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this is something that came to my mind when i heard of linked skills, wouldn't it be pretty neat to have each class have a personalized "link skill" depending on their main trait, for example, a DrK is suppossed to be the warrior with the most HP thanks to HB, it's link skill would be "passive 20% HP" a paladin to it's defenses, so classes could get a "+50% P/Mdef" (or 10% achilles effect  ) an aran is it's ability to mob, so it could have a skill that grants +1 targets to all attacks.
i'm interested in hearing your opinion about a system like this, and also what would you assign as a link skill to each class.
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Agreed agreed agreed!!
I´ve been thinking about this for so long. Only problem is... there are so many different classes. People will buy extra character slots for specific jobs.
Hack those to a certain level to get a good boost. Unless the spirit link doesnt affect other characters THAT much. But yeah overall good idea.
And ofcourse Nexon will ofcourse raise the character slot cost and whatever else they can think of. But uhmmm lets see.
Warriors:
Drk: +20% HP, + 15% Ignore def.
Pally: +5% HP, + 15% Total def.
Hero: +5% HP, + 15% Total damage.
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You can delete the link character after linking the skill can't you?
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Blades4hire Wrote:You can delete the link character after linking the skill can't you?
not that i know of, then again, i don't really know.
let's see, for thieves...
Shadower: +10~15% dodge rate
Sin: +1 weapon speed (since their attacks are the fastest of the game, and not gonna give everyone decent shadow partner lol)
dual blader: can wield 2 weapons, if you use 1H weapons, you can wield 4 in any combination of weapons and shields
*trollface*
in all seriousness, how about something like +20 speed and 10 jump, this goes past the cap and affects mounts too.
what other ideas you guys have, or opinions about the skills we've said? also, i think +15% damage is a taaad bit OP lol, maybe something like 10% or so, or their ability to ignore defense.
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The blader link is just messed up.
Passive speed from thieves.
PDR ignore/%def from warriors.
Lowered mp cost from mages/buff enhancer(low%/+)
Avoid ability/target control from archers.
Additive target from pirates(+1/2).
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Thieves: +10% speed that breaks speed cap, +5% chance to avoid any attack
Warriors: +15% ignore PDR
Mages: 1.5x buff duration
Archers: +15% avoid any attack
Pirates: +20 attack
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2011-11-20, 01:14 PM
(This post was last modified: 2011-11-20, 04:41 PM by Raul.)
more than 5% avoid.
10% avoid at least.
EDIT:
Shadowers: 10% avoid, 10 Speed/Jump
NL's: 10% drop increase, 5% avoid
DB's: 10% avoid, increases hitcount of every skill by 1
Bishops: Increase EXP gain by 10%, decreases EXP lost on death by 1%
Ice/Lightning: Passive 5% chance to seal an enemy
Fire/Poison: Passive 10% chance to poison enemies when attacking for 100% damage, 6 ticks
Battle Mage: Passive 5% drain for 10% maxHP
Evan: pineapple, I don't know.
Aran: Enables combos, gain Weapon and Magic attack and defense for every 10, up to 100 combo. (too broken?)
Dark Knight: 20% HP boost, 5% stance
Paladin: Increase Elements by 10%, 15% wDef and mDef increase
Hero: 10% PDR, 5% stance
BM's: 10% chance to instantly kill monsters below a certain HP level, 10% crit chance and damage
MM's: Increase range of all skills by 50, 10% crit chance and damage
Wild Hunters: 10% crit chance and damage, 10% PDR
Buccaneers: Increase attack speed by 1 stage, decrease all cooldowns by 20%
Corsairs: 10% damage increase to single-target skills
Mechanics: 15% guard chance
I really don't know about Evans and Arans.
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I didn't want to imbalance all the skills. 20% of anything even if it's two different stats is more than any of the other links. Besides, all those links would be on top of what the class already has so if an archer got +25% (thief skill modified to 10% and their own), they would literally never be touched.
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Bowmaster: decreased MP consumption
Marksman: 10% Increased Crit
Bishop: Passive 5% HP/MP every 4 seconds Regeneration
Fire/Poison AM: 10% status resistance
Ice/Lightning AM: 10% status resistance
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Pally: passive guard ability. 10-15%? Or maybe just generic "warrior" with passive Achilles. or +1-2 seconds of invincibility after hit, like Unique tops get. I think that those would be useful as hell, tanking skills seem to be the way to go more and more with all of these new bosses with pot cooldown.
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MuscleWizard Wrote:Bowmaster: decreased MP consumption
Marksman: 10% Increased Crit
Psssh dislike. Iirc, concentrate already decreased mp consumption, so I don't think that would really be needed. I do like Takebacker's idea for archers though (15% avoid).
