Paragon 2.0 (Feature work in progress)

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Elyx

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Jul 12, 2018
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Hello everyone, we would like to hear the suggestion for rewards of players for the upcoming Paragon revamp. Players are free to give their opinions but I hope that each suggestion have been thought out carefully. None of the perks on this post have been confirmed and are all subjected to changes based off suggestion of the community. Let the discussion begin!

Paragon 2.0 will be an updated version of the current Paragon bringing with it the following changes:

  • Paragon levels will be increased from 50 to 100
  • Players now earn 1 Paragon point each time they gain a Paragon level. Paragon Points are earned in 3 separate categories: Core, Combat and Utility, and the Paragon level you earn will determine the category in which that Paragon Point can be spent. Paragon level 1 will give you a point to spend in a Core stat, Paragon level 2 will give you a point in Combat, Paragon level 3 will give you a point to spend in Utility, and Paragon level 4 will give you a point to spend on all 3 categories.

The categories are:

  • Core: The Core tab serves as the source of increasing a character's basic attributes. The stats that are affected by the Core section include a class's Primary Stat, Physical Att, Magic Att.
  • Combat: The Combat tab serves as the major source of increasing a character's damage output. The stats affected by the Offensive tab includes Damage Bonus %, Critical Hit Damage and Permanent Stance
  • Utility: The Utility tab serves the sole purpose of providing secondary stats. The stats affected by the Utility tab includes Life regeneration per Hit, Drop rate % and Meso drop %.

The caps and increment for attributes are: (Work in progress)
 
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e900003

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its my suggest reward list: (if those can suggest it)
Paragon level 50: Gain NX 1.5x from mob, unlock Equip/Use/Set-up/ETC tab slot max, unlock Cash tab slot to 80
Paragon level 70: Unlock Cash tab slot to 100
Paragon level 100: Gain NX 2x from mob, Scrolling success chance + 10%, unlock Cash tab slot max, Mesos rate cap unlock to 500%, Drop rate cap unlock to 1000%

and have another suggest for reward item,
Nova Pride Medal stat still improved after paragon 50,
and Paragon 50 can get Boss damage +10% and Damage + 10% from medal, Paragon 100 can get Boss damage +20% and Damage + 20% from medal

by the way, i have a small suggest for paragon info,
can add now exp and need exp for paragon?
because now only have Paragon Level and now exp%, and some player is need know paragon need exp...
 
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trunkies

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Jul 20, 2018
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In order to give better suggestions for the new paragon system, please clarify the following:
  1. What will happen to the Nova Pride Medal?
  2. What will happen to players with existing paragon levels/stats?
  3. What changes will be made to exp scaling per level?
  4. What changes will be made to paragon dungeons?
 

Hene

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Jul 19, 2018
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Similarly to trunkies, I would like to know what will happen to the current rewards as without knowledge of that there isn't much we could suggest properly as they may be too weak (if we assume old rewards aren't removed) or too strong (if we assume old rewards are removed). :unsure:
 
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Loli Queen

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My personal take on the matter is that we should do something about the current Paragon Dungeon. I feel the need to express the removal/replacement of some of the maps. Specifically, I'm talking about maps such as Skele Dragon and Bonefish. We should replace them with more maps such as Golden Temple or Alien Base Corridor for more consistent exp and leveling while not having to worry about spawn. Either that or give us an option to pay a bit extra for additional spawn before we go in.

Additionally, in regards to the paragon point system and the aspects of core, combat, and utility, I would like it if we got a blank (if not low stats medal) when we hit 250. As we level up and gain paragon points, how we use those points will determine the stats on the medal. To be clear, I'm not certain how this would be implemented (if it would be considered at all) but I believe it's a fun and unique way to dealing with the changes the nova pride medal. It would be as if the player were creating their own medal as they level.
 
