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Posts
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Everything posted by days
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With the recent patch, all arrows were buffed in the amount of attack they give, while simultaneously having diamond / red arrows removed from the vendor in NLC and the vendor in Showa respectively. The only way to obtain these arrows now are through farming / exchange quests, which in my opinion is unreasonable to expect people to farm for hours to obtain one stack of arrows. A potential solution to this would be reintroducing the diamond / red arrows back into their respective vendors while increasing the cost required I think for diamond arrows, they should cost 150 mesos per arrow, and can only be purchased by level 100+ characters. While red/ blue arrows should cost 100 mesos per arrow and only be purchasable by level 70+ characters. 150 mesos may seem low for a 14 attack buff, but considering how quickly archers go through arrows using strafe, having a stack of arrows cost 300k meso is reasonable in my opinion. I'm also unsure if putting a restriction on the level you have to be to purchase the arrows is necessary, as diamond and red/ blue arrows now have a level requirement to even be used. or just make arrows work the same way as stars / bullets (rare drop and rechargeable at the vendor).
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Only being able to buy one item at a time is not only inconvenient but defeats the purpose of unlocking the shop in the first place. Mo's shop should act as a closer alternative to purchase items such as All Cures, Pure Water, and other useful items. However only being able to purchase one item at a time means its faster to simply travel further and buy the items in bulk. Considering the time investment it takes to unlock Mo's shop in the first place, the inability to buy multiple items at a time makes the shop completely pointless. The only use for Mo's shop at the moment is to purchase NLC return scrolls, which takes minutes to purchase a full stack of them. Just as an example of how dumb purchasing one item at a time is, I can travel to El Nath from NLC, purchase 5 stacks of All Cures, and travel back to NLC, faster than I could buy them from Mo, it's kind of a joke.
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+1
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Constantly unmounting, using a potion, then remounting gets very old when travelling through dangerous areas. It's also a potential killer in high ping channels, where getting off your mount may take so long that you are unable to pot before getting hit again and dying.
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you have to move in the map because the spawn runs out, not truly afkable. you also have to use all cures frequently, making it even less afkable.
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Can be called "Nightmare" or some other edgy word. The idea behind the restriction is to make the world of MapleStory more treacherous, difficult, and time consuming. There are two main parts to the restriction, the first being the player will be weaker, and slower at progressing, while the mobs are stronger. The second part is making death much more punishing. All stats the character has, and all items the player interacts with, will be reduced by half in a negative way. Max HP halved, HP gained per level halved, max MP halved, meso drops halved, damage halved, drop rates halved (drops take twice as long to attain on average), inventory slots halved and unable to expand your inventory (combining this with 4 slot restriction would leave with 2 slots). Amount of HP/MP gained from food and potions halved, success rate on scrolls halved, amount of weapon attack, base stats, armor that gear gives, halved, stack size for potions, stars, rocks, any other consumable, halved. Basically everything will be halved to negatively affect the player. This will include exp gained, a player could combine this restriction with half exp to gain 0.25x exp. I think the only things I would personally exclude from this would include halving movement speed (base movement speed would be 100%, however items like speed pills, Bone Helm, etc, would increase your speed by half their normal values), and halving AP/ SP gained per level. This idea could be expanded further to double values which negatively affect the player, such as doubling damage received, double the requirements for quests, doubling exp required to level (if combined with half exp, you would essentially be getting 0.125x exp... lul) , doubling the cost for potions, equips, scrolls, travelling tickets, recharging stars, etc. This could potentially be avoided by having a player (or mule) buy the items for you, then trading that player (mule) for the base value of the item. I can't really think of a potential fix for this exploit besides giving this restriction certain ironman restrictions, such as unable to receive items which can be found in shops from other players. But I don't want to add any ironman type restrictions into this restriction. If a player does want to exploit this loophole, more power to them I guess. They have much more to worry about with this restriction then having to buy their potions for double the price. The only thing I would exclude from this rule would