"You may find these books particularly interesting, Adversary. Individually, they're glimpses into the origins of things. A bit incomplete, but a serviceable accounting. But taken together, they tell a story about how those who do not understand the past are doomed to repeat its mistakes." - Darmoa
The revamp is rushed, poorly thought out and should've been at least a month longer in development. In fact, Nexon admitted after its release that, in hindsight, the workload was too much and that they were short-staffed. Furthermore, the initial reveal trailer and test server over-promised what this revamp would bring, as it proposed a far better deal than what we ended up getting. They threw out thirteen years (!) worth of revamps out of the window with this one.
To make matters worse, Destiny as a revamp had more emphasis on player-based feedback than what came before. Any related forum quickly became a dumpster fire as it mainly garnered loud players with a lack of knowledge on the subject matter. Result? None of the right demands were made, and even when it rarely happened, it would never see the traction needed to be noticed by Nexon. And as a response to all of this, Nexon overcorrected by releasing too many shortsighted hotfixes back-to-back in an attempt to please the crowd, resulting in a jumbled mess of a revamp.
Because of that, the changes made to Hero are either a hit or miss. Only few changes are great, but most have been a downgrade for reasons I will explain. This revamp shows how much missed potential it was, how much has been forgotten about Hero's changelog, MapleStory's history, why things are as they are, and how easy it is to fix most of it.
Throughout this entire process, from the update's reveal to wrapping up this blogpost, I've been upset at the lack of knowledge and awareness the Hero community has on this game. I've been frustrated at how it negatively influenced the revamp. I've been disappointed in Nexon blemishing their otherwise great track record of Hero changes, and I've felt embarrassed as a bystander to see this entire debacle unfold. To that, I'll say: no more. I can either choose to keep complaining from the sidelines and lose my sanity, or I can make the best use of my experience and knowledge, and try to make things right. Two years later, and Hero is still a mess. It only further justifies the need for this blogpost.
In today's blogpost, I will examine the remastered Hero and give a critique on what we got. The discussion includes the changes introduced with the Ignition update, and those found in the update between Savior and New Age. Anything released after New Age will be saved for the dedicated 6th Job blogpost later this year, unless it's relevant to the discussion. As 6th Job builds on top of the Destiny revamp, consider that blogpost to become a continuation ("part two") of this one, as I'll be examining whether 6th Job addresses any of the issues caused by the Destiny revamp.
But to summarize, before we dive into the abyss: the Destiny revamp isn't well executed, as it fails to equally distribute its attention, changes and quality. It made for an unfinished end result, where certain parts of Hero had lots of work done on it, while others were left unchanged. There have been genuine attempts to solve some of the growing pains, but most of them are simply not enough. Believe it or not: some of these attempts made the end result even worse.
Of all the blogposts I've written in the past thirteen years, while this is not the longest blogpost I've ever written, it is the longest one that got published. But to say that writing this article wasn't fun would be an understatement. It had all the hallmarks of development hell and scope creep. I've been working on it on and off over the past 21 months, and I had to rewrite it at least thrice*. Let's see if this over 140 pages behemoth with 60000 words is going to make a change.
My character is so ancient, that it has Follow the Lead twice. If only that could allow me to equip up to six pets... |
You still can't have all of the three skills maxed out, and they still haven't ever reset the Beginner SP. Imagine if you created your character during the Supreme server era and you invested SP into Slash Swing. When they removed Slash Swing, that SP is lost for good. And it's very difficult to argue that Nexon can't make any changes in the Beginner tab, because there have been precedents where they have.
To have this skill on this character (and how it was distributed) still feels like a fever dream. |
Here's a perfect example of that. Let's look at the redistribution of the Retro Rockets skill, which is up there as one of the weirdest and most niche compensations Nexon has ever done. You see, in EMS, every Jett character that was created in the first week was permanently bricked as it would come without the Retro Rockets skill. They never fixed this issue for these first-week Jett characters; they only fixed it for newly created Jett characters after this week. Trying to contact the European customer support fell on deaf ears, and after the migration the American customer support would call it preposterous and claim that this issue doesn't and cannot exist. At that point, pretty much everyone has recreated their Jett character, unless you are as much of a stubborn mule as I am. And then comes Anna, our old EMS producer, who returns for only a year and adds a script to Maple Admin in order to manually redistribute the Retro Rockets for the handful of Jett characters left without it. Do I have to emphasize how few of these characters still exist after the migration? This bug fix was only relevant for less than a dozen of players, as almost everyone with a first-week Jett (that is almost a decade old FYI) has either moved on or had their account purged over seven years ago.
And even if we were to ignore Jett as an Adventure class* (even though Jett had access to Shark Wave), there are still other instances, such as giving Captain and Viper the Master of Swimming and Master or Organization skills, which used to be exclusive to Cannon Shooter. What about the changes made to Pig's, Stump's or Slime's Weakness because it crashed players that tried to attack other players in The Legends Return with Pig/Stump/Slime in their names, or that players with Slime's Weakness used to have an unfair advantage against Guardian Angel Slime?
Making changes to the Beginner tab is ultimately a decision that Nexon chooses to make and one they can make if they want to, and I still don't understand why some classes (such as the Citizen Resistance classes) receive 9 SP in their Beginner tab and thus can have their three skills, while Adventures/Aran/Evan only receive 6 and has to choose, but then newer classes receive none because they come pre-installed with passive Beginner skills. And then we have characters transferred over from the Supreme server that have no SP in any job advancement and if you didn't contact customer support before the migration, that character now has no skill points and thus becomes unplayable.
So no, there is no excuse. And it's not like Nexon forgot these skills exist. During the Ignition update, they made a visual change to Recovery and Invincible Belief, but that's only because Nexon wants to remove every image in the game that can be misinterpreted as the red cross symbol (i.e. to avoid any potential legal issues). Ya know, at this point you could remove the three Beginner skills and it probably wouldn't make a difference...But OK, let's say if you want to make these skills useful? It doesn't need much for it to become impactful. Let's assume the cooldowns remain the same. You could change Recovery's healing rate intervals into % HP, and it doesn't need to be more than 10% per interval. For Nimble Feet, change the Movement Speed into Max Movement Speed. And for Three Snails, make it a normal skill with a static hitbox and regular skill damage so that it's actually useful.
If we're being honest, not just Soul Driver, but all Ultimate Adventure skills need to be updated, and they also need an enhancement core on 5th Job. The removal of Shout has left a negative impact on Hero's toolkit (I will further discuss this in chapter 4.3), and this brings an opportunity for Soul Driver to become relevant again.
Soul Driver's concept is a very useful one, and neither current Hero, Paladin or Dark Knight have another skill that is similar to it. It's a fast AoE but because it hasn't been updated in forever, its hitbox has become outdated. Something similar to Shout would be an ideal hitbox, but give it a 10 second cooldown to balance it out.
It's not like players will have Soul Driver before 5th Job because of its aggravating questline, and the creation of Ultimate Adventures has been removed long ago, so I believe this suggestion is more than reasonable. Because as it currently stands, Soul Driver is a novelty that hardly sees any use, and that's just a damn shame. Its small hitbox and awful damage output struggles to be useful in modern areas such as the Arcane River and anything past Cernium. The HP, especially in Grandis Force maps, are so ridiculously high, that trying to one-shot enemies with it is highly unlikely, even for whales. That is why I'm convinced Ultimate Adventure skills need enhancement cores and I still don't get why they haven't implemented those yet, or why these skills haven't been updated in almost a decade.
And no, if we're going to argue about how long ago it's been since Soul Driver was updated, bug fixes doesn't count. Advanced Combo Attack's higher weapon mastery not applying to it before the Awake update in 2020 is an oversight, as well was Ultimate Adventures being able to bypass Enrage's old single-target-restriction with it. If anything, it shows that UA skills take a lower priority during testing. Remember that when they nerfed draining effects (a part of damage dealt becomes healing → heal fixed % HP rates) during the Reboot update, they initially forgot about Vampire.
Also, can we please have Skill Quests for Mikhail's Soul? I've been wanting to have this skill and its counterparts for thirteen years now. Please make it happen, Nexon!
War Leap has a nicer feel to it, although I'm not sure if anything was changed. It seems that Slash Blast has a larger hitbox now, but don't quote me on that (Slash Blast, Brandish and Brave Slash aren't important enough for me to keep tabs on changes). No changes to Iron Body and Warrior Mastery though.
