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Make Coma Great (Again?)

Discussion in 'Suggestions' started by Hyperion_, Aug 8, 2024.

  1. Hyperion_
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    Hyperion_ King Slime

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    Hello, I am a lv158 hero who's recently seen the potential coma has, a skill I hadn't seriously thought about since first unlocking it.

    As most other heroes, whenever I have to take care of swarms of mobs, I usually resort to using shout, which is simply a temporary solution, stunning the mobs momentarily; but in order to effectively damage them as well, I have to go an extra step and cleave them, which is largely undesired in a bossing setting, as you have to switch your attention to the summons which you've stunned, rather than focusing on the boss, reducing overall dpm and progress by doing so.

    Examples of this can be seen in plenty of content, for 3rd and 4th jobs alike. Vital content for levelling that is, whether it be grinding or bossing.

    Ravana, Ellin's, Scarga - Summons
    On the one hand, let's tackle bossing first, much more prevalent upon reaching fourth job, the early points of which mainly consist of fighting Ravana, Chao or Ephenia, all of whom summon hordes of mobs, be it annoying goblins, bulky boars (which REALLY hurt ranged) or distracting fairies, these might not present a legitimate block for our hero at first, but they definitely could for his ranged party members. Similarly at later levels, Scarlion and Targa could represent that same threat.

    Jiaoceng - Clones

    Jiaoceng and his clones (3) can't all be cleaved using brandish (which is 3-target), one clone is always left to run freely and hurt the ranged, as noted above.

    CWKPQ - Red Nirg Summons
    The worst liability in this area though is likely found at CWKPQ, where Red Nirg (warrior boss), which hero is supposed to pin, summons mobs which immediately leak out, and are not effectively hindered by shout, nor does dpm remain consistent if such is used, those summons keep spreading toward the left and become a threat to your companions as well as to your parked buff mules, forcing you to gather them up and individually brandish them (remember it's only 3-target), wasting a lot of time/dpm in the process.

    Grinding - 7F
    On the other hand, grinding and farming mobs is one of the most commonly encountered activities in this game, us heroes mostly spending our time at CDs during third job and 7f during fourth when we're not bossing, mobbing and cleaving being the area we excel at, even more so at fourth job when we finally get to unlock rush, which synergises perfectly with coma, something every hero can deduce: gather them all up, then bomb them away. Rush and coma are made for each other.

    To conclude this matter, it is rather obvious that the damage coma provides, as well as its stun and range capacity, would make for an efficient solution to all of the issues and difficulties listed above, that is only if it weren't for this one requirement that makes it a nearly laughable skill to use presently - It eats up 10 orbs. Ten. Freaking. Orbs. Say goodbye to your dpm, as it's going to immediately plummet once you try pulling any of that off. Which is why this skill is forgotten and never used, in spite of its various uses.

    'just stick to shout lawl'
    Shout is an amazing skill, one I can't imagine hero lacking, but its main use is stunning, while in certain cases, I just need dpm!!! OnionShout

    I would also like to add just how unfair it is that panic did get that exact desired treatment, only consuming 5 orbs currently, proportional to its effect/damage upon release, keeping a consistent dpm and even improving it. Why can't coma? Due to its lower damage yet handy use, it could be changed to cost 2-3 orbs, it's nowhere as powerful as panic and it's only used for secondary stuff as mentioned above, as such it would not affect the dpm brought about by orbs while using brandish. Justice for coma!
     
    Last edited: Aug 9, 2024
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  2. Gurk
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    Gurk Skelegon

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    #JusticeForComa
    Also awaiting the obligatory essay from iPippy on why coma would still be bad.
     
    Last edited: Aug 8, 2024
  3. iPippy
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    iPippy Headless Horseman

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    I'm not particularly motivated to do so atm, but if I recall my calcs correctly the tl;dr of a coma change to 0 orb consumption would make it ever so slightly stronger than brandish w/o se and weaker than brandish w/ se. It'd make them fully fledged 6-cleavers, but that'd step too close to pally identity (who still wins in core control w/ hh).

    Orb scaling damage is a mistake.
     
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  4. Endorphinss
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    Endorphinss Slimy

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    I don't see the benefit of increasing heroes cleaving power, while already being the best cleaver. Panic was changed to give the class a single target dpm aspect, which was well needed. In all the scenarios you mentioned, brandish can take care of the summons pretty easily.
    Btw, I'm not even sure it's a dpm increase since the dmg from coma isnt that high, i think i would get less dpm if it absorbed 5 orbs
     
  5. OP
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    Hyperion_ King Slime

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    Brandish is only three-target. The amount of stuff Red Nirg summons is vastly higher than that, I would have to focus on the mobs whose spill-out you can hardly prevent. Same case for turning to collect other spill-outs. This is not about increasing dpm, it's about maintaining it, keeping my brandish on target while also making sure summons aren't being a threat as they're being gradually damaged.
    I know this is to emphasize utility but speaking for those of us who play the game for fun, it's also nicer not to be tied down to a single skill for any and all activities, a viable coma would make it all the more engaging, covering for the hero in both variety and utility
     
  6. Endorphinss
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    Endorphinss Slimy

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    Sorry bro i just have to disagree on this, the few seconds of low level mobs spawned in cwk dosent require a coma change imo, same for all the other bosses you mentioned especially when the summon amount is lower.

    About using a single skill, after the panic change brandish aint the only skill usable, and the gameplay is more dynamic.

