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Information Halloween 2020 Balance Changes [Explained]

Discussion in 'Update Notes' started by Nise, Oct 30, 2020.

  1. Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    Welcome to this season's balance changes thread, bringing around a large number of small changes to quite a few classes - and just about all of them are buffs this time around. Most classes were fairly well balanced as of the last patch but could use a bit of tweaking, and hopefully with enough light touches the game can reach a place where all classes are viable choices and it's the style, gameplay, and mechanics of a class that are the main draw to them.

    And now, on to the changes!

    Paladins
    • [​IMG] The animation time of Heaven's Hammer has been reduced
    Being such a long skill to cast, it had become detrimental to cast Heaven's Hammer in bosses as the damage dealt by multiple Blasts tended to do a lot better than a single Heaven's Hammer, even against a large number of targets. After a rigorous workout, Paladins have gotten strong enough to swing the might of the heavens significantly quicker. With this change, it will be worth casting even with a few targets to help bolster DPM. We'll still observe HH after this change.

    • [​IMG] 'Holy Charge - Sword' and [​IMG] 'Divine Charge - BW' damage increased from 140% to 185% at max level
    When the initial Paladin buffs went through, it was only the 3rd job elements that received buffs, leaving Holy to collect dust in 4th job as it was inferior to the other buffs in just about every situation. With this buff, Holy will be a direct upgrade over Fire on any elemental neutral target, being a 1.85x damage multiplier vs. the 1.75x of Fire Charge.

    With both of these buffs, we believe that Paladins will be in a better state in all places, including Horntail. We'll continue to keep our eyes and ears open to see how they tend to do and if they need to be changed further.

    Shadowers
    • [​IMG] The cooldown of Smokescreen has been reduced from 10 minutes to 5 minutes
    • [​IMG] The duration of Smokescreen has been reduced from 60 seconds to 45 seconds
    While Shadowers are often referred to as a support class, being able to provide utility only once every 10 minutes didn't do the class justice. So we've introduced a minor change to Shadowers, one that should further increase their utility. The duration is lowered but the usage doubles so it's overall a 50% buff to uptime if you're casting it off of cooldown, and should at least open you up to using it in more circumstances.

    Archers
    • Increased the stack limit of arrows to 5,000
    • Decreased the cost and sell price of arrows
    • [​IMG] [​IMG] Increased the attack of Diamond Arrows from 4 to 5 attack
    This patch, archers get a new choice in whether or not they choose to use (as well as when to use) the bottomless pit of Soul Arrow or go for greater damage with arrows that offer attack. Now each use slot will hold 2.5x as many arrows and their cost will be reduced for most of the arrows. Because Bowmasters and Marksmen fire at different rates, their arrow prices reflect that, though that is a small benefit to 2nd/3rd job Bowmen over their crossbow counterpart.

    Overall Bowmasters should end up using a similar number of sets as Night Lords and Corsairs, while Marksmen will use just a bit less. Even though the price to purchase arrows were lowered, to keep the existing balance, the cost of re-quivering your arrows will still be more relative to Night Lords and Corsairs.

    Bowmaster Arrow Costs
    ItemOld CostNew Cost
    [​IMG] Bronze Arrow for Bow10 mesos each2 mesos each
    [​IMG] Red Arrow for Bow40 mesos each5 mesos each
    [​IMG] Diamond Arrow for Bow20 mesos each10 mesos each

    Marksmen Arrow Costs
    ItemOld CostNew Cost
    [​IMG] Bronze Arrow for Crossbow10 mesos each2 mesos each
    [​IMG] Arrow for Crossbow40 mesos each8 mesos each
    [​IMG] Diamond Arrow for Crossbow20 mesos each16 mesos each

    Marksmen

    • [​IMG] Blind now affects bosses, and will lower boss accuracy by 10%, at a given proc rate
    Marksmen come with a bit more utility this patch in making their second favorite buff more broadly usable. We explored making the 30% Blind work on bosses, but we found that would make Marksmen into absolute monsters. 10% lets them shine, but not too brightly, and buff other difficult to manage classes as well, such as Corsairs and Buccaneers who's new meta in Horntail has shifted around trying to stack avoid where ever possible.

