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Feedback Upcoming Shadower updates and plans

Discussion in 'Suggestions' started by DrChuchu, Aug 31, 2025.

  1. Kimmy
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    Kimmy Administrator Staff Member Administrator Game Moderator

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    I do still want to say and I think I did back then, that the "sudden shift" is also contributed to Davi just becoming a more skilled client developer. Back then even many years ago, sometimes similar ideas shifted around, but it was just "unrealistic" to have such changes, because it requires a lot of knowledge of the client and the ability to do binary client editing (we don't have the source code).

    You may have seen us many times say back then "not possible on the v0.62 client" and the more skilled Davi became with client editing, the more actually became possible, even on the v0.62 client. This is also why the recent buff timers have been added, which is never seen before on any v0.62 server, as well as having them be draggable (I think this was never seen anywhere period, but I could be wrong...), and the same more freedom is when it comes to altering skills.

    The problem also comes with the opinion I just really do not think pre-bb is very good, and the longer I have been here the more disgusting stuff comes out of it that makes me dislike it more. Maybe its also contributed by the people min-maxing and causing the "disgust" to be seen more obvious, but basically it comes down to "pre-bb may be nostalgic, but its gameplay is awful". Now of course this is subjective, but that's just how I see it, and everytime when I see servers release nowadays I see people expect at least some skill changes, and that "complete vanilla" is just no longer appreciated.

    I could have left the server alone, or maybe like make a second server, but that's just unrealistic on my part. I have been here for 11 years now, and this is likely my last project, or at least when it comes to Mushroom game, so I can either just keep it stale with zero changes, nostalgic (which is subjective), or move it into a direction that I personally believe will keep the server set for longer (assuming no other reasons out of our control causes it to shut down instead...). Ultimately, it could go wrong, it could go right, and that's with every project and life.
     
    Last edited: Sep 26, 2025
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  2. aussietinask
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    aussietinask Mixed Golem Retired Staff

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    I remember Davi saying when I was on balance team that it wasn’t possible to make mage ultis have a lower drop rate because it would put too much strain on the server… yet here we are

    So that checks out haha
     
  3. aussietinask
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    aussietinask Mixed Golem Retired Staff

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    I think there’s been a lot of that thinking, or at least “the staff is brain dead” groupthink, whether on forums or elsewhere that I’ve seen. Or at the very least, what Ken described as “the only correct choice is full revert” with no room for discussion.

    I disagree with the “no complaints to proper changes” viewpoint. I think more accurate would be “minimal complaints if the class is buffed”. There was still outcry against alchemist nerfs and shadow star nerf/bugfix. But those were deserved for balance reasons. It just comes down to people not liking it when their class is changed or nerfed.

    I don’t disagree that anni changes were ooorly thought out. The first couple weeks of reduced shifter and no stance was really awful for shads, not to mention issues with buccs. It’s clear that the chances weren’t ready to be pushed out at the time.

    the problem was staff was trying an ambitious fix what they believe to be a hugely deep rooted problem in thief avoid. Anything they did to try to fix this issue would have been met with huge pushback. Just because things have stood for 10 years doesn’t mean that it’s automatically healthy. It’s also based on how the server develops, staff available time, and dev time and skill (as kimmy alluded to). The “double down” to give stance to shads gave us the chance to properly try out some of the changes.

    I respect your views on shad, some of which I agree with and some of which I don’t. For example, I don’t feel as though I’m obligated in nate dashing on my shad in content (except in PB), but I do understand the feeling of losing out otherwise. Overall, I think the nate dash was a very cool idea and I think there’s a place for it when tuned back to 1s. But it needed to be tested in live server - there’s only so much staff time that can be used to test it otherwise as they just don’t have enough manpower.
     
  4. Soblet
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    Soblet Zakum

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    For me full revert means revert to pre anni and then move forward from there, there are better ways of reaching staffs intended goals than what we got now. I don't think anyone would want to stay in the pre anni state, did you see anyone complain about assaulter or non grounded nate dash? I haven't and I think it's because they're great changes but overall the changes were horrible so it's better to roll them back.

    As for the staff is braindead thing, I believe a big part of why we have this shad now is because there's simply noone on staff that has a good grasp on the shadower class, just go look at the last staff member that did (Kwik) and what they posted in this thread.

    I would personally be happy to spend time on helping shape a new age ML shadower that is fun and fair but it's disheartening to see shitposts by ipoopy taken seriously.

