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Feedback The State of Dark Knights and Moving Forward

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

  1. bleezy
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    bleezy Horny Mushroom

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    to the backlog it goes, as it should
     
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  2. Tommygunner
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    Tommygunner Nightshadow

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    1:53 PM
    im so glad hp challenge gives the full hp, now it doesnt feel bad that it keeps getting delayed (for rightful reasons)
     
  3. kyh
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    kyh Slime

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    3:53 AM
    ChillyJoe
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    Sir! so,,, Would Drk revamping happen in balance changes in future update?
     
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  4. Gabrie
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    Gabrie Red Snail

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    Ovanor
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    At least you can tell us which of the suggestions was accepted??
    upload_2024-12-27_1-28-49.png
    upload_2024-12-27_1-28-49.png
     
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  5. Daydreamer
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    Daydreamer Headless Horseman

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    I realized that I miss when, before 4th job came out, DK was THE premier grinding job thanks to Dragon Roar. I would like it if the range, amount of mobs, and cost of Dragon Roar was on par with Archmage ults so that DK could be a melee equivalent to Archmages.
     
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  6. Daydreamer
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    Daydreamer Headless Horseman

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    I don't like this trend of making passives into actives. The shifter change was a mistake that shouldn't be repeated.
    At the core of DK is the mechanic of using HP to deal damage and gaining damage at lower HP. This goes beyond MS; it's a very old RPG trope.

    Proposal: The lower the DK's HP is, the more damage and % damage mitigation the DK gets from Berserk.

    This would effectively normalize the amount of damage taken from bosses. High damage bosses would be made easier by % damage mitigation without fundamentally destroying the most iconic skill in the DK's toolkit.
     
    Last edited: May 24, 2025
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  7. Pasta
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    Pasta Game Developer Staff Member Game Developer

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    Moderator Post
    As we finally approach the completion of DK rework, we would like to sum up the Berserk mechanic that we plan to implement, which is heavily based on the last iteration we discussed, but with a few specific distinctions.


    Berserk
    • Passive: grants the player more bonus damage the lower the HP is. The maximum bonus is obtained at or below 55% HP.
    • Active [20 seconds]:
      • Grants the full passive damage at any HP value.
      • Damage Reflect does not harm the player.
      • If the player successfully hits enemies 20 times during this active effect, then a special effect will be gained.
    • Special Effect [40 seconds total]:
      • Player is immune to Seduce and Stun [first 20 seconds].
      • Player obtains an even bigger damage bonus at any HP value [full 40 seconds].

    Additionally:
    • If at least 1 SP is applied to Berserk, Cleric's Heal and DK's own Dragon's Blood will not heal above the passive max bonus HP threshold (55%).
    • This will NOT apply if the player is in active Berserk, or if is seduced.

    The "challenge" is moved, from sticking near death, to needing to be constantly on the offensive.
    The bonus for completing the challenge is a greater power; the downside from failing is to be forced to stick to passive Berserk until the active is off cooldown again.

    As we explained before, the goal here is to make the class overall more approachable, and hopefully desirable. Returning to the vanilla passive effect (albeit still ramping, above the HP threshold), and making the active effect more rewarding (20 seconds of "challenge", with the prize being 40 seconds of full power).
     
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  8. fartsy
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    fartsy Zakum

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    12:53 PM
    Fartsy
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    assuming zerk %s stays the same as prepatch, any numbers on the active zerk for completing the challenge?
     
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  9. Kiera
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    Kiera Slime

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    clapp
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    A few questions regarding these changes:

    1) Will the new Active zerk still reduce the players HP to 1 on each hit or is that being removed?
    2) Will there be separate buff icons for the player to see that they have the Active zerk or the Special Effect?
    3) Will there be a visual indicator (like the current passive zerk visual "horns") for the new Special effect?
    4) Does a triple cleave crusher hit (3 targets) count as 3 hits towards the 20 successful hits or only counts as 1?
     
    Last edited: Jun 2, 2025
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  10. cl_ogar0
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    cl_ogar0 Slimy

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    This sounds so cool!
    I love this design, hopefully some other boring passives get similar treatment *cough* stun mastery *cough*
     
  11. Godfry
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    Godfry Slime

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    Thank you SO much for this!!
     
  12. Pasta
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    Pasta Game Developer Staff Member Game Developer

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    Moderator Post
    I can't give numbers yet as we need to test various iterations (the buff timers I wrote are indicative/tentative as well, mainly to give an idea of the time ratio buildup:buff), but we will have more precise data the closer we get to patch.

    1) The active effect of 1 HP for each hit is being removed, yes.
    2) Yes, buff icons will be added to distinguish the active effects, such as the "charging" phase, the shield and the damage bonus. The ability to have fully custom buffs is actually what delayed this part of the rework, but finally we're there.

    Also, this reminds me of a question. How would we feel about condensing the 5 Beholder buffs into one? As in, 1 icon that includes all the effects (which also means that they would be cast all together, instead of one at a time)
    Not gonna confirm whether we'll do that or not, just gauging interest for now.

    3) We will likely rework the visual cues, yes. Passive Berserk should be back to the vanilla effect of showing under 55%, and then we will have the charging phase which may or may not get one, depending on needs and on testing, and the shield + special effect, which probably will inherit the current active Zerk effect (but we're definitely open to suggestions!)
    4) Thanks for bringing it up, I forgot to specify. Our idea would be to have one successful attack (eg. a full Crusher that dealt overall at least 1 point of damage) count as one.
     
