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Feedback The State of Dark Knights and Moving Forward

Discussion in 'Suggestions' started by TTKirnk, Sep 25, 2024.

  1. Tommygunner
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    Tommygunner Nightshadow

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    First of all, thank you staff. Both of these options are very well thought out to fix Berserk, which is a fundamentally flawed skill. If either of these changes go through, i'll be happy. Quick question: option 1 would be passive berserk removed?

    Here are my thoughts as a 17x DK player.

    1. Most important aspects to me are having HB, beholder, and spear crusher. And lastly, being viable/competitive with other classes in most bosses.

    2. I talk to many new players and DK is always one of their favorite classes. As this is a mushroom game, i don't think DK should be TOO convoluted for casual players.
    Now, I think option 1 is more custom AND a bit more complicated. HOWEVER, if i understood it right, I think it'll make for easier gameplay with max damage in bosses that don't have seduce: active berserk can be continuously used, and as long as hp is always high, the DK won't ever die. But on bosses that seduce it gets more difficult (but still not difficult at all, since bosses seduce can be timed).
    Option 2 on the other hand, has even lower skill floor of not even needing to interact with active berserk at all and STILL have 200% dmg. So in all, i think both options have easy enough playstyle for casuals.

    3. Both options are almost 100% safe for DK players to maximize their potential, as long as they are paying attention. Option 2 sounds really annoying to play though, since i assumed pets will heal before DK can activate berserk. So question to staff: do you want players to 1) wait for pot fail 2) set auto pot to 25% and manual pot when fighting hard hitting bosses? (could set to 30% but then chances of hitting that 5% gap of being able to berserk and pet healing is quite small) Or would you make it so that DK can activate berserk through pet heals?

    4. Make DK weaker than hero when not utilizing full potential, and stronger when they are. However maybe this is a bad answer because the state of Hero is somewhat questionable too. This question involves more than Berserk in order to fully realize. To TRULY place DK in meta where they are not surpasses by other classes in ALL bosses, they need the flexibility to cleave AND single target. (cough cough change aura to boost crusher dpm if only hitting one target, and lower if hitting 3)


    All in all, I may be in the minority, but despite option 2 being simpler, it also sounds super annoying to play depending on how the berserk activation requirement is handled. Option 1 sounds more complicated, but the playstyle seems to be very linear because in most bosses constant activation of "might" is possible.

    For sake of simplicity, why don't we make "torment" not have "lose all defense avoid, etc"? is that REALLY necessary? DK should either be 1)cancelling it ifin danger or 2)healing to full, so i feel like this aspect of "torment" is not really impactful, and i think this is just a remnant of an old idea.

    Same for Aura of beholder being disabled during torment. I really really do appreciate the gesture, but it does add to the complexity of the skill. We should just get rid of Aura entirely and problem solved xd

    If incorporating these two simplification to "torment", i feel like option 1 becomes a lot simpler to read. However I still have reservations about option 1 because it is very new, but then again, option 2 (active berserk) is ALSO a very custom idea and i feel like if we were presented with these two options before getting our current berserk, both would feel equally custom.

    One last thing, how about simplifying option 2 to NOT have active berserk, but current passive zerk instead (at the 15% rate or whatever, along with 200% passive boost)? This would feel MOST intuitive, AND most similar to the old berserk, while keeping the floor at 200~% even on most hard hitting bosses.
     
  2. Vowels
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    Vowels Mr. Anchor

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    3:54 PM
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    class identity is an excuse to hold classes down, don't forget the server blatantly ignores what the rogue identity is supposed to be, if we care that much about identity that class wouldn't be the tankiest class in the game

    props for caring about drk though. imo the class should be easy to play, look at corsair, good damage but hard and who plays that. DRK is core to the hp challenges and making it hard won't make it appealing in any way, just as niche as sair
     
    • Agree Agree x 23
  3. Tarnished
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    Tarnished Mr. Anchor

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    This is the real issue ^^^ The most lucrative bosses are already trivial to farm with simple 1-button attackers. How can DK's risk:reward be meaningful when there's nothing left for the game to reward?

