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Why is Saga different? Do I need to HP wash on Saga?

Discussion in 'Unique Features' started by alex, Oct 1, 2016.

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  1. alex

    alex Some guy
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    Up until now, we've written short snippets about the decisions we've made to rebalance the v62 version of MapleStory. We've now been blessed with months of community gameplay and feedback, allowing us to see just how these rebalances have impacted real MapleSaga players. This means that we can start demonstrating why certain rebalances were made on MapleSaga by showing their actual effect on the player base.


    Boss Raid Rebalance
    Bossing should be inclusive

    Although the feat of soloing bosses is an exciting challenge, players should be encouraged to party up whenever possible. An example of this is how we've designed raid prizes. When a boss is slain, it drops one-of-a-kind badges (can only be picked up once per player) that can be redeemed for prizes. This serves two purposes:
    • Loot-stealing or ninja looting is not possible. Because the badges are reserved to one per player, there is no confusion about who gets what.
    • It promotes larger parties, including as many players as possible. The math is simple - more players, more redeemable rewards. For further emphasis, here are some data points for the month of September 2016. Please note that the maximum amount of players that can enter a raid is 12. As of this post's writing:
      • The average Pianus raid had 7.52 players.
      • The average Papulatus raid had 7.20 players.
      • The average Zakum raid had 10.97 players.
      • The average The Boss raid had 11.78 players.
      • The average Castellan raid had 12.0 players (raiding with the maximum amount of players possible every time).
      • The average Horntail raid had 11.35 players.
      • The average Chaos Zakum raid had 11.83 players.
    Why do these numbers matter?
    On most v62 private servers, especially servers that are saturated with Onyx Apples or Heartstoppers (potions that give players upwards to +100 weapon attack), players will be reluctant to raid with more than 4 - 5 in a party, in order to get the most profit out of the raid as possible. This is incredibly dangerous to the game, because you end up with parties that ONLY include the strongest attacker classes. This means that weaker classes, such as Paladins, end up excluded from boss raiding altogether. It's no wonder that you see the following quotes on other servers:
    What's the bossing situation like on MapleSaga?

    [​IMG]

    Meet cadence @cadence@cadence . cadence was MapleSaga's first ever Level 200 Paladin. She is also, at the time of this writing, the player who fought the most amount of bosses before hitting Level 200 among 21 Level 200 players (including Night Lords and Heroes, the traditional bossing classes). Although it might be too early to tell, I believe it's fair to say that MapleSaga's redesign of the original bossing system has led to a fairer inclusion of all of MapleStory's classes, because players are encouraged to fill their raids with a full 12 player squad. Whereas Paladins or Marksmen have been excluded from bossing on other servers (which is a disappointment, because the majority of MapleStory's later gameplay revolves around bossing), they have been welcomed on MapleSaga. I would encourage new players to check out these less popular classes without worrying about being included in raids later on.


    HP Washing Rebalance
    HP washing
    is one of the worst mechanics found in v62 MapleStory, frustrating veteran players and confusing new ones. To define HP washing (thanks to @Ditsy@Ditsy for the definition)
    • HP washing is a method which people use to increase their base HP. The main reason they do this is because they want to be able to tank bosses at a lower level, and this in turn will allow them to boss as soon as they are able to get leech exp.
    Unfortunately, this definition doesn't do HP washing enough justice. On a normal v62 server, if a player chooses not to HP wash, they may have to get to Level 180 or higher before they can reasonably fight powerful bosses such as Horntail.

    HP washing is not needed on MapleSaga. We've made careful changes to certain bosses to prevent the need of HP washing.

    Additionally, the HP of Bowmen, Thieves and Pirates have been increased to further reduce the need for HP washing.
    As an example, the average unwashed Bowman / Thief in v62 would only have adequate HP (without Hyper Body) to fight Horntail when they reach Level 200. On MapleSaga, we have buffed the HP such that the same amount of HP is attainable around Level 175.

    What's the HP washing situation like on MapleSaga?

    [​IMG]


    Meet Darren @Darren@Darren . Darren is a Night Lord on MapleSaga who has never undergone a proper HP wash. In other words, he has never added AP into INT in order to go through the tedious HP washing process, in order to get an HP advantage during bossing. As of this writing, he is a Level 198 Night Lord with 9874 HP. For context, a properly HP-washed Night Lord at Level 198 has anywhere from 19500 ~ 22500 HP.

    Why does this matter? Despite Darren's natural base HP, he's been able to boss actively, being one of three players to hit the maximum amount of fame (30,000 fame), earned from boss raiding. He's also the only player to hit this fame cap of 30,000 twice during the months of August and September, by fighting difficult bosses such a Horntail, Castellan or Chaos Zakum. I would encourage new players to second-think the need to HP wash on MapleSaga - we have carefully rebalanced the HP washing mechanic because we've seen just how painful it is to do it on other servers.


    Skill Rebalance
    The skills in v62 are far from balanced. Nexon identified this themselves by revising the skill table in future versions. On a normal v62 server, the following classes are left in the dust (in terms of bossing damage) by superior attacker classes:
    • Paladins
    • Mages
    • Marksmen
    • Shadowers
    • Buccaneers
    We've made careful buffs to each of these classes to keep the game relatively balanced including:
    • Enforcing a 199,999 damage cap to benefit single-line skills such as Paladin's Blast, Shadower's Assassinate, Marksman's Snipe or Buccaneer's Barrage.
    • Adding 2 lines of damage to Magicians' single-line skills such as Paralyze, Chain Lightning and Angel Ray.
    • Adding a 15% attack boost to knuckles, globally, to improve Buccaneer range and damage.
    It's worth nothing however, that a perfect balance is idealistic and in some ways, harmful to gameplay. The primary goal behind skill balances should revolve around giving every class a role on the server and in raids. If all classes were perfectly balanced for damage, we'd end up with no discernible difference or novelty across class choices, making the game dry.

    A comprehensive list of our skill rebalances may be viewed by clicking here.


    Helpful Links
     
    #1 alex, Oct 1, 2016
    Last edited: Dec 26, 2016
    Kristy, Danny, Sophia and 4 others like this.
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