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Fixing some DK issues

Discussion in 'Suggestions' started by Roy1, Jul 29, 2024.

  1. Roy1
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    Roy1 Snail

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    2:17 AM
    HeRoy
    Dark Knight
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    Suggestions for making Berzerk easier to maintain:
    1. Make HP auto pot reliable
      • Make it so that if your skills drop you below the threshold, auto pot will still be triggered. (easier i think as this is already done on MP)
      • Make it so that if your health is below the threshold, it will continue to use pots until you are above it.
    2. Change the way Berzerk works
      • Instead of being active at under 55%, make it active above 70% health
    Problems with DK: Berzerk is almost impossible to maintain properly.

    Yes there is a person that literally reminds everyone not to make a dk everyday.
    That is only perception.
    DK's are designed for "high risk, high reward" play.
    The core of this is the way that Berzerk works.
    It is a very strong skill that you want to maintain.

    However there are a lot of anti-synergies that work against it:
    1. In parties where there are priests, one heal will remove Berzerk.
    This disincentivizes parties and bossing for DK's, but both are what people love about MapleLegends, we should incentivize that kind of behavior.​
    2. Auto HP pot is completely unreliable.
    it does not work in cases where your skills bring you below the threshold
    it triggers only once, and fails to trigger sometimes, causing DK's who want to maintain Berzerk via Auto HP pot to die.
    While there exists solutions to the current problem:
    • manually potting
    • HP washing/challenge so you have high enough a base HP so that even if Auto pot fails to trigger on one hit
    • you have enough health for it to trigger on the next and live, communicating with priests to not heal to maintain
    None of these solutions feel good, which is why as I said before "Yes there is a person that literally reminds everyone not to make a dk everyday"

    Which is why the suggestions above are not to increase damage or even directly buff DK's in anyway, they will make DK's feel better to play!

    Thanks for your consideration
     
    • Agree Agree x 1
  2. Ferluci
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    Ferluci Zakum Retired Staff

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    9:17 AM
    Ferluci
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    Auto hp wont be fixed kimmy mentioned this multiple times i believe
     
    • Informative Informative x 4
  3. Caenyss
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    Caenyss Windraider

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    Which is a shame. Having an unreliable game mechanic is bad design.

    Then again, one could argue it's yet another RNG aspect of this massive RNG game.
     
    Last edited: Jul 29, 2024
  4. Lulinya
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    Lulinya Capt. Latanica

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    2:17 PM
    Lulynia
    Beginner, F/P Mage
    can we have a tool that replace auto HP like, visual AI auto hotkey, or auto HP tool based on calculated receive damage.
     
  5. Palladino
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    Palladino Dark Stone Golem

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    9:17 AM
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    While I generally agree game mechanics should function properly, I’m not so sure it is a shame that this particular one doesn’t work without fail.

    I’m of the opinion that the game would be infinitely more boring if you completely removed the possibility of dying from anything that isn’t sed.
     
    Last edited: Jul 30, 2024
    • Agree Agree x 1
  6. Caenyss
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    Caenyss Windraider

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    I partially agree but, it currently gives a false sense of security. At the very least the tooltip should specify that it might not work 100% of the time.

    It's very easy to take your mind out of having the need to pot, and then suddenly you die because of that one time you either didn't look at your HP bar or took your eye out of it for a fraction of a second and the auto pot failed.

    It's conflicting. From a game design/mechanic perspective, I would definitely take no Auto Pot at all than the current scenario. But, as a player, I still use the random Auto Pot for convenience (most of time).

    A better way would be to completely fix the Auto Pot (so that it works 100% of time) but add a recharge mechanic to it, that would either cost Vote Cash or Mesos. It's a simple tradeoff between QoL vs saving in-game currency.

    For example, similar to Stars, one would go to the "store" and recharge the Auto Pot for 5k uses (guaranteed to work).
     
