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Dark Link Wrote:Actually there's not that many 200s even with all the revamps and how easy leveling is. Anyways Nexon would have to redesign the game in 64-bit to raise the level cap, otherwise they'd have to nerf the ETL even further.
If nexon raised the level cap, I would expect it to be in the form of a new class group.
Cygnus Knights - 120
Adventurers/Legends/Resistance - 200
??? - 250 (Is that the level limit?)
That way, they'll make more money.
Sorien Wrote:Rather than revamp classes and give everyone even more OP crap, I'd rather them give one MASSIVE nerf to every class in existence. Maybe even change the damage formulas again to something like (weapon multiplier)*(2*main stat + 0.5*secondary stat)*(att / 100).
That's right, I don't want hitting the damage cap to even be a feasible thought, not even for Marksmen under the influence of Combat Orders and hitting 7 monsters with Piercing Arrow (unglitched to not cause them to DC, obviously).
After the black mage is defeated: Maplestory is returned to the state it was before big bang and the changes
are reflected in the new classes/content.
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Raph589 Wrote:Mech nothing? After legend, it is the 4th weakest class in the game.
In terms of DPS calculations, but we all know that those are inherently flawed.
They revolve around perfect scenarios and don't take all factors into consideration.
My DB may be 6th from the bottom, but I'll still outdamage most:
Battle mages,
Cannon Shooters,
Arans,
I/L mages,
F/P mages,
Wild hunters,
Corsairs,
or Pallies that are my level.
It's about control.
On an unmoving, unattacking, unbuffing boss with no wdef, in a perfect world (and keybound attacks for that Aran), they might beat me. But in the real world, I'll probably win.
And note, you, that this is for a BOSS. One boss. Single target. The mech with 100% stance and great mobbing attacks will have a distinct advantage at a real boss like HornTail.
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Sorien Wrote:Rather than revamp classes and give everyone even more OP crap, I'd rather them give one MASSIVE nerf to every class in existence. Maybe even change the damage formulas again to something like (weapon multiplier)*(2*main stat + 0.5*secondary stat)*(att / 100).
That's right, I don't want hitting the damage cap to even be a feasible thought, not even for Marksmen under the influence of Combat Orders and hitting 7 monsters with Piercing Arrow (unglitched to not cause them to DC, obviously).
Oh and before someone points this out again, I am aware that such a change would make Pink Bean and the Empress impossible to beat. Along with nerfing every job to hell and back, I want the bosses to be changed to actually require strategy to kill, not ungodly amounts of real money.
Why nerf classes? NERF POTENTIAL!
Very few classes could actually hit the 199,999 damage cap, before BB, and 95% of those classes were mages spamming their Ultimates.
If potential never existed, no possible class could ever hit 999,999 regularly, except Paladin's Sanctuary. Potential only made it so every class can hit it on a daily basis.
Raul Wrote:-Snip-
>>Potential
I just blew your whole argument out of the water and made it invalid.
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Dark Link Wrote:Why nerf classes? NERF POTENTIAL!
Very few classes could actually hit the 199,999 damage cap, before BB, and 95% of those classes were mages spamming their Ultimates.
If potential never existed, no possible class could ever hit 999,999 regularly, except Paladin's Sanctuary. Potential only made it so every class can hit it on a daily basis.
DB's with final cut, maybe. MAYBE.
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Dark Link Wrote:Why nerf classes? NERF POTENTIAL!
Very few classes could actually hit the 199,999 damage cap, before BB, and 95% of those classes were mages spamming their Ultimates.
If potential never existed, no possible class could ever hit 999,999 regularly, except Paladin's Sanctuary. Potential only made it so every class can hit it on a daily basis.
Yes, but I've given up on even considering the possibility of a Potential System nerf ever since KMS came out with a new tier even higher than Unique that was even more OP and cost even more money.
