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Phoenix

NixMar

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Everything posted by NixMar

  1. i didnt metion FP because i know mist is strong. birks are ice weak. if anything cleric/priest have it easier then fp or I/L they just need to pt with a dps class and leech of them with heal (at black kents / himes / deep ludi even) if it is posible to make holy arrow so it marks monster holy weak for X second. then make it so frozen monster are lighting weak for IL so they spam ice strike / tunderbolt or the other way around or both ways? and make fire monster weak to poison or the other way around or both ways? so elemental classes dont need to go to elemental weak monster and just make them elemental weak them self which i think defeats the purpose of elemental weak/strong monster and attacks. it does make mages more of a combo type class which is cool and opens up (OP hopefully) pt's with archer/wk. if you mark them for 20 seconds you prob only need to cast it once and it wouldnt make alot of difference atleast on how you combo them (edit) just buff holy arrow to be like Iron arrow so it attacks 6 mobs (or more then 1) so it becomes usefull in 2nd job and cleric can go other places then undead monsters. It would be totally fine. it would buff the dmg to by x times the mob count. e.g. if it hit for 1k now it would do 6k if it hit 6 mobs.
  2. that auto aim (bend) would be replaced to be a straight shot only. i did forget about the amplification skill IL have. but that it freeze's mobs doenst really matter since priest have heal and also dont spend much on HP that way. i do think other elemental class struggle as well VS non weak monsters. so giving priest the ability to make every monster weak to there element is kinda unfair. i do think give Holy Attacks in general a buff (like ice = freeze etc). maybe make holy attacks ignore monster defence stats (armor penetration) if the buff is only for holy users. or keep more the support class in mind and do something in the way i said a few post back where it lowers monster stats to promote active priest more. i do agree that some buffs for priest are nice but dont forget about other classes. the elemental weakness is something other classes struggle with aswell Spamming heal>SR is more active then most other classes who only spam 1 skill mostly that is just this version of maplestory
  3. I/L ice strike base dmg is 90 compaired to priest SR 105. in that case its probibly an atk speed issue since priest dont have spell booster. So the crossbowman skill Iron Arrow. in general i like the idea but it seems a bit crazy to pull off. simply buffing the dmg of the skill seems way easier and has the same effect without the every few second u have to holy arrow instead of just holding SR. if Holy arrow becomes like Iron Arrow (piercing thru enemy's) hitting 6 monster it should be enough to make cleric go to other places. if its an dmg issue, which it looks like, buff the attack speed of SR so heal>SR>Heal>SR becomes easier/ more constant to pull off. you can still use SR against normal monsters and bosses.
  4. i just think changing holy arrow is not going to do enough to make priest a solo class or make it better then healing monsters. unless you buff it like crazy
  5. (edit) i would suggest to make holy skills have an effect instead. like ice and poison have a effect. since holy is used more by support classes i would like to have it lower a mobs stats like defence/avoid/acc. this way not only the priest benefist but also its party members could and the priest becomes more then just a HS mule.
  6. for me going armor in games usely means more defence stats. i feel in maplestory defence stat dont do that much. i much rather have bonus HP. i think higher level mage gear should give bonus HP to make them more tankier. this way if u optin for luk mage u lose some dps and gain survivabilty.
  7. -5 or make the pink background more transparent
  8. Every week different maps get a (big) buff in their spawn rate making them hopefully viable training maps. This will help with more variety in play but also can help with getting/farming different items. It could work something like this: Every week a monster gets picked for each 10 levels so: 0-10, 10-20, 20-30, 30-40 etc. Then maps with that monster will get buffed or the most common map with that monster. I think for this to work well maps like floor94 and std should get nerfed (they should be nerfed anyway imo) but there should also be a few maps that are always viable like: ant tunnel, fog, gobies and maybe 1 or 2 more.
  9. i agree there should be a change like this. i made a forum post like a month ago that sugested somthing similar. i do like this idea aswell. pritty much anything that helps party play without needing HS is a plus for me.
