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5th job to be released this year.
#94
General Ideas brainstorming:



Adventurers shared active skill:

Indomitable Curiosity:

When in a party with other players, positive buffs have their potency drastically increased. Unique buffs(if possible) will have their potency increased depending on that skill( Speed infusion will add another level of attack speed, that breaks cap, would need to be uniquely balanced for every skill). Additionally, negative status effects cast on the enemy has their potency increased in a similar fashion. Balanced to benefit classes that have low buffs, but have a unique status ailment they can inflict on bosses.


Maple Champion:

For a period of time, increase critical rate, damage, speed(Independent buff that breaks cap), jump(Independent buff that breaks cap), Ignore damage reflect for your party. Has a hefty cooldown.



Resistance:

Survival Kit:

Increase Abnormal status resistance(all status ailments possible in the game that don't break bosses and gimmicky minigames) by 100%. Makes it impossible to be killed by 1hko skills, if death is prevented this way this skill will go into cooldown and the abnormal status resistances will be rescinded until the cooldown is over. Resistance players are given a more forgiving approach to bosses, however playing badly will still be punishing for them.


Hope of Edelstein:

Toggleable skill, when the player reaches critical levels of health; as long as it did not kill them HP/MP(or Dark Force for demon slayer) recovery 100%. Invincibility for 30 seconds. Abnormal status resistance(not unique ailments) 100%(this is to synergize this buff with survival kit). All members of the party get 50% critical rate and 50% critical damage increase. If survival kit is not on cooldown(you enter this state from taking too much damage naturally), puts survival kit on cooldown and increases unique status ailment resistance by 100% for the party, Survival kit will then be put off cooldown immediately when this skill expires.



Legends:

Legend Awakened:

Attacks are very likely to stagger any and all targets, which puts them in an inactive state for 4 seconds. Monsters can be stunned even if they are invincible by skills such as Weapon/Magic guard. When a monster is considered ''inactive'', increase all damage done to said monster as well as critical rate. A monster gets a passive stun tolerance as it is stunned more and more, after it reaches the cap it enters a state of concussion where it cannot take action for 10 seconds and receives a PDR debuff(can go into negative) and then gets a passive immunity to stuns for 30 seconds. Monsters cannot be put in an inactive state while they are already in an inactive state(so players don't immediately stack up stuns within the first few hits).


Hope of Maplestory:

Buff; The next attack you use on a monster in a concussive state will do an absurdly boosted amount of damage. If it is a multi-hit skill, instead critical rate is increased 100% and critical damage is astronomically increased. If this skill is used against a monster in a concussed state, all cooldowns for skills are reset and Arans combo counter becomes capped(other legends will need some sort of unique compensation buff as well).



Cygnus:

Protection of the Goddess:

When inflicted with a debuff, you are given a positive version of its effects, which will be boosted or lowered to actually be useful. (If you're poisoned for ticks of 46 damage per second, that's obviously a stupid buff, so it's instead boosted to.....say...10,000 hp per second. Actual numbers would need to be balanced but you get the point). This skill can only absorb one normal ailment, and one unique ailment at a time. Any repeat attempts to debuff the player will be treated as normal and they will receive that specific ailment if the monster is successful.



Goddess Anger:

Detonate any negative debuffs you have absorbed, and enemies hit by the skill will receieve a massively boosted debuff similar to what the skill used on the player was, unique buffs will not be applied to monsters. If a unique ailment was absorbed and used on a monster, the victim is converted to a ''no-type'' monster, in this state it has absolutely no resistances to any element whatsoever, and the first element that is used to strike the monster will cause it to become weak to that element for the duration of its debuff. Their PDR also becomes 0 when in this state. If this skill is used, protection of the goddess will go off of cooldown, and this skill will enter its own cooldown.






Some basic concepts for the classes themselves:


Clerics:

Give clerics the ability to create towers that exert certain effects on players in its area of effect, and give the statue the ability to be damaged by enemies. Tower examples can include the ability to cure any ailment while being in its area of effect, resurrecting players who die within its area of effect, etc. The idea is that these buffs will be pretty overpowered, but the player still needs to be careful considering their use as the towers will enter cooldown when a boss damages them enough. Additionally, they should have the offensive capability to ''detonate'' their turrets, so they can quickly rid themselves of any towers that have served their use. Doing so can buff the party massively, or damage the enemy by a lot. Managing cooldowns and knowing when to properly set up these towers would make it an active supporting class that benefits the overall DPS of the team while still requiring brain activity from the cleric themselves.


Give Bahumut another tiered upgrade.



