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Everything posted by Kradia
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Make Shining Ray be able to hit slightly above you
Kradia replied to WWWWWWWWWWWWWWWWWW's topic in Suggestions
if ur gonna buff priest dont forget about il mage and fp mage. priests already have invincible, elemental resistance and dragon to make up for the lack of range/damage of shining ray whereas il mage and fp mage only have partial resistance -
Creative and potentially good idea? +1 Maybe careful with giving them unlimited mana by accident
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With the recent changes to Onyx Apples, it seems like the perfect time to introduce adjustments that would allow players to work towards defeating Horntail. It would be truly exciting if Onyx Apples were incentivized to play the role of being used at CWKPQ. This will essentially be the case, since apples are one-of-a-kind and take up one inventory slot. Upon successfully completing CWKPQ, the bonus stage should reward players with a substantial amount of Gelt Chocolates. And by "substantial," I mean that each bonus stage should drop between 5 to 10 Gelts. This adjustment would also serve as "compensation" for the apparent heavy nerfs applied to Taos (if compared to vanilla). The point of this would be to let players accumulate Gelt Chocolates over time and ultimately utilize them in their battle against Horntail.
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Leviathan is a boss that takes considerably longer to kill compared to Manon or Griffey due to its high HP. Given the time it takes to defeat Leviathan, I find the experience extremely unrewarding. Although I don't have the exact numbers, I estimate that I've killed it around 300 times. Considering that each kill takes me approximately 7 minutes, it would take significantly longer for lower-level players. With that in mind, I'd like to propose the following: Add Dragon Spirit and Dragon Scale to its drop table. Leviathan is a dragon and the items fit the theme. In Dragon Nest and beyond, every mob drops scales and spririts, except Leviathan for some reason. Due to its high HP and difficulty, increase the drop rates of its items. Assuming it shares the same rates as Manon and Griffey, perhaps 1.3x drop rate from Leviathan would be more appropriate?
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What I mentioned wasn't meant to prevent boss leeching, it was just another idea of making element-based classes more interesting by offering them a higher exp split. I suggested how to prevent boss leeching a while ago, back when it was relevant, but it must've been buried and I don't care to look for it so here we go again: The following is the vanilla requirements to be eligible for leech exp: The solutions I provided at the time is to change condition 1:
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Would be cool to see more eye accessory item progression. A level requirement of 120/130 to align with the boss level, with +5 all stats. That would be nice placement to fit the stats that were removed from Mark of Naricain.
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I agree that the single-target weak jobs need help right now, after the damage check was implemented to prevent power guard proxy leech. This is also something I have previously pointed out and offered a solution for, but I guess it was disregarded, so good luck. I don't think it's a good idea to revert and go back to square one, with a rule supposedly disallowing boss leech, that's just silly. It's an issue with the game mechanics and they can be fixed. Something I brought up recently in Tespia, is the idea of "supportive" skills rewarding the player with additional exp, unless they get majority exp from the monster kill. The difficult part would be determining what skills should be regarded as "supportive", to ensure this mechanic wouldn't be op, but imagine a scenario like this: I/L mage and a warrior party up. They are walking and killing mobs together. The I/L mage uses Cold Beam to freeze the target, which would be regarded as a supportive skill, resulting in additional exp, under the condition that the mage has dealt less damage. Normally, the split would be 60:40, but maybe if supportive skills are used it could be an additional 10% to the supportive skill user, so the exp split would be 60:50? There are a few concerns I would have with this concept, but it would definitely make for more interesting party play. Generally, any skill that applies a "state" to the mob could be regarded as a supportive skill. For Dusteh's case, Holy Arrow could be changed to mark the target hit as holy-weak (unless the mob is already holy strong or immune), and it could therefore be regarded as a supportive skill.
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The following maps are mostly unused with the exception of The Hidden Dragon Tomb II. All of the maps could use a little bit of love, however. The Hidden Dragon Tomb I The Hidden Dragon Tomb II The Burning Forest
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Agree with this. I commented on something similar a long time ago regarding swords, shortly after Stonetooth was introduced to the game: Nexon's approach of trying to make multiple items exist of the same level, but with a difference in weapon attack and attack speed simply doesn't work. It's better to normalize it and guarantee the higher level items being better than the rest.
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Put Charms, AP Resets, SP Resets in every potion store.
Kradia replied to Soda's topic in Suggestions
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Here are another two ideas that are a bit more low level friendly. I was recently talking to the walking W about belt scrolls, and he had the idea, that it should be something you purchase for the dojo points you collect from clearing it, from what I understood. This would give dojo more replay value. Though I am personally of the opinion that dojo is gonna feel like a chore even to obtain a good belt. I think having the scrolls obtainable through the dojo in some fashion would be more "appropriate", because belts don't drop from mobs as far as I know. Since they don't drop and are only obtainable from dojo, I think the placement should be around dojo or even in the Mu Lung area. Just spreading them around Mu Lung mobs would make most sense imo, because some of these mobs are in some way related to the dojo or the martial arts theme:
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Show overall rank when searching for specific player
Kradia replied to Kradia's topic in Suggestions
This would still be cool to see -
You said in 2021 you'd do this... π
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Removing iframes on anything but bigfoot would be really fucking sweet. It feels absolutely awful to kill mobs in CWK.
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please man it's pissing me off
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The badge drop rates were buffed somewhat recently, but from my own experience and from hearing other people's opinions, it's not even, or barely noticeable. Please consider doubling the current drop rate and decrease the meso rewards. Additionally, the exchange would be a great option to place dark scrolls in, instead of having the the current scrolls that are in. The scrolls are mainly 60% weapon scrolls, but I think it would be a great place to put 30% and 70% weapon scrolls. 30% weapon scrolls would be appropriate given the difficulty of hunting 50 badges.