    Corsairs

    • [​IMG] Armor-Piercing Bullets recharge cost increased to .9 mesos/bullet
    Before, Armor Piercing Bullets cost .1 mesos each to recharge, which seemed to have been unintended, as Eternal Bullets cost .8 mesos per bullet. Putting them at .9 fits the pattern for recharge rates.

    Buccaneers
    • Avoidability increased to STR*0.225 + DEX*0.25
    In the Summer balance explanation patch, we said that the avoidability formula will eventually be corrected. With the summer patch, avoidability was calculated for buccaneers with STR*0.2 + DEX*0.25 This new formula provides an increase of 1 avoid per 40 strength. This should let Buccaneers match their old avoid earlier and buff them further at higher levels.

    • [​IMG] Speed Infusion range increased to match Sharp Eyes
    • [​IMG] Time Leap range increased to match Sharp Eyes
    We had heard concerns that SI and TL has a fairly low range, resulting in players not getting the buff and adding to the annoyance of Buccs. We've changed the skills to have the same range as Sharp Eyes, as suggested by a number of players!

    • [​IMG] Super Transform now adds 5% passive weapon mastery starting at level 11
    It's been difficult to know how much of a buff Buccaneer damage needed, and which skill(s) to target. In a class of combos and situations, it might be best to simply buff everything by a small amount. This 5% bonus mastery functions like the Dark Knight's Beholder, so that even outside of Super Transform you will receive its benefit. So this puts Buccaneers at 65% mastery compared to the 60% mastery of most classes, and overall should roughly be a 2.9% dpm buff to all skills.

    • [​IMG] Energy Charge's meter fills 50% faster attacking bosses
    • [​IMG] Energy Charge's duration increased from 50 to 60 seconds
    Two last buffs to hopefully help Buccaneers manage their stance better, especially in bosses. The long cast times of skills such as Barrage/Demo are counter-intuitive to charging up the bubble, especially for bosses that are solely single target. We've been exploring the idea of improving energy charge since the winter patch. We tested out charge per line at one point, but our tests showed it was a bit TOO strong. After lots of number crunching and testing, we've decided to add a charge rate buff for bosses to will help expediate the process of getting your bubble.

    Conclusion
    Now, that's it for this patch's balance changes, and we look forward to hearing more feedback and discussions below. Special thanks to AlyoshaAlyosha for writing up the post, and all the Balance Team members AlyoshaAlyosha anon505anon505 FishyFishy jootajoota who contributed to this patch!

    Another round of thanks goes out to the community, where many of the ideas come from and help bridge any gaps in knowledge.
    We hope this is a good path moving forward with regards to balancing. ^^
     
    • Great Work Great Work x 17
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  2. BananaPie
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    BananaPie Selkie Jr.

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    upload_2020-10-30_22-9-10.png

    upload_2020-10-30_22-9-21.png

    I am ready.
     
    • Like Like x 6
    • Funny Funny x 3
    • Great Work Great Work x 2
    • Informative Informative x 1
  3. isamelon
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    isamelon Mushmom

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    Shadow star lives on~~
     
    • Like Like x 2
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  4. Tate
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    Tate Capt. Latanica

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    Woo! More utility! Yes 5mins casting will be excellent!!
     
  5. postcard
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    postcard Selkie Jr.

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    how are bowmasters supposed to bring in the same amount of stars as a night lord to bosses though when they don't have alchemist or shifter to offset potion costs? especially with hurricane using like a gazillion arrows per minute? it would've made more sense to allow soul arrow to stack with arrow attack like it did in gms instead — both mm and bm still benefit that way.

    but it seems like a good buff for mm and lower level archers at least!
     
    • Agree Agree x 11
    • Informative Informative x 1
  6. Alin0707
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    Alin0707 Blue Snail

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    Long Live Piracy
     
    • Like Like x 4
  7. LurkinShadow
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    LurkinShadow Mixed Golem

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    So, Blind is working just like Threaten now? With given success rate ofc... It sounds amazing!
    Pogdowers arise!
    Thanks again for going in much detail, overall the balance changes doesn't seem as Nerfs but it rather seems as you've addressed long sought after requests.
     
