General

Hero

Red-update not enough for Heroes

Heroes have a crappy skill set and poor defense. There damage is high, but between them, paladins, and drk, there is not a visible difference.
I think heroes need a complete revamp and most skills thrown away.

1. Every attack skills that Heroes have stupidly overlap each other and make the previous one obsolete. No unique benefits, no situational use. Instead they should upgrade each other the same way that aran's skills do (In the sense of having a single attack (brandish) and adding new combo animations each advance. 2 strikes, 3 strikes, 4 strikes.) Only require 10-15 points to max, while giving passive buffs.

2. I hate combo orbs, the toggle was nice, but again it doesn't have a significant use. I have always felt that Heroes would benefit from having an addition defense mode combo option (the defense would have a cool-down). When you rack up 5 or 10 regular orbs, you could active defense mode, which would change orb colors, negate attack increase and give different buffs. During Defense mode, Rather than increasing attack, each combo orb, would increase things like guard rate chance, defense +, passive healing rate increase, status resist

3. Personally, I hate the flames on raging blow, and enraged. Brandish was such a clean and neutral looking attack, I don't understand where the flames are coming from. Heroes should be kept neutral and given neutral looking attacks, buffs, no flames!

4. Panic and Coma have never been useful as attacks, they should work like Magic crash or have a AOE effect like thief's, Dark Flare (Sword instead of Star),Frailty Curse and activate when enemy is in the AOE.

4B. As the day goes by, Coma's stun proves more useless. >.<Heroes and Party would benefit if Coma had a slow effect that works on bosses. (reducing their movement, attack speed, and heal recovery speed).

5. Incising animation (reverse flying assault) >.< 10% critical is a bit underwhelming for most classes. The effect of dot and the party buff was merged together with Panic or a revamped Coma. No need for this skills. Don't know what should be here instead.

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Share your thoughts or suggestions. Hero post-red look really </3 boring.

October 21, 2013

20 Comments • Newest first

LoveDocABC

[quote=xWolfie]Panic and Coma not useful ? Since when? Panic is a big help when bossing because then Chance Attack kicks in and you do major damage on whatever you're killing. And the flames on most of the skills are like since of being a hero. DrKs are all Dark and evil/menacing. Palis are Holy and whanot. If heroes were neutral they would be boring. If you care so much about defense make a pali or scroll your crap with defense scrolls since you aren't man enough to take a little smack or two here and there.[/quote]

I said panic and coma are useles as attack skills and they should be changed to non attack skills. secondly, the difference between paladins holy. and elementals, and dark knights dark skills, and heroes flames are that 1 of those three are purely cosmetic, while the other two have skill discriptions that matches the skills theme. paladins attack actually has holy effect, darknights actually can avoid death. eat beholder, heroes do what? fire element,burn opponents?

lastly, damage gap between heroes, paladins, dark knights in red is a coin toss,but the defense gap is huge. try out golems and tell me how petty defense is. pot burn is rediculous for heroes and there self recovery should be percentage based.

Reply November 3, 2013 - edited
xWolfie

Panic and Coma not useful ? Since when? Panic is a big help when bossing because then Chance Attack kicks in and you do major damage on whatever you're killing. And the flames on most of the skills are like since of being a hero. DrKs are all Dark and evil/menacing. Palis are Holy and whanot. If heroes were neutral they would be boring. If you care so much about defense make a pali or scroll your crap with defense scrolls since you aren't man enough to take a little smack or two here and there.

Reply October 31, 2013 - edited
AllThatEnergy

I really like Heroes the way they are now and even the future update, red. Also guys our self recover y will be healing 1000 hp and 400 mp every 4 seconds , I think that's pretty great! As for our defense, I just wish that Heroes power guard ( it's now into rage) would be at least a 50% damage reduction. Shadowers have it, and they have insanely high avoidability , so they barely get hit.

Reply October 30, 2013 - edited
calabari

Its just sad to see that for a damage persona, heroes are pretty much shafted.
The update not only debunks heroes from being the top damage warrior, but also renders them completely inadequate for anything else. Really we have no defense and no healing, so we can't train efficiently, and now that our damage wont even be the best, a hero is just simply a fun class now.

If you're playing for power and bossing, don't play a hero.

Reply October 30, 2013 - edited
iEatCheeseLol

@LoveDocABC: You were comparing Heroes to the other 2 explorer warriors, not the rest of MS. And between the 3, Heroes have always been favored in the revamps and we've always been the most OP

Reply October 27, 2013 - edited
LoveDocABC

[quote=iEatCheeseLol]Stop whining. We've been at the top for a long time[/quote]

At the top of what? Heroes were always middle class. Never close to the top.

Reply October 27, 2013 - edited
TheWolf

raging blow is horrid, ill stick with intrepid slash

Reply October 27, 2013 - edited
iEatCheeseLol

Stop whining. We've been at the top for a long time

Reply October 27, 2013 - edited
LoveDocABC

[quote=DarkPharaoh1]Dude, if you're hatin' on hero 'cuz of low defense, play a pally.. They have defense. Less damage though [/quote]

Im not hating I just feel that heroes have been given the short end of the stick. I can attest to the fact that given equal funding to a Hero, a Paladin would beat a hero at any boss. My paladins defense allows for almost flawless continuous attack, without worrying about 1/1, debuff, status effects. Everyone is understimating how strong paladins are, and how Paladins skills and defense makes them better bossers than heroes.

Reply October 26, 2013 - edited
DarkPharaoh1

[quote=LoveDocABC]@GeneralStore,
Props.

The dynamics of maple-story has changed completely. Remember bishops role in maple? Or how about the low hp long ranged Nightlords?
Originally Nightlords and Bowmans were supposed to be the long ranged low hp high attack players, but every update they get its an hp% boost or a % dodge, etc.