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Elyx

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Regarding certain concerns, this are the current plans:
Nova pride medal system will remain the same as per current paragon.
Existing levels for the paragon will remain but points will be reimbursed accordingly by the levels.
Paragon dungeon system rework will be done but no details will be disclosed as of yet until the features of its rework are finalized.
There is also the consideration of should paragon be account wide?
 

ratiller

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Jul 29, 2018
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If paragon is account-wide you could always make it more like Diablo's paragon where after you Mac out the normal core traits the levels go on forever but only give main stat, if higher paragon was difficult to get and only Gave one point per level or something similar it'd be a cool way people could compare their epeens without introducing a drastic power creep, which imo was paragon 2.0's point in Diablo 3 too
 

Kenkiz

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Jul 19, 2018
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Paragon level 60: Maybe like 1-5% All Stat
Paragon level 70: 25% Reduction On Auction House Fees.
Paragon level 80: . Star Force % increase from 1-5%
Paragon level 90: 1-5 Character Slots Obtained
Paragon level 100: All Skills +1 / 200% Drop / 100% exp gain / 100% NX Gain/ Scrolling 10%

Reasons behind the Madness

well P60, is nothing spectacular but still provides the singular need to go out and obtain it. Its a nice goal that everyone would insist on trying to achieve for the "stat collectors"

p70 Is just to improve the already great functioning Auction house. In most MMORPG games if you have like a monthly service you purchase to gain additional items that set you apart from the rest. It might make it more ideal to provide this as a Prestige; however this in general just provides a nice benefit for those whom farm towards it.

p80 is an added incentive for the new 25 star hype and gives hope for those doing tyrant gears from 14-15 star at 1% success rate. It would make Billions of mesos in difference.

p90 was one of the better concepts as the topic of making Paragons account wide would make people create and play another character after they got to p100. Why? Well If the Paragon is account wide, then idealy if you got a character to p90 more then once you could provide yourself with extra character slots. Certainly would take you awhile no doubt but oh how it would be worth it and not only that but from a marketing perspective it makes players want to play longer and in turn builds the chance to provide more income via dp to the server.

p100: I could't think of anything spectacular as there could be so many things you could do but at the same time respect the fact that you've done another 100 levels to reach this reward. Everyone would enjoy having their skills raised so no one would complain in that regard, and the exp gain more or less is the other point you can add when talking about account wide paragon.
You see i love leveling and grinding in general. Its soothing and is very rewarding. So why not entice
players to keep playing knowing that leveling is going to be a bit easier.
Obviously this would't stack if u had two paragon characters but its somthing goal wise that people would grit and bare to achieve.
 

Kat

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Jul 19, 2018
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Regarding certain concerns, this are the current plans:
Paragon dungeon system rework will be done but no details will be disclosed as of yet until the features of its rework are finalized.

For the Paragon Dungeon system, I'd personally love to see the following changes:
  • Spawn rate buffs to certain maps, such as Skelegons, Wolves and Ghost Ship. Paying 100M Mesos and entering one of these maps as 1 of 3 daily P-Dungeon runs feels like sh*t compared to getting Aliens or Tyrant Castle. Perhaps nerf the latter maps, but buff the former. This would even out the EXP difference between maps.
  • Increase EXP/line cap. Currently, the maximum amount of EXP you can receive per individual line is 2,147,483,647 (except for Combo Orbs using Aran's link skill), and this causes a loss in EXP post Paragon 40 due to the mob's base EXP + EXP multipliers. This is something Nova/Elyx will have to discuss due to coding complications.

As for the "rewards" @Kenkiz suggested, please no. Just no. Reducing tax or increasing NX rate when the server is in need of MORE Mesos/NX sink is just ridiculous. The server already has an absurd amount of excess Mesos and NX due to botters, there's no need to further the issue. As for increasing Star Force %, that's just "broken". As he himself said, even a small increase of 5% would reduce Mesos costs by billions, and would make creating high-starred gears much easier than needed. Sapphire boxes are already overpowered compared to what official servers have. We don't need even more broken things.
 
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e900003

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  • Increase EXP/line cap. Currently, the maximum amount of EXP you can receive per individual line is 2,147,483,647 (except for Combo Orbs using Aran's link skill), and this causes a loss in EXP post Paragon 40 due to the mob's base EXP + EXP multipliers.
i think is cant increase, because maplestory mob gain exp max is 2,147,483,647 (all server is same problem),
so cant setting cap, until nexon change this cap...
about Orb exp, think can past 2,147,483,647 without use Aran link after v188 patch.
 
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Mr. X

J.Developer
Jul 17, 2018
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It appears that some players missed the entire purpose of this thread. The purpose of this thread is to gather suggestions from our players regarding Paragon 2.0, a system that will replace the current Paragon system. To help players better understand and grasp what Paragon 2.0 is, I've taken a visual approach by coming up with the skeleton of Paragon 2.0's NPC.