I should probably also mention that despite that Upper Charge has moved down two job advancements, the damage boost on its Enhancement Cores remains unchanged (3% per level). Usually, the lower job advancement a skill is, the higher the damage boost is on an enhancement core. As per the rules, Upper Charge and Leap Attack's boost should become 7% (as is the standard for Enhancement Cores for 1st Job skills), but because UC/LA are only found in cores for Rush (a 3rd Job skill), they'll only receive a damage boost of 3% per level (which is the standard for 3rd Job cores).
Additionally, this revamp added some exploitable jank to Leap Attack, possibly caused by its expanding its range:
More emphasis on swordsmanship causes an identity crisis. As the word "emphasis" implies, they did not completely remove Hero's rage-theme, and the revamp tries to have it both ways. I wish this was the only problem.
It would've been so much easier to justify swordsmanship, if rage was the only factor we had to consider. You see, there's a particular trait that defines Hero more than anything else; one that is more important than swordsmanship or "anger management". And for whatever reason, Nexon has either forgot about it, or they didn't think this one through.
Because... you know... Combo Attack exists?
Top left: original. Top right: RED (2013). Bottom left: Reboot (2015). Bottom right: Destiny (2022). |
Combo Attack and Combo skills introduced with 3rd Job used to be blue, with shades of green. Advanced Combo Attack added the color pink, and skill animations for Combo Skills were changed accordingly; meaning Panic and Coma had ten unique animations each*. Utility skills, such as Rage, Shout, Guardian and Monster Magnet, were colored blue. The remaining skills, such as Brandish, Rush, and Power Stance, were colored yellow.
*An example of the adaptive animations for our defunct skill Coma. Left: ten orbs consumed. Right: four orbs. |
Interestingly, the animation for the new background effect restarts once you've reached Advanced Combo Attack's orbs. |
But probably the best change that happened to Combo Attack is that activating it now properly gives feedback where the background effect fades in, complete with a distinct sound. If anything of the post-RED Combo Attack had to be improved upon, it was exactly this because it used to be difficult to tell whether if Combo Attack was active or not.
The skill that could've been - No, the skill that should've been. |
- When I refer to "Combo Force", we're talking about Monster Magnet's successor, the vacuum skill.
- When I refer to "Combo Hookshot", we're talking about the travelling skill with the hookshot mechanic.
The original Combo Hookshot from seven years ago, which puts current Flash Slash to shame. |
Flash Slash on its own isn't perfectly programmed; you must spoon-feed the game for the right directions. |
Boss summons can now be used to provide you with a quick escape from dangerous situations. |
Seven years later: smaller hitbox, less monsters, a four second cooldown and less consistent. It's simply not better. |
- An example of this already existed Pre-Big Bang with the Final Attack penalty, where repeated use of Slash Blast would continuously halve Slash Blast skill's damage until the damage was reduced to 0.
- You could also pick inspiration from the original Monster Magnet from 2006 (which is ironically the skill that eventually became Flash Slash), where the skill deals no damage at all (only draw aggro). You could then disable activating Sword of Burning Soul, Final Attack and Aura Weapon for good measure.
- You could implement modern mechanics such as the ammunition system, which has been used to great effect on other movement skills such as Ark's Unstoppable Impulse or Shadower's Shadow Assault.
- To avoid breezing through the early Job Advancements, you can reduce the cooldown for Flash Slash on later Job Advancements. They did this for Angelic Buster with her cooldowns, so it's not a new concept.
So no, Flash Slash should be without cooldown. There isn't really any good argument for keeping it. The initial release of the Destiny revamp in Tespia was right: Flash Slash doesn't need it. I don't get why people believe it needs one.
It's hard to fathom that a perfectly fine skill such as Combo Force died for this watered down replacement that got further gutted in Tespia until there was not much left when it was released. I find it perplexing how few within the Hero community remembers the history of Combo Force, because if they did, there would've been more pushback in favor of a better Flash Slash. But all of the community's attention and pitchforks were wasted into the Valhalla and Combo Death Fault debacle - the aftermath of which we'll inevitably discuss in chapters 6.4 and 7.4. If only they knew better.
At least you can use Rush immediately after Flash Slash, which is something you couldn't do with Combo Hookshot...
Ah yes Tylus, I remember when you were Level 30 and we had to protect you from Crimson Balrogs and Lycanthropes. How does one even become a 3rd Job instructor at only Level 30? I guess we'll never find out... |
has never been more fitting. If I didn't know any better, I would've called the JMS translation team prophetic.
- Shield Mastery was removed during the Big Bang update and replaced by Chance Attack (2010)
- Improving MP Recovery was changed into Self Recovery during the Jump update (2011)
- Combo Attack was moved to 2nd Job and replaced by Combo Synergy during the RED update (2013)
- Armor Crash was replaced by Magic Crash during the Big Bang update (2010), which was then moved to 4th Job and replaced by Endure during the RED update (2013).
- Coma was removed during the RED update (2013), was replaced by Rush, which was moved from 4th to 3rd Job to make room for Incising.
- Now with Destiny (2022), Crusader's final two original skills, Panic and Shout, have been replaced by Scarring Sword and Aura Blade, respectively.
And for those who are curious to keep track of it, these are the nine skills left that have remained since the beginning:
- Swordsman (released in 2003)
- Iron Body
- Slash Blast
- Fighter (released in 2003)
- Weapon Mastery*
- Booster*
- Final Attack*
- Hero (released in 2006)
- Advanced Combo Attack
- Power Stance
- Maple Warrior
- Hero's Will
- Panic could've been consolidated into Chance Attack (or any other skill), which would make space for a new skill in our 3rd Job skill tree. This is what happened to Power Reflection during RED, where it was consolidated into Rage to make space for Combo Force. Reminder that Mikhail, the quintessential Hero bootleg, always had Panic's effect incorporated into Shining Cross since its release in 2012!
- The status quo could've been maintained, where each subsequent revamp adding ways to make using it easier to apply Panic's status effect, as it has been the case for the past twelve years. Panic's main drawbacks were its small hitbox and the limited amount of targets, so improving those would've sufficed.
- Or, in Destiny's case, they chose to keep Panic as a separate skill, but change it into a buff. They then gave it a new coat of paint, and called it a day. Or so, that is what it seems until we take a closer look...
- Skills such as Final Attack, Sword of Burning Soul and Combo Instinct are separate attacks and are only activated after a skill is used. So the first attack will apply Scar on a clean monster, then these separate attacks are activated, and will receive the Chance Attack bonus, assuming they attack that same monster.
- Example: Raging Blow → Damage Calculation for Raging Blow without Chance Attack → Scar is applied through Raging Blow → Final Attack activates → Damage Calculation for Final Attack with Chance Attack boost
- When attacking a clean monster, Aura Weapon is activated at the same time as the skill that activated it, so Aura Weapon will not receive a Chance Attack.
- Example: Raging Blow → Aura Weapon activates → Damage Calculation for both skills, without Chance Attack → Scar is applied through both skills afterwards
- Summon skills, such as Sword of Burning Soul and Spider in Mirror's summon cannot apply Scar.
- While Combo Instinct is able to apply Scar, Valhalla's afterimages (→ chapter 6.4) cannot.
- Attacking without skills through default attack can apply Scar.
Scarring Sword applies at a 100% rate, and its duration has been shortened to 20 seconds. But because each attack refreshes the duration of Scar, enemies will basically always have it applied as long as you keep attacking them.
- Beginner Skills, such as Three Snails, Soul Driver (→ chapter 1.1) and Sengoku Secret Manual
- Upper Charge and Leap Attack (→ chapter 2.1 and 2.2)
- While Upper Charge and Leap Attack cannot apply Scar, they can activate Final Attack and Aura Weapon. Both Final Attack and Aura Weapon are able to apply Scar as a workaround.
- Rage (→ chapter 3.4) and Magic Crash (→ chapter 5.4)
- Summon Skills, such as Valhalla's afterimages (→ chapter 6.4), Spider in Mirror, Crest of the Solar, Erda Fountain (→ chapter 7.7.2) and Sword of Burning Soul
- While the summons from Spider in Mirror and Crest of the Solar cannot apply Scar, the initial AoE is a normal attack, so that one specifically can apply Scar.
- Erda Fountain (→ chapter 7.7.2) cannot apply Scar, but Erda Shower (→ chapter 7.7.1) can.