    I think alchemist could and should be brought back in a non problematic way, there are plenty class changes made outside of these two you mention that got little to no pushback (just look at the recent assaulter change).

    Don't release unfinished features, simple as that.

    This may just be a difference in playstyle. When I play shad I am fully committed to optimising for dpm and take that pretty far, therefore changes like we had with anni also change how I play. This could be different for someone content with chilling doing standing nates or whatever and getting lower dpm, nothing wrong with that btw, play how you want.
     
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  5. aussietinask
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    aussietinask Mixed Golem Retired Staff

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    generally agree with everything in this post, except for the faster assaulter and non grounded nate comments, as those are things that are QoL and can only be seen as buffs, and thus would get little pushback. that's my point, buffs and QoL changes will never get pushback, whereas changes and (most of all) nerfs will.
     
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  6. aussietinask
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    aussietinask Mixed Golem Retired Staff

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    One other point i wanted to make is that its very hard to push out completely "finished" content, just because of how small the staff team is. whenever there's a big new boss, there's going to be bugs, but the alternative would just be to not release it.

    slightly different to class changes, as bosses released would be here to stay, but just to highlight that staff don't really have the ability to test everything in depth, and sometimes need to see how things are on release. its not ideal, but thats the situation of having a small volunteer team.
     
  7. Soblet
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    Soblet Zakum

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    Myself and a few others have given a fair bit of pushback against IED on shadower which is a strict buff. I'm not necessarily only in favor of buffs or nerfs but they need to make sense. I think it's just human nature to prefer buffs though which is why you would see more pushback against nerfs. They both have their place imo.
     
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  8. Soblet
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    Soblet Zakum

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    Just so you know, in part because I think if you complain you should also try help solve an issue, I've graciously and less graciously offered my help on multiple occasions through forum posts, discord chats and staff applications and was declined. Which is fine, I have enough other things to spend time on, but I don't think time constraints are the greatest excuse.
     
  9. aussietinask
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    aussietinask Mixed Golem Retired Staff

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    oh if it wasnt clear, i dont think that you're in the camp that just complains and doesn't offer feedback - i think views you've posted in this thread, while more pessimistic than mine, have value and do contribute. fair point on the ied point, i have seen some of that pushback, but it is relatively minimal compared to other stuff.

    i do think there is still a difference between a person who has committed to spending time to working on staff, as opposed to a member of the community, however well meaning, offering help on one particular issue. i cant comment on the staff applications part haha. balance team is a huge time sink though, even without considering playtesting and working with dev team. i remember the first iteration of auf haven that was tested and it was... not pretty haha
     
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  10. Soyourken
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    Soyourken Slimy

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    On your last point, I spent most of the post patch PBs trying to dash as optimally as possible, and it was fun in it's own way, but also I went back to the old dash only when sed comes and I would say I forgot how safe it is for shads to do main body PB without getting sedded, I would even say more comfortable than trying to maintain dash invincibility. Not to mention with the increased horizontal range and how body is dependent on the pinner keeping bean in place you might miss a few more assassinates trying to maintain dash and the DPM difference isn't actually that big unless you have SE. I also realized since you're never hitting touch damage on statue so even without iframes it was all along possible to chain dashes perfectly on bird statue (not sure there's anything else in the game like this).

    I still think it's a cool avenue to explore using things like dash to further incentivize single client gameplay, a mechanic that isn't easy to scale up into more characters while not touching the base (whatever base is now at least) power level of shadower when played with less attention. But I won't miss full invincibility dashing, the more I play with it the more I think it's not the way.
     
    Last edited: Sep 26, 2025
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  11. ScarletMoon
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    ScarletMoon Horny Mushroom

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    Before looking at the teleporting back to the platform feature, which was an attempt at making some skills like ambush useful, making assaulter better helping shad to reposition would be better. I don't think it needs to be so powerful that shad could return to the same platform every time, but even if it could allow assaulter to be casted in a reasonable time frame to the platform below or behind would be good enough (thinking of repositioning from HT top right platform).

    Also on a separate thread, I disagreed that avoid is even a problem. But since this is a shad balance thread, I decided not to comment on it in the earlier thread.
    In summary, the entire game is basically balanced on avoid, which is why theif's high avoid is a problem and other classes are finding shoes/oa with high avoid just to do more dps. IF bosses were given other mechanic to make it such that avoid is not so strong, it doesn't have to be a problem. But before we can even discuss such possibilities, changes were already made to avoid, the only changes we can suggest is how to balance the class with nerfed avoid when the original premise isn't even discussed.