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The Dragon Nest Left Behind Peak of the Big Nest Dangerous Dragon Nest Blue Wyvern's Nest Red Wyvern's Nest These maps specifically were all somewhat balanced and were considered good before The Restoring Memory was added, but they are no longer a viable option. All of these maps could use extra spawn to compare to The Restoring Memory. The high level gameplay has become too dull and only one map is viable, whereas before, it would depend on party size, level of players, etc. Another option is to buff every single map beyond The Dragon Canyon, because all those maps could quite frankly use some love.
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Doesn't have to be the most efficient, it's in the top 3 most efficient classes. You grind for free, you gain exp similar to the other few jobs that are regarded as OP. It's very necessary for party play and pairs well with every job that doesn't have sustain - you allow them to grind for free. You get quite a lot of heal exp for it too (custom buffed for priest). Another way it's necessary, is that it allows parties to replace the HS mule for potentially more exp. Priests already gain the best or second best solo exp when they grind in their best exp maps. Just like my job gets the best exp when I grind in my highest exp map. The exp is very comparable to what a Priest gets solo, what a DK would get solo if they were able to afford it and what a Hermit gets solo. You are never going to be able to go to any map and gain the exp that you are gaining at skeles or himes. You think that's how it is for other jobs? Not even close. You kill other shit for drops and you accept the lower exp that comes with it. When is enough going to be enough? These situations are rare and usually happen when you're partying players, who have outleveled the area by many levels and clear fast enough to prefer two platforms. Can partly blame the lack of content for that, and partly blame it on the bonus party exp. This I agree with. Unfortunately, this is mainly because of the lack of bonus party exp. In a party setting where no HS is available, it's never worth it in terms of exp, to party other players. Not in a duo, trio, 4-man, 5-man, 6-man. To paint the picture, if you're in a duo and you are two players of same levels, but two different jobs, one of the jobs will outperform the other. Player A's job might be better suited for that map resulting in more kills over time. Because player A is killing more, player B is essentially leeching more exp, making it worth it for player B, but not worth it for player A. This is entirely because the bonus party exp can't compensate for the difference in kills. This should explain it so anyone can understand: So to be able to add more people to a party, and that never being punishing, we need bonus party exp buffed and definitely not HS.
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Mark of Naricain currently gives 10 magic attack. This magic attack is pretty much negligible and in fact worse than Silver Deputy Star, because the Mage in theory gets more INT through wearing a Deputy Star and therefore bonus MP on level up. Only better stats MoN has over Deputy Star is the HP and MP. Seeing as physical damage classes get 4 weapon attack, I think MoN should give 30 magic attack instead of 10, so it's a more significant upgrade.
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Jiyur Sirin Eleska Sejan Ardin Strange Guy Schergerazade Areda Muhamad Jano Karcasa private house1-4(?) Le Petit Prince
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If all content in the world was available in Phoenix right now, it wouldn't matter for new players. It's not about content that is available but engagement of existing content. If current content is boring or too slow, the engagement level will be low and players will quit. You improve the player engagement and motivation to retain players. If you open up the MG2 website and Nexon's official MapleStory website (https://maplestory.nexon.net/) to compare with, which one do you think attracts an audience more based on visuals? It's called digital marketing. It's about catching a visitor's attention and curiosity. Saying it isn't going to do anything is plain ignorant. This goes back to keeping players engaged throughout their journey. I wish I had the data to back up my claims but I don't. I can only imagine what the data looks like, so here is my assumption of it. - Excluding mules, a good amount of characters don't make it to level 10. - Few characters (assuming new players) leave Maple Island too early and get stuck not knowing how to get to level 10 to job advance. - A good chunk of new players between levels 10-21 probably quit either because of the lack of potions or the slow pace. - The level 31-35 range probably has a similarly high amount of quitters similarly to the level 11-21 level range @Arnah perhaps you can share some data regarding this?
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That's very strange to hear (terribly inaccurate) considering everything I stand for, and what I have been asking for in terms of class balance changes. You know nothing about me (we've barely ever interacted) yet somehow you have this definite idea of what I stand for and believe There hasn't been a single mage nerf on this server yet. Just because certain items are still unavailable in the game, doesn't mean they have been nerfed. Nor am I against the unavailable items being added to the game? I don't hate F/P mages I just want to see them changed to better fit the rest of the classes and I should be allowed to voice my opinion.
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I did say this. To this day, I still stand by that opinion. F/P has unnatural pace of progression depending on the content that is available and I think that is poor game design. That became very apparent when Leafre was released. That will become very apparent when Temple of Time is released. Instead of having F/P mages rely on multiple instances of a map to level, I believe they should be changed to be integrated into regular party play and function like any other standard class does (Poison Mist should expire if the caster leaves the map/channel). π
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I don't think this is necessary, because I'm of the belief that I/L and F/P mages deal quite a lot of DPS. They do not need to be the best, because they have other traits they are the best at. The issue is that there aren't many of them around, and those that are around don't attend the runs due to potion costs that aren't covered by the running squad. But because I like the idea of promoting I/L and F/P gameplay, I'll entertain this idea. Your suggestion to reduce magic defense is good. Additionally, while weapon block is up blocking users of dealing physical damage, weapon block could also temporarily weaken Zakum to elemental damage, meaning all elemental damage would deal bonus damage during weapon block. Of course this shouldn't only be made to work this way on Zakum, but the interaction should stay consistent on every single mob that can do weapon block.