Having Scarring Sword automatically applied everywhere is a great improvement for grinding because Chance Attack used to do nothing before Destiny. Using Panic on every monster was not really the most practical thing to do, y'know. And with Grandis Force maps having monsters with ridiculous health bars, you're going to want all the extra damage.
It's been two years since Destiny. I still hate how we lost such a fundamentally useful staple skill as this one. |
If you shoot this skill against a solid platform, the skill will end on collision (unlike traditional skills, which will always clip through anything regardless and can hit enemies inside, through and behind solid walls).
The skill can't even reliably hit 8+ enemies because of its characteristics as a projectile, even if it clearly should've have here. |
You know what would've been great to have here? A reliable low-cooldown AoE. Y'know, like the one they just removed. |
- First, Shout's damage output was higher than Raging Blow's once we take Enhancement Cores into consideration. This has been allowed for six years, and Shout's damage didn't incorporate Monster Damage, so it would see consistent performance, no matter if you were hunting or bossing*. I don't understand why Aura Blade needs to be any different, even if the skill has a lower cooldown than Shout.
- Second, Aura Weapon exists, which has a staggering 6x 1100% damage at Level 30. The actual damage is much higher because Aura Weapon also provides Final Damage and PDR reduction. It also fires more often than Aura Blade, despite being a 5th Job skill, which usually have harsher cooldowns than 3rd Job skills. Practically speaking, the difference in hitbox doesn't matter for bossing; they're functionally the same.
- Third, against monsters, Aura Blade without Enhancement cores does about the same damage per line as Raging Blow with Enhancements. Against bosses, Aura Blade without Enhancements does about half the damage per line of Raging Blow. If we were to apply Enhancement cores to Aura Blade, it would only slightly hit harder than Raging Blow. Would it really break the game if Aura Blade had even more damage than that? If so, then that brings me back to point 1 and point 2, and then I'll also ask why Aura Blade isn't allowed to have higher damage than Raging Blow, but Rage Uprising and Incising are allowed to have that.
- Fourth, if it was the intention to have Aura Blade excel at hunting (i.e. grinding, mobbing), then making half of its damage Monster Damage is not the best way to do that either. This is mainly due to the existence of important staples such as Hunter Portals, Elite Monsters, Monster Park (Extreme) and Guild Castle. None of these work with Monster Damage, made worse by the fact that most of these run the highest monster HP multipliers in the game (especially for Arcane/Grandis Force maps), so the dumb decision to design Aura Blade's damage this way negatively influences our EXP gains and hunting capabilities.
- Fifth, how Monster Damage is calculated isn't in a good spot right now. It should work like Final Damage to become worthwhile, but as of now it functions like % Total Damage. So basically, any account with a well-established Union and Skill Links will not benefit as much from Monster Damage because they're already oversaturated in that department. It's not a question of whether if Monster Damage is useful - it's about the fact that for many players, Aura Blade's skill damage being 360% instead of half Monster Damage is better for hunting. With the way how the game calculates things, dealing 90% of a monster's HP in Grandis Force maps isn't going to become one shot by adding 180% Monster Damage. They have to rework this stat.
- Sixth, two years after the Destiny revamp, they introduced us to the 6th Job skill Sol Janus. It is specifically designed so that it's only available in monster maps, a relative new concept. In hindsight, such a simple solution could've easily been applied to Aura Blade as well. This way they could've given it the full power and hitbox it needs for the sake of grinding - aspects the skill is currently lacking.
There are just too many questions that I have about this. It just doesn't make sense.
A great example of Aura Weapon's non-existent vertical hitbox. This has remained a problem since 2016. |
- If Incising doesn't have a larger hitbox than Raging Blow, it becomes cumbersome for Hero to (re)apply Incising's buff. This is why Panic has been made passive (chapter 4.2), in order to avoid this problem.
- If Sword of Burning Soul and Combo Instinct doesn't have a larger hitbox than Raging Blow, it defeats the point of its additional damage output because Raging Blow is often used to activate it. This is why Final Attack's hitbox has been changed (during the Black update) to become identical to the skill that activates it.
- If Raging Blow or Incising outperforms Rage Uprising (i.e. by being able to do the same but easier), it defeats the point of Rage Uprising as it was made to facilitate mobility, so RU must always be greater.
And yes, if you've paid attention, that is some elementary school-level foreshadowing. For whatever reason, with the Destiny revamp, the aforementioned unspoken rule in Hero's skill design has not really been taken into consideration (as you have already read in previous chapters, and will continue to do so for the next). Then, there's also this:
- Combo Force has been replaced by Flash Slash, but generally speaking it is a worse trade (→ chapter 3.3). To also put Raging Blow with Flash Slash into perspective: before Destiny, both Combo Force and Combo Hookshot were longer than Raging Blow. The overall distance travelled with Flash Slash is more or less identical to Combo Hookshot, but Raging Blow has become (comparatively) too large for Flash Slash. This ironically reduces Flash Slash' usefulness, made even worse by the fact that War Leap with post-Destiny Raging Blow covering way too much ground, or that Flash Slash has a four second cooldown.
- Shout has been replaced by Aura Blade, and the latter's benefits are best utilized in any diagonal direction. While Aura Blade can reach spots Raging Blow can't, Incising and Rage Uprising still exist, and so does Aura Weapon. Because Hero has way too many skills that fire in one direction, it makes Hero long for a reliable AoE. Shout existed because it covered that demand. As there is no other skill post-Destiny that picks up the role that Shout left behind, it leaves Hero in a worse position than before the revamp.
Well, at least it's much larger and faster - I'll give them that. |
That's awkward. At least 6th Job will fix this... right? Right!? |
- We originally started with 5 lines in the Champions update, 220% damage.
- Hyper Skills added one additional line to Raging Blow: 5+1.
- The RED update added Enhanced Raging Blow:
- Raging Blow: 268% damage per line
- Enhanced RB: 285% damage per line
- The Reboot update changed Raging Blow to 7+1 lines:
- Raging Blow: 200% damage per line
- Enhanced RB: 215% damage per line
- Heroes of Maple changed Enhanced Raging Blow to 9+1 lines:
- Raging Blow: 200% damage per line (7+1)
- Enhanced RB: 167% damage per line (9+1)
- Beyond changed Enhanced Raging Blow to 5+1 lines:
- Raging Blow: 200% damage per line (7+1)
- Enhanced RB: 285% damage per line (5+1)
- Between Rise and Awake: changed Enhanced Raging Blow to 7+1 lines:
- Raging Blow: 200% damage per line
- Enhanced RB: 215% damage per line
- Ignition changed Raging Blow to 4+1 lines:
- Raging Blow: 320% damage per line
- Enhanced RB: 344% damage per line
I'm kind of growing tired of Nexon constantly changing Raging Blow's line count every few years. They have changed Raging Blow's line count more often than any other Hero skill, and I kinda want them to make up their mind and stick with a long-term decision. It's also important to mention that the reasons for changing RB's line count differs each time they did it. A great example would be the Reboot update: Nexon stated that they found Hero's line count to be on the low side, so they generously buffed it to a whopping 8 lines. But now, seven years later, we're on the lowest amount of lines it has ever been, and it has even less than the original pre-RED wet noodle Raging Blow, because "reasons".
Despite the larger hitbox, the revamp clearly made Incising more sluggish... |
You'll have to forgive me for borrowing your video footage this one time, Peter. |
- Newer classes that were designed to become the next meta at the time of release, such as Phantom and Kaiser, basically got Magic Crash but better. These classes were released in the early 2010's, shortly after Big Bang. As this was during the twilight years of Cygnus, Van Leon and Akyrum, these classes would still get some mileage out of their version of Magic Crash. But once we were well into the post-Magnus era, newer classes would no longer receive Magic Crash-like skills moving forward, and instead received whatever was the popular bossing gimmick at the time (i.e. revive skills in 2013, binds a few years later).
- Phantom has Soul Steal, which allows Phantom to remove Super Cast and Damage Reflect, which is far more practical than using Magic Crash as a preemptive measure. Despite that Soul Steal's cooldown is double the amount of Magic Crash, Phantom is rewarded with a stat buff on top of removing Super Cast or Damage Reflect.
- Kaiser's signature skill, Final Figuration, just straight up allows Kaiser to bypass the effects of Super Cast and Damage Reflect and brute-force its way through it. And with how often Final Figuration is able to be used, it completely tramples on the concept of Magic Crash.