Buccaneers:

Give them back an invincibility gimmick. The idea is that they would have mastery over time in 5th job, so while they do attacks they ''freeze'' time for themselves and any attack used on them in a certain period of time while that time freeze is in effect will do no damage. This would be a passive skill for pirates and would activate on nearly every skill. Give the player a buff that stops this effect, but compensates the player by allowing them to cancel the animations of all their skill for..say....10 seconds or so, which would give them an attack speed that no other class could compete with. AT the cost of putting their invincibility on cooldown. Also, give them the ability to actually ignore debuffs and status ailments while ''invincible''. Bring back transformation, and make it work like energy charge instead of being an active skill. Give them unique skills that they can use in this state, however make it so that this ability isn't on 24/7 and is instead a truly temporary state like it was originally intended to be in concept. This way I can look at how awesome I am as a super-saiyan but I also have time to appreciate my non-transformed look as well. Also, give us a new transformation sprite, don't re-use the gold one.



Ice/Lightning mage:

Give them more ''summon'' type attacks, like Ice Orb where they throw it out and it has a continued effect while it's out. Make it impossible for damage reflect to activate on them when they leave their ''ball'' state on summon. The idea would be to amass an army of Ice-like creatures all over the field, but having to upkeep them to a realistic degree. Allow them to take damage, like the clerics towers, and give them the ability to be detonated(ideally with an electric attack). Allow Dragon-Breath to be deployed as a turret, like Bowmasters can with their skills, we're talking 5th job here so this isn't an overpowered suggestion at all in my opinion.

Additionally, allow the ''lightning'' element to be used to buff summons further, and have unique effects when cast in their area. For example, when deploying Dragon-Breath as a turret, you can use a skill that would electricute it and it would do electrical damage to the victim it is currently putting in hold. Give the ability to buff Elquines with lightning as well, which would have her the ability to cast a mini version of chain-lightning herself(with a freeze-counter effect still).





Fire/Poison:

For the poison aspect, give an ability that lets poisoned monsters grow fungi or some type of plant in them that converts them into a plant-type monster where they take increased fire damage. The idea is that poisoned monsters should be exploited for your benefit, rather than outright exploding them or killing them. Poisoned monsters with sprouts growing in them will increase your powers bit by bit with each increasing monster, and the length of time it has had to grow. You basically get mastery of plants as well and your skills will involve draining HP/MP off of monsters, turning them passive to you, and leeching EXP off of them as they continue to live under the effects.

At the end of its duration, cause the spore to detonate, this allows them to be killed while poisoned without retaining 1 hp. Give them a summon called Hivemind or something, which would be a stationary addition to the map and would be a creepy plant, that does unique things to monsters who are infected with spores when near it but otherwise doesn't actively attack anything. Allow it to be able to take damage. Perhaps it could have an effect to where it will command poisoned monsters to fight each other, there can be a alot of ideas to go with. Maybe it will teleport all infected monsters to it, and constantly give the player EXP while also defending the summon itself from other monsters trying to attack it. It can have a big cooldown when disabled though to compensate for what sounds really overpowered.


On the fire side, allow it to prematurely detonate the spores in situational.....situations and give it increased damage to infected monsters, Meggido Flame would syngergize well, instead of just using it whenever the player is rewarded for putting it on hold until a spore on a specific monster is grown to its max stage so they can reap the best rewards.


