>>21noice
here's a few suggestions from classes i've acully played so i can sorta contribute with some ideas:
for buccs:-somehow make energy charge take less hits to charge, shit was a pain in the ass to charge, not mentioning the fucking skill took 40 points to max out.
-make energy blast have a faster casting speed because shit was damn slow, bonus points if you guys give it the stun chance it had post BB, it was a godsend and wasn't op and actually helped our shitty deeps.
-reducing the cooldown for transform/super transform, they both last for 120 and have a cd of 360 seconds when maxed, so that's a 240 sec cooldown, which is kinda bullshit when you think about it, specially while bossing.
-make shockwave faster, it was really slow (or at least i remember it being damn slow and never using it because of that), not mentioning you were only able to use it while transformed, wich kinda sucked. it also was wonky around ramps, shockwaves didn't travel through ramps. bonus points if you guys make it not dependable on transform to be cast.
I think that's about it for buccs, the patch you guys are using, if im correct, is the one that made ALL 1st/2nd/3rd job skills usable while in transform/super transform so it's not a big deal.
for paladinspaladins were pretty good and all, just the stuff i mentioned before…
-make threaten less useless, something among what BB added to it (substracting a % of enemy att, acc and def) that also worked on bossed, because threaten as it is, is complete shit.
-make charge blow not cancel your ele charges in 2nd job, why the fuck not? the skill ain't THAT good anyways, and it was a refreshing change to the good slash blast you had to use since forever.
-make thunder charge/lightning charge stackable with the other charges (including holy), as in, you're able to use thunder charge while having your fire charge active, just like post BB, there are barely any monsters weak to thunder charge and another element, so it wasn't OP and it was a nice small boost to your damage on neutral monsters.
-don't know how you guys would find this, but making magic crash also nullifying physical guard would be nice, also adding that to crusaders and dragon knights just for the sake of balancing them all out, why does a physical attacker have a anti-magic nullifier buff? that's beyond me.
-buffing up achilles and guardian, guardian has a 15% block an incoming attack and achilles has a -15% damage taken from enemies, something around 30% would be nice, after all, paladins are the "defensive" class of maple.
-make heaven's hammer work with bosses, i think it didn't, someone correct me if i'm wrong. i know it used to work post BB, but i'm not sure pre BB.
when you think of it, white knight/paladin was sort of underpowered way back then… and i think that's about it. the other paladin skills are useless or are just alright. mp recovery was meh, shield mastery is alright.
The only other suggestion i can add is to make gunslingers able to shoot at point blank, as i mentioned before, don't know much about the 3rd job+ because i never made it past lvl 80 on my outlaw in GMS.
That and make bandit's pickpocket a mob skill like post BB lel.
I hope my suggestions ain't ludicrous, it's just what i've gathered from my experience in GMS, i also hope my input can help you guys, sadly i don't know how to program and i don't have much time to help testing on the server because i'm in college and i don't want to drop out of that shit again.
good luck with those lines of code or whatever, best regards, uncle datan.