- Released in early 2014 (KMS), The Seed (Tower of Oz) introduced us to the Overpass Ring (Overdrive Ring). At this point we were well-past Magic Crash's relevance, so its introduction is completely fine.
- Additionally, around this time, Taiwan MapleStory released the next generation of game-warping Gachapon items, such as Orchid's Badge, which was another way of having an item with a skill that has a Magic Crash-like effect (but better) while equipped.
- Superseding 2011's Treasure Monsters, Elite Monsters and Elite Bosses were released in late 2014 (KMS). As raid bosses continued to be designed with the post-Magnus philosophy, Elite Monsters/Bosses were designed to reintroduce most of the old boss mechanics (including Super Cast, Super Armor and Damage Reflect) and status effects that were hardly ever used at this point. You'd expect that Magic Crash would become useful against Elite Monsters and Elite Bosses, but that was not the case. Far from it.
- Elites that spawn with the Commanding pre-fix: Magic Crash does nothing. You can't remove any of the buffs that Commanding provides, and you also cannot prevent any of these buffs.
- Elites that spawned with the newly introduced Invincibility Bubble: never had any chance.
- Elite Bosses spawned in the map with both Super Casts activated, meaning that you can't use Magic Crash as a preemptive measure.
- And then towards the release of 5th Job, binds have fully replaced the need for Magic Crash. Nexon started to cater to the demand for (more) bind skills and their continued support.
- In the same Gachapon release as the aforementioned Orchid's Badge, Lucid's Earrings were added to the game. It allows the player to use a bind skill while equipped, which has a separate cooldown (bind immunity) compared to bind skills (which often shares the same immunity).
- In early 2016, Japan MapleStory released the Mushroom Shrine revamp. Players bothered to maintain the Threads of Fate could receive Yorozu's Wisdom (another bind skill), or Izuna's Will, which allows you to ignore (but not bypass) Damage Reflect for five seconds. With the Showa revamp of 2020, it is now effortless to obtain either of these skills and keep them forever.
- With 5th Job's release in the Summer of 2016, Erda Nova was added as an all-class bind skill. Erda Nova is now an extremely powerful binding skill, as of Destiny (→ chapter 7.6).
- After 5th Job's release, Magic Crash saw an unfulfilled resurgence with the release of the original Dunkel, followed by a coup de grâce with Mitsuhide Akechi's release a few years after.
- The original Dunkel, which was released during the Black update in 2018, was a return to form to that pre-Magnus era of boss designs. Dunkel, commander of the Elite Bosses, would spawn in Elite Bosses with random prefixes at set intervals. This fact alone could've been the return of Magic Crash in the post-Magnus era, but this never happened because of Nexon's reluctance to fix the skill. In the end, the original Dunkel was replaced by its current form, in early 2020.
- Setting the stage for future boss designs post-Black Mage in late 2020, anything that came from the Asura War content was now either resistant or immune against basically anything relevant. Bind durations are halved against Asura War (boss) monsters (first seen with Princess No), status effects bypass Status Resistance and can't be removed through Hero's Will or any of its variants, and what is probably the worst of all: Magic Crash does nothing, as you can't prevent Akechi's Damage Reflect (similar to what happens with Commanding Elites).
So through that hellish decade, at no certain point was Magic Crash updated to match its powercrept counterparts as seen with Phantom or Kaiser. Every class in the game could now obtain multiple equipment that would give you a considerably better version of Magic Crash. Nexon just couldn't be bothered to update Magic Crash. Elite Monsters and Elite Bosses came out, and it would've made for a good opportunity to fix Magic Crash, but that didn't happen either. It was that stupid that you were better off just buying an Overpass Ring (or Orchid's Badge) instead of using your own class skill that should've worked to begin with. As I said: once game-warping, then reduced to nothing.
Bloody useless. Kinda defeats the point of what Magic Crash is supposed to do, no? |
Modern bosses ignoring Magic Crash further defeats the point of it even more. |
Magic Crash applying up to 10 enemies doesn't do much if the skill is this unnecessarily difficult to land. |
Yes, I am not kidding. If you use Magic Crash with Enrage, the target count is now dropped to 3. Good job, everyone. You somehow managed to continue to make things even worse. I just have a hard time believing this got through QA.
No longer requiring a minimum of one Combo Orb to activate Enrage is great.
Not necessarily related to the Destiny revamp, unless you want to argue that it indirectly is because Nexon hasn't returned it since. I've never really took the time to archive this on my blog, but with the whole dissection of Hero's changelog history in this blogpost, I thought I'd might as well have it on record here.
Class | Job | Skill | SP | Effects |
⦁ ⦁ | ||||
Bishop |
⦁ | |||
Marksman, Pathfinder |
⦁ |
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⦁ |
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Enlightenment |
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60% Stance. |
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⦁ |
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Combo Ability |
10% Critical Damage. Each "Stack" will also give an extra 2 Attack and 3% Critical Rate. |
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Duration and cooldown: 5 seconds. |
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immunity, up to 7 times (cost: 200 MP). After the 7th time, toggle cooldown: 240 seconds. |
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⦁ |
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⦁ |
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Protection |
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Demon Avenger |
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the combined total of your current HP and the barrier HP exceeds your maximum HP. Barrier HP decays by 40% + 50 every 5 seconds. |
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Training II |
Lift Press and Lift Magnum (both 3rd Job) by 80%. Barrier HP (Endurance Shield, 1st Job) becomes 50% of damage taken. |
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Ride on your selected Jaguar ("Jaguar Management", 1st Job). While this skill is active: |
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50 MP. Can also be started through other "Metal Armor" skills. Activates Metal Armor: Human. While skill is active: 20 Speed, 40 Attack, 300 DEF and allows the use of "Metal Armor" skills. |
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⦁ |
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⦁ |
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⦁ |
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⦁ |
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⦁ |
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⦁ |
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seconds, resets Morph Gauge afterwards. While active: 10% Final Damage (becomes 15% if 4th Job or higher), 100% Stance, attacks bypass Damage Reflect and Super Cast. |
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While active: 12% damage reduction (works against % HP attacks). Cooldown: 120 seconds. |
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Wings |
30% Boss Damage, 100% Stance. Craft: Javelin becomes Glory Wings: Javelin. Glory Wings: Javelin: consumes 30 MP. Deals 500% damage 6 times, up to 5 enemies. Explodes on contact, dealing 500% damage 6 times with an additional 20% Monster Damage, up to 5 enemies. |
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reduction, 60% Stance. |
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reduction. |
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Spectre mode through Looming Control (2nd Job). Duration is based on Willpower Gauge. While active: 30 Attack, 100% Stance. If Looming Spectre ends, cooldown: 20 seconds. |
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up to 6 enemies. If used with Spell Bullet (1st Job), creates Plain Spell (deals 50% damage) twice. If Plain Spell successfully hits, activates Plain Buff: 20 Speed, 50% Stance. Duration: 60 seconds. |
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50% Stance. |
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LUK, 40% HP, 16% MP, 2000 DEF, 16% Critical Rate, 11% Boss Damage, 40 Status Resistance, 40% Elemental Resistance, 40% damage reduction, 100% Stance. 100% Stance at Level 1. |
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reduction, 60% Stance. |
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⦁ ⦁ ⦁ ⦁ |
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Blade Force for each time you hit an enemy, and provides stats: ⦁ ⦁ ⦁ ⦁ ⦁ |
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Charm (2nd Job), Falling Sakura (4th Job) or Shikigami Haunting successfully hits an enemy, a Mana Vein is summoned nearby (max 3). Cooldown: 5 seconds. Summoning a new Mana Vein replaces the oldest. Standing inside a Mana Vein improves the regeneration rate of Mana. |
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successfully hit, there's a 30% chance to deal 160% damage once, up to 6 enemies. Duration of Kishin Shoukan is extended by 5 seconds. Then, there's a 30% chance to inflict the following debuff on all hit enemies: 30% EXP, higher chance to find equipment with Unidentified Potential. Debuff duration: 5 seconds. |
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(Distortion) |
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10% Elemental Resistance, 100% Stance. |
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Resistance, 100% Stance. |
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ropes), 150% HP/MP, 30 Speed, 20 Jump, 20 Max Speed, 20 Status Resistance, 20% PDR reduction, 40% damage reduction, 100% Stance, 20% EXP, 50% Item Drop Rate, 200% Mesos. to nearby enemies. Cooldown: 10 seconds. |
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ropes), 150% HP/MP, 30 Speed, 20 Jump, 20 Max Speed, 20 Status Resistance, 20% PDR reduction, 40% damage reduction, 100% Stance, 20% EXP, 50% Item Drop Rate, 200% Mesos. |
- Viper (2nd Job), Battle Mage (3rd Job) and Kinesis (3rd Job), who all receive 100% Stance from a single skill, and for only a small investment of 10 SP.