Just some ideas I think sound cool.
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Messages In This Thread
5th job to be released this year. - by Ironical - 2016-03-20, 03:28 AM
5th job to be released this year. - by Ironical - 2016-03-20, 03:46 AM
5th job to be released this year. - by SaptaZapta - 2016-03-20, 04:02 AM
5th job to be released this year. - by Satellite - 2016-03-20, 08:08 AM
5th job to be released this year. - by Spadow - 2016-03-20, 08:29 AM
5th job to be released this year. - by Ivangold - 2016-03-20, 08:45 AM
5th job to be released this year. - by Ironical - 2016-03-20, 12:32 PM
5th job to be released this year. - by Slip - 2016-03-20, 01:11 PM
5th job to be released this year. - by Ironical - 2016-03-20, 01:57 PM
5th job to be released this year. - by fodjgngf - 2016-03-20, 02:02 PM
5th job to be released this year. - by Ivangold - 2016-03-20, 03:31 PM
5th job to be released this year. - by Arrol - 2016-03-20, 03:33 PM
5th job to be released this year. - by Question - 2016-03-20, 04:26 PM
5th job to be released this year. - by xXWizXx - 2016-03-20, 04:52 PM
5th job to be released this year. - by Pastewrong - 2016-03-20, 05:11 PM
5th job to be released this year. - by Liable - 2016-03-20, 06:20 PM
5th job to be released this year. - by Arrol - 2016-03-20, 06:26 PM
5th job to be released this year. - by Pastewrong - 2016-03-20, 06:37 PM
5th job to be released this year. - by Arrol - 2016-03-20, 06:49 PM
5th job to be released this year. - by Ivangold - 2016-03-20, 07:47 PM
5th job to be released this year. - by fodjgngf - 2016-03-20, 08:26 PM
5th job to be released this year. - by Luxeraph - 2016-03-20, 08:29 PM
5th job to be released this year. - by Dark Link - 2016-03-20, 08:42 PM
5th job to be released this year. - by Derimed - 2016-03-20, 10:43 PM
5th job to be released this year. - by Derimed - 2016-03-20, 11:00 PM
5th job to be released this year. - by PirateIzzy - 2016-03-20, 11:20 PM
5th job to be released this year. - by Derimed - 2016-03-20, 11:54 PM
5th job to be released this year. - by SaptaZapta - 2016-03-21, 12:16 AM
5th job to be released this year. - by Derimed - 2016-03-21, 12:18 AM
5th job to be released this year. - by Question - 2016-03-21, 12:21 AM
5th job to be released this year. - by PirateIzzy - 2016-03-21, 12:42 AM
5th job to be released this year. - by Luxeraph - 2016-03-21, 08:47 AM
5th job to be released this year. - by Justin - 2016-03-21, 12:11 PM
5th job to be released this year. - by Duzz - 2016-03-21, 02:25 PM
5th job to be released this year. - by Auguro - 2016-03-21, 02:27 PM
5th job to be released this year. - by Grey - 2016-03-21, 04:27 PM
5th job to be released this year. - by SaptaZapta - 2016-03-21, 04:43 PM
5th job to be released this year. - by Silento - 2016-03-21, 04:59 PM
5th job to be released this year. - by Question - 2016-03-21, 05:33 PM
5th job to be released this year. - by VerrKol - 2016-03-21, 06:04 PM
5th job to be released this year. - by Luxeraph - 2016-03-21, 06:13 PM
5th job to be released this year. - by Silento - 2016-03-21, 06:59 PM
5th job to be released this year. - by Justin - 2016-03-21, 07:52 PM
5th job to be released this year. - by Silento - 2016-03-21, 07:55 PM
5th job to be released this year. - by Ivangold - 2016-03-21, 08:32 PM
5th job to be released this year. - by Arrol - 2016-03-21, 08:58 PM
5th job to be released this year. - by Derimed - 2016-03-21, 10:52 PM
5th job to be released this year. - by Ivangold - 2016-03-21, 11:03 PM
5th job to be released this year. - by Zodiac - 2016-03-21, 11:27 PM
5th job to be released this year. - by KhainiWest - 2016-03-22, 12:10 AM
5th job to be released this year. - by Ivangold - 2016-03-22, 01:01 AM
5th job to be released this year. - by Gymleaders - 2016-03-22, 03:56 AM
5th job to be released this year. - by ycpss91284 - 2016-03-22, 06:30 AM
5th job to be released this year. - by Eos - 2016-03-22, 09:39 AM
5th job to be released this year. - by Ivangold - 2016-03-22, 09:43 AM
5th job to be released this year. - by hadriel - 2016-03-22, 02:38 PM
5th job to be released this year. - by VerrKol - 2016-03-22, 03:50 PM
5th job to be released this year. - by fodjgngf - 2016-03-22, 04:18 PM
5th job to be released this year. - by Pikamemnon - 2016-03-22, 06:52 PM
5th job to be released this year. - by VerrKol - 2016-03-22, 07:11 PM
5th job to be released this year. - by Arrol - 2016-03-22, 08:29 PM
5th job to be released this year. - by byakugan - 2016-03-22, 09:46 PM
5th job to be released this year. - by Auguro - 2016-03-23, 02:46 PM
5th job to be released this year. - by KhainiWest - 2016-03-24, 02:04 AM
5th job to be released this year. - by Daakun - 2016-03-24, 02:17 AM
5th job to be released this year. - by Gymleaders - 2016-03-24, 05:56 AM
5th job to be released this year. - by hadriel - 2016-03-24, 06:38 AM
5th job to be released this year. - by fodjgngf - 2016-03-24, 11:20 AM
5th job to be released this year. - by Ivangold - 2016-03-24, 08:41 PM
5th job to be released this year. - by KhainiWest - 2016-03-28, 07:45 AM
5th job to be released this year. - by koplje - 2016-03-29, 06:39 PM
5th job to be released this year. - by cronnoponno - 2016-03-29, 10:43 PM
5th job to be released this year. - by Ivangold - 2016-03-29, 11:59 PM
5th job to be released this year. - by byakugan - 2016-03-30, 02:06 PM
5th job to be released this year. - by Arrol - 2016-04-11, 12:33 AM
5th job to be released this year. - by Polantaris - 2016-05-08, 04:37 PM
5th job to be released this year. - by Ivangold - 2016-05-08, 06:48 PM
5th job to be released this year. - by Polantaris - 2016-05-08, 07:16 PM
5th job to be released this year. - by Luxeraph - 2016-05-08, 08:15 PM
5th job to be released this year. - by Silento - 2016-05-08, 08:42 PM
5th job to be released this year. - by Ivangold - 2016-05-08, 09:21 PM

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