Voice your opinion in the upcoming post-test 2 feedback mail + feedback
In continuation to my last post -
https://www.reddit.com/r/MSClassicWorld/comments/1vlc74j/changes/
Do make sure to write and and express your opinion. I was lucky enough to get into both betas and i'm gonna send them lots of points for improvement and feedback if they do end up sending that mail in the upcoming days - same as I did for 1st beta.
So for some more feedback -
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Keep CB's FJ distance as it is now but revert hermit's long distance FJ to its original state - It's too iconic and sins are already nerfed too the ground. CBs as of now are omega busted mobility wise through FJ + (fast casting)arial assaulter - and I absolutely love it**.** The game is supposed to be fun - so let it be fun. That's how you improve on and modernize old school game design - same thing certain worlds and private server did.
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Make it so Ranger's wind step and Sniper's evasion step are able to jump into rope and are also able to jump cast. I love it that they made it only 1 sec CD but it still feels limiting cuz of no jump cast and no rope grab. If not for jump casting wind/evasion step - I would like the jump to be slighter more vertical so we can at least jump above certain short mobs cuz as of now we just jump into mobs faces when using them (unless super high evasion stat?). I do love the new mobility skills being added for bowmen and warrior overall - making the gameplay more dynamic and once again - more fun. I can understand the logic of rush being ground level (as warriors are at core - tanky, not as fast yet heavy hitting) but hoping in the air with wind step and still not being able to grab into a rope or jump-wind step - nah. strafe and all archer AOE are already stationary and that's fine - but let them be slightly more agile with jump casting wind/evasion step - reaching 3rd job would getting wind/evasion step would feel much more rewarding - as how we felt as sins finally getting FJ.
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I still stand by my feedback of wanting to revert 4 mob AOE attacks back to 6. One of the most satisfying things to do in old school was to aggro mobs across the map and finish them off with AOE skills. Once again - limiting us to 4 attacks on mobs is still quite underwhelming. I get it that they wanna make the game slower and harder by limiting many maps spawn rate too but imo - this is one of the core fundamentals of classic maple I remember.
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Find a different way to make priests viable again. Self reviving with exp loss is not it. All for removal of HS but make them valuable to play or add to party once again without making them a broken necessity.
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Defense formula is still not there - I noticed a stream of a maple content creator testing defense yesterday - with gear and without gear and there was barely any difference in hp loss while getting hit. Defense is still mostly useless.
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Fix dark sight - It's currently the most busted skill in the game - being invisible, not getting hit on both physical and magic attacks and also losing aggro if activated makes me question what the skill designers smoked at that time while making it. Here is a video by Mumpkin further showcasing the skill - https://www.youtube.com/watch?v=qGblm2lZqE0
Overall - I had tons of fun during test 2 - i'm quite hopeful that they have time to rebalance and fix more of 3rd job since we getting up to 2nd job only on release and inkwell said it was just a draft.
Posted Aug 13, 2026, 8:30 PM UTC