- Because Zero plays two separate characters (Alpha and Beta), you have one skill tree for Alpha and one for Beta. Each level up (up to and including Level 200) provides 3 SP for Alpha and 3 SP for Beta, and each character has their own Stance skill. Moreover, both receive 100% Stance from a single skill.
- Eunwol, Demon Slayer, Demon Avenger and Hayato, who start with a passive 100% Stance Beginner skill.
- Beast Tamer unlocked Growth Spurt automatically at Level 60, which gave 100% Stance immediately.
- The majority of classes require two skills to max out Stance, spread across job advancements. Usually, the early skill gives 40% Stance and the later 60%. However, among the classes with this two-skill-approach:
- Jett, Lynn, Aran, Wild Hunter, Kain and Ark are the only classes with a split of 50/50.
- Evan and Kanna are the only classes to have a split of 30/70.
- Cannon Shooter is the only class to have an unusual split of 20/80.
- Angelic Buster is the only class where both Stance skills appear on the same job advancement.
- Adele is the only class where 60% Stance is obtained before 40%.
- Mechanic is currently the only class in the game that does not have Stance passively, as all of it is supplied exclusively through Metal Armor, meaning that Mechanic doesn't have 100% Stance in maps that prohibits the use of non-passive skills. 100% Stance is available on 1st Job for only 1 SP, though.
- Xenon is currently the only class that cannot have 100% Stance before Level 200, with 15% of it locked behind 4th Job's "Multilateral VI", which is only unlocked after the player hits Level 200, and will only receive the Stance boost if the player meets the required 330 Ability Point investment in STR.
- Wild Hunter, Kaiser, Illium, Ark and Beast Tamer are the only classes with overlapping methods to reach 100% Stance, because Nexon didn't clean up the skill trees when implementing the Destiny changes. Prior, these classes did not have a passive 100% Stance, and would have to rely on their signature gimmicks for that, with most of them on cooldown. Now, these gimmicks (with the exception of Beast Tamer) serve as an alternative way for (temporary) 100% Stance until 4th Job, giving 100% Stance earlier than most classes.
- As Wild Hunter, you can have 100% Stance at 2nd Job, but that requires you to use Jaguar Riding, and while you are using Jaguar Riding, you cannot use any Jaguar Skill.
- As Kaiser and Illium, you can have 100% Stance at 3rd Job while Final Figuration and Crystal Skill: Glory Wings are active, but either are temporary and have a harsh cooldown.
- As Ark, you'll have 100% Stance at 1st Job while either Looming Spectre or Plain Buff are active. Looming Spectre's duration is very limited, but each time you use Plain Charge Drive you'll refresh Plain Buff's duration, making that skill a reliable method to maintain 100% Stance.
- Prior to Destiny, Beast Tamer could only achieve 100% Stance temporarily through the use of "All Together! Critter Crossing!", its Level 190 Hyper Skill with a duration of 60 seconds and 180 seconds cooldown. This would require enough SP investment in the skills Dumb Luck (Bear mode) and Purr-Powered (Cat mode) to reach a combined total of 100% Stance. With Growth Spurt now giving 100% Stance to all animal modes starting Level 60, it replaces the need to be locked into either Bear or Cat mode to have Stance. It also renders Purr-Powered's Stance rate useless, because Purr-Powered is only available after unlocking Growth Spurt.
- Hero, Dark Knight and Mikhail have to spend the most amount of SP for 100% Stance: an unforgiving 45 SP, which goes on top of the fact that 30 Skill Points will only yield 60% Stance for that investment. The average SP a class needs to invest is only 28 SP*. This is excluding Pink Bean and Yeti, and it takes into consideration that, for instance, Mechanic only needs to spend 1 SP in "Metal Armor: Human" for 100% Stance, and pre-Destiny gimmicks such as Final Figuration and Jaguar are not taken into account.
- For the sake of being complete, Zen only received stance from its 4th Job Skill "Immoveable", which gave 50% Stance for a cost of 20 SP. This skill's Jett counterpart is "Gravity Booster", seeing as how Jett has always been modelled after Zen (not the other way around). In theory, if Mo Xuan never replaced Zen, the 2nd Job "Secret Training" skill would've received the other 50%, as it is the counterpart of "Cosmic Shield".
So, it's clear that what Nexon did here is toss stance rates on every class without giving it much thought. It basically boils down to, in a lot of cases, that (previously) unremarkable passive skills received stance to make them more interesting, or for them to look better. I'm fine with that approach; it works. It helps to keep the skill trees efficient.
Stance on Paladin's 2nd Job just begs the question why the developers treated Hero and Dark Knight differently. |
Class | Job | Skill | Dodge Rate | Skill Animation | Damage Effect | Notes |
Marksman |
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Shadower |
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At least 20 out of the current 53* classes has a traditional dodge skill, and the average dodge rate is 44%. Yes, you did read it correctly when I specified that Mechanic has two different dodge skills, so if one doesn't trigger, the other can. Any skill I've included in the table above has been manually reverse engineered and play tested with SP reset scrolls. There are a couple of skills where I've been unable to confirm whether if they are traditional dodge rate skills or not (these have been left out of the table), such as Mechanic's 3rd Job skill "Mechanic Defense System", or a class like Zen (which I had never access to) with an apparent 50% Dodge rate on 2nd Job ("Secret Training").
Now, with the post-Destiny changes, there's an observation to be made: every class received 100% Stance. Classes that did not have Stance prior to Destiny just received Stance with no questions asked. This means twenty classes now have Stance and dodge rates, which goes against the principle of why dodge skills were made to begin with.
Remember, dodge rates and high Avoid were the answer to Power Stance. They are polar opposites, go hand-in-hand, and classes would originally only receive either of the two. But with the post-Destiny changes, we now have examples of skills, such as Fake, that gives both dodge and Power Stance. We're at a point where 39% of all classes have both, which is no longer an exception where it used to be only a few.
So... are they just going to leave this as it is? Can we now give every class dodge rates? That'd be only fair, no? Then again, how ridiculous and quite frankly unfair the differences between classes are could be its own rant blogpost.
I still beat myself over accidentally dropping my Gellerhead Shield on a boat trip to Orbis. I'm never getting that one back. |
In case you missed it in chapter 4.1, here's the original Hero skill tree again. |
- Advanced Combo Attack - Reinforce
- Advanced Combo Attack - Boss Rush
- Advanced Final Attack - Opportunity
- Raging Blow - Spread
- Raging Blow - Extra Strike
Further explanation on why can be found here, see chapter "Analyzing Hero's skills" → "Raging Blow".
It is never a question of whether Rage Uprising is useful. It is a question of whether it has the staying power to remain relevant. |
The sides of the portal and the smoke effect of the explosion are not part of the hitbox. While tall, Rage Uprising's hitbox is surprisingly narrow. It is less wide than you'd expect. |
The competition's tough. And all of them can be used way more often than Rage Uprising. |
Notice the yellow slashes that appears around Dusk's eye? Those are Valhalla's newly added afterimages. |
- Combo Instinct can only spawn rifts by using Raging Blow. Valhalla however has more options, as long as you use a skill that's labelled as a "Swordsmanship" skill: Brandish, Brave Slash, Raging Blow and Incising.
- Unlike Combo Instinct, you must hit a target with Valhalla for its afterimages to spawn. So you can't spawn afterimages with a "Swordsmanship" skill if there is no target in range, limiting Valhalla's flexibility as you can't spawnkill with it, like Combo Instinct or Sword Illusion are able to.
- Unlike Combo Instinct, afterimages are not spawned where the attacking skill was used, but where the target was hit instead. For stationary bosses, the afterimages are spawned in their "dead center". Dead center is the location where the game displays combat-related information such as damage lines and debuffs, but it's also the direction homing projectiles, Final Attack and players using hookshot are sent.
- Like Combo Instinct, afterimages have their own unique hitbox, but it is in fact smaller than Raging Blow. So the skill can miss the target if it is too far (or has moved) away, or if it has a disjointed hitbox. It's not like Final Attack, where it copies the hitbox of the attacking skill that activated it.