    I wonder if bosses were given mechanics such that avoid is less important, would there be a need to nerf avoid across the board and reduce shifter's effectiveness? Also, bossing is only one part of maple gameplay, is avoid a problem outside of bossing as well?
     
  12. Pasta
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    Pasta Game Developer Staff Member Game Developer

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    Unlike Buccaneer, we believe that for Shadowers we won't need to first revert and then move forward, we can do both steps at the same time, since the single changes are less dependent on each other.


    The changes of anni + anni v2 that we consider positive and would like to keep:
    • Savage Blow damage rescaling
    • Assaulter cast time reduction
    • Band of Thieves removal of target requirement + damage buff
    • Assassinate:
      • Horizontal range increase
      • Removal of platform requirement
      • Ability for first 4 hits to crit
      • Cast time reduction
      • Dash damage increase
    • Smokescreen:
      • Can be cast in the air

    The changes that we are planning to revert/rework:
    • Assassinate Dash granting 2.5s of immunity
    • Removal of passive Shifter (although still keeping it at a reduced rate from pre-anni)
    • Smokescreen duration and cooldown (although potentially at different values than pre-anni)

    The changes that we believe will need worked on together, because of how they interact:
    • Passive Stance effect
    • Values of the restored passive Shifter
    • Any potential Dash avoid/immunity values
    • Meso Guard cost (with more overall avoidability introduced, it might be too beneficial to keep it as post-anni)

    This leaves out active Shifter (I don't think I forgot anything else, feel free to correct me), which is gonna be a point of discussion, whether it stays, it gets removed, it changes effect. Personally, I think that will just be something to consider after everything else is planned.


    Now, I'd like to give my opinion on some of the points brought up in this thread.
    I'll take the liberty to highlight parts of the quoted post, for ease of reading.

    Please note that one of our goals is to not bring back the full pre-anniversary passive Shifter. Tentatively, a 30% rate (down from pre-anni 40%, and in line with the reduced NL Shifter rate) is what we would go for.

    DISCLAIMER: I will not present new suggestions of mine in this post. I'm just addressing some of the points brought up by people. Suggestions by us will come at a later time.

    The reason for Stance was that it's the only alternative to avoidability that still allows a Shadower to stand their ground when receiving a hit.
    If we fully remove it, then Shadower will get displaced more often than pre-anni. I don't have the math for it ready, but, I wonder: considering a reduced avoid formula and 30% Shifter, would that displacement be too much?

    Adding any active knockback resistance (even in the form of avoid) to Meso Guard was discussed internally multiple times, but the problem is that MG itself may not always be optimal cost-wise, depending on the player's HP and the damage received (I don't have the numbers, so someone else will need to chime in should this point be discussed more). By binding such an important effect to it, we would risk forcing its usage even in cases where a player would avoid it.

    On a separate note, wouldn't it present a similar design issue? If Stance brings an identity problem, wouldn't avoidability on MG, which is effectively a shield made of mesos, still feel out of place?

    I have bundled these suggestions together as they all refer to ability state toggle, and I'd like to address this concept as a whole.
    While technically doable, I think it introduces an unwarranted complexity in the gameplay on a class with a skillset that's already big enough.
    A reduction/removal of the iframes will already likely reopen the way for various counterplay options, without needing to implement a toggle effect.

    I won't address the Smoke point as we already proposed a revert, but as for the Dash suggestion: the issue with that is that it's likely that the first hit, after a dash, will be the boss touch damage. Spending the newly-gained immunity on it could either nullify the benefit, or even be harmful if the player was planning to use the touch damage to dodge an upcoming strong attack.

    (This was suggested multiple times, but I will only quote this one for simplicity)
    Personally, I believe that different timers on different skills are better, as they require more attention than just pressing one button. But I understand that this is a point of view that can be easily argued, so I'd like to bring it more to the spotlight.
    Do players believe that making timers more "uniform", thus reducing what's ultimately just a mechanical act of recasting, would be a positive change?

    This too is something we were brainstorming about internally, at some point.
    It can be problematic on a few levels. First of all, it negates (or reduces, depending on the cooldowns of Smoke and of the debuff) the benefit of having more than one Shadower in the same party.
    But more importantly, it's difficult to apply in practice. Unless we consider everyone who is in a party with an active smoke, regardless of if / for how long they benefit from the smoke itself, to be subject to the debuff (which can be a big penalty, eg. if you join the Shad when smoke is about to run out, or if you didn't enter the cloud during its uptime), the required calculations to make it balanced (mainly flagging if/when the player enters or leaves the smoke cloud anytime they move) would be quite tough.

