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poxeclipse Wrote:So... pineapple everybody that has spent money on the game via cubing and etc.? Brilliant!
*Back when there was no potential system but was just being released*
So... pineapple everybody that has spent money on the game via scrolling low level equipment.? Brilliant!
Theres always going to be something like that in the future, look at the removal of the 4th tier and the addition of the legendary rank.
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poxeclipse Wrote:So... pineapple everybody that has spent money on the game via cubing and etc.? Brilliant!
You paid to be more powerful than others players with weaker potential. You'll still be more powerful than other players with weaker potential. You never paid for specific potential. Actually, you didn't even paid for the potential, you paid for an item that resets potential.
happylight Wrote:Only 'cause you can pot yourself. If you couldn't pot I'd gladly heal you.
OK. So people will bring more pots and leave you out of the boss run. You know, they have pots/all cures, so they don't need Bishops
Seriously, Bishops can already be easily replaced by pots or other attacking classes. Mechanics and Demon Slayers can heal and boost the party's damage, and they do that while attacking and without worrying about killing their party members if their zombified. Every class has some kind of %damage/attack/critical boosting skill while Bishops have simple +Wattk/Mattk (the more godly your party is, the less useful your Bless is).
If the boss doesn't have seduce or has high DPS combined with pot cooldown, you don't need Bishops at all (although they make everything so much easier - except when they complain about healing  ).
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happylight Wrote:Only 'cause you can pot yourself. If you couldn't pot I'd gladly heal you.
So because I have pots and can heal myself you wont heal me? Even when just as of this patch I had to stop attacking to heal myself (although that only works with hurricane) or a second or two of lag could kill me (monsters after level 135 still can easily 2~3HKO me even with 6k hp).
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poxeclipse Wrote:So... pineapple everybody that has spent money on the game via cubing and etc.? Brilliant!
Yeah, because no other MMO has ever screwed people for throwing money at a F2P game, oh wait...
happylight Wrote:To be support. Derp. Except there's nothing to support in MS barring a few bosses (where there's a potion cool down).
Then why are you throwing a tantrum, because you can't do damage?
You picked a support class to support, yet you're complaining you can't do damage.
As for the Explorer storyline, just make it where they accidentally got caught up in all this mess. Done.
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ChaosH Wrote:OK. So people will bring more pots and leave you out of the boss run. You know, they have pots/all cures, so they don't need Bishops 
Seriously, Bishops can already be easily replaced by pots or other attacking classes. Mechanics and Demon Slayers can heal and boost the party's damage, and they do that while attacking and without worrying about killing their party members if their zombified. Every class has some kind of %damage/attack/critical boosting skill while Bishops have simple +Wattk/Mattk (the more godly your party is, the less useful your Bless is).
If the boss doesn't have seduce or has high DPS combined with pot cooldown, you don't need Bishops at all (although they make everything so much easier - except when they complain about healing ).
Exactly. That's why the game needs to be changed.
Luxeraph Wrote:So because I have pots and can heal myself you wont heal me? Even when just as of this patch I had to stop attacking to heal myself (although that only works with hurricane) or a second or two of lag could kill me (monsters after level 135 still can easily 2~3HKO me even with 6k hp).
Even with hurricane, auto pot allow you to heal up while attacking.
Dark Link Wrote:Then why are you throwing a tantrum, because you can't do damage?
You picked a support class to support, yet you're complaining you can't do damage.
As for the Explorer storyline, just make it where they accidentally got caught up in all this mess. Done.
My suggestion was to either make me a support class that can actually support, or make me an attack class. All the things I said attain to either of those goals. Let's see... HS is useless outside of training situations. Once you're 200 it's completely useless. I can't even be a HS/leech mule for people 'cause lv200s don't count for party exp bonus. I can't buff HP better than a drk and can't buff range better than a bam. Is this really a support class?