    I think stuff like this would be more impactful in altering the state of DKs than Zerk changes (edit: to be clear just 1 or 2 of them would be very meaningful, not suggesting all of them) :
    • Changing HT's sed to influence the meta's opinion positively on cleave
    • Update HB to grant bonus FLAT HP per class. % HP is not enough to keep squishy party members alive, which seems to be the whole point
    • Make Auf clones not Holy weak
    • Make CB not Fire weak
    • Switch the CWK cleave boss elements so that the Green one is not Fire Weak (maintain Pally's duo cleave, but make it *slightly* harder to solo cleave)
    • Do something about the pot cost discrepancy between a Thief using 30 PE's per day vs DK using 30 Sushis per minute
    • Fix DK itemization so that early game players who are actually playing DK are not getting flogged for the mistake of picking DK. There is no Fast(4) Spear, meanwhile there are Fast(4) swords and even a Fast(4) BW. There is no farmable lv.100 Normal(6) Spear, meanwhile Red Craven is objectively OP. Crusher is already slower than Blast/Brandish, DK can't even farm competitively outside of Porky's even without the limitation of needing SI
     
    Last edited: Sep 28, 2024
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  4. fael
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    fael Skelegon

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    why do u hate paladins bro
     
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  5. Tarnished
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    Tarnished Mr. Anchor

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    My point is simply that DK needs a niche in the game to exist in that can't be overcome by other classes with washing, levels, or modest funding. That is a unique trait shared by every meta attacker

    In a hypothetical situation if only 1 of the warrior sub-classes existed, any of the 3 would be pretty strong, because the other 2 would not be competing over the same niche whether that be content availability or investment cost. It's my opinion that Pally could easily not be quite so strong at either cleaving, single target, or mob control, while still maintaining its niche. Those utilities can be passed to DK
     
    Last edited: Sep 26, 2024
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  6. Rapi
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    Rapi Orange Mushroom

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    1. By adding Zerking's active effect to the existing gain, DK can ignore weapon def&DR on its own;
    2、HB can help DK class break through the HP limit by 60%
     
    Last edited: Sep 26, 2024
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  7. xRuru
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    xRuru Timer

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    Disclaimer, I have never personally played DK and my endgame experience consists of reading Gurk journals.

    1. If you look at DKs through the lens of end game bosser they should either be incredibly durable, or stronger at low health. Without adding some type of self resurrection system similar to how GMS did as the game aged it will be hard to do both of them at once. But looking at the rest of the gameplay from levels 30-140, DK is one of the best classes in the game. Durable enough to fight any mobs, can cleave from level 11 onwards, has an ultimate ability that’s resource is cheaper to replenish (and hits more than 6 mobs, at range without cooldown or charge up). Players have made the arguments for FP and IL for years and those players have come to terms with the fact they’ll never be optimal bossers.

    2. The unfortunate thing about a game like MS is the fact that not every character will have the luxury of being brain dead single key classes. Having skill expression and the ability to show your skill as a player will draw players to things like DK, Sair and Bucc even though NL exists and does more damage without blinking an eye. There’s a reason people recommend the BM over MM afterall.

    3. Of the two given options option 2 is the better of the two. One comment I have about the first solution is in regard to the part about the buff not being overly punishing because it has a cooldown. Both pirate classes have significant cool downs on their free fire dpm skills, with hero and potentially marksman coming in behind them with combo attack and snipe also having ramp/CD periods. I don’t personally think having a small cool down period is too significant an issue when it comes to balancing decisions. With that being said, option 2 is far better. A flat damage boost with an active that the player can choose to use at a threshold is much more intuitive than what was going on in option 1.

    4. Where should DK fit in is a tough question that was already addressed in the post. When players aren’t all washed to 30k, DK can fit in as a party tank. They’re a luxury support unit that also does decent damage. I imagine they’d fit in to a similar position that archers hold in the ranged dps hierarchy, but on the cleave side. With players all washed to max hp there isn’t a purpose to run HB. If HB can limit break hp and mp (if v62 can even support that) maybe they can once again fulfil that role.
     
    Last edited: Sep 26, 2024
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  8. MissEri
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    MissEri Red Snail

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    Firstly, thank you ML Staff for not overlooking our suffering all this time! I support any proposal any proposal that would improve quality of life and accessibility.

