2011-03-20, 03:45 PM
Dusk Wrote:The problem is, the entire game is designed around the pot spamming system. Most classes do not have HP recovery skills - I count only 7 out of 18 classes that can reach level 200, and only one of them is capable of healing other classes. Nexon decided a long time ago that bosses like Zakum weren't challenging enough when everything they could throw at you could be dealt with by not lagging and carrying enough pots, but instead of fixing the system for the better they started designing HORRIBLE things like Damage Reflect, mass Seduce, and Dispel spam, none of which are fun or challenging to deal with, but just a huge pain that requires impossibly fast reaction times or a lot of NX. The game has gotten further and further away from being fixable and Big Bang wasn't nearly enough to change that.
They'd have to redo the entire HP system so that levels matter more. HP gain should be exponential instead of linear. Warriors shouldn't have 7-8x times more HP than Mages, and 3x more HP than Archers. HP Washing shouldn't be possible (or necessary). MP needs to be a limited resource for all classes - otherwise that just leads to unlimited heals, which means heal spamming, which is boring. They need to give ALL classes a limited means of recovery, enough to train and fight easy bosses, or solo play will be a nightmare. Passive regen, like you said, would be nice. Then they'd need to redesign most endgame bosses to be less "cheap." No insta-kill damage reflect, thanks. Then they'd need to entirely redesign the Bishop class and throw some healing skills out to a couple of other classes. Only then could they actually make pot cooldowns work and healing be useful.
Healing doesn't have to be boring AoE heal spam, either. I play a Restoration Shaman in WoW, which is a healing spec of a hybrid class, and it's actually a ton of fun. I have an AoE placer that heals everyone by a small amount per tick, a one-target buff that heals the target by a decent amount every couple of seconds when they get hit, a small but cheap heal, an expensive burst heal, and a chain heal (works like Chain Lightning). I also have some other buffs and passives that affect my healing ability. Having limited mana means I actually have to choose my skills carefully. My gear improves the amount I heal, the speed at which I heal, and my mana recovery. I'm not asking to see all that in MS, but that's the kind of depth I want to see in a game. I enjoy playing support classes and I want healing to matter, but there's just way too much they need to change. Might as well make MapleStory 2.
Chaos changed all acc/avoid/def formulas.
oh, that's wierd. my blader is a level 150 in KMS with an unreasonably high amount of avoid, yet a Dark Knight manages to get straight misses when I dont.

