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My next skill changes wish list.

Discussion in 'Suggestions' started by KurayamiLove, Apr 9, 2020.

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  1. KurayamiLove
    Offline

    KurayamiLove Skelegon

    951
    753
    413
    Mar 15, 2015
    Male
    Nautilus
    4:52 PM
    KurayamiLove/Nagrom/Amatista
    Buccaneer
    69
    Halcyon
    Introduction
    I like to argue about the game's mechanics and balance with other people, so I'm making yet another post with some skill changes I would like to see and the reasons why I think those changes would be good to have. Enjoy and don't be afraid of giving me a piece of your mind.

    Common skills

    [​IMG] Hero's Will

    >Make this skill heal all the status effects.
    The only use of this skill is to get rid of seduce in a pinch. I think this skill would be much more useful if you could get rid of any status effect, including stun. The big cooldown of it won't make it take over all-cure potions or holy shield, and getting rid of stuns during a boss like Zakum wouldn't make the boss easier. On Vergamot that could even save your life on the last body since if you mess up and get hit by the explosion, you will get stunned and if after that you get seduced you won't be able to heal or move away from the boss and die unless you get lucky with shifter, misses, have enough hp to tank hits or being healed by a Bishop.

    Bowmen skills

    Marksman

    [​IMG] Piercing Arrow

    >Disable the melee attack on this skill.
    You spent some time charging a shot to destroy your enemies but oops Mr. Kamikaze dude shoved his ugly face on your Xbow, you can't unleash the powerful arrow now, is illegal, now you have to bitchslap that dude like a moron. Now seriously this scenario happens a lot and it would be good to remove it entirely. I think people want some Marksman buffs, and when they think of it they want more single target damage to matches their brother Bow Master, but what if we made the job better at mobbing with this change?

    [​IMG] Blind

    >Make this skill work on bosses but with a reduced effect, perhaps half or 1/3 of its original effect including the chance of applying blind.
    This change could make Marksman a better support option making their teammates avoid more damage if they are around constantly damaging the boss. The reduction of the effects would be needed to perhaps not make this skill way too good, but overall I think this would be a neat change.


    Thief Skills

    [​IMG] Ninja Ambush

    >Bring back the ability to damage bosses with it again.
    The damage at max level is very low so even if you could damage a boss during a cancel this skill is still terrible. I suggested in the past to change the formula to make it do more damage (even like that it would be bad tho) so if we are not getting that let's let it do what it was doing before.

    Shadower

    [​IMG] Daggers

    >Change the multiplier from 3.6 to 4
    Daggers are weird, while carried by a warrior their multiplier is 4 but when used by a thief they have a multiplier of 3.6. This change would increase the range of Shadower by 10.6666% or so.

    [​IMG] Smoke Screen

    >Make it so it prevents status as well.
    Nothing can now bother you for an entire minute, go take a pee now... fast!.
    Making a bit better Shadower support options is always a good thing.

    [​IMG] Chakra

    >Remove the need of being half HP to use this skill
    Maybe like that Shadowers would use it? Like Night Lord stopping to drain they could stop to heal themselves as well at any time, losing damage in the process of course.


    Pirate

    Corsair Skills

    [​IMG] DEX to avoid ratio

    >Increase the DEX to avoid ratio from 8DEX=1Avoid to 4DEX=1Avoid
    The new ratio is the ratio that, thieves, bowmen, magicians, and warriors have. For some reason, Corsair avoid formula makes it so they gain half the avoid from the same dex as the rest of the jobs so let's make it so it matches the rest. That will make bosses scratch a lot less our ships, I'm not even done paying the damn thing!

    [​IMG] Battleship

    >Make it so when you disconnect the ship HP goes back to full. And perhaps fully heal the ship after being inactive for a long time (around 10 minutes perhaps, up to debate).
    I don't know if it's possible to flush and set to a default value the memory assigned to the ship's HP so by relogging it could heal up instead of destroying it before every boss run, and perhaps if the ship is not being used for long it could heal up so when you are not actively damaging enemies it could be ready for action when you go back to it. I don't think is overpowered since you would either have to get out of the boss by disconnecting to heal it or not use the ship and lose al to of damage to heal it.

    Buccaneer Skills

    [​IMG] Energy Charge

    >Increase the time from 50 to 120 seconds, Double charge rate if a boss monster is hit.
    This change would make Energy Charge far more reliable as well as more interactive, managing the charge would be far more engaging and would fix a lot of Buccaneer's issues.
    Having more access to charge skills won't make the job that much better since most of them are a bit situational and having them available for longer while grinding won't change much, and having them more often on bosses won't change the gameplay that much, the big change is the fact that now you can take advantage more of the stance the skill has to perform better at bosses and make it more strategies in my opinion.

    Warrior Skills

    Paladin

    [​IMG] [​IMG] Holy/Divine Charge
    > Damage increase from 140% to 160%
    Behold the 4th job charge, its useless. Any monster that is weak to holy is also weak to lighting a charge that you already maxed and doesn't need books and 4th job skill points.
    There are 2 exceptions as far as I know: Skelegons ( a monster that you just wipe with Heavens Hammer anyways) and one of the ninjas that Red Nirg summons when it's defeated (that ninja doesn't last long). More damage on this charge would make it neat for bosses that are weak to both Lighting and Holy (and still plenty of lighting weak bosses to not make lighting not useless at all) and to use as your second charge when the boss resists fire.

    Dragon Knight

    [​IMG] [​IMG] Spear/Polearm Crusher
    >Increase the speed from 810ms per cast at cap speed to 750ms per cast at cap speed.
    A small damage buff for DK that won't make them outdamage Paladin or Hero in 1vs1 damage or make them stronger than Hero when comes to cleaving. This damage buff is more to compensate a bit for the Berserk skill limiting the job and making it very expensive when comes to bosses. They will still be a good support with Hyper Body, they just will get more damage after all the hard work they do.


    Thank you for reading. I look forward to debating these changes and more with you guys.
     
    • Like Like x 9
    • Great Work Great Work x 3
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