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Leech Mechanic Discussion

Discussion in 'General Discussion' started by akashsky, Apr 3, 2023.

Is leech fine in its current state?

  1. yes

    45 vote(s)
    46.9%
  2. no

    51 vote(s)
    53.1%
  1. akashsky
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    akashsky Horntail

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    In maplelegends, party members can "leech" exp from other members if they satisfy both of the below conditions.

    1) Are in the same map as the party member killing the monster
    2) Is within 5 levels of the party member killing the monster OR 5 levels of the monster being killed.

    The ratio of which exp is awarded is 80:40. This is to say that the party member doing the killing will receive 80% of the mob exp, and the leecher will receive 40% (There are some nuances where this amount is reduced depending on level gaps, but this is the case when the leechers are the same level as the attacker).

    For example, lets say you are killing a slime, which awards 20 exp. In a party of 2, the killer will get 20*0.8, or 16 exp, and the leecher will get 20*0.4 or 8 exp. Combined, this is 16 + 8, or 24 exp, which is more than the 20 exp that would have been gained killing the slime solo.

    This creates an incentive to party with other players, because it is possible to get more total EXP than if you were to solo grind.

    Below is the leech table with x players.
    upload_2023-4-3_13-17-45.png

    With holy symbol, all the values get multiplied by 1.5. After looking at the table you can easily understand why the leech meta is to sell split leech at the least. The more players you add to the party, the more efficient the leech becomes.
    upload_2023-4-3_13-18-48.png

    Add in multiclient, and the sheer efficiency of mage ultimates in clearing maps, and its no wonder why maplelegends leveling meta is defined by leech.

    The purpose of this thread is to discuss whether there are any changes that could be done to the leech mechanic to promote more party play - like we see in shaolin 7F.

    Of course, I realize that this late into the servers life, nerfs to exp mechanics are incredibly unfair to newer players, and its likely that nothing can be changed while also being fair to all parties. However, perhaps the discussion could still arrive at some change, that if were to be implemented at the start of a server, would result in a better leveling meta.

    One idea I had was to change the attacker:leecher exp ratio from 80:40 to 90:30. This would keep the total EXP the same, but give a larger portion of the exp to the attacker. This would nerf leech play while incentivizing more active play to gain exp.

    Going off of the previous slime example, the attacker would gain 18 exp, and the leecher would gain 6 exp. The total exp is still 24, but the attacker is now getting a larger share of the exp.

    Below would be the leech table with a 90:30 EXP ratio.
    upload_2023-4-3_13-39-43.png

    And below is the same table with holy symbol.
    upload_2023-4-3_13-40-15.png

    Compared to the 80:40 ratio, the 90:30 ratio results in more exp the attacker, and less exp to the leechers.
    upload_2023-4-3_13-44-43.png

    With 90:30 ratio, and 2x leechers, the attacker will get 1.2 times more exp than with the 80:40 ratio, but the leechers will get 0.8 times the exp.

    Essentially, if it took 10 hours to get from level 90 to 105 at ulu2 before, after it would take 12.5 hours.

    Are the current leech mechanics balanced and require no change, or are there some changes that could improve the leveling meta?
     

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    Last edited: Apr 3, 2023
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  2. fartsy
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    fartsy Zakum

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    aaaa buy leech while you can@@@

    sponsored by cow daycare llc
     
    Last edited: Apr 3, 2023
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  3. -ovv
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    -ovv Horntail

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    This has been a point of mystery for bossing exp. Would your suggested change affect exp distribution based on how much damage one deals? If so, would that make certain stronger classes more favorable for progressing exp-wise via bossing while making others less so?
     
    • Useful Useful x 2
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  4. OP
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    akashsky
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    akashsky Horntail

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    That's correct if you are getting carried in a boss run you would get less exp, but if you are carrying a boss run you would get more exp.
     
  5. Soblet
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    Soblet Zakum

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    It's possible to carry without dealing the most damage, good suggestion though.
     
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  6. HimeHam
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    HimeHam Pac Pinky

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    I personally think that leech isn't bad in it's current state but training is. For lower levels (before like 65) I think it's pretty balanced, but at around level 65 Leech becomes incredibly quick. From that point on it's almost not worth it to train anymore, except for niche scenarios like CB Meso Bombing, DrK CD's training, or F/P Poison Training.