be doubling the level required for job advancement, and doubling the stats required to wear items. The second part to this restriction is permanent afflictions upon death. First off, safety charms do not work, and exp lost when dying is doubled. Secondly, whenever you die your character will be teleported to Lith harbor, and will lose 5 max HP and MP permanently. Finally, and in my opinion the main punishment, when you die, you will permanently lose 1 slot of your inventory at random. This slot could be an Equip, Use, Set-up, Etc, or Cash slot. Keep in mind, this restriction halves your inventory slots, and does not allow you to buy expansions. Not only do you lose the slot forever, you also lose the item which was in that slot forever. You could lose something as harmless as a snail shell, or something as important as an Ilbi. This will happen for every death, until you have 2 slots remaining in each inventory. If you combine this restriction with 4 slot, you will lose inventory slots on death until you have 1 slot remaining in each inventory, except for Use. The Use inventory will not go below 2 slots to allow classes like Hermits and Outlaws to use stars/ bullets along with potions. Once you reach the point where you are unable to lose any more slots from your inventory, your deaths will become MUCH more punishing. You will begin to lose your equip slots, and the equips in those slots. It will be any slot, chosen at random except for your weapons and shield slot. You could lose an eye accessory slot, which at this point in the game is meaningless, or you could lose your 15 attack glove, and never be able to equip a glove again. Once all your equip slots have been lost, and all that remains is your weapon and shield, any further deaths will delete either your weapon or your shield, but not the slot. I don't want players who make it to this point being unable to play their character, if a characters weapon slot is gone, they can essentially no longer play that character besides FM hoe purposes. If these ideas sound dumb/ annoying/ too hard, its because they are, that's the point. Maybe this restriction is too over the top, and no one would use it... but there is always someone crazy enough to try, right? If you don't like the ideas or restriction as a whole, that's fine, not everyone has to like everything. This is simply an idea I had while grinding and wanted to share. This should be your expression after reading this post: if you can think of other ideas to make this nightmare of a restriction even more... nightmarish? Reply to this post! EDIT 1: Idea by Dusteh "Incentivize risky play". This could be implemented Increasing the exp / drop rates when fighting monsters high above your level. These rates will never exceed 1x.
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For weapon / Balanced Fury crafting, more than one type of Tao is always required, and getting a duplicate Tao sucks as they are not easy to get in the first place. I propose a system is added which allows you to convert Taos into other Taos, for a price of course. For example, to convert a Tao of Sight into a Tao of Harmony, it would cost 1 Tao of Sight, 20 million mesos, 100 nightshadow badges. Alternatively, the system could be sort of a "synthesis", where you would use 2 Taos, to create 1 Tao of your choice. For example, using a Tao of Harmony and Tao of Sight to create a Tao of Shadows. Essentially, either of these systems would act as a duplicate prevention system.
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+1 I also think this should apply to the mobs in the Minar Forest. Once you've donated to the Chief enough to reach the 8,000 meso Magic Seed price, the ETC exchange is worthless.
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+1
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IMO the slight delay would be worth the convenience, and it would be a nice way to implement the stats from being a tacked on command, to feeling like they are part of the game.
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it'll be cool
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With the new addition of the monster kill tracker using "@stats" I think now is a more perfect time then ever to begin implementing a monster book. Integrating the kill counter in the book would be a really nice touch as using the "@stats" command can be clunky if you don't remember the exact name of the mob, or the monster's ID. Along with the kill tracker, adding proper mob drop rates into the monster book would be a great way to get accurate information. This is especially important for phoenix as some mob drop rates have been changed from the standard GMS/BMS rates. Finally, the rankings could also be updated to show a players monster book total.
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+1, also let ironmen marry 🙂
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I don't see an issue with Leafre balance to be honest. Most mobs in Leafre, besides Nest Golems and Skele's have comparable HP values to other mobs in the game which came before leafre, like Cold Sharks, Himes, etc. Also there are very sought after drops which can only be found in Leafre, which makes most maps in Leafre a viable spot to farm. It is also the ultimate endgame, as players will eventually reach a point where training at Skele's / Nest Golems will yield more EXP then gobies.