    Yes, we're open to PB discussions. They would have to happen in a separate thread though of course, to keep this one focused on Shadower.

    Despite our already-mentioned will to remove the 100% invincibility effect, I'd like to bring up the IED discussion. For context, a fully charged Assassinate (in Dark Sight) will make Shadower ignore 80% (at max Assassinate level) of the monster defense for 30 seconds.
    Do players believe this should be revisited? Despite it being relatively situational (it becomes noticeable on monsters with very high defense), does it contribute too much to Shadower DPM?

    I won't discuss about the iframes and the IED, as I have already talked about those, but I'd like to address the highlighted suggestions.
    • Does the horizontal Assassinate range feel too long? The reasoning behind the change was obviously to improve the distance at which a player's attack would connect, without needing to be extremely close to a potentially moving target, but I wonder if the sentiment that we overcorrected is shared.
    • What situations would benefit from Dash being able to cast mid-air, while the first attack isn't? I imagine the case where the player is hit and knocked back right before a dash, but are there others? This is actually just me not being able to figure that scenario in my mind, so I can't give an answer to it.
    I assume this is about the SE crit being enabled on the first hits of Assassinate. There was a post with a set of DPMs with/without SE, that I can't find now, but I wonder if the crit increase on the first hits was strong enough to turn SE into a mandatory buff. It does boost the DPM of course, but I don't think it pushes it to a point where the game is not playable without.
    Unless this was a point raised in conjunction with the over-buffed Dash? In which case I would agree.

    Edit - I found the post I was referring to.
    Indeed it seems like the dash was always affected by SE, also from the code.

    I imagine these suggestions were made as potential updates to the current Smokescreen. The ability to cast Smoke during Dark Sight, and (much less so, but still) a reduced animation time, could be very strong with the proposed Smoke revert.

    The option to add a buff icon is interesting, but more difficult to implement than it might appear, especially the party version of it: because Smokescreen is not linked to the character that casts it, information such as remaining time and the moment of expiration can be tricky to access, if they have to be broadcast to specific players only. It's the same reason for which it would be difficult to make a specific smoke cloud visible only to the affected players. Not to mention the fact that multiple smokes can be problematic to handle, for icon duration/removal purposes.
    Regardless, it might be doable. I won't confirm whether it will come or not even if everyone agrees with it, but, what is the overall sentiment towards it? Would it be a welcomed change, would it feel unnecessary?

    While that specific suggestion has been already addressed, I'd like to talk about the option to interrupt a cast with another one. It has also been brought up in other feedback threads (I believe Buccaneer?).
    Unfortunately, this is not something we can currently do. The game is structured to only enable one action at a time, for most skills/attacks, save from very specific exceptions (like being able to morph during attacks, which technically is a glitchy effect). Altering that would probably require major recoding; I can't exclude that it'll happen in the future, but it won't be anytime soon.

    These are all possible alternatives to the dash bonus, yes. Assuming a bonus wants to be kept.
    • The active shifter cd reduction was a mechanic we explored during anni patch testing (I think the description of Assassinate still mentions it incorrectly), but we felt that it wasn't enough to offset the risks associated with dashing at a lower avoid rate.
    • Granting damage reduction after a dash risks being too good, as in it would still be a (semi-)permanent buff for players who chain cast dashes. I imagine it would depend on numbers.
    • Granting extra passive Shifter chance is on the same boat, in my opinion.
    Please do feel free to keep discussing these or other possibilities for dash. Or alternatively, let us know if you believe that no further benefit (outside of the damage bonus) is necessary.

    As for Smokescreen, we're open to other values than the proposed duration revert.

    Not exactly about class balancing, but since it was brought up, yes this is something we can do.

    Indeed that's because the "0.x" time is still treated as "1", to prevent buffs from showing as 0 seconds left.
    We can make the charging icon be an exception though.

    Mmm. I'm not sure I see an angle where vertical Assaulter would fit in.
    As for the general idea of Assaulter not requiring a target, do people feel that it would be a useful/necessary tool for Shadower? I'm aware that the class mobility, with no mobs around, leaves a lot to be desired, but I imagined that was the "counterbalance" to a much greater mobility when targets are available.


