
Reaper
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Note: Fourth Job created a lot of imbalance between the classes and changed how the game played completely. However, many of the fourth job skills weren't bad skills, and if applied correctly could give each class end-game potential without disrupting how the game is meant to be played. Not all fourth job skills should be added, because fourth job in it's entirety broke the game in many ways, but within a third job only server, many players feel a lack of content in the later levels of the game and lose interest, as well as fail to have the ability to fight bosses like Horntail and Pink Bean. I do NOT feel as though fourth job should be added, and as such, the titles of fourth job classes should not be added either(Example: Nightlord, Hero, Bowmaster, etc.) However, I do believe that some skills from fourth job could be added at key levels, sort of like a hyper skill, but in the tab where fourth job would have been. The goal is to give each class another mobbing skill or utility at level 130, a passive or supportive skill at level 140, and a late-game bossing skill or buff skill at level 150. As for super late game, levels 160 through 180, a modified version of maple warrior and Hero's will can be added to give each class a little extra damage and aid in bossing. Bare in mind, many of the skills here are changed to a rough idea of damage to try to keep classes balanced and not overpowered. Nothing is tested and will likely need an adjustment. All skills have a master level of 30, so it would take 10 levels to fully max out the skill. You do NOT get to pick the order in which your class receives it's fourth job "Hyper skill". No skills have a pre-requisite of a fourth job skill, since this concept is modified from fourth job. Ranger: Lv. 130 Dragon's Breath Lv. 140 Bow Expert(Master level 30, Passive +15 Wep Att at Master Level 30) Lv. 150 Hurricane(Master level 30, damage 90%) Sniper: Lv. 130 Dragon's Breath Lv. 140 Marksman Boost(Master level 30, Passive +15 Wep Att at Master Level 30) Lv. 150 Piercing Arrow(Master Level 30, max enemies hit: 1, slightly increased attack animation speed, damage 800% [This is a modified concept of a spamable bossing attack]) Mage(Fire/Poison): Lv. 130 Big Bang( No charge time, damage 250% at master level 30, max enemies hit: 6 at master level 30) Lv. 140 Elquines(Basic attack 300% at master level 30, Max enemies hit: 1 at master level 30, 200 second duration at master level 30) Lv. 150 Fire Demon( Basic attack 300% at master level 30, Max enemies hit: 1 at master level 30) This gives Mage(Fire/Poison) some bossing potential Mage(Ice/Lightning): Lv. 130 Big Bang( No charge time, damage 250% at master level 30, max enemies hit: 6 at master level 30) Lv. 140 Ifrit(Basic attack 300% at master level 30, Max enemies hit: 1 at master level 30, 200 second duration at master level 30) Lv. 150 Ice Demon( Basic attack 300% at master level 30, Max enemies hit: 1 at master level 30) This gives Mage(Ice/Lightning) some bossing potential Priest: Lv. 130 Big Bang( No charge time, damage 250% at master level 30, max enemies hit: 6 at max level) Lv. 140 Resurrection(Master level: 30, 20 minute cooldown at max level) Lv. 150 Angel Ray(Basic Attack: 300 at master level 30) Hermit: Lv. 130 Shadow Stars(160 seconds at master level 30) Lv. 140 Shadow Shifter Lv. 150 Triple Throw( Master level 30, 140% damage) Chief Bandit: Lv. 130 Boomerang step( 5 enemies, damage 300%, zero stun chance, master level 30) Lv. 140 Shadow Shifter Lv. 150 Assassinate Crusader: Lv. 130 Rush(Master level 30, max damage 200%, 6 monsters) Lv. 140 Stance Lv. 150 Brandish(Master level 30, max damage 250%, enemies hit: 1) White Knight: Lv. 130 Rush(Master level 30, max damage 200%, 6 monsters) Lv. 140 Stance Lv. 150 Blast(Master level 30, max damage 600%) Dragon Knight: Lv. 130 Rush(Master level 30, max damage 200%, 6 monsters) Lv. 140 Stance Lv. 150 Berserk(Master level 30, When HP falls to 60% and below, damage increases by 160%) Marauder: Lv. 130 Energy Orb(Master Level 30, damage 700%, 6 enemies) Lv. 140 Super Transformation(Master level 30, cooldown 300 seconds[Gives more mobbing capacity to Marauder]) Lv. 150 Barrage(Master Level 30, damage 300%) Outlaw: Lv. 130 Elemental Boost(Master level 30, Damage 250%, effect damage 15% increased) Lv. 140 Bullseye (Master level 30, damage 500%, damage increased by 25%) Lv. 150 Rapid Fire(Master level 30, Damage 180%[Buff Second job's Mastery passive with +300 bullets per set instead of +200 to compensate slightly for this skill]) All Classes: Lv. 160 Maple Warrior(PASSIVE, Master Level 30, All Stats +10%) Lv. 170 Hero's Will(Master Level 30, Cooldown 300 seconds)
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Cleric is one of those weird classes that has to piggyback on other classes. It was never really meant to be an attacker, but this playstyle never fit well within maple because levels don't come easy. The idea is to make Cleric a more viable class that can train. Instead of completely changing holy arrow's function, what if Holy arrow was swapped with a third job skill like dispel and given damage comparable to Magic Composition of Ice/lightning Fire/Poison? Clerics don't add SP into Holy Arrow. Typically, most Clerics won't get Holy Arrow until way later on. So Dispel would add a good diversity within second job support for the PQ levels. Bless? Dispel? Invincible? hmmm. But Holy arrow would become a better single DPS skill, but not better than Magic Comp because Mages have elemental amplification and magic booster. Priest isn't a damage dealer, but it should be given a single DPS buff. Or even swap Holy Symbol with Holy Arrow. This wouldn’t break the game at all. Why? Because PQing is still the meta in second job. Grinding through second job is not viable at all. But when Cleric hits priest, it effectively can’t level up at all because nobody wants a low level priest with low level HS. But if priest already had maxed HS at level 70, it could focus on getting damage skills like Shining Ray and a buffed version of Holy arrow, while piggybacking on others with an already maxed HS. People are going to PQ regardless, and HS doesn’t effect reward EXP from MCPQ or LPQ. So there literally wouldn’t be any point in raising it until after bless and heal. And even if they did max HS first and party up with people at level 40, how would this hurt the server in any way? “Oh no, people are partied up at master Chronos instead of being partied up at LPQ”. Warriors still face the accuracy issue early game and other jobs can’t effectively mob until mid 40’s anyways.