- Because the afterimages deal three separate attacks, it can defeat up to 18 enemies by itself. However, since afterimages cannot be spawned unless you hit a target with a Swordsmanship Skill, the actual total number of enemies you can defeat with a single attack will be much higher.
- Like Combo Instinct, Valhalla's afterimages cannot recharge Combo Orbs, it cannot activate Final Attack, but the target count can be increased (i.e. Pipsqueak Luminous and Inner Ability). However, unlike Combo Instinct, Valhalla's afterimages do not receive a higher line count with Ryude's Sword.
But what is perhaps the most important aspect of Valhalla's afterimages to be wary of, is that it does not provide an unlimited amount of afterimages while the skill is active. It's not like with Combo Instinct where you can hold down Raging Blow and have as many activations until the skill runs out. Valhalla has an ammunition count, and you'll only be able to activate its afterimages up to twelve times. So that's up to 72 additional lines every two minutes. This does also mean that Valhalla is much more punishing than Combo Instinct when you accidentally waste afterimages, which can happen because the game blindly activates Valhalla if a "Swordsmanship" skill lands any hit.
- It doesn't activate Ryude or Final Attack, it cannot recharge Combo Orbs. The only other skills Hero has with this behavior are Sword of Burning Soul, Spider in Mirror and Crest of the Solar: all summons. This provides evidence that Valhalla's afterimages are in fact, summons, and not attacks like Combo Instinct.
- Sword of Burning Soul and Combo Instinct are activated at the player's location, and they can be activated regardless if a target was hit. Valhalla's afterimages however, are only summoned when a target was hit, and these afterimages are spawned at the target's location. So each time you hit a target, the game has to generate an afterimage at a specified location with its own unique hitbox that will also do several separate attacks. Additionally, the game occasionally mirrors the afterimage's skill animation for variety's sake, so that also had to be programmed in. It is considerably more complex of a function than it needed to be.
- Unlike Sword of Burning Soul and Combo Instinct, Valhalla has an ammunition count. This means that each time Valhalla is used, the game has to keep track of how many attacks are left. Combined with the game having to calculate where to summon the afterimage, it causes a bottleneck on the client. Because remember, the client has to relay this information with the server all the time on top of everything else.
- Further evidence that proves Valhalla's afterimages are a summon are given by the aforementioned Cry Valhalla has disappeared messages. The only other skills where we receive a notification in chat are Sword of Burning Soul, Spider in Mirror and Crest of the Solar: all summon skills. We do not receive a notification for Combo Instinct or Aura Weapon. Even worse: Valhalla is our only skill to send repeated notifications if we die; it does not give any notifications if the skill expires, even with ammunition left.
The repeated notifications imply that there's something off about how Valhalla is programmed. I would almost go so far as expecting that the main reason why Valhalla tanks the client's performance is related to these notifications.
Who would've thought that Memory Keeper would become the 5th Job instructor? A surprise to be sure, but a welcome one. |
Keep in mind that this comparison is for base Raging Blow. The difference is far more significant for ERB and Incising. |
This is a great example of a little increase for a hitbox making all the difference. |
- For player-versus-player competition such as Mu Lung Dojo this meant you were no longer disadvantaged because you can now have three Combo Instinct bursts for the last couple of floors where it matters a lot, instead of only having one burst for those floors because of the old four minute cooldown.
- Due to maps having a lot of systems working independent from each other, such as Elites, Runes, Hunter Portals, Haste Boosters and Burning Fields, it creates an environment where a lot of randomized elements coexist. Some of these compete for Combo Instinct's attention. You could for instance spawn a Stormwing Hunter Portal and for that you might want to use CI to maximize your EXP gain, but that comes at the risk of having it on cooldown when you need it for an upcoming Elite Boss or Inferno Wolf. Shorter cooldowns means these punishing scenarios where necessary skills are on cooldown become less frequent.
- If you are clearing your (weekly) bosses back-to-back, it is all too common to not have CI available for the next boss where you might want to use it. In example, you want to skip most of Damien's Phase 2, so you burst with Combo Instinct to clear it. You then wouldn't have CI for another four minutes. You could risk your only Hell Gollux entry for the day, or do Lotus Phase 1 or Chaos Papulatus without burst. Even if you would make short work of these with CI, it just sucks to wait for the cooldown to run out *cough* 5th Job Holy Symbol *cough*, or you'd risk snowballing a run into failure. Having those shorter cooldowns (or none at all) just make for a better game experience, period.
- They vastly improved the activation requirement for the ghost orbs: the buff will automatically apply upon skill activation. Previously, CDF would need to connect a hit with an eligible target. If there are no nearby monsters, like when a boss runs invincibility frames on certain attacks, CDF will not hit anything - meaning you won't get the buff. Imagine if they kept this "on-hit" requirement for Sword Illusion.
- With Sword Illusion having a much faster casting speed than CDF, we no longer unnecessarily lose the first (two) second(s) of the Final Damage buff because CDF's casting animation is simply too long for this.
- As Sword Illusion sports a longer cooldown than CDF, it justifies a longer buff duration for the ghost orbs. CDF's duration was only five seconds, which more than often was too short to make good use of. Sword Illusion upgrades it to eight seconds. Although because of Sword Illusion's cooldown, you won't be able to activate it as often (i.e. CDF could be used thrice every minute, Sword Illusion only twice). However, the longer duration is far more practical as it gives you more mileage out of other skills such as Combo Instinct.
Unfortunately, Combo Death Fault did not go through Ignition unscathed*, despite the split being in CDF's favor. You see, Combo Death Fault's cooldown was changed from 20 to 25 seconds. Nexon's justification was that "because CDF's utility and Hero's survivability increased, they inevitably had to increase its cooldown". I don't think this is a good argument, because they allowed CDF to be as it is for 5,5 years. Even when they added in Upper Charge, Leap Attack and modern Blink, CDF's cooldown was allowed to stay at 20 seconds. And the problems only start there.
I don't think that for experienced Hero mains the five seconds longer cooldown is going to matter when it comes to survivability. Movement skills, such as Upper Charge, Leap Attack and Blink have warped the game so much, that invincibility frames have become a luxury. Remember that these skills warped the game so much that they had to give every class the same movement options. Why bother to spend your invincibility frames when you have so many great movement options that does the same job, is more reliable, easier to use and has no cooldown?
However, the 25 second cooldown is noticeable*, and because Destiny butchers so much of Hero's toolkit and utility, having CDF less often is devastating. Because of the removal of Shout, because of Flash Slash's cooldown, because of RB's new hitbox making no tangible difference, because Aura Blade becoming far less useful later on, and because of the slower Incising and Rage Uprising, we need CDF's large hitbox now more than ever.
Eight years later, and Combo Death Fault's vertical hitbox still leaves a lot to be desired... |
Funnily enough, giving CDF a 25 second cooldown would've also been a perfect excuse to justify an update its hitbox so that it becomes full-screen. There are still many practical scenarios where CDF's lack of vertical reach makes it unable to clear maps. They also refused to adjust CDF's skill damage to offset the new cooldown.
So, while I may be positive about the improvements for Sword Illusion, I'm not all too fond of what Combo Death Fault got. If you ask me, the nerf to CDF was unnecessary. I understand the thought process, but I disagree on it. Whatever Nexon told us is not a strong argument, and increasing the CDF's cooldown brings far more problems than it's worth. They aimed to balance Hero's bossing, but in reality it hurt where Destiny tried to improve on: Hero's mobility.
I think that the actual reason why they nerfed CDF's cooldown is because a lot of players have complained for years that CDF's 20 second cooldown is way too good*. That sentiment is a dead giveaway to how poorly versed someone is on the subject matter. You should've seen how many non-Hero mains celebrated in the first round of Tespia, only because they read that CDF's ghost orbs were removed. Ha, if only these fools realized that the trade-off would've been a bonkers 8x1400% Valhalla (unlocked for free at Level 140) that would outdamage Level 30 Combo Instinct.
Oh, by the way: due to some poor English translation, the GMS skill description for Sword Illusion mentions the skill uses a combo orb. No you silly translation team, it doesn't. Not that the Korean one is any less misleading...
Notice that hitting 15 enemies with Erda Shower now drops its cooldown to 5 seconds. You know where I'm going with this. |
- Not any large map will do; it must be a specific type. A tall map with at least half of its traversable height not used ("wasted air") so that it maximizes monster spawn density. It artificially makes the map larger in size than it really is, but it contributes to a higher maximum monster spawn capacity (MSC). Long hallway-styled maps are not always ideal because it is faster to move vertically than it is to move horizontally. Additional, consistent performance of 10+ MultiKO's should be taken into consideration as well.