    Btw, I'm not trying to be stubborn saying heroes dont need a buff, but i honestly think this is the wrong approach to the issues
     
  7. OP
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    Hyperion_ King Slime

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    Summons sound like a recurring discomfort still, which does pile up, especially if you acknowledge they're not restricted to a single boss; there's still no cover for summons and pinning is no light work you can easily set up all the time either, maybe you've even heard of parties in which ranged have died due to such - since those do exist (aggro isn't always consistent either), so I believe it's still a valid point, grounded in experience.
    The change Panic had only facilitates the single-target line of work, which isn't the only aspect Heroes have. If Coma were to be changed, it would vastly improve versatility as well, in their cleaving aspect, which as stated before, is hardly exclusive to bosses - I'd love being able to use it effectively at 7f or, say, while card hunting.
    Also I don't necessarily see it as a buff buff, but more of a logical thematic solution to the Hero's attributes, upholding consistency with Panic and Rush. DPM isn't raised, it's maintained - the Hero wouldn't become more powerful, just more versatile, making use and developing his skills to their full potential.
     
    Last edited: Aug 8, 2024
  8. Lulinya
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    Lulinya Capt. Latanica

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  9. OP
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    Hyperion_ King Slime

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    Don't expect to see anybody using it in its current state, at least not past 3rd job. It might just be the single worst trade deal any skill out there has to offer, which is why it so desperately needs a readjustment.
    Skills aren't supposed to put you at an universal disadvantage; they're supposed to flesh out the class's strengths.
     
    Last edited: Aug 8, 2024
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  10. LeonardoJF
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    LeonardoJF Horntail

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    I like the idea of making the class more dynamic, not spending orbs and/or stunn
     
  11. OP
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    Hyperion_ King Slime

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    Appropriate experience for this discussion, I just ran a scuffed cwk in which my cleave pin partner (15x dk) died and thus I was forced to solo pin the bosses. The summons were the absolute worst and they confirmed coma's relevance to me, they kept spreading in atrociously high numbers while brandish was only hitting the first three targets it had picked up (the bosses) and some, who had gone into the same corner as the bosses, just wouldn't die due to that.
    Those things do hurt and impede dpm, considering how solo cleave isn't all that uncommon at higher level runs either, it definitely can become a serious inconvenience.
    Soloing bosses such as Chao or Ephenia, who have their own terrible summons, would help in receiving a brief glimpse into the absolute hell cwk can turn into.
     
    Last edited: Aug 8, 2024
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  12. Gurk
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    In addition to solo cleave cwk, a touched up coma would likely be most appreciated in Core Blaze, where it would often be a better alternative to the slow and unwieldy Shout that hits like a wet noodle. Although as iPippy has already sardonically touched on, they'd still be worse in core than pallies (both in terms of mob control and overall dpm), but I suppose that's a separate issue. Personally, I'd just love to see hero have more actual tools in the "combo" kit (3x brandish is a combo too, right) and so legitimizing coma seems a nice first step towards that. I'd view this as separate from attempting to address hero's position in the meta, which would require more sizeable changes to hero, pally, and/or core/auf.
     
    Last edited: Aug 8, 2024
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  13. Juneriffic56
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    Juneriffic56 Dark Stone Golem

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    If Coma just helped with clearing summons in cwk and keeping the bots in core blaze 3rd stage at bay, without sacrificing dpm as harshly, it would actually be serviceable.

    Who cares if they outclass or still lose to Paladin tbh #NerfACB I just want Hero to have a bit more QoL in those bosses while still having involved gameplay
     
    Last edited: Aug 9, 2024
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  14. Tarnished
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    Tarnished Mr. Anchor

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    For CWK specifically, just Rush a few times to aggro the mobs. It's not important that they die quickly, as long as they don't fly around and attack other characters

    As for 4th job Coma, I think it's been renamed to Advanced Charge Blow in this server
     
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  15. OP
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    Hyperion_ King Slime

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    I don't think mobs dying quickly is what I suggested, I'm fine with them taking multiple comas to go down. I do agree it's keeping them in place that matters, and coma provides that by stun.

    That aside, addressing not just this one reply but frankly most in this thread, I don't understand what on earth pallies have to do with Hero's QoL and viable usage of his own skills.
    They're two different classes and shouldn't be compared in a setting like this, it's apples and oranges. This is about heroes.
     
  16. Tarnished
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    Tarnished Mr. Anchor

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    Lighthearted jesting at the dynamics between the warrior classes, that dynamic being Pally does everything

    I agree Coma should cost 5 orbs too, thematically it's just weird the skill is useless past 3rd job. On the other hand, imo buffing coma would be adding power creep for no tangible benefit. Hero is already exceptional at neutral target cleaving, adding more neutral target cleaving is like adding sugar to a Coke
     
  17. Aggy
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    Aggy Blue Snail

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    good idea!!
     
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  18. OP
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    Hyperion_ King Slime

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    Making a late addition to this as I just got into my early 170s and tried out Core Blaze, a really fun and profitable boss at which heroes seem to excel, getting to make use of all of their skills - except, once again, Coma.
    We're all familiar with the platform melee players stand on and whack Core from, a platform which sees a lot of imperials spawning over and over again - and while crowd management is achievable by using shout, summon clutter from incessant imperial spawns is unavoidable, and shout cannot stun more than six mobs (in this case five imperials, as Core itself also counts as an entity), so clearly some of those imperials just have to go.
    Sadly, those are here to stay, as our hero can only hit 2 of those imperials by using brandish, and as he's cleaving, he cannot use panic on core as he would lose the dpm needed to dispose of those two imperials... Now imagine if he just had an attack he could cycle by unleashing some of his precious orbs, few enough for him to retain and regain his dpm quickly, while also gradually damaging, weakening and even stunning multiple imperials - that is what Coma could be, what Coma is supposed to be.
    ...Or else, for those who so eagerly want to bring pallies into this discussion, you could have them awkwardly use acb, instead of serving their optimal single-target role and leaving the cleaving side to the cleaver class - Hero!
     
    Last edited: Sep 20, 2024
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