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Anyone else think they look extremely ugly or silly? It seems nearly every class has a main multi-hit skill now. I'm aware anyone can easily say it's to avoid the damage cap, but I'm concentrating solely on looks at the moment. (Needless to say, if the damage cap is really the best reason one can come up with it clearly shows how silly MS got with all of the power boosts.)
I don't want to be "that guy" that says "well in the old days people liked seeing bigger numbers, 5000+ was a big thing" and whatnot, but I guess I kind of am that guy. Though that's not really what's bugging me most. The fact that most of these skills look like one hit skills and are hitting like 3 times is what makes this hard to follow. Triple Throw with Shadow partner showed the six stars, Dragon Buster showed 3 attack animations, Strafe showed the 4 arrows. It made sense. But Laser hitting 3 times, Dragon Buster hitting 4 times, et cetera, it looks very unorganized.
What do you think?
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I agree. Blast also makes no sense. Assaulter hitting multiple times without a change of animation also looks dumb.
But what I think looks even dumber is when there exists too many hits resulting in numbers going off the screen. You can't even get a good estimate of your total damage in a screenshot. I'm looking at you, DBs.
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Maple Story isn't a game made for immersion.
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I agree 1000%.
They either need to change the skills to fit with the animations or vice versa.
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Or they could divide all damage and HP by 10 and save themselves the trouble of raising the cap (and somehow make it work with Snails and Blue Snails...)
When damage starts getting to close to the cap you either raise the cap or decrease everything related to damage.
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well, this issue being solely aesthetic, there are some things that can be done:
1) remove damage cap
2) remove damage cap once you are in 4th job?
3) keep damage cap on visible damage, true damage can break it though. (ex: only 999,999 appears, 1.3m damage is dealt or w/e)
4) have single hit become multi hit only when the damage cap will be broken (ex: hit for 998,446 damage, next hit crits for 999,999 then another row of damage instantly overlaps it 104,290 additional damage)
otherwise multi hits serve not being held back by the cap.
blast makes sense though. there are more damaging hits than the initial impact, like when internal organs are pushed by the force, that itsellf causes more injury, and then the injury itself can cause more injury by moving. no need to overthink it though... use the multihits as a way to get good at quickly adding numbers together.
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Angel Ray, One Arrow, 2 hits? :O
100% Agree'd on this.
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angel ray, magical fantasy rpg attack, somehow know it only "hits" once.
100% doesn't matter.
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Yatroce Wrote:Angel Ray, One Arrow, 2 hits? :O
100% Agree'd on this.
Angel Ray isn't necessarily one arrow. You only see one projectile, but what if you hit multiple mobs? You see more than one arrow come from that one projectile you see in motion.
On a lot of skills, I do agree. Some skills really don't need to hit more than once. Some skills, like Chain Lightning, are good for multiple hits, in my opinion. I mean, the electricity stays with the monster for a second when you're attacking it, so it's like the electricity is shocking the monster multiple times. Maybe that's just how I see it.
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Theres nothing wrong with multiple hits in the game. For maple it starts to make more sense as things get stronger. While some animations may not fit, theres no reason to think it shouldn't have a multi-hit.. Animations can be changed at any time to reflect that XD.
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I miss Thunder Spear hitting once, even if it looks prettier now. Though I guess I can look at it as an electrocution instead of a physical hit...? /excuse
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shagreen heart Wrote:blast makes sense though. there are more damaging hits than the initial impact, like when internal organs are pushed by the force, that itsellf causes more injury, and then the injury itself can cause more injury by moving. no need to overthink it though... use the multihits as a way to get good at quickly adding numbers together.
Well, I did hate how Blast hit 3 times for a while, but I started imagining the monster being stabbed by my sword, then having the energy streaming down said sword causing a second impact, and then the energy swirling in the oposite direction mutilating the monsters organs.
On a side note, when I imagined this, it occured to me that Blast would be one of the most brutal attacks in the game if Maple Story had gore. Either the monster would be obliterated and fly in all directions, or its insides would be ripped out and shower the Paladin that's attacking. :f6:
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..does this not bother anyone else at all?
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When damage can rise so high thanks to potential, the only answer is to split up a single hit into multiple so they can't hit the damage cap OR increase the damage reduction to such insane levels that regularly geared people are screwed out of boss runs. If that Epic Damage Time video is any indicator, even if it doesn't make sense splitting into multiple hits is the only way to cater to those who pay the money/effort to min-max their character for optimum damage.
I know Blast makes no sense in how one blast becomes several hits, but remember before when Pallies are complaining that they are hitting the damage cap with single hits, meaning they become useless in comparison to a Hero or even a Dark Knight just because THEY can continue to deal more damage while the Paladin is force to face the fact he had hit a glass ceiling.
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I preferred when Blast was a single hit...
But at the same time, I used to be able to hit the damage cap. Now I can do plenty more damage.
Really it shouldn't be possible for a regular player (not hacking) to hit the damage cap at all. The only reason it's there is to stop hackers from instantly killing everything. So my Paladin doing it at level 150 kinda sucked.
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Stereo Wrote:I preferred when Blast was a single hit...
But at the same time, I used to be able to hit the damage cap. Now I can do plenty more damage.
Really it shouldn't be possible for a regular player (not hacking) to hit the damage cap at all. The only reason it's there is to stop hackers from instantly killing everything. So my Paladin doing it at level 150 kinda sucked.
don't they hit 20M or something already?
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I still think with this "inflation" in damage maple has been seeing Nexon should simply cut a zero on everything (or divide it by some other number).
This would eliminate the need to increase memory allocation for damage and too many numbers appearing on screen that could lag people.
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I do hate the distracting amount of numbers on many kinds of skills.
Honestly i'd like to just see a feature to make damage numbers a bit more transparent, So i can still see what's going on behind the spam.
At LHC for example, while playing my Shadower i like to rack up coins for ME then bomb all at once once the HP gets below a certain amount, the problem is, when 3 or more people start attacking the mob, it sometimes gets hard to monitor the HP for it.
Matter of fact, I'd like it if it was not only for numbers, but a way to turn down the graphical intensity of skills in general. Not only for less lag, but in the right party, I can lose track of my character sometimes, making it hard to see when i get KBed. Watching my hp bar to tell when to move back into place is just stupid annoying.
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I have a hard time seeing when castle golems telegraph their attacks since they covered by numbers. I think this is a problem too.
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Seanny Wrote:I do hate the distracting amount of numbers on many kinds of skills.
Honestly i'd like to just see a feature to make damage numbers a bit more transparent, So i can still see what's going on behind the spam.
At LHC for example, while playing my Shadower i like to rack up coins for ME then bomb all at once once the HP gets below a certain amount, the problem is, when 3 or more people start attacking the mob, it sometimes gets hard to monitor the HP for it.
Matter of fact, I'd like it if it was not only for numbers, but a way to turn down the graphical intensity of skills in general. Not only for less lag, but in the right party, I can lose track of my character sometimes, making it hard to see when i get KBed. Watching my hp bar to tell when to move back into place is just stupid annoying.
Don't know if anyone said this before.
Move the HP bars UNDER the monsters. Wouldn't that be alot better?
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