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1. Return skill quests for 4th job, maybe you can have an option of starting or not, but if you finish the quests you get decent EXP or SP points like Evans. Make them more interesting and not involve only killing xxx monsters and obtaining xxx items, along with a stronger, deeper storyline for all classes (Adventurers, Resistance, etc.) Especially resistance. Story was pretty good, but it lasted until lv.30.
2. Nerf Demon Slayers and Mercedes. <--Must
3. Lower the maximum level of a lot of skills and add new skills for every single class. It's tiring and somewhat boring to level and see so little changes. We need more skills. For warriors, there can be some block skill (ie: guard at 100% chance for 1 second with 20 sec cooldown to survive the most deadly attacks), new attack skills (no more spamming Dark Impale for everything  ), loads of new animations (Mercedes' Dragon version of that bubble skill would be a nice animation for DK's), and less passive skills (combine Buffs/Attacks with passive skills).
4. Change some systems. Add some actual feeling of exploring/mystery to this game. Maybe make it so that you have to collect stuff/explore areas before seeing them on the World Map. Darken the screen for Monster Park and add a potion cool down. Make it like a freaking dungeon where you want to explore, kill, and not die. Make the PQ's have more puzzles, instead of a killing spam-fest, etc.
5. Change the events some more. Maybe a whole new area for the event with a unique storyline and special stuff. From the recent events KMS had, I found them preeeeety repetitive.
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There is one thing I would want in a class, and then I would be forever happy.
A magic class that is based around something other then a staff/wand.
however hopefully they get done with that thief (other then dual blades) and pirate updates.
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DragonsMirth Wrote:4. Change some systems. Add some actual feeling of exploring/mystery to this game. Maybe make it so that you have to collect stuff/explore areas before seeing them on the World Map. Darken the screen for Monster Park and add a potion cool down. Make it like a freaking dungeon where you want to explore, kill, and not die. Make the PQ's have more puzzles, instead of a killing spam-fest, etc.
QFT.
Today (or yesterday depending how you see it) I tried two of the PQ that had more puzzles (magatia and orbis) and they're a joke now, aside from killing 119 mobs it was super easy, as I said to a guildmate before doing Orbis "Before (after big bang) it was easy enough to be soloed (did it once since I asked some people to rush me in so I could farm some charm), now I guess it self completes" and no joke.
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DragonsMirth Wrote:-snip-
When I saw this block of text, I didn't expect to agree with absolutely everything in it like I did. :f6:
There is one thing I'd like to add to number three though. Not only lowering some skill mastery levels and adding new skills, I'd like there to be more skills than the player can hope to even partially max out. It really bugs me that every job advancement has only enough skills to make the player decide to leave on at 11 (all at max, in a Paladin's case). I'd like every job and job branch to have at least two possible builds to go with, and I'd like a lot of buffs to be made passive. It feels as though buffs like Stance and Self Haste are just there to annoy the players who absolutely have to have them on constantly when there are bosses that spam dispel or party buffs that override them. They could also make buffs act in a manner similar to the ones from Dragon Age, which just stayed active until the user manually turned them off. Party buffs could just stay at full charge until the party members leave the area of effect, after which the buff would begin its timer and turn off if the party member fails to reach the caster's range before the time runs out.
Oh, and as a Paladin, I would REALLY like them to revamp all of the monsters in the entire game to make it so every monster has at least one elemental weakness, and at least one elemental resistance. This includes bosses, and I wouldn't object to various bosses being able to re-align their elemental properties with various abilities. Yes, not all classes have elements, thus making some jobs train faster in places like Lionheart Castle, but that's why it's called an elemental advantage, not an elemental socialism. If Nexon is worried about certain classes being better than others because of elements, then make more areas with more monsters of the same level that give same exp rewards.