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nerfing potential only works if they nerf bosses, or they can nerf potential and make boss drops like PQs, where everyone who goes boss gets the drops that way we dont have people going in with 1-6 people trying to maximize profits, bring back the good times where we needed 15+ chars  for the fun and lulz
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You could also CAP potential. as in you can only have +75% Str total and after that %str becomes null. though %all stat would be in a different catagory thus making max % on a single stat 150% but even that that cuts some people off. But I think this is a good nerf for potential. Not too weak and not Over Powered either.
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valhala556 Wrote:You could also CAP potential. as in you can only have +75% Str total and after that %str becomes null. though %all stat would be in a different catagory thus making max % on a single stat 150% but even that that cuts some people off. But I think this is a good nerf for potential. Not too weak and not Over Powered either.
have fun killing some bosses with only 75% stats
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Liteness Wrote:have fun killing some bosses with only 75% stats
Wow. Do you actually know how much 75% does to your range. And this is neglecting Total damage as well as % boss which will further increase your damage.
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Or simply remove the Potential-making cubes from CS. Sure, they lose money, but then everyone's equal. To make it fair, make boss loot have potential equivalent to the rank of the boss. This way, it encourages the loot farming you love so much.
But I stand by my previous statement that the old Maple Island HAS to go. Honestly, after several years, I'm tired of seeing a George Lucas clone that nobody even knows about. Or hell, Mai still being the Beginner Instructor when NOBODY (and I mean NOBODY) would get the Shiranui reference; unless they see her in CvS2. But hardly anyone plays that anymore.
Besides, how many of those NPCs actually FIT IN with the current Maple World? All Maple Island is anymore is just Parody Island.
Mai = Mai Shiranui from Fatal Fury/King of Fighters
Lucas = George Lucas
Maria = Play off of George Lucas' wife, Marcia.
The rest of the NPCs = Modern Japanese weeaboo faggotry that doesn't belong there, theoretically.
I'm sorry, but until the Black Mage decides to fire some terraforming nukes at Maple Island and make it better, I've officially quit Maple.
Meanwhile, I'll be playing Cosmic Break and turning into even more of a weeaboo. Oh the irony!
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They should review and revamp all classes so every class is unique. Seriously, I don't care about damage (although greatly nerfing the potential system would be very, very nice) as long each class has a different gameplay than the others.
For example, we have TOO many "double jump around and shoot a pomegranateload of projectiles classes": NLs, BMs, MMs, WHs and now Mercedes. Demon Slayers = Aran + Battle Mages + steroids. Cannon Shooter = Mechanic + Corsair - Battleship/Prototype. Warriors (except Demon Slayer) is pretty much the same for all classes on all levels: 1st~2nd job spam Ground Smash/Power Strike, 3rd job spam a job-specific skill (all of them envolving beating, poking or slashing monsters with whatever weapon your holding), 4th job spam rush (finally!) + an upgraded version of one of your 3rd job skills.
Also:
A Bishop revamp would be really nice. Make Bishops are REAL support class, not just a HS mule + pot saver. Less damage skills (good bye Big Bang), more support (not necessarily buffs - be creative Nexon), an Advanced Dispel (Dispels ANY debuff, even zombify and seduce, but it has a considerable cooldown) skill would be a good idea to begin with.
A storyline/quest revamp. We shouldn't force Adventures/Explorers into obligatory quests, but at least give us decent quests and interesting storylines. Shouldn't we be doing something to change the future and prevent Empress Cygnus from being corrupted? Where IS the goddamn Black Mage, anyways?
Resistance Ascension/Jump. Legends completely replaced the Resistance, who needs BaMs when you have Demon Slayers with MUCH better dark skills? Who needs Wild Hunters when Mercedes is far more mobile and stronger without any mount at all? Cannon Shooter completely replaces Corsairs and Mechanics, they have power AND mobility at the same time.
Knights of Cygnus complete remake. I guess Cygnus Knights are tired of being just a lvl 120 version of real explorers, seriously, they are the Empress' (who doesn't rule over anything at all) loyal knights but they're incredible weak. Turn CKs/KoCs into real characters with the regular 200 lvl cap.
Pirate/Thief Jump. 'nuff said
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Paladin is already unique in itself. Can't get any more unique than that lol.