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  13. Subterlabor
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    Subterlabor Zakum

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    11:53 AM
    Sweatz
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    Just wanted to say considering recent changes good on staff for allowing conversation before actually implementing the changes
     
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  14. Invasian
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    Invasian Mano

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    That is awesome, I'm looking forward to these changes! We will finally be able to attack with the rest of the party if bishop spam heal

    I have 1 other question about the zerk rework:
    1) During the special effect phase, will the damage reflect not harming the player effect continue?
     
  15. GodOfAlts
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    GodOfAlts Pink Teddy

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    Great communication on thoughts of changes. Seems really interesting for dks.

    Would love to test it out once it’s live, who knows, may shift focus back to my dk.

    GodOfSpears may live once more since GodOfFists is dead.
     
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  16. intimmydator
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    intimmydator Mr. Anchor

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    If I may suggest something similar for Super Transformation, especially if the on : off time ratio is to remain as it is, but with ignoring weapon cancel instead. It felt so bad when you got locked out of doing damage for 40 seconds when you had it again in a minute, I can't imagine how annoying it is to pop ST and be faced with WC when it's now 4 minutes.
     
  17. JKNS
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    JKNS Slimy

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    12:53 PM
    Hero, Dark Knight, F/P Arch Mage, I/L Arch Mage, Bishop, Night Lord, Shadower, Buccaneer
    Casting the group of buffs together would be terrific. Hex is inconsistent/unreliable at early levels because the rebuffs are random instead of cycled, so if you need a particular buff (usually Accuracy), you almost need 20+ points invested before you can reliably expect to have whatever buff you’re looking for active at all times.
     
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  18. Daydreamer
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    Daydreamer Headless Horseman

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    The change to heal and dragon blood looks good. But I'm trying to understand how exactly active Zerk is supposed to play. So, let's say I'm grinding. Every 20 seconds I'm going to press a hotkey and, in exchange, I will get a bigger bonus than Zerk constantly. Is this right? Doesn't this just mean the removal of passive zerking in exchange for an ability that I constantly have to press every 20 seconds? Or does active Zerk stack with passive Zerk? If DKs are expected to be in active Zerk all the time, why should Dragon's Blood not heal us to full?
     
  19. Kiera
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    Kiera Slime

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    clapp
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    Thank you for the detailed responses!

    1) Having beholder cast all 5 buffs at once would be a nice QOL change - I assume that it will be scaled accordingly for the lower levels. Unless it will only apply all 5 buffs simultaneously at higher levels (21 onwards) which would be simplify the modifications to the skill.

    These benefits will probably be appreciated largely by players who do aren't close to maxing the skill as the buff intervals are longer. At max, you'll receive these buffs in a short amount of time.

    I believe the buffs are applied in no particular order. Giving the example of popping a Cider and overwriting the Beholder Attack buff, you'll be waiting a little while before you'll receive the Beholder Attack buff again (once Cider expires).

    This change would aid mostly lower levels of beholder and niche scenarios as I described above.

    2) Would the buff icons for charging, shield and damage bonus be able to display in the same line as the beholder buffs? Only reason I think is that it would be much easier to differentiate over the sea of buffs you receive in HT, PB, and Auf for example.

    I guess the reason why I ask this above question is because I take the example in Auf where sometimes it takes me a second or two to "find" my active zerk to right click it in time for SED. In this case, it'd take me a second to see if I am charging/charged. This would give confidence in utilising the DR immunity and completing the challenge for the Special Effect.

    3) I'm unsure of how you would go about adding a visual cue for 20 successful hits. Perhaps something similar to a hero's combo orbs? But less... Intrusive ?
    Maybe a change in the colour of the players crusher skill becomes red when fully charged?

    Blue (uncharged) > light orange (5 hits) > deep orange (10 hits) > light red (15 hits) > deep red (20 hits)
    It would be thematically similar to the passive versus active zerk horns (orange to deep red respectively).

    I'll have to sit on that thought and perhaps come up with some other suggestions. I just thought of that on the top of my head lol. Now that I think about it, a deep red crusher would be really cool haha.

    4) For further clarification, in the scenario where the player is cleaving 3 separate targets (like HT leg, wing and arm), does the crusher count as 3 successful hits with cleaving or does this still only count as one attack towards the 20 successful hits?

    5) Added bonus question - will the new Active zerk still dispell status conditions (confusion, stun, zombify etc) upon activation? This feature was often overlooked by many players and was extremely useful at certain boss fights (PB main body, NT content).

    All in all, I've been waiting for this day to come. In a previous post I mentioned DKs are in a good spot with the previous overhaul of skills. The old active zerk was definitely a double edged sword that offered little reward for the substantial risk of death. These changes are very welcome in that they target the core vulnerabilities of the DK; that is SED, DR and complete access to damage bonuses from passive/active zerk as a result.

    The suffering of DKs will end soon!
     
    Last edited: Jun 3, 2025
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  20. DrChuchu
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    DrChuchu Balance Team Staff Member Balance Team

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    1:53 PM
    DrPikachu
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    I'm sure you could think of a way to use active zerk to mitigate loss from weapon cancels

    It's a 60s skill, which replaces the passive when used. You can also choose not to use it during grinding if you want to turn your brain off, for slightly less damage. The active does not stack with the passive. Dragon's Blood continues to heal you during the active or if seduced (without active zerk), in Pasta's post above.

    2/3) We are working on visuals concepts, there also may be safer/more consistent ways to charge in practice, if you are concerned about hitting the threshold during a tense situation like DR.

    4) One per successful attack (attack that does damage and doesn't miss)

    5) No activation cleanse planned at this time

    Thank you for questions and feedback as usual.
     
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