    I think DK damage should be on par with other warrior classes and also the tankiest of them all as originally envisioned.

    One of the reasons that held us back for a long time is that Hyper Body is too good a party buff. "Why should I make a Hero or a Pally instead of a DK if this was true?"

    If I can throw my own ideas out there, my proposal would be:
    • Make Hyper Body a solo buff with a short cooldown
      • DK will still be the tankiest class from 2nd to late 4th job
    • Achilles become a party hyper body buff but Achilles by itself cannot go over the 30k HP threshold
      • All warriors will have access to this party buff, so there would be no preferential recruitment for bossing
      • This will essentially rid the server of most hyper body mules since it would be much hard to create one with Achilles being a 4th job skill. And most warrior will max this after they have max other skills. This makes recruiting active warriors to boss parties more desirable.
    • Revert Berserk to the simple gameplay of lower HP leads to higher damage.
      • ONLY Achilles in combination with Hyper Body would allow DK to exceed 30k HP.
      • Similar to Corsair's boat, this approach allows DK to become easier & stronger to play later your 4th job progression.
      • This helps DK in term of potion costs as well as being able to tank late game bosses better than other warriors while on active hyperbody.
      • All the sweatlords can still have at it if they still want to play the riskier way for more damage
     
    • Disagree Disagree x 16
  9. LeonardoJF
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    LeonardoJF Horntail

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    promising topic, curious about the outcome
     
  10. Godfry
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    Godfry Slime

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    Whatever happens, I just pray zerk is changed such that DrK and bish are synergetic again. It's so frustrating to be punished for healing DrKs as a bish such that they can't even be in the heal radius. It's a horrible feeling for both :(.
     
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  11. Subterlabor
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    Subterlabor Zakum

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    Its not feedback but a few ideas that may further improve drks viability-

    Drks in NT straight up aren't good. They lack in pinning, and have no stun ability.

    If crusher was changed from 3 lines to 2, maybe it would be viable to increase the damage enough such that they could reliably pin (50k+ lines)

    This would reduce their scaling on SE slightly, making them slightly more independant and/or less reliant, in addition giving them the ability to stun.

    Pally will undoubtedly still be #1 in NT because of their dpm, but it would atleast give drks a purpose and a "niche" they can fill being a pin/stun. Without that Pally still remains the undisputed champion of NT while Hero comes 2nd, and drk is non existent.
     
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  12. iPippy
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    iPippy Skelegon

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    I would like to mention that aspects of "vanilla" dk gameplay in a non-washing world actually had a design and even a bit of synergy to them, even if they werent properly tuned to be very effective. Their higher base hp allowed for the entire "minigame" of dk to simply be "keep hp below ~55% hp". This was an hp value that would often be deemed "enough" to not instantly die, and even then it still exceeded that of buccaneer defenses (And very very close to hero/pally outside of touch damage specifically). This is an important note as it implies that unless content is being specifically designed such that even the other warriors require HB, a properly zerking dk CAN AND SHOULD be able to survive what the game has to throw at them. They also came with the ability to press the power elixir button and become the class capable of taking the largest single hit beating, helpful for things like sed (I think base shadower would still win out in the long term with their dex-bucc levels of dodge).

    The rest of the dk kit began to fold itself around this idea of getting to 55% as easily as possible, and maintaining it. Sacrifice and Roar were single-target and multi-target skills to weaponize their HP and get back to zerk range. A notable issue with these skills is that they feel like they waste a lot of time that could be spent on main attacking skills. Buffing their damage isnt really ideal either as that can easily snowball into them becoming *the* main attack and shooting operating costs to the Moon. But the heart was in the right place: get your HP back down to zerking range and get a minor benefit, to boot.

