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Maplestory Couple suggestions on how to improve bossing and party play in GMS

What could be some of the biggest improvements to GMS in my opinion.I like the party quest house place. It was always really annoying to have to walk to a PQ to simply find no one else there. In fact, I would go so far as to even expand the house, by adding Net's pyramid to it (since no one does it anymore ) But Party quests in general need a revamp, one is coming soon in KMS, well not revamp per se, but the level requirements of some are getting changed around and the exp reward is getting buffed, again. We need more diversity in them, we should not be doing R&J for 70 levels, but the sad fact is that it is the most efficient way to level assuming you find a good party.

 

Absolutely yes remove party play exp penalty. Replace it with a dynamic system. For every 10 minutes that someone is inactive in a party (here inactive refers to not killing a mob with an active attack [Kanna casting kishin and having that kill a mob, or poison mist, dark flare etc are not considered active attacks and do not count]) they suffer a 10% exp penalty, stacking up to 80% after 80 minutes. This allows them to still gain exp from leeching, but it severely hampers their ability to do so. However, the rate at which the penalty is applied is so slow, that even if you just want to sit and chat with friends for a bit it won't affect you too much. As an added effect, you could even have it apply to exp multipliers like pendant of the spirit, coupons and exp buffs. Have their effects be reduced by 10% every 10 minutes of inactivity (this is primarily targeted at LaughAtMyDamage, the perm beginner who is level 249. He has openly admitted to not being legit on Basil, and knowingly leeches off of people who use macros and botting programs. Yet Nexon has done nothing to remove him from the rankings or ban him. So I say take away his ability to leech! >:/ ).

 

More maps should be made into party play maps. Party Play should be revamped to where you should gain an extra 5% base exp per kill for every active party member (using the same definition as above) past the first, culminating in 125% exp per kill with a full party of active members. Its not a huge boost, but it does affect base exp, so it would be multiplied with all exp coupons and buffs. Therefor I think that 125% is a pretty good number that can't be abused too terribly much. At least 2 maps in every zone should be party play, this allows for accessible party play at every level you could be. Also, under this revamped party play, having a leecher in your party would actively hamper you by taking away their exp bonus, so it would encourage actual party play instead of filling a party with mules and solo grinding (which is what too many people did when we used to have party play).

 

The exp of mobs are fine in my opinion, especially for under level 160. The thing that should be looked at is map design, specifically maps in Ellinia. Those maps are full of slopes that make it really hard to hit mobs with linear attacks. Yet the mobs are all below level 30, and thus first job people train there. Yet very, very few first jobs have attacks that are not linear, thus making it an absolute nightmare to train in Ellinia. Please consider redesigning these maps to remove this issue (the "eye" monsters are in the very worst maps).

 

I agree, the airplane thing is outdated now, please remove it. Instead, revamp the ferry to orbis. Make it come every 5 minutes, like the NLC-Kerning City subway, and make the ride substantially shorter, just a couple minutes. Alternatively, you could merge the airplane and Orbis boat mechanics. Allowing people to board the boat whenever, and have a timer for the trip (anywhere from 1min to 10min, just like the airplanes). People come and go as they enter the boat for a ride, and they can get off whenever they want to after the timer has expired. This allows people to stay on it if they want to for whatever reason (such as socializing, or CRogs). 

 

Revamp bonus potential system. Remove all of the useless lines in it, and buff the lines that raise the damage cap by 1000 or 5000. Those lines were added when the damage cap was 1mil, and they were never updated when the damage cap was raised to 50mil. I believe that those lines should either be removed or buffed accordingly by multiplying them by 50 to make them more relevant (ie giving you either a 50,000 or 250,000 increase to the damage cap). Also add in an option to allow us to recube bonus pot for free or with rewards.

 

Finally, revamp bossing mechanics. Specifically, their attacks. In a misguided effort to make them more challenging, you have ruined core mechanics in the game that affected balance. All %hp boss attacks are completely unnavoidable, even to skill like SS that were designed specifically to avoid all attacks. cRA bosses cannot be bound by skills, even though there is no good reason for this. %hp attacks are a terrible mechanic in the first place. They should be rare attacks, they should not comprise the majority, or even all (Magnus) of a boss's attacks. Please stop this Nexon. Update all boss attacks, including %hp attacks, to be dodgeable with skills like SS. Make all bosses able to be bound, that is the point of the skill after all.

 

Finally, update %hp attacks. They are far outdated in this game, and they are not fair to a number of classes anymore. Anyone with over 200k maplestory2 Mesos hp is absolutely screwed from %hp attacks since the healing cap for power elixirs is still 99,999. This means that even with a power elixir, these players can only heal less than half of their health at once. How is that fair when a boss does %hp attacks and has potion cooldown? That is a broken mechanic Nexon. Either %hp attacks should be capped at 99,999 damage, or power elixirs should not have a healing cap. Furthermore, %hp attacks make defense and hp useless. Consider updating them to be more dynamic based on total health a character has. Something along the lines of an attack that does 50% damage or 17,000-ish damage, whichever is more. This means that classes with lower health still need to watch out in boss fights as they could potentially be OHKO-ed if they don't have HB (which used to be an actual difficulty involved with bossing before BB).

 

This got a lot longer than I thought it would. And I know that these changes would be extremely hard to implement. But honestly, this is what the game needs at this point. It opens up the avenue for more training grounds, removes penalties on party play and even gives incentives for it, makes bossing more dynamic (if only slightly) and in general just improves the game.

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