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The purpose of this thread is to shine light on MCPQ and LudiPQ experience rewards being respective to a level group rather than one PQ being less rewarding or more rewarding than the other. I recognize that MCPQ is one of those PQ's that outshines LudiPQ, which is why it needed a rework. The adjustment requirement is justified, however the method of achieving an 'A' rank should be addressed. As is, a winning team of two players needs to achieve 80 carnival points(CP) with 40 points coming from each of the two members. Any less than 40 CP will result in a 'B' rank or lower. The losing team needs to achieve at least 20 CP for the winning team to receive the full amount of EXP from the 'A' rank, and from my experience thus far, the max EXP received from an 'A' rank win with this method is 16,200 EXP. Each PQ takes 10 minutes to complete. Considering two teams are trading wins, this will result in roughly 19k exp every 20 minutes. The issue I am having is that there is little incentive to killing monsters during the PQ. The members get to 80 CP and then go afk or watch youtube videos until the next round. Also, this PQ is quite confusing because newer players don't know how to achieve the proper amount of EXP reward, and don't understand that killing too many monsters somehow results in less exp. My first round of MCPQ, I received a 'B' rank with over 40 CP contribution to the team, and the team total was over 160 CP. I was rewarded with 5k exp. My suggestion is this: Make MCPQ a more understandable and viable PQ for players level 30-40, and make Ludi PQ a more viable PQ for players level 40-51. I am sure that there is an 'S' rank reward for MCPQ, but for simplicity's sake, the total and only ranks could be 'A', 'B', and 'C'. Each yielding an exp reward respective to their rank. Allow for monsters to reward exp, but HALF of the original values of the PQ. Ex. Brown teddy bear: 30 instead of 60. This will return incentive to killing monsters but not to the point that it will overshadow Ludi PQ. As a level 31 Ice lightning partied up with a level 35 Cleric, the highest CP we could achieve was 162 CP in 10 minutes. We both had died several times, and we could not request summons due to lack of damage output in rooms 1&2. Magician is also considered to be the strongest class in the early 30's because assassin does not have critical throw maxed until 40, Bandit is down bad during levels 30-40, warrior is desperate for Mastery for the accuracy/ couldn't hit the broad side of a barn, & archer is too busy running a marathon to actually get a kill. Point being, nobody is going to be getting high CP until around level 37-38. With this in mind, the values could be set as such: ---FOR A WIN--- Rank A - PARTY CP requirement: 400+, EXP yield: 17,000 (To achieve 400 CP, monsters will likely need to be summoned. Rank B - PARTY CP requirement: 250+, EXP yield: 13,000 Rank C - PARTY CP requirement: 150+, EXP yield: 10,000 ---FOR A LOSS--- Rank A - PARTY CP requirement: 350+, EXP yield: 3,000 Rank B - PARTY CP requirement: 200+, EXP yield: 2,000 Rank C - PARTY CP requirement: 100+, EXP yield: 1,500 With these values, considering two parties are trading wins and receiving A rank rewards, the EXP reward will be 20,000 every 20 minutes. Depending on how many monsters are killed, the total exp per person would be closer to 25k - 30k in 20 minutes(2 PQ's) unless they are just some kind of funded god, one-shotting everything. With Ludi PQ, the total exp yield of the entire PQ is around 20-30k. Instead of this formula, the exp value could be changed to be more viable for levels 40-51 and less viable during the levels 35-40. for levels 35-40, the total can stay as is, but for characters that are level 40-45 the value could be set to 35k total and for levels 45-50 the values could be set to 40k total. That might be a little bit of a stretch, but as most people know, the later levels of LPQ become a bitter hell, but outside of LPQ these are deemed to be 'hell levels' because nobody has their second job skills maxed enough to train on viable monsters. Let's face it, people are going to PQ from levels 21-51. KPQ, MCPQ, and LudiPQ. However, all three of these PQ's should have a respectable level gap. KPQ 21-30-> MCPQ 30-40 -> LPQ 40-50 At level 51, people are set up enough within their job skills to grind the grind. Thoughts?