- Narrow but tall enemies to force a larger amount of enemies-per-platform (EPP), because wider enemies occupy more space so less of them will appear per platform. Tall enemies are also much easier to hit.
- Because how monster respawning behaves, it encourages map design with the least amount of platforms possible. The game is designed in such a way where if you clear a platform of enemies, that same amount of enemies will respawn, but a portion of that number will respawn on a different platform. So, to avoid "respawn staleness" for specific platforms, you are expected to continuously clear every platform in the map consistently to keep each platform's EPP score fresh. This is why three to four major platforms within reach is ideal, and why remote platforms are undesirable (especially if you don't clear them often enough).
- The higher the MSC and EPP rates, the more it will benefit from spawn modifiers such as Frenzy Totem. The faster we can clear the map, the quicker we force the game to respawn enemies. The more consistent we can clear the entire map before the respawn occurs, the less we have to deal with "respawn staleness".
Once found the ideal map with a good MSD score*, we would then need to optimize our killing speed to feed Erda Fountain's activation requirement. We would need to be well-funded, run maximum attack speed, have Frenzy Totem and a cooldown hat so that we can have our AoEs as often as possible. Then you realize... this is actually a paradox.
When you try to optimize Erda Fountain, you actually make Erda Shower even better. At that point, with all of the ideal scenarios in play, Shower's cooldown would be at a point where it's always available. When that happens, Fountain will never be able to become better because Shower will continuously defeat 15 enemies instantly, whereas Fountain will always remained limited by its activation requirement and a lower amount of enemies hit.
The only time Erda Fountain "could" become better than Erda Shower is the hypothetical scenario where the game speed is powercrept to such an absurd degree where MapleStory becomes a high-octane fast paced action game. At that point, Erda Shower faces its own physical limitation: its cooldown can never be instantaneously reset (like what happens with cooldown skip) due to the trajectory speed of Shower's "cooldown orbs". But if we ever get to such a point in the distant future, the game's drastically different, so none of our current discussions would be relevant.
- The Pangyo truck protest incident in early 2021 was a bad idea. Whoever participated was far too naive and ignorant. The relationship between Nexon and the community has since further gone downhill.
- Without this incident, Nexon might not have been forced to rush updates and to hire a bunch of new employees that do not have the extensive knowledge (yet) required to run this game.
- Backlash towards Nexon has become more aggressive ever since, and also more common. It buries and draws attention away of any civil discussion. But well, this is the internet, I guess.
- The KMS community consists of far too inexperienced players without appropriate knowledge.
- It provides lackluster feedback, and that negatively influenced this revamp. When Flash Slash received a cooldown, or when Shout was removed, few players bat an eye. But when ghost orbs are removed on Combo Death Fault, way too many lost their damn mind.
- The community's obsession with powercreep and the sentiment between server types leaves a very narrow and limited discussion about the game.
- Feedback forums were a dumpster fire (i.e. Valhalla versus Combo Death Fault, chapter 6.4.1).
- Because MapleStory is incredibly old (and niche) for MMORPG standards, a lot of information is either lost, no longer easily accessible, or find itself held back by the many language barriers.
From Nexon's side:
- Nexon's company structure is optimized around maximum profit for the least amount of labor. Development teams for games are as small as possible, planning of updates are months in advance. This provides for a controlled environment, with a stable and consistent quality output. The protests have upset this balance.
- More staff has been hired, but there is a limit on how much work can be done at the same time. Additionally, new employees need to be trained on how to work with the old code.
- Less time is now assigned per update, and planning updates far ahead of time is no longer always an option. It's clear to see that content released starting Destiny has cut corners.
- The introduction of the Reboot servers meant that Nexon now has twice the workload. It is pretty much a completely different game, and yet it has to receive the same major updates as regular server.
- As evident by the Supreme server, it's just a matter of time before one server type will go, or have both merged. One of Supreme's biggest problems was handling class revamps. This is why LAB circumvented them by being an event, or why class rebirths never got past Tespia.
- Nexon clearly was unable to assess whether if they had the manpower to develop such a revamp.
- Not only did they admit it, they dropped their initial plans to update all classes to skeleton animation all-together after missing the mark with Destiny and Ignition.
- There was a lack of a clear direction for this revamp, which made it an incoherent mess.
- It wants to improve on Hero's mobility, but it fails to do so because of the removal of important toolkit skills, the sluggish behavior added to existing skills and the changes to skill cooldowns.
- It wants to introduce a new identity to Hero's appearance, while trying to keep Hero's other two characteristics. Because Nexon can't decide, the three identities now compete with each other.
- Nexon tried to overcompensate on weekly adjustments, while in reality only little change was needed.
- Flash Slash, Aura Blade and Valhalla were much better in the original Tespia rounds; they were gutted for the official release. If they stayed true to their initial proposition, Hero would've been improved. Instead, what we got was far different - and worse - from what was initially promised.
If you asked me what damned the Destiny revamp the most, it would be that Nexon had less time to figure things out.
The deadline for the release of this revamp was seemingly sacred; they didn't allow for delays. Because they hyped the deadline for the 27th of January 2022, there was only three weeks for Tespia, which clearly wasn't enough.
To reach this deadline, it's evident that they had to cut corners. And if I had to make an educative guess, they stopped consulting the past: crucial information about why classes and their skills are as they are. From all the changes made to Hero that I've experienced in the past thirteen years ever since 2010's Balance Patch, it's clear that in every revamp prior to Destiny, historical documents about class revamps were consulted and involved with decision-making.
But for whatever reason, they did not decide to consult this document enough when it comes to the Destiny revamp.
I can't tell you whether if it was due to a lack of time, or if this document has been lost, or if the new employees didn't care enough to seek advice from it. But fact is, there is a quality difference between previous revamps and Destiny.
Hero hasn't seen a revamp before where it missed the mark this much. Previous revamps had a good grasp on Hero as a class and would evolve it further, while respecting its history. It adhered to the saying "if it aint broke, don't fix it". At its worst, nerfs to certain skills would at least come with a worthy trade-off. Destiny has too few of this.
I do believe that there is a good foundation with Destiny, and that there are good ideas in here for the class to move forward. If you've paid attention to this blogpost, you are aware of that. But somewhere along the way, Nexon fumbled the bag. There are so many fundamental issues with this revamp, all of which I've described in painstaking detail.
And if anything... if Nexon lost their documentation on Hero's history, then here: I made sure everyone has one now.
Slash Blast and Power Strike. 2010: Big Bang update. 2011: Jump and the Advance of the Union revamps. 2012: Champions revamp with Hyper Skills later that year. 2013: RED revamp together with 2020's release of Upper Charge and Leap Attack. 2022: Destiny revamp. |
The thing is, even if I criticize Destiny's skill animations for being "a lot of the same", they could've still had proper skill icon designs that made it easy to tell them apart. They are not mutually exclusive. Poor skill icon design is a problem by itself and is regardless of the appearance of skills they represent.
RED (2013) |
Destiny (2022) |
Combo Instinct |
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Rage |
Spirit Blade |
Power Stance |
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Once you see it, you can no longer unsee it... |
Enrage |
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Leap Attack |
Monster Magnet |
Combo Force |
Flash Slash |
Falcon Dive |
Vortex Cross |
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Rush |
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Raging Blow |
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Incising |
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Magic Crash |
Upper Charge (2020) |
Upper Charge (Destiny) |
Scarring Sword |
Valhalla |
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Sharp Eyes |
Combat Orders |
Speed Infusion |
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- Upper Charge is too intricate, and it lacks well-defined edges on the sword (compare it with the edges on Paladin's hammer). The older skill icon, or the new one for Swordsman (yes, they made one), is far better.
- Scarring Sword contains far too many edges for its size, it should've been simplified further. It also does not need the circle drawn around it, as it barely appears in the skill's animation. Too similar to Combat Orders.
- Valhalla is not only too intricate, it also removed way too much color and contrast. The original was fine, as it stuck to the essence of the skill's appearance: the center mass of the sword. The post-Destiny one not only tries to cram too much detail into one skill icon, it also doesn't have the highlights from the animation (such as the colored gem or the darker hilt) that could help this skill icon to stand out.