Its now at the point where Thieves and Bowmans % dodge rates are more useful against bosses than Heroes higher HP, which most people probably wouldn't notice when those 1/1 attacks, or % attacks get you, or when your burning through pot like a druggy.

Heroes should be attackers I agree, but more so they should be optimized for bossing, not just because they have high damage potential, but because they have other utilities that maximize their bossing ability

Heroes need to have combo incorporate % HP/MP healing, close to 100% status resistance, a guard skill that reduces % hp attacks and skills that give periodic buffs of high critical chance, defense piercing, % atk. That's why I suggest Heroes should also a switchable combo system. They also need more unique de-buff skills like Magic crash and Panic, that handicap bosses in various ways and allow for optimum attacking opportunity.[/quote]

Dude, if you're hatin' on hero 'cuz of low defense, play a pally.. They have defense. Less damage though

Reply October 26, 2013 - edited
LoveDocABC

@GeneralStore,
Props.

The dynamics of maple-story has changed completely. Remember bishops role in maple? Or how about the low hp long ranged Nightlords?
Originally Nightlords and Bowmans were supposed to be the long ranged low hp high attack players, but every update they get its an hp% boost or a % dodge, etc.

Its now at the point where Thieves and Bowmans % dodge rates are more useful against bosses than Heroes higher HP, which most people probably wouldn't notice when those 1/1 attacks, or % attacks get you, or when your burning through pot like a druggy.

Heroes should be attackers I agree, but more so they should be optimized for bossing, not just because they have high damage potential, but because they have other utilities that maximize their bossing ability

Heroes need to have combo incorporate % HP/MP healing, close to 100% status resistance, a guard skill that reduces % hp attacks and skills that give periodic buffs of high critical chance, defense piercing, % atk. That's why I suggest Heroes should also a switchable combo system. They also need more unique de-buff skills like Magic crash and Panic, that handicap bosses in various ways and allow for optimum attacking opportunity.

Reply October 23, 2013 - edited
GeneralStore

I actually agree with most of this except 4 and 5. Heroes get a nice buff post red; not as much as the other explorer warriors, but still pretty damn good.

Reply October 22, 2013 - edited
DarkPharaoh1

Meh. Hero still kicks ass after red.

Reply October 22, 2013 - edited
Rexaar

From Red Conference:
Paladin: Charge elemental power and strengthen yourself!
Dark Knight: On the verge of death, surge with absolute power!
Hero: Annihilate enemies with your inner rage! Enrage, Raging Blow!

The knight of absolute defense, Paladin
The undying Dark Knight
The warrior who maximizes damage, Hero

If you think about our theme, which is rage, combo orbs usage, and damage. Rage is represented by our fiery rage conjured into a weapon.
Defense? It mean nothing when newer boss has %HP based attacks that pierce through invincibility that can never miss that requires dodging. If self-recovery has a active skill that consume combo to heal %HP, it would fit well with our theme.
Coma is removed and replaced with incising. I don't know what you're talking about panic usefulness.
Incising is more of party buff than a self buff because we benefit very little from crits, and is one of the very few skill that increases party crit damage.
Red Update address our weakness against dispel and our lack of advanced mastery causing unstable damage and it make panic more viable to use during training or for the rare occasion that panic fails to darkness with it 90% success rate. (the derp feeling when you miss the panic)
Red update doesn't do much to our overall damage, but compared to other explorers warrior, we were already strong before then, thanks to the numerous patches that favor us more.

Reply October 22, 2013 - edited
Akon1659

is this guy for real? really....? wow just wow..

Reply October 22, 2013 - edited
fradddd

This is a terrible idea in almost every aspect.

1. How is using a better version of the same skill over the entire course of 250 levels considered "better"? That's not more fun, and it'd be equal to the damage from having different skills at every job advancement anyway.

2. OR orbs could increase % damage and % defense by the same amount. Or we could go the crazy route - you have 10 orbs - when YOU get damaged, you gain a % defense orb. But, each critical hit on a normal monster, and each hit on a boss monster, you gain a % damage orb. Actually my idea is sounding really good to me right now.

3. Who the hell doesn't like flames? But, I kinda agree with you here. Heroes should be basic in the animation department, apart from skills that are half for flashiness and half for a large amount of damage with a cooldown, also known as ultimates.

4. Panic and Coma should be finisher attacks or something and not use any orbs. Same with Incising.

Reply October 22, 2013 - edited
iEatCheeseLol

Combo orbs don't emphasize what Heroes are about? They're our trademark skill bro...and it's goddamn good

Reply October 22, 2013 - edited
lts033

[quote=LoveDocABC]I hate the way the skills works now, there is alot more that can be done with it, the skill is just there for looks and doesn't really emphasizes what Heroes are about.[/quote]

Heroes combo attack have been like that from the start. they improved it by not making us recast it over and over. What do you mean you hate the way it works "now"? And why would heroes care about defense? That's for paladins. We're designed purely for damage& bossing

"Panic and Coma have never been useful as attacks"
Maybe you don't know why or how to use panic? It's one of the most crucial attacks for hero

Ofcourse, i wouldn't mind having some new skills to replace the brandish, IS. or even further increase in damage for enrage&RB

Reply October 22, 2013 - edited
LoveDocABC

[quote=iEatCheeseLol]"I hate combo orbs"
wat.[/quote]

I hate the way the skills works now, there is alot more that can be done with it, the skill is just there for looks and doesn't really emphasizes what Heroes are about.

Reply October 22, 2013 - edited
iEatCheeseLol

"I hate combo orbs"
wat.

Reply October 21, 2013 - edited