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Sorien Wrote:When I saw this block of text, I didn't expect to agree with absolutely everything in it like I did. :f6:
There is one thing I'd like to add to number three though. Not only lowering some skill mastery levels and adding new skills, I'd like there to be more skills than the player can hope to even partially max out. It really bugs me that every job advancement has only enough skills to make the player decide to leave on at 11 (all at max, in a Paladin's case). I'd like every job and job branch to have at least two possible builds to go with, and I'd like a lot of buffs to be made passive. It feels as though buffs like Stance and Self Haste are just there to annoy the players who absolutely have to have them on constantly when there are bosses that spam dispel or party buffs that override them. They could also make buffs act in a manner similar to the ones from Dragon Age, which just stayed active until the user manually turned them off. Party buffs could just stay at full charge until the party members leave the area of effect, after which the buff would begin its timer and turn off if the party member fails to reach the caster's range before the time runs out.
Oh, and as a Paladin, I would REALLY like them to revamp all of the monsters in the entire game to make it so every monster has at least one elemental weakness, and at least one elemental resistance. This includes bosses, and I wouldn't object to various bosses being able to re-align their elemental properties with various abilities. Yes, not all classes have elements, thus making some jobs train faster in places like Lionheart Castle, but that's why it's called an elemental advantage, not an elemental socialism. If Nexon is worried about certain classes being better than others because of elements, then make more areas with more monsters of the same level that give same exp rewards.
Yes they need to do more with elements. now it feels like elements are unless after 3rd job. everything in monster park/party quests are neutral. and there arent any monsters that are element pasted lvl 16x. Nore are any expediton bosses besides cyngus which is currently glitched. Nexon should either revamp elemental monsters/ allow element classes to make monsters weak to a specific element (like once u cast flame charge monsters with in 200% range are now weak to fire for 1min.) or just get ride of them completely. And paladins need less buffs. it annoy's me that newer classes get more skills than older ones. like demon slayer gets stance in beginner so thats 30sp for a 4th job skill AND they have alot of 20 SP skills while adventurers have only 30 and 1 or 2 10sp skill.
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Umizi Wrote:There is one thing I would want in a class, and then I would be forever happy.
A magic class that is based around something other then a staff/wand.
however hopefully they get done with that thief (other then dual blades) and pirate updates.
Weapons honestly don't matter, and for that matter there is no where for another magician class, Resistance has its Mage, Legends have theirs, and Adventurers have it's 3 magicians.
KMS has probably already planned out this update anyway, and this is just a teaser.
What I think is going to happen.
adventurer revamp, pirate thieves, little balances to the rest of the classes and graphics update hopefully, maybe Bowman Gaiden Class.
Resistance balance, + Thief Resistance Character, entails DS nerf most likely, and balancing of WH, Mech, BaM.
Legend Update, Thief or Pirate Legend, most likely Pirate, Mercedes Nerf, Aran and Evan balancing
Cygnus Knight Update, this is a toughie, raising the CK limit to 200 makes them considerably more powerful than some of their Adventurer counterparts, but at this point it's kind of pointless class, all it's good for is buffing max200 classes with Empress's Blessing, and buffing adventurers with UA skills. I think UA skills should be removed, blessing should be kept, and CK level should be raised to 160-200. The hard part is maintaining the CK design which is a lot easier at lower levels, but with a penalty, raising the level limit removes this penalty however, so you have to find some other way to make CK competitive at higher levels, but not incredibly overpowered.
The other option is to scrap the "easy mode" and make CKs just like any other class, remove the SP boost, and the EXP boost, keep the UA feature, max 200, new skills, with more skill quests to prevent them from totally stomping on other classes, more diversity in the 4th Job, so they aren't just mirrors of Adventurers too. Oh and do something with the summons, it was a good idea, but they are pretty much useless past level 11.
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There is something that really annoys me, sure they may be insignificant to most people but I find them terribly frustrating. lol
I wish the height/thickness of Pierce and Iron Arrow (even Dragon's Breath) was larger, like the area of Sharkwave or Avenger or Mechs Laser. It annoys me no end to see my mob attacks go sailing under/over a monster on the first rung of a step/box or on a slightly higher/lower piece of terrain. The beam is so thin...why?