I'd like them to have something cool and helpful, but not gamebreaking. If Nexon was suddenly to implement this... man I'd have to make so many other characters. Especially a DrK.
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This should really be the final piece of union. Why would they have link skills for those 3 new classes without really capitalizing on the idea by making some nice buffs that require multiple characters (and slot expansions) to earn? It would at least make sense given the name union.
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2011-11-21, 02:15 AM
(This post was last modified: 2011-11-21, 08:05 PM by Alilatias.)
Hm... Taking some ideas and adding some of my own.
Dark Knight: +15% HP and MP
Paladin: +15% chance to guard against an attack
Hero: +6% damage for 5 seconds after being hit by an attack
Aran: Each successive strike increases your Weapon Attack by +2 and Magic Attack by +3, stacking up to 5 times (Weapon Attack +10 and Magic Attack +15). The buff lasts for 10 seconds if not renewed/increased by another successful attack.
Bowmaster: +6% damage increase for skills that hit a single target
Marksman: +5% critical hit chance and +10% critical hit damage
Wild Hunter: Speed +30 and Jump +15. Duration of status effects affecting the player is also reduced by 50%.
Bishop: Restorative potions restore 25% more HP and MP. Includes %-based potions like Elixir.
I/L Archmage: Ignore 8% PDR/MDR (flat rate, not 8% of the enemy's PDR/MDR value)
F/P Archmage: +8% damage against enemies currently affected by DoT. Also increases DoT damage by +50%.
Battlemage: For every active party buff, weapon attack is increased by 4 and magic attack is increased by 6. Limit of 5 buffs (total of +20 weapon attack and +30 magic attack)
Evan: When MP is above 40%, total damage is increased by 6%
Night Lord: +6% damage for 5 seconds after dodging/guarding against an attack
Shadower: Invincibility duration when hit is increased by +1 second.
Dual Blade: +6% damage increase for skills that hit multiple targets
Buccaneer: All cooldowns are reduced by 25%, and buffs last 25% longer
Corsairs: +20% status resistance and +15% damage reduction from enemy attacks
Mechanic: Passive +20% stance
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only problem i see with yours alila, is that it has a lot of damage buffs, i mean, if you link these:
hero-aran-Evan-NL/DB
you are getting a pretty massive 18% damage (as a warrior at least) and up to 40 w.attk. the nice thing about yours though, is that they are triggered, so not all of them can be used at all times (say, tanking zakum for the extra 8% damage =/= tanking empress)
that said, a system like this would be amazing, nexon gets off by selling a lot more of extra char slots, since if you want the bonus the chars have to be in the same account, and we get some pretty nice bonus.
agreed with takebacker.
that said, lolDrK with that marksman update, perma SE mode with decent SE on lol.
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If they did implement linked skills for all classes, I would prefer them just make linked skills based on each class's first job. For example:
Explorer Warriors: Passive 40% stance, +10% hp, +40 hp recovery every 5 second. Along with this, it might not be a bad idea to take Stance out of fourth job and make Power Guard, Power Reflection, and Iron Will all have a passive +60% stance, but that's a discussion for another thread.
Dawn Warriors: Passive 10% physical damage resistance, 10% resistance to Holy damage.
Arans: +1 target to all mob attacks.
Demon Slayers: Same things they already have, but let's nerf their un-linked stance skill down to 50%.
Explorer Mages: Passive +10 status resistance, +10% mp, increase MP recovery rate based on character level (or whatever the old MP Recovery skill's formula was).
Blaze Wizards: Passive 10% magical damage resistance, +10% resistance to Fire damage.
Evans: Passive 5% chance of draining 1% of the damage dealt as mp.
Battle Mages: Passive 5% chance of draining 1% of the damage dealt as hp.
Explorer Archers: Passive 10% dodge chance, all ranged attacks travel 10% further (this includes spells).
Wind Archers: Passive +10% maximum critical damage, 10% resistance to Ice damage.
Mercedes: Same things they already have, but let's take away their draining abilities (unless they never made it to the main server, but I'm not really sure).
Wild Hunters: Passive 40 point speed increases for all mounts (Might want to take the 40 speed off of Jaguar Riding).
Explorer Thieves: Passive +10 speed and +5 jump, speed and jump cap increased by 10. Also, when attacking monsters there is a 10% chance they will drop an item (like the Steel skill). All Thief classes get an additional +15 speed cap with this skill (+25 cap total).
Nightwalkers: Passive +10% critical rate, 10% resistance to Poison and Dark damage.