    Now, along with the feedback in here, other suggestion threads were linked. Namely, I will address this suggestion about Meso Explosion, and this suggestion about Pickpocket.

    I will have to check how doable this is technically, but I think that improving the player's agency over knockback would be a net positive.
    I'd like to encourage discussion about this on the assumption that it will be feasible.

    Since improving the game smoothness with a lot of drops on the ground would be very difficult, this could be a proper solution for it.
    How do the numbers feel? Would a middle ground be better, or is the issue severe enough to warrant a minimal drop chance?


    As I mentioned early in this post, I tried to condense most of the feedback of this thread in here, but do feel free to bring up any unaddressed suggestions, as I may have missed some.
     
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  13. Mirrors
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    Mirrors Game Moderator Staff Member Game Moderator

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    People can have different playstyles for classes, and that's ok. There isn't a "correct" way to play a class that's better than the others.

    Some people consider a single client with high APM "active" and "skillful", while other people think juggling 6 shads in smokescreen with high APM is "active" and "skillful". Some people don't even want high APM, and want to just do assassinate spam and stand in 1 spot, hold down 1 button and eat 1 pot per hour.

    I think each playstyle is equally as valid as long as you're having fun with your friends, and we shouldn't dismiss each other's opinions because of it. I do think there should be a modicum of mutual respect though... We're all in this thread because we all love playing shadower. Calling other Shad players unskilled with "no grasp on the class" simply because you disagree with their playstyle is saddening to see

    Edit: after thinking about it a bit more, I think we should be figuring out the best way to allow people to play as they want to (support multiple playstyles) without 1 playstyle becoming too oppressive
     
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  14. -ovv
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    -ovv Pink Bean

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    Being able to cast Nate in air was a pretty good change which opened doors for variations of play - like forward jump attack dash back for pinned bosses or jump nating right arm. We’d be moving backwards from skill expressive play if this were reverted.

    The problem with assaulter targeting is it’s extremely finicky, even with visual cues. Oftentimes you completely miss the intended target and you’re left hopping around meaninglessly. This means it’s a pseudo-mobility skill tied to randomness which doesn’t feel very good. Reminds me of Smash Brawl where they added the slip mechanic which everyone hated due to its unreliability. Movement and mobility should be predictable on player-end for design to feel good. That said, I think shadowers already have a good option for transition dpm preservation in charging nate.
     
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  15. philip
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    philip Capt. Latanica

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    Maybe one day you’ll understand why class identity matters. I think the game already has enough tools for Night Lords. Adding a button that does three things:
    cleanse, avoid-god-mode, and combine active-passive shifter with Shadow Claw, is just weird and unnecessary OSMS was all about that random RNG. I’d rather have a 30% passive shifter or 20% passive shifter and leave it at that.
    I’m not even sure what the new direction is, but I play on this server because changes are slow. If I return in 1–2 years, things would likely still feel familiar I could resume without feeling like my class is completely different or clunky. I haven’t played my Night Lord since pre-Annie, and staff should be thanked for that.
    Am I saying NL is useless now? No. But playing NL with "active" shifter makes me cringe. Fine, I’ll switch to my Buccaneer… oh wait you know what, forget it. Back to farming.
     
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  16. Miney
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    Miney Dark Stone Golem

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    Then their performance should suck ass. You don't get to have everything. And if that performance hinders your party's ability to clear, that's on you who made the choice to be bad.
     
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  17. Soblet
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    Soblet Zakum

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    I feel like we are all learning today.
     
  18. aussietinask
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    aussietinask Mixed Golem Retired Staff

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    Just hijacking your post to ask a question im curious about.

    if nate dash invulnerability is reduced, but we keep increased crit damage on last line etc, do you think you would still feel obligated to mostly nate dash to maximise dpm? did you often nate dash before anni changes, since it was technically highest dpm? or just in niche scenarios such as pap
     
  19. HV
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    HV Zakum

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    I'm glad that most contents timer isn't that 'strict' so allows me a bit lesser sweating, for clear itself.
    Surprisingly, some players aren't that interested in performing maximum output their character has.

    Of course, doesn't mean I don't know how to sweat (trustmebro lol), but I'd already hate to play this game if this game asked me to sweat 100% uptime 24/7 whenever I do something...
     
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  20. beegoratto
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    beegoratto Zakum

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    Revert the Dark Sight changes too while you’re at it, it’d be funny.
     
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