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I believe he brought up GK farming, because you stated archers have an easier time there, but the only reason an archer would go there is for a dark arund. Which is pointless as there are many other (better) ways of getting an arund. And farming there for drops to make money is much less efficient then many other avenues of making money.
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I never said similarly funded, i said similarly scrolled. When did this turn into a discussion about Snipers versus Hermits rates at early 3rd job. That is not the point of this thread. There is much more to the game then just this level range or this training area. Also, if a archer were to go to gobies with lvl 1 strafe, they would have a HORRIBLE time. Hitting lines of 200 on bonefish / houses would reduce training speed drastically. If you're insisting an archer would go that early to gobies with only max AOE, then its not un reasonable to consider a hermit going to bonefish with max ME and max avenger at 8x. But like I said, focusing on only these level ranges and this ONE training area is not the point of this discussion. I won't reply to anything else talking about this.
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I'm only going discuss the points which I disagree with you on, if I don't address something you can assume I agree with it. I would be completely fine with balance changes not being done due to the "authentic experience" that the server is promoting. However the fact is this "authentic experience" is already false, as Arnah has adjusted many aspects of the game already, it is very far from how the game actually played back in the day. Most notable changes are NLC pots, no Gachapon, changes to specific maps and spawn rates, and obviously no 4th job, the list goes on though. I would never say that Jack is lacking in DPS, but if we compare Jack a 141 Sniper, to a 141 Hermit with similarly scrolled gear, the 141 Hermit will out DPS Jack in nearly every scenario, besides specific maps where Arrow Eruption spamming is possible. I see no problem with buffing mobbing DPS aswell indirectly with the crit chance, seeing as Avenger does more percent damage over every Sniper and Ranger mobbing skill. Fog and pirates are one of the very few maps in the game, including gobies, where Rain/Erruption are used often without any set-up (besides low level maps, which no one trains at except for events). Most maps the archer will group up all the enemies, puppet, then use arrow bomb/ iron arrow from a distance. All this grouping up uses alot of pots and takes alot of time. Is making the AOE damage a little stronger really such a big issue when so much time is already wasted grouping the mobs up? Regarding gobies, archers and hermits go at around the same time, Hermits go at 88 when they max avenger, and archers go at around 85 when they get Rain/Eruption to a decent level. Snipers being able to rank up from 8x-11x so fast, has nothing to do with the issue. That just proves that gobies are broken. I've seen hermits fly through those levels in a similar time as well, for example wtfellie, or starved. Probably many more that I don't know about too well.
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I appreciate the points brought up here, but just want to nit pick a few things. Regarding hermits being more expensive to fund, this is once again of hermits being better than archers. If archers were to receive a damage buff, they would be a more desirable class, and thus the price of their equipment and scrolls would increase. Another reason why hermits are so expensive, is because they are able to make a lot more meso then other classes (when training solo). Silver hawk as a 1v1 damage boost is nearly irrelevant, not only does it cost a summoning rock, but it takes on average 5 silver hawk hits at max level to equal the damage of 1 strafe. While in some very rare cases this may allow you to kill a mob 1 strafe sooner, it’s so unlikely that it’s barely worth mentioning. Silver hawks main strength is stunning mobs that have respawned while mobbing another group. I like that you bring up the Blue Metus, because in my opinion that was Nexon’s half assed attempt at solving the issues with ranger and sniper strafe speed. Which unfortunately is such a rare drop from BMM it will likely never be seen on the server. If nexon had made all Metus’ and Nisrocks’ the same attack speed as Blue Metus, then I believe the Ranger class would be in a much better position. Honestly, a change to endgame bows attack speed would be a big enough buff to not warrant a crit chance buff in my opinion. lastly, and this is the whole reason I made this post in the first place, should the class that has the best mobility in the game, and amazing utility in the form of drain, haste, meso-up, alchemist, and dark sight (yes I realize two of these skills apply to the party as party buffs, but if a party has a hermit, they are unlikely to recruit an archer). Should this class ALSO have the highest single target DPS and decent multi target damage aswell?