    Last edited: Jul 29, 2024
    • Like Like x 1
  7. Quintarius
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    Quintarius Chronos

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    12:17 AM
    Valtarius
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    a brief reminder not to make a dk and that everyone who suggests making this class either has not had enough experience playing this class, or does not main this class.
    (except for Mard. who already has transitioned to the superior luk dk)
     
    Last edited: Jul 30, 2024
    • Agree Agree x 3
    • Great Work Great Work x 2
    • Disagree Disagree x 1
    • Friendly Friendly x 1
  8. Palladino
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    Palladino Dark Stone Golem

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    Agreed on most points! If you were to fix auto pot so that it never fails, I believe it to be absolutely necessary to introduce some sort of countermeasure to go with it, such as your recharge suggestion, unless you want to completely remove the risk of dying.

    I’m not sure what that countermeasure should be, but I’d prefer a more active solution than a simple recharge mechanic.

    One radical idea could be to introduce a new mechanic, where you’re required to do a specific set of actions to avoid insta-death, regardless of current hp.

    Do you think additional countermeasures are necessary, or do you think having to recharge your auto pot is a sufficient tradeoff for what is essentially godmode?
     
  9. HV
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    HV Skelosaurus

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    4:17 PM
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    Current ML berserk doesn't work as you mentioned. It's not all-or-nothing below/above 55%.

    It's not 'impossible', just 'tilting compared with other afk classes'

    He's endgame drk already who experienced almost whole Drk experience, so he's just meme'ing, instead of going serious. If he was really serious, he'd behave in complete different way. He's just another prayer for DrK buff/change.

    But what you're asking is 'low risk, high reward' I feel, especially with 'guaranteed 100% working autopot' it's making literally '0 risk'.

    In bossing where needs DrK to zerk to output dpm, I haven't seen any contents bsps actually using heal actively, beside noob zak run, which I can't agree honestly. Already who knows this issues don't use heal even in zak, and make pty friendly on DrK, can get dispel + hss together, and share buff easily, instead of making DrK cross over every few mins to buff each others.

    I'll refer Kimmy's word - if autopot works 100% that means you can't literally die as long as you set your HP threshold higher than max dmg coming from boss + bind higher healing pot than that dmg. means, every boss will be same sandbag with different graphic, damage. I don't think this is good game design.

    Again, he's meme'ing.




    I do understands that drk suffers in high-lvl bosses does 13k+ dmg constantly, which makes them can't zerk properly, but this wasn't issue at all for me at least till mid-lvl bosses like ~5man HT. Also, I've witnessed a lot that focusing skilled players perform good outcome even in endgame contents, with newly-added activezerk mode. I know this can be sounded as sarcasm, also I partially agree on your suggestion, but it's now 80%ish player skill issue.

    And I admit that I suck in player skill so I play my drk just ~HT.
     
    • Disagree Disagree x 2
    • Agree Agree x 1
  10. Tommygunner
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    Tommygunner Wolfspider

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    i agree DKs can perform decently well in end-game content with active zerk, as I've seen DKs that perform very well even in dangerous content like Auf. It's very hard, but it's doable. But....where is the reward? They work their asses off, right clicking buffs, timing everything so they dont die immediately, always in fear of their life....just to do less dpm than hero and pallies?

    where is the supposed "high reward"? is it HB? is HB the "high reward"? because it ain't the DPM, especially on single target.

    6man HT is one of the bosses DKs are good at, but what's the point if majority of the hosts are anti-cleave in HT? Yes I know you can say "it's host's fault for not knowing how to deal with cleave" but the reality still remains that having cleave in HT requires more thought and balancing HP compared to all ranged HT (and having more than 1 cleave is not ideal, limiting the spot for cleave further). So who can blame the hosts who just want to take the easy way out?
     
    • Agree Agree x 3
  11. HV
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    HV Skelosaurus

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    That's where I feel sadness. It is almost impossible to resist against human nature seeking for easy solution...
     