    On the other side of the spectrum, there's passive healing. Imo the design of the old Aura of Beholder healing was actually better than what we have now in Dragon's Blood, namely because it stopped at zerk %. This provided both a restoring force back to max zerk HP as well as a reduction on pot healing if used optimally. The issue? It restored next to no HP in the grand scheme, and was abused by mules with level 0 zerk to receive free, massive heals up to 100% hp. Dragon's blood healing (when not on cooldown) isnt bad. In fact, its quite good, especially when attempting to survive under seduce condition. But because it isnt capped to zerk HP, it either heals you way past the HP you would like to maintain, or does not significantly heal you at all. It fully covers my potions at low level/damage mobs, and becomes a sed survival tool at high levels, and I believe we can do better (more to come).

    -------------------------------------------------------------
    To get back to the overall topic of dk direction, I don't believe this game has room for an overly complex approach. Not when the opportunity cost is 2+ NLs on a footpedal. It's okay if its not fully AFK, but over-designing will be a worse sin than an AFK design for a class that's touted to be supporting the entire challenge system on its back. It should not take 150+ IQ to understand and pilot one, which unfortunately is what Option 1 still presents itself as.

    Ignoring the brain drain that is Option 1, (assuming Option 1 *could* be made into a more approachable design) it seems to be the next iteration on the active zerk we have right now. It actually does seem to fix many of the issues with active zerk we have right now (hard to navigate around its constant on-again-off-again nature, not healing when it cancels, dispellable?, inability to toggle by pressing again, etc). These are all things I would need to even consider active zerk even potentially useable. But I also really just dont even *like* the idea of active zerk removing all defenses, avoid, damage reduction, etc. We spend SP and gear slots to gain those stats (even if they are memes in current design), just to throw them away because the class demands it? I can't really get over that.

    Option 2 on the other hand, is an entirely different mechanism, which from early opinions seems to be praised for its greater simplicity. The origins of the idea may actually be inspired by an idea I'd floated around casually of changing zerk into a "gain more damage, but take more damage" mechanism instead of a maintain x% hp mechanism. It's simple and approachable, and directly solves the issue of zerk by completely changing how the class operates. It's a trade I would only want to make in an absolute last resort in ditching zerk entirely, especially considering the presence of a cooldown without even the possibility for 100% uptime. I still believe the dk kit has potential to make zerk work, though it seems we are to make a judgement without knowing the kinds of things even being considered on these other skills (which are VERY important to the overall effectiveness of any synergistic strategy). I'd like to note that I actually believed the "deal more damage but take more damage" design would fit better for the enrage skill, but mentioned it could be applied to the dk zerk instead.

    ---------------------------------------------------------------

    With everything in mind, I believe the vanilla dk design fails specifically because of the higher damage later game mobs do. Against casual mobs, or even bosses which don't hit absurdly high, vanilla dk isnt actually all that bad to play, and had a more intuitive design than scaling zerk (for all the reasons listed by OP and in my previous posts). I don't think we need to go as complicated a system as Option 1 details, nor do I think we need to ditch the idea of zerking as readily as Option 2 suggests.

    With reference to the initially provided HP thresholds, the issue plauging DK late-game zerk-ability first and foremost is their inability to receive effective HP beyond 30k. Zerk previously brought their HP back in-line with the other warriors, but now is a drastic reduction of their effective HP, and even potting to full simply evens the playing field (barring elemental attacks). I'd actually like to hear more about why we believe buffing dk damage reduction is not an option. A 55% zerk would give dk effectively 16.5k HP, and just a touch more damage reduction could allow them to easily survive even touch damage of auf/pb. I dont actually believe it'd take much to make even the toughest hits survivable by the dk, and a small self-damage reduction could be tied to either zerk or hb really.

    If dk can survive a hit in zerk, the next step would be giving tools to allow the dk to quickly and easily get back to that HP value. I suggest taking inspiration from the formula of old aura of beholder's healing as well as the HP reduction from skills and combining them into one entity. A fast-casting skill that can "bank" excess hp in zerk would allow for quick re-entry to zerk threshold, and could fuel the recovery provided by a more "classic" feeling aura of beholder healing. There'd be a few ways to approach it each with some quirks (bank just enough HP to enter zerk, bank a certain % of max hp, bank a certain amount of hp, provide recovery at a greater than 1:1 quantity, provide recovery at different time intervals), but the general idea is a skill that both helps lower your HP to zerk range, and provides a restoring force that provides healing back to maximum zerk HP plus healing to better survive sed conditions. There should be less risk of abuse as the recovery is a delayed healing pool still paid for by the dk (or provided by bishop heal?). Bonus points for finding an elegant way to use this pool to fuel sacrifice/roar as well?