    • Great Work Great Work x 1
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  8. wang8d2334
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    wang8d2334 Blue Snail

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  9. Beene
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    Beene Slime

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    Buccaneer
    LETS GO BUCC BUFFS
    POGGERS
     
    • Agree Agree x 2
  10. s0mething
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    s0mething Capt. Latanica

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    Assuming hurricane is 8 arrows per second, that's 28,800 arrows an hour (8 arrows * 60 seconds * 60 minutes) or 5.76 use spaces. Maximum time at HT is 2 hours per run, so 2 runs would be 4 hours. That means BMs need 23.04 slots for arrows. RIOT TIME!

    Edit: No riot, but can BMs get more use space?
     
    • Funny Funny x 1
  11. LurkinShadow
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    LurkinShadow Mixed Golem

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    I think u've p much convinced yourself to contiune HT w/ Soul Arrow LOL
    Edit: If we're talking CWKPQ/Zak/BF grind I'd def say Diamond Arrows is a good direction though.
     
  12. s0mething
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    s0mething Capt. Latanica

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    Sad but true =(. Unless Myo Myo sells diamond arrows
     
    • Informative Informative x 1
  13. akashsky
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    akashsky Horntail

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    Can you share details on how fast heavens hammer will cast? Like maybe the actual delay in miliseconds?
     
    • Agree Agree x 5
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  14. Joolahn
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    Joolahn Dark Stone Golem

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    Thank you guys for releasing each change with explanations this time! I can’t wait to check out the changes!
     
    • Like Like x 1
  15. Foxes
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    Foxes Dark Stone Golem

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    5.7% buff to palis after a 75% nerf, which now requires users to SP reset or level up even further to get the actual effect. Making a pali now require level 150 to hit their damage / damage utility potential, and only then can they start on the 20-30 level's points in utility skills means they're not able to maintain their state as a tank until at least 170, 180 if they use gaurdian. The only other class I can think of that needs this many skill investments to really be effective is Buccs.

    In cwk, 150k means per hammer you're barely outpacing acb even if it's the same animation time, and I seriously doubt it would take much effort to get to the point where you're outpacing hammer in cwk with acb alone. In HT you're no longer really contributing to the fight as a whole, just pinging them at best. Sure, it no longer detrimints you to ping, but the hammer is still essentially a weak bishop with a 15s cooldown. A F/P mule controlled by the players foot could legitimately probably outpace a palis total damage if the user doesn't die from mg cancel.

    You could have at least done 190%. But wait, someone might want to use ice for that 1% damage boost against like 2 bosses. At this point just buff ice to 135/140 since it's no longer edging against holy, and try buffing holy to 190. At least an 8.5% buff would feel like you're "trying.", and ice is officially useless at this time since with weakness it's now only a 1% damage boost.

    What happened to the suggestion of increasing blast's damage and decreasing the element amplification? (175% x 150% x 600%) vs (175% x 130% x 700%)?

    Presuming nothing else changes, and considering there was already only a 6 or 7% gap between single target damage of pali's and heros, this change is barely effective at anything. Why would I want to play a pali at this point? So I can kill one area's bosses faster, despite that area being particularly unrewarding to the player?

    Arrow change is pretty good, though considering inventory space is already so limited for archers having to carry like 5 or 6 stacks of ciders per double cwk run, or the fact that dimond arrows are only purchasable in one location, might not be viable, but I guess we need more shop mule stores.

    Blind and a few of the other changes look nice as well. I'm amazed there aren't nerfs for once, or is that part 2 of this post?
     
    • Funny Funny x 3
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  16. Lin
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    Lin Headless Horseman

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    It's 6:50am right now and this just woke me tf up, setting up green screen naow
     
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  17. s0mething
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    s0mething Capt. Latanica

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    Good point. BMs are using 10 ciders an hour when used with concentrate. That's 8 slots of ciders for 2 HTs (assuming max time limit). So BMs are stuck in this dilemma of either using our limited space for arrows or ciders.

    So far it seems like a buff to MMs, but BMs are relatively unchanged
     
  18. Althariisa
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    Althariisa Slimy

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    WHERE IS THE ENRAGE BUFF??? where are the hero buffs :(((((
     
  19. iccqqq
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    iccqqq Dark Stone Golem

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    axes not even mentioned
    [​IMG]
     
    • Funny Funny x 11
    • Agree Agree x 1
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