Funny x 8
    • Disagree Disagree x 3
  3. postcard
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    postcard Selkie Jr.

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    Aug 17, 2018
    10:37 AM
    Postcard
    Bowmaster
    Vivid
    MANNEQUINS BACK??????????!!?!?!?!??

    WOW IT REALLY IS CHRISTMAS THANKS
     
    • Funny Funny x 8
    • Great Work Great Work x 1
  4. Huiae
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    Huiae Headless Horseman

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    Female
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    2:37 AM
    Verdict
    Bishop
    WeenieHutJrs
    RIP shaolin IL...FP always wins MapleF2
     
    • Agree Agree x 1
    • Disagree Disagree x 1
  5. RegalStar
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    RegalStar Nightshadow

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    Are the manne map spawn rate also gonna be reduced to their previous levels? I remember those maps got a spawn buff after they lost auto aggro.
     
  6. Kimberly
    Online

    Kimberly Administrator Staff Member Administrator Game Moderator

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    Moderator Post
    Yeah. The Kid Mannequin map have the rates reduced to similar when it was auto aggro pre-nerf. The other maps are still untouched, for now.
     
    • Great Work Great Work x 1
  7. Magen
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    Magen Selkie Jr.

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    8:37 PM
    bishopmage
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    active
    Please fix Enrage
    This skill developed when best pot was +16weapon attack and even on global this skill been changed during new pots came out.
    Also this skill is just worth less now days so having it not dispelled not making it any better..
     
    • Agree Agree x 3
  8. Blu301
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    Blu301 Pac Pinky

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    Blu301
    Shadower
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    Summer
    summary:

    MANNES BACK
     
  9. asdfjkliang
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    asdfjkliang Selkie Jr.

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    Shaolin monsters able to jump and cannot be freezed? Rip I/L. Class is gonna be dead now
     
    • Agree Agree x 3
  10. Huiae
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    Huiae Headless Horseman

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    2:37 AM
    Verdict
    Bishop
    WeenieHutJrs
    Ob4.
     
    • Agree Agree x 3
    • Funny Funny x 2
  11. RegalStar
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    RegalStar Nightshadow

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    With the new aggro system you'd still have to run around to gather them; can't just stand on the escalator endpoints and slaughter them as they come any more
     
  12. iPippy
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    iPippy Windraider

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    iPippy
    No love for Magic Armor :(
     
    • Funny Funny x 9
    • Agree Agree x 2
  13. LurkinShadow
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    LurkinShadow Dark Stone Golem

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    8:37 PM
    LurkinShadow, LurkinMenace
    Bowmaster, Shadower
    185
    Winterfell
    Finally no need to time that mf***** Concentrate and rely on ATT potions when one reaches Dispell thresholds.
    Overall seems fairly good measures taken to balance (can't really voice out about PB changes 'cus I still am a PB virgin).
    Not gonna lie, I'd love to see how Shaolin Monks are going to jump? LOL
     
    • Funny Funny x 1
  14. whatdatoast
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    whatdatoast Windraider

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    10:37 AM
    whatdatoast
    Bowman
    Feels bad for IL in shaolin, when it's the only place that freeze even mattered. Since they tend to 1H every other mob (or don't train there at all). Kinda just take a 20 matk hit for no reason. I feel like jumping mobs and no macro-ing will already nerf most forms of leech/safe spots.
     
    • Agree Agree x 11
    • Funny Funny x 3
  15. -Toon
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    -Toon Slimy

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    2:37 PM
    Toon
    Marksman
    200
    Pasta
    thanks ShiveringShivering for your meso journal selling 2 5-6 channels. now we are screwed.
    VViz
     
    • Funny Funny x 17
    • Informative Informative x 1
  16. braaan
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    braaan Red Snail

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    brxndon
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    The grinch came this Christmas.
     
  17. Cashew2
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    Cashew2 King Slime

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    Cashew3
    Night Lord, Corsair
    RIP sair boats at 7f
     
    • Agree Agree x 8
  18. Romel
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    Romel Stone Golem

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    12:37 PM
    oXLuffyXo
    Buccaneer
    Yonkou
    sugiero para un siguiente parche agregar echo of hero a las habilidades utilizables en super transformación
    Manes volverá y no dudare en explotarlo (esta ves si)
    los paladines aun congelaran turbas en shaolin?
     
    • Informative Informative x 1
    • Useful Useful x 1
  19. Loon
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    Loon Slime

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    Krypton, Oink
    How come Shaolin is now immune to freeze? High level mages one shot most mobs so it was one of the only places where it was still useful. Wouldn't jumping mobs already be a sufficient change? Now there is no trade-off between Meteor and Blizzard (in end game grinding maps) whereas before there was a trade-off of damage vs. freezing.
     
    • Agree Agree x 27
    • Disagree Disagree x 1
  20. sandpickle
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    sandpickle Horny Mushroom

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    12:37 PM
    coasting
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    coasting
    Glad to wake up to find that i'm unemployed IRL and unemployed in ML now
     
    • Funny x 39
    • Agree x 2
    • Like x 1
    • Friendly x 1
    • Useful x 1

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