    At the end of the day though, previous commenters are right that the largest issue they are facing isnt even damage or survival, but rather utility. They'll still likely not be meta picks as a cleave class where cleave is in practice heavily dominated by the "single-target" warrior. But patching up their survival rate so they arent burdens is a necessary first step. And if that means making them the tankiest warrior, that's perfectly fine imo. Hero and pally have guardian and shield mastery to develop if we decide they need defenses anyways.

    Tl;dr Here's my wacky, hot off the press ideas for an Option 3 to preserve the identity of vanilla zerk and develop a tanky, yet hopefully straightforward chassis (or at least inspire something in the vein of vanilla zerk):
    * Rework aura of beholder to "bank" HP and quickly get back to zerk range. This can fuel a "Dragon blood" like effect for healing or possibly even extend to synergy with other skills or effects like sacrifice/hex.
    * Small bit of extra damage reduction against bosses specifically. Just enough to bridge the gap between a vanilla zerk hp% and the largest realistic single hit damage of mobs. Tied either to HB, achilles, beholder, or anything else. Heck, it could even be tied to the hp pool provided by reworked aura, I suppose.
     
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  13. ssjfirezen
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    ssjfirezen Blue Snail

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    Great ideas staff! I think these suggestions are great (especially #2). I have been playing on ML for about 3 months now and finally got drk about a couple weeks ago. I also have not bossed yet in endgame, but I do have some thoughts on the balance of drks. But first, answers to your questions:

    1. What do you think are the most essential aspects of a Dark Knight's identity?
    Drks should continue to be the low HP class, should have the longest range of the melee classes, and should be the tankiest at the same time. Suggestions below
    2. Given the desire for increased accessibility, what do you think is an appropriate skill floor for Dark Knights?
    Drks should be able to set their pet auto hp to a certain threshold and maintain 100% of their low HP damage while mobbing without much thought, but with bossing their pots should be more well timed inbetween attacks
    3. Are the gameplay risks of the first and/or second system appropriate given our playerbase and the current structure of content in MapleLegends?
    I think most people come to ML for nostalgia but stay for the community/grinding. Since the community part is great already, the grinding should be incredibly simple. So I would think the second system is the better one
    4. When considering the necessary skill required given the risk involved (particularly in the suggested systems as opposed to the current one and past ones), where should Dark Knight fit in with respect to other classes in terms of damage output?
    I think in general cleave classes' skills should know if the damage will be on one mob or many (think like final attack with slash blast) so that the cleave skill does more damage on single target when hit, however the single target from these cleave skills should not out-damage intentionally single target skills
    Now for my own skill suggestions for drk. These primarily aim to achieve the low HP class identity that drk has:

    - Current berserk should have an addition to it where it gives the drk ramping damage mitigation. eg: at 80% health, drk takes 80% of the damage they would have taken. In my mind, this damage mitigation stops at 50% and drk would take 60% of all damage they normally would take

    - Swap Dragon Blood and Iron body between 2nd and 3rd job, then change Iron body to give 10% damage mitigation to the party at max level. This will make the drk useful in parties again since no one needs hb cause everyone is washing at endgame or the hp challenges+a buff gets them to max hp anyways. It will also give squishy party members the ability to do some mob content earlier :)

    I hope these suggestions at least bring about new ideas. I do love the drk class strictly because of the weapon type they use first but I also enjoy having to micromanage HP (I'm sure I won't feel the same while bossing lol) so I'm excited where the class will go!
     
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  14. Floralia
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    Floralia Blue Snail

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    Maple Legends has been operating for 9 years now.
    With the current washing meta heavily favoring 30k, HB is not a critical utility that can make DK an attractive pick over the other options.

    I have discussed with my friends that,if HB is changed that allow players to break the 30k hp barrier from HB,whether DK can participate in more bosses.
    My friends made me understand the core issue in one sentence, 'I can bring an HB mule'.