    It's especially a problem in late 3rd job where "good" training spots become incredibly costly for potions and it can take 3 or more hours of training per level, with no power-spikes in sight due to the strongest skills already being maxed out. It's especially tough when you have base INT and are essentially crippled until you decide to wash out.

    I understand that this game is about chasing the dragon. Getting there is disappointing, and the journey is the best part, but when you're treading through honey it's hard to stay motivated to keep pursuing your goals.

    I think changes need to happen in 3rd job so that Training and Leeching are closer in speed. At this point I'd be willing to accept a Leech nerf to close the gap, bit I'd much prefer a buff to Training and Questing in this stage of the game. Or at least a PQ for 86/101-120. PQ buffs would be nice too, let's get some PQ buffs. smilemush
     
    • Agree Agree x 8
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  7. Mageor
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    Mageor Mr. Anchor

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    I much prefer tankier mobs that yields higher exp for grinding purposes. aka LHC
     
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  8. Mystical
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    Mystical Red Snail

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    As a new player on my first character here, leach is to expensive to matter much for newer players. Leach being nerfed would improve the new player experience if anything, as you will be on a more level playing field with funded characters.
     
  9. HimeHam
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    HimeHam Pac Pinky

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    At some point it's faster to grind Mesos and buy leech than train. Late 3rd job as a ranged class is painful, especially with base INT. A good hustle is selling ETC items that people are too lazy to grind and would rather just buy. Things like Ellin Ring Quest ETC's. I've made a few millions selling pig ribbons. You'd be amazed at the things people will buy.
     
    • Agree Agree x 1
  10. Mystical
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    Mystical Red Snail

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    I feel at that point it just shows how busted leach is compared to normal lvling.
     
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  11. -ovv
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    -ovv Horntail

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    Although it's a minor discrepancy, I think it's a little dangerous to imply that damage dealers are the ones carrying a run and should therefore be rewarded more. There are necessary roles in every composition, and some naturally deal more damage than others. IMO, if rewards were biased towards certain roles, it'd go directly against the spirit of team play.

    A bit exaggerated for emphasis, but:
    • Should archers choose not to SE their NLs?
    • Should bishops choose not to dispel weapon cancels in order to prolong their multiple head targets?
    • Is ressing a dead party member griefing your own exp?

    It feels a little weird to me to give even more advantages to certain classes when they're already at the top of the meta (damage is king).
    I don't mean to derail this thread any further, but unfortunately bossing leech has direct ties to regular exp leeching too.

    IMO, a cleaner implementation would be to penalize people for being afk by reducing leeched exp if you've gone inactive for a certain duration.
     
    Last edited: Apr 4, 2023
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  12. OP
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    akashsky
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    akashsky Horntail

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    This line of thought is fair and a valid concern, however, let us examine how much exp is lost. The % difference between 80:40 and 90:30 for leechers decreases as the # of players in the party increases.

    In 80:40, 6 players in the party, with HS, the leecher gets 30% exp. In 90:30, with 6 players in the party with HS, the leecher gets 26.25% exp.

    Lets say a pure leecher would get 10m exp in 80:40. In 90:30 they get 8.75m exp. In practice, nobody should be a "pure leecher" in a boss run, so their exp loss should be less than 1.25m exp.

    I'm not sure how significant this would end up being to other players, but in my perspective its rather small.
     
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  13. -ovv
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    -ovv Horntail

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    Shouldn't the difference between the two ultimately be double what you're posing -- the pure leecher gets 1.25m exp less, but the attacker should also be getting more. To represent the disparity between the two, you'd need to show the difference between the upper end and lower end, not just the individual change.

    That said, I still think it's more a matter of principal than anything -- it just seems weird to give classes that already do well for themselves an arbitrary buff when the suggestion is meant to tackle a completely different problem. Personally, I'd rather look into active/inactive play states and look for ways to implement that into a bonus/penalty system.
     
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  14. Mageor
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    Mageor Mr. Anchor

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    DMG gained from SE should be instead added to archer's dpm. Same goes with SI.
     
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  15. OP
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    akashsky
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    akashsky Horntail

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    That's right, the total difference is 2x, the attacker gets 1.25m more exp, leecher 1.25m less - I misrepresented the full picture, though the numbers would be significantly closer assuming that there isn't a pure leecher.