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donovan Wrote:Weapons honestly don't matter, and for that matter there is no where for another magician class, Resistance has its Mage, Legends have theirs, and Adventurers have it's 3 magicians.
KMS has probably already planned out this update anyway, and this is just a teaser.
What I think is going to happen.
adventurer revamp, pirate thieves, little balances to the rest of the classes and graphics update hopefully, maybe Bowman Gaiden Class.
Resistance balance, + Thief Resistance Character, entails DS nerf most likely, and balancing of WH, Mech, BaM.
Legend Update, Thief or Pirate Legend, most likely Pirate, Mercedes Nerf, Aran and Evan balancing
Cygnus Knight Update, this is a toughie, raising the CK limit to 200 makes them considerably more powerful than some of their Adventurer counterparts, but at this point it's kind of pointless class, all it's good for is buffing max200 classes with Empress's Blessing, and buffing adventurers with UA skills. I think UA skills should be removed, blessing should be kept, and CK level should be raised to 160-200. The hard part is maintaining the CK design which is a lot easier at lower levels, but with a penalty, raising the level limit removes this penalty however, so you have to find some other way to make CK competitive at higher levels, but not incredibly overpowered.
The other option is to scrap the "easy mode" and make CKs just like any other class, remove the SP boost, and the EXP boost, keep the UA feature, max 200, new skills, with more skill quests to prevent them from totally stomping on other classes, more diversity in the 4th Job, so they aren't just mirrors of Adventurers too. Oh and do something with the summons, it was a good idea, but they are pretty much useless past level 11.
almost for my DW is still useful the summon... did 11 k dmg every attack XD
But the summon should be upgraded by the job...
Like the DW one.. a soul in the begginning, then a little Bird like mob and then a golden Swan...
The TB one.. the soul --> a little shark --> a flying thunder shark.
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Adventurers: THIEF, PIRATE NAO. Give Warriors a better mobility skill. Everything else is fine.
Legends:It's fine leave em alone. For all the Evan whiners, Evans are FINE post Legend. If anything, make Blaze 300% and make the dot on Wings last as long as imprint.
Resistance  ON'T FKING TOUCVH THEM, NERF SLAYERS, GIVE THEM PHYSICAL TRAINING CALL IT A DAY>.> RESISTANCE IS CRAP ANYWAY.
Cygnus:meh..
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SwordStaker Wrote:Give Warriors a better mobility skill. Everything else is fine.
I honestly think that warriors shouldn't be given any better mobility; however, I do believe that Rush should be moved into second job and replace Ground Smash. They could probably then take the fourth job rush and give each of the warriors something else that would further distinguish them. A party damage sponge ability for Paladins, maybe another combo finisher that uses three orbs for Heroes, and an improved Sacrifice for Dark Knights that has a slightly longer delay but can hit multiple times with a new animation and improved attack range.
Oh yeah, I also think Bishops could use a complete overhaul for their buffs. The buffs Bishops use have no distinguishing characteristics from one another once they reach level 200, as all of the buffs are maxed out, as such I think each of the buffs should provide bonuses based entirely on the caster's damage range. Bless, for example, could give a bonus to the party's damage that isn't just +15 attack points, but instead have it take 10% of the caster's damage range and add that value to the damage range of the party.
I have other ideas on how they could change bishops, but I'm beginning to think I should just make a Maple Additions thread (again  ) and just put everything there so I won't clutter up this thread any more than I already have.
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Warriors should absolutely not get any mobility skill. No way. That's the thing about them, they're SLOW and POWERFUL.
However, a mounted warrior that was very quick but didn't have huge amounts of HP and couldn't tank as well would work. Wait, I'm talking about a shad plus a wild hunter essentially.