Dual Blades: Passively decreases the delays on all skills by 5% (Even more broken Mercedes, anyone?).
Explorer Pirates: Passive +20% drop rate and +5% attack.
Thunder Breakers: Passive 5% increase to all damage, +10% resistance to Lightning damage.
Cannoneers: Same things they already have.
Mechanics: Passive 100% stance while riding mounts.
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Am I the only one who doesn't look forward to leveling a dozen mules for all these skills? Not to mention buying character slots...
What I would like to see is shared/linked skills within a guild (or some new grouping we can call "siblings in arms" or "blood siblinghood"). Sort of like the original idea of the sidekick, before it became just a power-leveling tool.
You get skills from guildies. If they're offline the skill is weak. If they're online it's stronger. If they're on your map it's strongest.
Would give practical usefulness to "guild runs" and "guild training parties", beyond the social aspect. Also would share the burden of leveling, so each person can keep playing the char(s)/class(es) he enjoys, instead of constantly working on more and more boring/annoying mules.
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SaptaZapta Wrote:Am I the only one who doesn't look forward to leveling a dozen mules for all these skills? Not to mention buying character slots...
What I would like to see is shared/linked skills within a guild (or some new grouping we can call "siblings in arms" or "blood siblinghood"). Sort of like the original idea of the sidekick, before it became just a power-leveling tool.
You get skills from guildies. If they're offline the skill is weak. If they're online it's stronger. If they're on your map it's strongest.
Would give practical usefulness to "guild runs" and "guild training parties", beyond the social aspect. Also would share the burden of leveling, so each person can keep playing the char(s)/class(es) he enjoys, instead of constantly working on more and more boring/annoying mules.
only reason i suggested it working this way is because nexon also wins in a way, gotta keep it realistic
a system like this would be nice for the guild though, now that you mention it.
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ShinkuDragon Wrote:only reason i suggested it working this way is because nexon also wins in a way, gotta keep it realistic 
a system like this would be nice for the guild though, now that you mention it.
Well, it could be made into a meso sink I guess.
Instead of the skills being automatic (which would be kind of hard to code, I suspect), they can go into the "guild skills" pool. For example, as long as there's a Spearman in the guild, anyone can rent "semi-decent HB" (20%) for a million meso per hour. (Of course in this case it would be a mis-aimed meso-sink, since the rich all have Decent HB, but you get the idea).
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ShinkuDragon Wrote:only problem i see with yours alila, is that it has a lot of damage buffs, i mean, if you link these:
hero-aran-Evan-NL/DB
you are getting a pretty massive 18% damage (as a warrior at least) and up to 40 w.attk. the nice thing about yours though, is that they are triggered, so not all of them can be used at all times (say, tanking zakum for the extra 8% damage =/= tanking empress)
that said, a system like this would be amazing, nexon gets off by selling a lot more of extra char slots, since if you want the bonus the chars have to be in the same account, and we get some pretty nice bonus.
agreed with takebacker.
that said, lolDrK with that marksman update, perma SE mode with decent SE on lol.
Yeah, the thing I struggled with was trying to make everything useful somehow.
It's also not that realistic for people to get an optimal link setup unless they already had all of the classes in their optimal setup, because I'm assuming you'd have to get each character to at least something like Level 100-120 for the link skill, which won't be worth the trouble and the costs of the extra character slots to the majority of the Maple population.
I should probably nerf the damage-based linked skills, though.
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Meh....
Shadowers: 10% avoid, +20 Speed, +10 Jump
NL's: 10% meso increase, 5% avoid
DB's: 10% avoid, +5% dmg
Bishops: Increase EXP gain by 10%, 25% chance to revive (10min cool down)
Ice/Lightning: Passive 10% chance to seal an enemy
Fire/Poison: Passive 10% chance to poison enemies for 100% damage per second for up to 6x
Dark Knight: 20% HP boost, 5% stance
Paladin: +25% wDef and mDef increase, 10% achilles effect
Hero: 10% PDR, 5% stance
BM's: +10% crit chance and damage
MM's: +10% crit chance and damage, + 10 att
Buccaneers: +15 all stats, decrease all cooldowns by 20%
Corsairs: +15 all stats, and no clue
Evan: .......+20% mp?, teleport to henesys? with what ever the cooldown Mercedes had
Aran: .......+10% dmg?, teleport to Rein? with what ever the cool down Mercedes had.
Battle Mage: Passive 5% drain for 10% maxHP
Wild Hunters: 10% crit chance, +10 att
Mechanics: +15 all stats, 15% guard chance
Cygnus: weaker version of what ever class they're a copy of.
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