We can think of approaches to decrease Maplestory mobile mesos and encourage RPG aspect, particularly bring RPG facet in players mindset. You understand, we can ALL alter the way we're enjoying the game and also for GOOD!!! We can list some ideas to decrease pay2win aspects in lots of ways.
It can be by adjusting damage cap to create more balance but also placing the minimum damage cap for quick hitters for a exact same quantity of funding as many other classes. You can guys suggest what damage caps we ought to use. Or mainly the minimum cap harm for fast hitters AND maximum damage cap, used for very slow courses, quite good 1v1 damage dealer and that are built as a PURE bossing personality with a massive absence of benefit besides damage outputs.
However, I also realize that this is still pay2win due to this current potential system.
So my proposal isn't good finally. I also watched a man, I think that it had been AKradian, he suggested to give every courses a DPS cap which is the worst idea ever in my view, because particular ppl could just take a slow hitter and also have so many support abilities and aren't supposed to be bossing.
Thus, adjusting harm cap damage to lower cap for certain quick hitters who aren't necessarely buy Maplestory M Mesos bossing is required. There are factors like% skills, number of hits, role-play and buffing advantages which could be either attack, defense, avoid, etc., to take into consideration to correct damage cap. Of course, Nexon can do that job with test server by using same financing of characters. Taking capital of a character who can cope cap the earliest (excluding Zero), test damage and then repairing damage cap. Afterward, balancing done!
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