    In the later period of the game, for DK players, more tiring, more difficult, lower dmg,and no excellent gain for the team,the reason why most teams do not choose DK
     
  15. fartsy
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    fartsy Zakum

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  16. Mageor
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    Mageor Mr. Anchor

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    I think “buffing” DK’s damage is nice, but, inevitably, the cleave damage conversation (ex. cleave dpm is too good in cwk) will resurface as a result of this change.

    I might suggest that instead of buffing damage directly (can keep the QoL stuff in), it might be better to either:
    1. Give cleave classes single target skills more comparable to the other classes
    2. Rework or create new bosses to “require” cleave damage to clear.

    Currently, all the most important end game equipment is gated behind a single boss (PB), which hugely favors single target damage.

    I think it’s weird to tie a class identify to cleave vs single target dpm. Especially if the game doesn’t balance itself around it except in a few cases (cwk, Auf haven, <insert boss name>).

    Instead of focusing on making a single class more likable, I’d like to believe that the popularity of a class is a result of the content it excels in. Imagine Auf haven drops FS and MW30 instead of PB. We would most likely see more heroes, DK(?), paladin as a result of this meta shift.
     
  17. xadra
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    xadra Windraider

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    Might just be the filthy Paladin main in me speaking, but I'd rather we never nerf other jobs in favor of making others seem more favorable. Doing that just trades one feelsbad class for another and people start finger pointing at each others egregious strengths saying "unfair please nerf".

    Would much rather go the route of what the top players are suggesting and adding meaningful utility to DrKs, but I'm also advocating to give them NL/Sair damage ON TOP of the added utility. I've always been a proponent of difficult-to-play classes getting more rewards, while somehow maplestory is a game that skews the opposite way, with brainless classes like NL and Pala (there I said it no flamerino) getting super high rewards while Sair and DrK are pale shadows of their counterparts.

    Idk how you'll do this, and people who have actually played DrK endgame probably have more meaningful contributions. But for the 2 systems proposed, I will say that I prefer system 2 - it just seems more MapleLegends to me.

    I'm a huge sucker for complex, micromanagement intensive and high skill ceiling spells in games, and I appreciate the effort put into thinking it up, but system 1 seemed more like a spell from DOTA 2's latest most complicated hero rather than a character we want to play in maple. The second one is intuitive and sounds effective.
     
    Last edited: Sep 26, 2024
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  18. PumpkinJuice
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    PumpkinJuice Pink Teddy

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    Most people believe that DK should be a tanky class, but I think that is a wrong idea. From all the designs from back in the OG maple days, to now, it is clear that DK is meant to be a warrior that sacrifices defensive capabilities to boost offensive capabilities, like a Berserker (Fun fact: Neckson renames Dragon Knight into Berserker in a later patch).

    Berserkers are never known to be tanky, but attackers with such reckless abandon that make sure that whatever the enemies are doing to them, they repay it twofold. This is for the class identity.

    How it feels to play the class, to most players in my opinion and observation, is what made DK unpopular. The fact that Berserk requires you to be on a certain HP threshold to deal proper damage, is just unappealing to the wider audience. You have to constantly look at your health bar, on every single boss, even grinding to make sure you don't over heal, is such a chore considering this is a 2D old school mushroom game. Yes, it is more of a chore than high-risk-high-return. Buccs are complex, but still fun because their combos can be done easier with enough time through muscle memory.

    So if I am to suggest what DK can be like, it will be as follows:

    Passive Berserk: Nothing changes, still as before

    Active Berserk: With one of the changes mentioned by Staff, instant cast when using other skills
    - Toggleable
    - Damaging skills consumes a percentage of your HP (Like 5% each crusher)
    - Sacrifice can do damage under weapon cancel and probably damage reflection
    - Dealing max damage bonus regardless of what HP state you are in

    With the changes, I think DK will feel a better class to be played, and kept passive berserk for old school. But it still does not solve DK's issue. Because at the end of the day, DK is a two-part problem, not one. How it feels to play the class, and the class role mentioned by Alyosha.

    Similar to Heroes, DK is a cleaving class. The lack of cleaving content affects DK just as much as Heroes, with the Sed changes in HT, lack of pinning abilities by Subterlabor who mentioned giving better pin to DKs.