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Yeah, if we isolate simply the damage portion of each class, I think an argument could be made for archers having worse single target. But the fact that hermits have amazing utility, movement, and are the best ranged dps in the game really shines a light on how bad archers are compared to them. I think some form of SE would be a welcome change honestly, even if it was a nerfed version of the skill, it would not only balance the damage of the class to compete with hermits, but it would also make rangers desirable for training parties. Yeah snipers will always have an edge over rangers. One way this could be completely fixed is by giving endgame bows a faster attack speed then endgame xbows. Allowing rangers to strafe faster, as it stands right now ranger and sniper shoot strafe at the same speed.
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Crit early doesnt really matter cuz L7 does 300% damage. While double shot does 280% on average with max crit, so even without crit sins do more single target first and second job. Regarding arrow rain and soul arrow, arrow rain is the one thing that allows rangers to stand out from hermits. Allowing us to abuse arrow rain spam on certain maps. Soul arrow has its pros, by giving us much more inventory space, but it also negates any damage bonuses we get from arrows. Avenger, even without shadow partner, does more damage than arrow rain, 180% vs 160%. The only advantage arrow rain has is that it can hit mobs below and slightly above the player. Saying "Archers are superior for mobbing/training" is just untrue, as hermits have so much more going for them that allow for training to be more efficient, and less expensive. Most notable FJ, alchemist, haste, meso-up, drain, higher single target, and higher multi target damage. The tradeoffs, in my opinion, are not even close to balancing out. While archers are cheaper to fund, saying that only proves my point that they are much worse than hermits. If a class is cheap to play, that is usually a clear sign that the class is underplayed and bad. Pros of archer are: better crowd control of enemies (arrow bomb stun, sniper freeze, puppet, hawk stun) which are needed since archer take so long to kill single targets. Better mobbing in certain maps that allow for arrow rain abuse. Infinite arrows, and they're cheaper to fund, which as I said, just proves they are worse then hermits. Pros of hermit: Able to go invisible (dark sight), better crit chance and much higher single target damage, party skills (haste, meso up), able to make meso in nearly any map they train with the use of meso-up, alchemist, and drain, much higher mobility with FJ and haste, higher multi-target damage through avenger. Able to knock back enemies at an earlier level as L7 does 150% damage . Knocking back enemies in my opinion is a super underrated gameplay mechanic and allows for hermits to save more money on pots. If you truly think the pro's of archer and hermit balance out, then go ahead and believe that, but I think the least archers could get in terms of a buff to be not as horrible compared to hermits is a crit chance buff.
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It's well known that hermit's completely outshine archers in terms of damage, and utility. I think a good way to reduce the gap between hermits and archers damage would be to increase the crit percentage for archers. As it stands right now, archers have a 40% crit chance, while hermits have a 50% crit chance. Making archers crit 50%, or even 60%, would allow for more consistent damage for archers. This change could be implemented in either the original crit skill in archer's 1st job. Or as a separate passive in archer's 2nd or 3rd job. However I think the best way to handle it would simply be changing the values of the original crit skill. 4th job made major strides to reduce the disparity between hermits and archers damage, so without these changes archers are objectively worse then hermits in nearly every aspect. Making this change to archers crit chance will allow them to be more viable option for parties, and bossing. EDIT: After more consideration, and discussion the real issue isn't archers damage, it is the rangers DPS against both hermits and snipers. A smart way to buff ranger DPS without changing any skills would be to increase the attack speed of the Metus, Nisrock, and Dragon Shiner and possibly even the Arund and the Hinkel, to be equivalent to the Blue Metus. This would allow rangers to shoot strafe faster, and be on-par with at least the DPS of snipers. EDIT 2: With the addition of the Crimson Arclancer in the game, I no longer see a need to increase the attack speed of other bows. Boosting archers crit rate to 50% would be the best option if an archer buff were to happen in my opinion.