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What would happen if maplestory remove the damage cap from 50mil to 1bil or more?
#26
I feel they need to scale everything down, by like 90%.

If you're able to hit 5m(meanwhile 50m on MS..) on an MMO generally, you're pretty well funded. If you're allowed to hit cap damage, then everyone should have a foreseeable opportunity to do so without spending one's real world life savings in order to achieve such.

The internal mechanics for stats need a HARD rework.
Defense - Useful when you stack up, but only reduces an amount not as significant as other MMOs.
Accuracy - I have nothing to say.
Avoid - Useful when stacked when in conjunction with skills.
Character base HP & MP should be scaled solely on level, like how HP MP passives work in 1st job, then be able to be modified by skills & gear.
Attack Speed - This is probably the single most overpowered scaling stat in the game. I really wonder what would happen if they changed this entirely to how other games AS work. (DFO/League type of AS stacking.)
Effective HP on MS is really bad in my opinion, bosses chunk your health down as a standard attack rather than a special nuke.


This game needs a much larger income sink.
With a Mutant Snail familiar, I almost never use potions, and when I do, I have such a large supply from bosses that I never need to buy potions. Because of the abundance of basic consumables and how easily they can be spammed, potions need not to be purchased, as well as negates the need for a Healer(C/P/Bishop) generally in this case.

Cubes should be purchasable with in-game currency via NPC, as well as the CS for convenience, if it has such a huge impact. Potentials should be a bonus for min-maxing, not a function that should be vital/required for progression.
I'm sure many of us remember when trying max out the stats on a Reverse/Timeless was a thing.
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What would happen if maplestory remove the damage cap from 50mil to 1bil or more? - by PeePeeAyeDeeKay - 2015-07-20, 06:23 PM

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