This is what the main page will somewhat look like, with options from there :
lgRRTaG.png


I would like to assign my points section (Click Me)

I would like to view my assigned points section (Click Me)

Help me understand what's going on here (Click Me)

Some notes :

Legends :
Categories / Tabs = Core, Combat, Utility
Perks = Physical Att, Primary stat, Magic att, Stance etc.

  • We're looking for suggestions relating to perks at the moment. We may open up more room for suggestions regarding other aspects of Paragon (I.E Paragon Dungeon revamp, more late-game paragon content and all the good stuff going beyond regular Maple content) but we're taking this one step at a time, so please keep that in mind when making a suggestion.
  • None of the values / features above are final, these albums are just for players to better understand what Paragon 2.0 is all about.
  • Everything regarding the current paragon system, with the exception of Nova Pride Medal, will be scrapped and replaced by Paragon 2.0.
  • Existing paragon levels will remain as they are, and points will be reimbursed from there, as per the Paragon 2.0 point awarding model provided.
  • There are no right / wrong suggestions, you may bring forward anything you wish to see in Paragon 2.0. Elyx, Nova and myself will be here to go through all discussions held amongst the players and evaluate them accordingly.
  • Naturally, suggestions that are 1) well thought out, and 2) in the best of interest towards our entire playerbase will have better chances of being included.

Thanks,
Mr. X​
 

e900003

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if make suggest for effect, i have those suggestion for paragon category point system.
1. add one for +cri rate%:
e.g: click 1 point to cri rate, can add cri rate +1-5%..

2. add boss damage at Combat Category:
e.g: click 1 point to boss damage, can add boss damage +10-20%

3. add reset for those Categories point:
because if click point to wrong, you can reset that Category point
e.g: if you click Core Category, but get wrong, you can click reset Core Category.

and have a question, Mesos/Drop rate% in Utility Category can past soft cap?

Part 1:
1. change new suggest from buff duration to cri rate.
2. added boss damage for suggestion.
Part 2:
1. added about Utility Category question.
 
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GogudTheMagican

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Jul 19, 2018
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Please no paragon 100, 50 is already grindy as it is, and restricts character changing... it's already bad as it is with no catalysts (why??) and nodestones
losing all arcane force, all nodestones, all levels and paragon levels will be too brutal...
also I think it'll be better if the character rewards are things that are general and don't give advantage to 1 class over the other by much (cap increase, X amount of stat)
 

Poro

Active member
if make suggest for effect,
can add one for +buff duration% ?
e.g: click 1 point to buff duration, can add buff duration +1-5%..

and can add reset for those Categories point?
because if click point to wrong, you can reset that Category point
e.g: if you click Core Category, but get wrong, you can click reset Core Category.

Just going to point out this make explorer mages significantly stronger than they already are and would crowd out the other non-explorer mages. Buff duration is something that shouldn't be added in this.

Also, life steal on hit should probably be removed (ik it says not all features are final, but worth mentioning). This makes it so classes with lower damage but have utility in exchange become significantly weaker since players would then simply settle for the class with highest dpm instead. (Also, hurricane classes would be healing for 8.8x per sec, probably more since there are final attacks and other attacks being performed passively)
 

Told

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Jul 19, 2018
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I know none of the values are pemanent but the stat vs att/matt is way out of wack. 1att=3stat +- depending on gear, so 10vs100 has quite a discrepancy. Also the line hp regen per hit is busted and should not be added in general. It takes away the advantage of being a class that can heal (who usually have lower dpm just to have this advantage) and also buffs classes with high lines a significant amount more than the ones with low hpm It also takes away any reason to bother learning how to survive in end game bosses as the hp per hit would just carry you as long as its not a 1 hit ko attack. (Also just a reminder remember aran legion in heka? good example of why it shouldn' t be a thing)
 

Mr. X

J.Developer
Jul 17, 2018
20
77
13

All values are for demonstration purposes. It's an example of how you will be able to see the amount of stats you obtain per point. The same thing goes for the perks listed as well, which obviously provides a huge advantage to hurricane classes if we were to implement hp regen per line etc.

But again, as stated previously, we are looking for ideas from the community regarding perks for now. Paragon 2.0 will be a system built for players, by players.

The whole idea here is that perks will be sorted into categories and players will get to build their characters, the way players want to. In order for that to happen, we need a huge list of perks we can consider, and that's what the community can assist us with for now. Feasibility of the perks will be evaluated by both of the admins & myself, with reference to input made by players on this thread but that comes later.