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Dark Link Wrote:Paladin is already unique in itself. Can't get any more unique than that lol.
What's so unique on Paladins? Besides the fact they can use multiple elements on a game where elements don't really matter anymore
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Dark Link Wrote:Paladin is already unique in itself. Can't get any more unique than that lol.
I don't know, even Paladins are beginning to become more of a cookie cutter class. It seems that with each new job release/revamp, something unique only to Paladins is reused. When we got the Cygnus Knights, two knights got two of our charges, when we got Arans, they got Ice, when we got Big Bang, Mechs got Stance+, rush+, and our GUARD ability, when we got Jump, Bishops got our GUARD ability, when Cannoneers are released, they'll have pseudo stance and our GUARD ability, and Demon Slayers will have our GUARD ability and a massive sword that stabs forward like ACB.
The only ability Paladins have that isn't [partially] shared with another job at this point is Fire Charge, I believe. Oh and I guess Heaven's Hammer too, but if I remember right, Tempest can't kill monsters either (or at least I think it can't, I really wouldn't know).
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I mean, Paladin is the only melee class that can use the 4 main elements in the game.
That's pretty unique IMO.
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Youre using a pretty arbitrary definition of "main" there. Here are the classes that directly use holy, ice, fire, or lightning:
Bishop
I/L AM
F/P AM
Paladin
Outlaw (lol)
And some cygnus shet
But yeah, I agree with what most people are saying: that paladins aren't unique in any kind of aesthetic way. Big deal. Want to know what makes them unique? They're the most useful tank in the game. They take hits better than anyone else, they have a great party buff, and they still have crash. Why bring any other kind of warrior?
The elemental thing for paladins was a cute way to keep their damage sub par so they could have other strengths.
Unique is a worthless word in a game that's been churning out classes with cloned skills in desperate profit grabs for years now. Aim for optimal.
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Exidous Wrote:Youre using a pretty arbitrary definition of "main" there.
How so? Poison and Dark are half-assed elements. Do they serve any purpose other than Nexon saying they "exist" as "Elements" in this game? Not really. I mean before Nexon started pushing away the whole "Elemental Advantage / Disadvantage" thing, the only "Main" elements you'd see used for the upper hand were Fire/Ice/Lightning/Holy, which is what I was trying to say.
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ChaosH Wrote:Knights of Cygnus complete remake. I guess Cygnus Knights are tired of being just a lvl 120 version of real explorers, seriously, they are the Empress' (who doesn't rule over anything at all) loyal knights but they're incredible weak. Turn CKs/KoCs into real characters with the regular 200 lvl cap.
The thing with KoCs is that they're supossed to be the easy mode for people that are new to maple but I agree with making them more unique and maybe instead of just making a UA once they reach level 120 have a choice between make an adventurer (which can be any of the 14 classes) or choose to serve as an exalted (or whatever they would like to call it) knight and be rebirthed (start again at level 1) into this new KoC that have a level 200 cap, they would have different skill from the easy mode ones plus all the SP and AP would be gone and no 6 AP per level, they'll keep the level 24 BoE and now they would also recive it and the thing that will make everyone consider making a UA (aside from lvl 1 vs. lvl 50), once you choose a path on easy mode you can't change, so you went as a TB then you'll stay TB when rebirthed.
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Luxeraph Wrote:The thing with KoCs is that they're supossed to be the easy mode for people that are new to maple but I agree with making them more unique and maybe instead of just making a UA once they reach level 120 have a choice between make an adventurer (which can be any of the 14 classes) or choose to serve as an exalted (or whatever they would like to call it) knight and be rebirthed (start again at level 1) into this new KoC that have a level 200 cap, they would have different skill from the easy mode ones plus all the SP and AP would be gone and no 6 AP per level, they'll keep the level 24 BoE and now they would also recive it and the thing that will make everyone consider making a UA (aside from lvl 1 vs. lvl 50), once you choose a path on easy mode you can't change, so you went as a TB then you'll stay TB when rebirthed. They were supposed to be the Easy mode... after Big Bang ALL the classes became Easy mode....
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