  10. I gave ur comment some more thought. Maplestory is not a solo grind game early on. Why did nexon add henny pq? Also there is kpq. This seems like they wanted to bring people together. It is sometimes hard to find a PQ group so if u are waiting for a group u can still party grind. If u dont like to PQ this change will hopefully bring ppl together. Not being good enough to make a priest mule??? Maplestory doesn't take skill but it does take alot of time. I can see why people who don't enjoy playing priest don't want to make one. Adding a HS buff quest is probably not for the early levels unless u think to make it a level 10 quest. Also it is another big nerf for priest mains. I do think this change can bring in new players.
  11. i though maplestory is a social game. This change is so you can play you main and dont need to make a cleric mule. A hs-buff item doesnt realy let you party train and that is the point of suggestion. i do appreciate the reply thou
  12. Hi, In this suggestion i like to address the hs mule and party exp. This is similar to Arnah’s suggestion with the +5%, where I voted for other. For me playing or training in Maplestory is the most fun in a party. Right now if you don't have HS, playing in a party is usually bad/ worse than playing solo. In order to make the party play better/the same as solo you and your party member needs to kill equal amount of monsters. In this version the spawn rate is, in most maps, just too low to support this. As increasing the spawn rate won’t fix the hs mule problem i like to suggest the following idea: Give lower level players an increased bonus party exp boots for each ACTIVE party member. In order the get this boots the following requirements should be met: The player needs to be below level 80. This, so priests with HS will still be needed later on. This boost does NOT stack with HS. The exp boots that will be given will increase for each party member BUT will not be better then MAX HS even when 6 party members. In case someone has a HS mule. This chance shouldn't make HS mules useless but at the same time when a new player joins shouldn’t feel like that he/she needs to make an hs mule first. I do understand that there are alot of people in this server who value the true 1x experience greatly but in my opinion this change does NOT change that as HS is available and the total exp rate won’t go over the current best exp rate available. For people who still like to make an HS mule there is still a benefit to it, just not as much in the early levels of your main character. (i'm currently making an hs mule which is level 74 as i'm writing this)
  13. Hi, First off i like to state that i'm a newbie when it comes to late game Maplestroy and that this is an idea i thought of by hearing what other people seem to be a problem. After doing some searching I found some formulas of hp/mp gains per level foreach class. These numbers don’t change whether you are a first job warrior or a 3rd job white knight (or 4th job). public void levelUp() { ISkill improvingMaxHP = null; int improvingMaxHPLevel = 0; ISkill improvingMaxMP = SkillFactory.getSkill(2000001); int improvingMaxMPLevel = getSkillLevel(improvingMaxMP); remainingAp += 5; if (job == MapleJob.BEGINNER) { maxhp += rand(12, 16); maxmp += rand(10, 12); } else if (job.isA(MapleJob.WARRIOR)) { improvingMaxHP = SkillFactory.getSkill(1000001); improvingMaxHPLevel = getSkillLevel(improvingMaxHP); maxhp += rand(24, 28); maxmp += rand(4, 6); } else if (job.isA(MapleJob.MAGICIAN)) { maxhp += rand(10, 14); maxmp += rand(22, 24); } else if (job.isA(MapleJob.BOWMAN) || job.isA(MapleJob.THIEF) || job.isA(MapleJob.GM)) { maxhp += rand(20, 24); maxmp += rand(14, 16); } else if (job.isA(MapleJob.PIRATE)) { improvingMaxHP = SkillFactory.getSkill(5100000); improvingMaxHPLevel = getSkillLevel(improvingMaxHP); maxhp += rand(22, 28); maxmp += rand(18, 23); } if (improvingMaxHPLevel > 0) { maxhp += improvingMaxHP.getEffect(improvingMaxHPLevel).getX(); } if (improvingMaxMPLevel > 0) { maxmp += improvingMaxMP.getEffect(improvingMaxMPLevel).getX(); } maxmp += getTotalInt() / 10; Here is the idea: increase the hp gain per level after you reach a certain level like level 120+. this could be done by adding 4th job but without any skill or simply add a level check too see if u are high enough level to get bonus hp per level. So instead of gaining ~22hp per level as a 3rd job thief, after doing 4th job change it so u would get for example 100hp per level. This allows better scaling for late game content. Example: a level 150 hermit has ~3500 HP. with this buff we can make it so a level 150 Night Lord has for example ~5500 hp. At level 200 Night Lord the total hp would be around 10500. Of Course these numbers can/need to be changed to fit this version of the game and each class. This way solo bossing and grinding at higher level monsters would be possible without always needing Hyper Body. This could be a solution for hp washing and future content to be added without them being heavily nerfed.
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