We do hope that players can focus on suggesting perks for the time being, until a decent list is available for us to assess what's ok and what's not.

Cheers.
 

cracker

Member
Jul 19, 2018
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Singapore
I'd like to suggest making paragon levels being account wide with it being unlocked when the character hits 250. Therefore there is still a slight grind required before unlocking the paragon rewards and this helps with players wanting to switch jobs since nodes and arcane symbols can't be carried over.
 

Medal

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Jul 26, 2018
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With the removal of the current paragon system perks to accommodate paragon 2.0, this leaves space for some balancing between classes. One of the more unbalanced yet often not highlighted feature was 100% permanent stance at paragon level 1 which gave naturally high burst dpm classes a lot of leeway in terms of combat utility and takes away the uniqueness of the perk for classes with stance in their skill set.

I personally feel that most of the features of paragon 2.0 should be straightforward yet consistent, with the exception of the combat tab being more of a balancing tool.

CORE
The Core tab should be kept simple and serve to provide an increase in overall damage, be it Primary Stats, Physical Att or Magic Att.

COMBAT
The Combat tab should provide a selection of perks that allows for greater balancing between classes. A few of my suggestions would be:
- Crit rate %
- Permanent Stance %
[The reasoning behind this two perks is because classes that generally need Permanent Stance do not need Crit rate % and vice versa]

- Extra Hyper Skill Points
- X% increase in Boss Damage/Damage% for 10 seconds with innate cooldown of 60 sec upon random attack (cannot be triggered like a skill)
- X% chance to avoid dying with innate cooldown of 600 sec upon activation
- any other non-broken perks (I might add more if I think of more in the future)

UTILITY
The Utility tab should bring general quality of life changes such as Drop%, Meso%, Max EQUIP/USE/ETC/SETUP/CASH slot and more.
Given that paragon level 100 should be considered close to end game, players that do reach that stage should be rewarded with benefits such as not requiring to swap out gears for drop/meso% equips which is annoying for end game players that mainly do bosses.

Other features such as increased EXP% and additional char slots should also be considered if paragon 2.0 is made to be account-based and not just character-based.

Final thoughts: I feel that paragon 2.0 should not be overcomplicated but instead provide a consistent increase to all classes so that it is worth levelling. Care must be taken not to include broken perks (such as HP regen per hit) as those will not be balanced among different classes. Even the Crit Dmg / Dmg% perks need not be added as they serve the same purpose as Primary Stats, Physical Att or Magic Att, which is to increase overall dmg.
 

Bruce

New member
Jul 19, 2018
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USA
Speaking of Paragon, it was something more special than now (134 Paragon 50 on ranking page last time I checked 1 month ago, can't bother to check anymore with the new website with 5 players/ranking page), can we have something to visually celebrate this other than the medal.

My suggestion is an unused map with NPC statue of Paragon players, you can talk with the statue from another character in your account to get a buff (wa/ma, meso, droprate or exp rate buff that stack with all buff and maybe scale off the level of your Paragon character) that last for a period of time, daily cooldown or limit may apply. This way you can distribute bonus for other characters in your account without it being too good and have something to look at and feel good that you achieved something.
There are 2 ways to do this I can think of:
1. The map contain every Paragon characters from paragon 50-100 (or just 100) in the server, with only the highest level character per account.
2. The map is tunned for each account and you only get to see Paragon characters in your accounts only.

I don't know if this is possible or sustainable (just those 5 NPCs that grant extra Dream Defenders coins are already buggy), it's just an idea.

About the main topic of the thread aka bonus stat. I think all the rewards should be applied mostly for the character that reach certain Paragon level only. Universal bonus like "tax reducing" or "cubing chance" shouldn't even be considered, because such thing will just lead to players finding their way to Paragon players to do these thing for them or you now have to do everything in your account on that Paragon character.
 
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Hene

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My suggestion is an unused map with NPC statue of Paragon players, you can talk with the statue from another character in your account to get a buff (wa/ma, meso, droprate or exp rate buff that stack with all buff and maybe scale off the level of your Paragon character) that last for a period of time, daily cooldown or limit may apply. This way you can distribute bonus for other characters in your account without it being too good and have something to look at and feel good that you achieved something.
While it isn't large enough for the long term, Empress's Road: Knights chamber seems like a place for that.
 
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