Paladins definitely need a party shield move.
Heroes need something that is more hero-y. Something big and flashy. Maybe something like Combo Judgement but with a sword. Giant sword smashed into the ground that hits, then acts as a source of DoT for a certain period of time? 
Dark Knights are fine, maybe something more dragon-y. Add dragons to Dark Impale. Do it.
Archers are fine.
Mages are fine.
Shadowers need basically all their skill animations updated, Taunt is useless, Ninja Ambush is useless, Steal is useless and needs to be replaced (last three for both NL's and Shads), Meso Explosion needs to be buffed and made easier to cast, Chakra needs a buff, Assaulter needs a buff, Assassinate needs a buff and reduced/removed charge time, Band of Thieves is weak and needs to be either buffed or replaced, give Smokescreen DoT, and Meso Guard should work differently (not depleting mesos as it goes).
Shadowers should get skills like: Pinball Roll (character rolls up and bowls down enemies in front of them, dragging them along and stunning them. Does more damage the longer you roll a monster), Target Dummy (functions like a cross between Mirrored Target and Puppet {can be upgraded like Advanced Puppet}), or Undercut (swiftly knocks a group of monsters down, can be coupled with Boomerang Step).
NL's: Drain should be passive (if it's not, I don't know anymore), Shadow Web needs to be changed so that it's a buff, and your stars have a chance to immobilize monsters (or throw a net around a monster and immobilize area monsters), Shadow Meso needs to be a buff as well, Ninja Storm needs to be replaced.
New NL skills: Rebound Star (throws a star like a boomerang, going the maximum range {hitting monsters on the way} and then coming back with reduced damage), Target Dummy (see above).
Also, Shadow Partner should give Stance.
I'm not even going to start on Pirates. I don't feel like writing a complete skill overhaul of Buccs.
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^ Didnt mention mages.... but they are perfectly fine/ balanced now. But i wonder what you could do for pirates. like for corsair's i think they are fine except for 4th job. Pretty much scrap every skill and make like a "shadow gun" and make skills based off that. And for buccs... i feel like they need to either go back to the old delay between skills or completely wipe 1st~4th job and just basicly make a whole new class. Though i think it would be cool if there were more kicking skills. eitherway Pirates need an overall the most out of any class i feel.
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valhala556 Wrote:^ Didnt mention mages.... but they are perfectly fine/ balanced now. But i wonder what you could do for pirates. like for corsair's i think they are fine except for 4th job. Pretty much scrap every skill and make like a "shadow gun" and make skills based off that. And for buccs... i feel like they need to either go back to the old delay between skills or completely wipe 1st~4th job and just basicly make a whole new class. Though i think it would be cool if there were more kicking skills. eitherway Pirates need an overall the most out of any class i feel.
Yeah, I meant to put that in, but got too lazy and depressed by pirates.
Reading through the skill tables just makes me die a little bit inside.
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Warriors don't need better mobility, but they should get innate 100% stance and a form of "body pressure"/touch damage.
Yes, they are slow and ponderous tanks but they should have the advantages of that. If a slime bounces into a heavily armored warrior, it's the slime that should go *splat*, not the warrior that gets knocked back, the way it is now.
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Fix the PvP. It's not an option on the poll, but PvP REALLY needs improving. A MMORPG without an good PvP isn't a complete MMORPG
Raul Wrote:Warriors should absolutely not get any mobility skill. No way. That's the thing about them, they're SLOW and POWERFUL.
Yes, let all Warriors suffer with bad mobility and training speed until 4th job while Mechanics get rush as soon they hit lvl 10 and BaMs get Dark Chain (BaM's version of Monster Magnet) on 2nd job. I guess I don't need to mention Demon Slayers.
Warriors in MapleStory shouldn't be slow at all. Just move rush to 2nd job and everything will be fine, no need to give another class the ability to double jump or make a new mobility skill for warriors
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