    You are also correct that it is a "buff" to the already well off classes. I just want to clarify that the "well off classes" vary from content to content. In a cleave situation (like cwkpq) it should benefit the cleave even more, in a single target like krexel, the range classes gain more. In something like zakum / HT, it would be more balanced. If you take a look at the HT dpm 45 threads, you will see that cleave classes achieve a higher raw number, which should correlate to more exp (though they would get less exp on preheads and the end of main body to balance things out).

    Ultimately, I don't think there is anything wrong with stronger attackers getting a bit more exp, especially considering that bossing is already socialist in nature when it comes to the loot distribution.

    Inactive / active playstates seems similar to the "leech timer" system introduced on other servers, where if a player goes x amount of time without hitting / killing a mob they stop leeching exp. I've played on servers with this feature, and it ends up just being another feature that reduces our quality of life. I think that we have enough of those already on maplelegends with summon drop rate nerfs, inability to macro ultimate skills, inability to loot meso bags generated by another player, 5 cast limit, and untradable chaos/white scroll.
     
  16. -ovv
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    -ovv Horntail

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    What I had in mind was something in-between the current system and what you had proposed. I think a reduced exp gain is fine for those who are just sitting on rope and afking, something like a 90:25 split or maybe even a 100:10 split (no bad feelings if your grinding partner goes afk for a bit -- you can leech them without getting your own exp penalized). I also think active players should be rewarded, like an 80:45 split (this might make shaolin a little too strong, but it'd translate better in larger maps/parties with more active attackers like ToT). In bossing, you'd see basically the same as it currently is at 80:40, and pure leech 'attackers' would be penalized if they aren't actively attacking, though I could see a case where leveling with INTs would become more annoying (but you're also griefing your teammates so it might be deserved).
     
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  17. iPippy
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    iPippy Headless Horseman

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    While it can never be truly eliminated, leech is definitely too powerful for this server currently. That said, it can't be touched at the moment. Washing culture is dependent on it, and too much monetary flow is even wrapped up in leech to safely hit (as is apple generation imo, but that's a different topic). For their characters to level as well as to earn money, players need leech.

    Currently washing isn't optional, and players must wash to succeed. Even under the challenge system, washing will still be optimal, but at least its presence somewhat helps to remove the current "untouchable" status that leech has presently. Leveling a character on a rope can and should be more difficult than it is, but there's a limit to how "unfair" these kind of changes can be. I'm personally closer to the side of going nuclear and giving everyone high class-based hp caps, and working from there (Of course wash lobbyists will cry foul over their years of pushing the free nx button and actively sitting on a rope until endgame). Players wash their characters higher and higher because they have to for their own self-preservation, and thus half of class balance gets thrown out the window in turn. Players need washing, and washing needs leeching.

    The dedicated players will still find a way to play the game by not playing the game, but at least in an ideal scenario afk leech (as well as farming and even bossing to an extent imo) should not be more rewarding than actively playing the game. Things shouldn't necessarily be *hard*, but concepts like full map attacks and even pets enable far too much degeneracy in this game. You can't even buff 95% of maps without instead buffing BigMage and/or BigRoar. Leeching as a concept can't and won't ever be eradicated completely, but at least it's efficacy can be reduced without the full meme attack, and maybe finally pave the way towards making the necessary improvements to the mobbing/grinding experience without creating the next big spot to "sit and spell".

    Players need washing; washing needs leeching; leeching needs full meme attacks.

    In my opinion, the ease and viability of leech can and should be nerfed, but cannot until washing is truly deadge- and challenge wont kill it.
     
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  18. GooBeR
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    GooBeR Stone Golem

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    The only thing you gain from leeching is time. Leeched characters are the same as non-leeched except for the ones that are being washed. Which is a different conversation.

    Leeching is also great for single target classes that struggle at 90-120. Just marry an alt and farm those apples to afford leech and you will level faster than you would solo grinding.
     
  19. LeonardoJF
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    LeonardoJF Horntail

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    Nice thread to follow!

    IMO it can work, but need to know how will be in bossing situations like ovv said, and in maps like 7f, i think the main problem is some levels range miss mobs to grind, like 11x late til 12x earlie (if you read guides you only find things like "save money for leech")
     
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  20. Mystical
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    Mystical Red Snail

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    Making an alt and multi clienting feels like your playing a completely different game. That does not feel like nostalgic maple to me.

    It's just speed yes, but it's still kindah annoying knowing others players are lvling far faster then you by abusing a mechanic that was intended to imorove party play with others.
     
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