    So I hope that after this discussion and changes to DK, they can start looking into the roles of both Hero and DK, which is a big problem of why they are undesired in the meta.
     
    • Great Work Great Work x 4
    • Agree Agree x 1
  19. Hampy
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    Hampy King Slime Retired Staff

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    Feb 8, 2022
    1:54 PM
    Corsair
    200
    It's probably not a coincidence that there is overlap between what people want to see from Dark Knights versus what they do have the ability to see in other Warriors, such as Heroes. Since this post was narrowly focused on changes made to Berserk specifically, we didn't touch on some other aspects that are important, but we'd still like to mention as they become relevant (we might post a broader list as well, but for now we want to keep the focus on Berserk).

    Independence is a good place to start as Heroes can achieve complete independence from their critical buff SI by building for NT 1H sword (though at the cost of damage). Dark Knights on the other hand have no ability to gain independence from their need for SI (both in terms of damage and quality of life) via weapon choice. Due to the fact that Dark Knights are both indispensable party members due to HB (which admittedly is a tragic buff to have to balance around) and how this synergizes poorly with how hard they scale off of both SI and SE, we are seeking to alter some other skills that would essentially "bake-in" the effects of both SI and (a slightly diluted) SE into the DK skill kit (though we will mention that these skills will NOT stack with SI and SE, particularly so as to not to disrupt the Normal 6 vs Slow 7 weapon speed meta).

    In any case, such changes are planned to be implemented regardless of whatever Berserk structure is chosen, as we would like to see Dark Knights fulfill their practical role as "first" or "foundational" characters of peoples' tenures in MapleLegends, which is another issue you touched on.

    While independent characters (as Dark Knights will now be) offer practical utility to parties and expeditions in general, we also have other changes in mind to be made to various Warrior skills that will hopefully make all of their utility more notable. With this in mind, although it is true that many washed characters won't ever value HB, the utility of the skill shouldn't be discounted completely for a significant portion of the playerbase (especially players on first characters), as with the full release of HP rewards from challenges now implemented, we do expect to see continuously see generations of characters who will benefit from this skill.
     
    • Like Like x 4
    • Agree Agree x 2
  20. JasonPeng
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    JasonPeng Horny Mushroom

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    Apr 27, 2023
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    台積電七廠
    11:54 AM
    Dragon Knight
    69
    tsmc
    1. DONT Remove Scaling System of Zerking
    • "To narrow the ceiling and floor of DK players by removing the scaling system of zerk" is like nerfing ~~professional~~ zerkholic DK players like me imo.
    • The scaling system was so nice that remaining the 100% dmg buff at 15k HP. so i dont see any imappropriate design in this.
    • DK is the not only like other classes only distinguish players by gears but also differentiate players by zerking system!
    I hate to say but it's true that DK is a superior class if players who can manage zerking system well.

    I still recall that I was so excited when I first saw the scale system of zerking that was proposed and launched only in this server. I wouldn't have played DK mainly w/o the scaling system.

    2. UPVOTE to Proposed 1 of zerking but Buff Defense (Achilles AND Elmental Resistence):
    • The weakness of DK nowadays is defenses. DKs are crispy comparing to other warrior classes.
    • Since the Beholder gives 100 defense other than Iron Will, I can't recall when do I last buff my partners with Iron Will.
    • So I would say amplify the Beholder buffs or any passive buffs (Achilles or Elemental Resistence) during Berserker's Might.

    3. Some other proposal:
    • Brings stun in Dragon Roar: As a daily Core Blaze with multi-clienting bucc+DK player, I suggest that DKs stun mobs when casting Dragon Roar.
    • Hitting HP to 1 during active zerking works on Damage Reflection (Auf, Dunas1, PB, etc): When I solo Dunas1 with DK, the pot I take is sushi where this will bring my dk death if I got hit (pet pot to 6k HP) + dr (12k ish of dmg). So I suggest that even when 6K HP, the DR brings HP to 1 as well when zerk is activated.
    • Fix Potion Bugs: 10 out of 10 deaths of my DK is potion bug.
     

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