- Optional, but staple choices in many builds: Sharp Eyes, Combat Orders and Speed Infusion are awful.
- Sharp Eyes at first had a better icon, because it stuck to the essence of the skill's appearance: the big eye. The newer skill icon crams in too much of the skill's animation into the small frame.
- Combat Orders has the same issues as Sharp Eyes. The original skill icon is better because it focuses on the rising emblem that appears at the start of its animation.
- Speed Infusion's older skill icon had multiple character silhouettes appear because it is a party skill. The newer icon tries to depict the animation, but it's far too messy and off-center.
However, this advice is not always enough. In Destiny's case, there are several skill icons that have the right amount of simplicity to them and they would communicate enough in a vacuum. But because so many skills appear similar, so do their skill icons when placed side-by-side. In such cases, more should be done to further distinct them. They are:
- Slash Blast, Leap Attack, Brandish, Flash Slash and Aura Blade
- Scarring Sword, Valhalla, Enrage and Crest of the Solar
- Only supports the traditional active skills with a cooldown; does not support passive skills with cooldown.
- Skills with selectable modes (i.e. Bishop, Xenon): only applies to the most recent and active selection*.
- Will not apply to active skills with a cooldown of less than 3 seconds (i.e. Paladin's Mighty Mjolnir).
- Will not notify you for the passive cooldowns on active skills; only the cooldown for active skills.
- Will not notify you for regenerating skill ammunition (i.e. Maple World Goddess' Blessing).
- Will not notify you for secondary or tertiary cooldowns (i.e. Viper's Sea Serpent).
If you ask me, Skill Alarms could've used different colors and sound pitches for each alarm, because as it currently is, you can only tell the difference through the skill icons. Which uhm, as you've read in chapter 8.2, not gonna happen.
My coverage of the Destiny revamp is perhaps not complete if I didn't mention the inclusion of a voice actor for Hero. Only the skills that are exclusive to Hero (with the exceptions being Magic Crash and Rush) have voice lines for them. Every skill with voice lines has between two and five different lines, most of which are shared with others.
So, I started with that: a breakdown of that entire history on Hero's skill changes. I then stumbled upon a practical problem: how do I organize this? Do I organize it by update? Do I mention every small skill change? This approach quickly turned into an bullet list with seemingly no end to it. And starting the blogpost with such a heavy load of info doesn't flow well into the Destiny stuff, as that would end up being rather short by comparison. The balance was off and this approach wouldn't provide for a good reading experience*.
Around that roadblock, it was already like what, October 2022? Both Xenoblade 3 and Gunvolt 3 came out in the same week, and I realized that this blogpost is going to end up long-term as seen with my Xenoblade Definitive Edition article. I decided to take the appropriate amount of breaks every now and then*, and after a while I came to the right answer: just write this blogpost in order of Job Advancement, and only include historical context when necessary.
Taking that approach made for a much cleaner reading experience, although providing context per skill does mean I had to leave out a couple of minor things about Hero's history (including a handful of short-lived skills; see above for one example), or leaving out discussions about how impactful certain revamps were (and why) at the time. Fun fact: prior to taking this approach, there was no a Table of Contents. Can you imagine what this blogpost would be without?
As this blogpost took forever* to write, the rate of updates arriving in EMS far exceeded my ability to keep up with it in writing. Post-Destiny skill changes were very frequent. Every major patch since Destiny would include a long list of finer adjustments to clean up the mess they made. While a lot of classes received much-needed improvements, Hero almost saw none of it, leaving it in a pretty bad spot. Although ironically, that was to the benefit of this blogpost, 'cause it meant I had to (re)write less. Ignition was the "big one", and unfortunately, the only one to bring some substantial changes to Hero. At the time I was still halfway through writing this blogpost, so I had to include it.
As most of Ignition's changes had such an impact on the state of Hero, it warranted their own individual chapters. If Ignition made something worse, the only way to make it abundantly clear why it was worse was to provide the context of what it was like around Destiny, to then follow it by how Ignition changed that. The same applied for the opposite.
But as I continued to slowly work my way through this blogpost, I managed to wrap up the initial draft in May 2023. The announcement for New Age was just out, and I decided to take another short break until they revealed what they were going to do with this update. Y'know, just in case anything happens that might threaten this article to be rewritten for a fourth time. Which, of course happened because they revealed 6th Job, so any discussion regarding future 5th Job skills had to be removed. Anyway, at this point, the only things left to do was some cleaning up of the text (since the earliest chapters were written long before Ignition, Savior, 6th Job or the removal of Jett and Beast Tamer), and to add the sheer amount of GIFs that go with it. I didn't start with that until July 2023; only after I took a peek at 6th Job.
To no one's surprise, the absurd amount of GIFs that were required to finish this blogpost also took several months*.
I originally intended to only include GIFs based off gameplay recording, but I had to expand that plan by the time I decided to include skill icons and skill animations, since they honestly add a lot to the reading experience.
All of the skill icons and skill animations included in this blogpost were manually extracted from my personal archive of EMS builds*. No "duplicate" skill icons were copy pasted (except two). All were painstakingly sourced directly from the correct build to ensure I didn't miss any (i.e. notice the subtle difference for Improved MaxHP between Classic and Big Bang, or that Destiny slightly adjusted the colors for passive skill icons such as Mastery and Self Recovery). If you really want to, you can confirm it's true by painstakingly verifying all icons through your browser's "Inspect Element".
Dare I say, the amount of time and effort that was required for this was not worth it. But seeing as I already had set-up an efficient way of extracting images from the game files, I threw in the skill animation GIFs as well (which also wasn't originally planned). But then I had to also add a custom line of code to allow Blogger to show multiple GIFs in a row. And for good measure, I downloaded CMS to get the names for Mo Xuan/Lynn's skills for the Power Stance chapter.
As for GIFs based off gameplay recording: getting good footage and fine-tuning them has been exceptionally time-consuming. In particular, finding archival footage (i.e. chapter 3.2.2) that was decent enough for this blogpost was hard to come by. That involved many hours of searching in the depths of the Rayque3 archive, and in most cases I just had to make do with the best footage I could find. You see, when it comes to quality, I can be incredibly picky and feel an obligation to deliver the best possible product. Bitrate, loss in video quality, composition, framerate and disabling the infamous Sony Vegas "video resample" option, that kinda stuff. If you are a video editor, you know what I mean.
And while it might seem like I have an outstanding amount of archival footage to source from, I'll tell you bluntly that anything I used for this blogpost was found by pure coincidence. Most of what I wanted to use, no longer exists as I deleted those raw files a long time ago. Storage space was prohibitively expensive back then, so I tend to only keep the finalized videos, such as my High-Dex Hero series. This series provided some archival footage for this blogpost. Others were from scrapped and unreleased MapleStory videos that were in development at some point in the past, which for whatever reason I still had the original recordings for, buried somewhere deep in the Rayque3 archive.
While I usually plan ahead of time, I did not expect to be needing archival footage to such an extent for this blogpost.
If I knew that I would eventually write it, I definitely would've put more effort in preserving my original recordings, and I would've made sure to record more reference material for future use*. I probably would've elaborated more through GIFs if I had the footage for it, especially for the historical chapters. But alas, such is life.
This can of worms could provide its own dedicated blogpost... |
I wrapped up the GIFs and images by March, 2024. The last thing to do before publishing was to proofread this entire blogpost one more time, and after publishing I had to manually add the hundreds of chapter URLs as this could only be done after publishing. That's just an inherent limitation of Blogger with the custom Table of Contents code.
Fun fact: weren't it for a bit of experimentation on my blog, this blogpost wouldn't even have one. To add the Table of Contents, I had to manually add an entire new script to this blog's source code and then I had to add yet another one, just for new headers to work with it. Getting all of that to work without destroying my blog took a few days. But now that this feature is added to my toolkit, I'll be able to provide you all with better organized blogposts moving forward.
Also, you do not want to know how much manual programming was required for this blogpost to look this good. I had to basically learn some html coding last minute, as otherwise including the skill animations and icons wouldn't have really worked out this well. Safe to say that it added about another two months; there was a lot of manual clean up. Most notably, a lot of the tables that showcase skills or icons have been reprogrammed from scratch at least twice.
But having the ability to add tables also gave me the opportunity to consolidate large bodies of text into tables, such as chapter 5.8.1, which was originally just an endless wall of text that was just unwieldy to read.
this was a really good read, enjoyed it!
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