Hard Mode -> 20 Deaths -> IMPOSSIBLE MODE
Hard Mode -> 20 Deaths -> IMPOSSIBLE MODE
http://www.southperry.net/showthread.php?t=59084
if you want to know more about him hard mode update also added he is hard
I just watched the Hard Mode video.
.....
I'm not sure what I should blame poor design on, the game its self, or Magnus' mechanics.
But this certainly can't be a good thing. If Magnus is the boss before the Black Mage..... (Hey Wizet. Remember Orchid and Lotus?) what the hell is the Black Mage going to do?!
Total noob at the controls there...
So much NX to cover up with high dps for the noob controls...
Such terrible boss design...
So little Maplestory...
Realizing this -is- still Maplestory...
Inb4 Black Mage does 5k per second for being in the map.
Wonders if the angelic burster is played by other players like devil who can say avoid those rocks and hit magnus at the same time, and say there are 6 angelic burster like him, who can avoid all the bombardment = 0 deaths. Wont hard mode be child's play? Assuming average control, 'non noob' and able to avoid all the falling rocks = 0 deaths. I believe with sufficient practise, it will be child's play?
However, what about those jobs like mercedes,mechanics and whatever, where they have to shoot dodge and redodge, resulting in 'time out' ?
ok, someone tell me why this is bad design? honestly, we got DPS races with CPB and empress already, and this is a 2-D game, WHAT ELSE can you do to make a boss hard in this game than adding pomegranatetons of life?
honestly, i like what they did with magnus, a lot. the fact you have to worry more about the stage hazards than him make it an interesting boss fight and something new to look forward too.
................... there seem to be a new type of def nexon added ... Map that can decrease player dmg .... and it cant be ignore ..... this is the a first i believe
in magnus map u will feel a huge diff on ur dmg it doesnt matter if u got 100% pdr or not when vsing normal mode and hard mode u will c ur dmg get cut by huge amount
http://www.southperry.net/showthread.php?t=59084
There's a difference between potion cooldown and excessive potion cooldown. Anytime potion cooldown exists in MS, it's what...30 seconds to a minute? That's a tad much. The only games that can pull off minute potion cooldowns are games where the monsters don't do 50%+ of your HP in a single hit. Any time Maple has something with Potion Cooldown it becomes a game of cat and mouse for 90% of the cooldown because you don't want to die, and getting hit twice equals death on a lot of characters at big bosses.
I agree for the most part, but having stage hazards that cause insta-death are retarded.
Insta-death anything is retarded.
normally, i'd agree that insta-death is retarded, but considering you can slap a bishop and have it just spam heal, it HAS to have instadeath, otherwise it would be a DPSrace+bishop anyways.
do note though, insta-death irks me as much as you, warrior+aswan OHKO is not nice.
They could just as easily add a cooldown to Heal as they do to Potions (Though hopefully reduced, maybe 5 seconds would be fine).
In the same light as other MMOs, Healers either cannot heal the entire party, have a cast time for their healing, or have a cooldown for the better healing. None of those are present on Bishops, so having a small cooldown on Heal would not be the end of the world.
After playing TERA for a while, I'd say that in a game where you can actually dodge or block reliably, monsters that can 1-2 shot are not that big of a deal. And endgame in TERA is full of those. I'll say again, potion cooldowns should be in MS, but only if they fix a few core mechanics with collision detection and hitboxes.
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