    • Agree Agree x 1
    • Disagree Disagree x 1
  12. iPippy
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    iPippy Headless Horseman

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    Its probably just language barriers again, but calling smega complaints "memeing" and "joking" really feels like it's underplaying the entire thing. The fact of the matter is DK is a broken maple class (and not the good kind of broken for players like pally). It's kit just... doesn't work once monsters actually fight back hard enough and any benefit you get from having one in your party can be fully circumvented by washing and/or muling. I would not trust the average dk to survive (whether by skill issue or a millisecond of lag), and that's a real deal-breaker for the class literally intended to support the ability of the challenged population to play the game. Even when they do survive, its often because they dont zerk, and comes at an unreasonable dpm cost. I've said it a few times, but if only a few players can adequately play the class, balancing survival and damage, then something is fundamentally wrong. Virtually all of which have quit, rerolled, converted to LUK, or are showing signs of doing one of the above in the near future.

    If the smegas are joking and memeing, then I will not be. If you want a decent farming character, go for it. But until something changes to make the class playable and desirable where they are needed, DO NOT MAKE A DK.
     
    • Agree Agree x 6
    • Great Work Great Work x 1
  13. Palladino
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    Palladino Dark Stone Golem

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    I think you fundamentally agree with one another, in that something needs to be done to improve the state of endgame DK. Now, I may very well be mistaken in my interpretation, but I believe what HuiaeHuiae was trying to say was something along the lines of how non-productive it is to simply say "don't make a DK". If the goal is to bring us closer to an actual solution, shouldn't we instead focus our attention on working towards that?

    Nothing is going to happen until staff has a sound, working solution. And at this point, it seems fairly obvious to me that they are just as clueless as ourselves in regards to what the future of DKs should look like. Perhaps it's time to revisit this thread now that we have a better understanding of what's wrong with the current iteration of the class.
     
    • Friendly Friendly x 2
  14. SmellyCat
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    SmellyCat Orange Mushroom

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    How feasible are animation removals on this server or adding additional lines to damage? I do not know much about Drks but would adding an extra line of damage to crusher while berserk is active be possible/help? Or potentially removing the animation of final attack to improve overall damage output ,while keeping the skill activation the same. I am of the opinion that the allure of Drks comes dangerous playstyle. I would hope any changes implemented would not turn them into just another hero/paladin with a different weapon.
     
  15. Kirisame
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    Kirisame Windraider

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    Marisa Kirisame
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    Sounds like botting.
     
  16. Kirisame
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    Kirisame Windraider

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    Marisa Kirisame
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    Royals has implemented this feature, but personally I don't like this change.
    Potting is an important part of the game's interaction.
    While auto potting can bring some QoL, it shouldn't completely eliminate this interaction.
     
  17. rambo
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    rambo Pink Teddy

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    not meme-ing, but maybe they could reverse the zerk mechanics into "100% damage on 100% health" instead of having to keep your HP at 55%, you have to maintain it at Max HP to get the maximum output. In terms of pot it will be switching from sushi to ales? It comes with Survivability that guarantees Maximum Damage Output + HB may make them actually viable again in Boss Runs.

    You keep the same Pot Expenses (more or less), and you STILL need to keep an eye on your HP to make sure you're actually maximizing Zerk (High Risk High Reward still intact it seems?)
     
    Last edited: Aug 2, 2024
  18. WackyWarlock
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    WackyWarlock Mr. Anchor

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    WackyWarlock
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    Increasing the % hp will not completely resolve the issue. It will still get messed up by heals.

    I believe the suggestion I made would work really well:
    https://forum.maplelegends.com/index.php?threads/berserk-buffs-changes.54739/

    Having a meter for berserk that charges would allow the class to have better survivability for end game bosses while maintaining their dmg bonus. This would also allow them to be healed so bishops and dk can be friends again :laugh:
     
  19. akashsky
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    akashsky Horntail

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    While I do agree that having DK zerk and give HB is not the best design, I would rather see classes that reward player skill stay in tact and have a reward that is worth the effort, even if it results in the class becoming overpowered.

    I'd rather see dk do more damage and worth playing as a main, and have HP challenges buffed so every class can do all content without hyperbody (range hp changed from 12k to 17k, bucc hp changed to 23k etc).
     
    • Agree Agree x 5
  20. Kirisame
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    Kirisame Windraider

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    Marisa Kirisame
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    And HB becoming a QoL buff, not a must-have buff.
     
    • Agree Agree x 1

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