Third Job Sub-Branches: Exploring a Missed Opportunity in MapleStory Classic World
The beauty of MapleStory Classic World lies in its dedication to the pre-Big Bang era. However, this also means inheriting some of the original game's design quirks and, arguably, missed opportunities. Recently, I came across a fascinating discussion exploring the idea of introducing job sub-branches at the third job advancement. This concept, while never implemented in the original game, presents an intriguing “what if” scenario that could have added even more depth and customization to character builds. Let's delve into this thought experiment and consider how it might have reshaped the MapleStory experience.
A Note from MapleStory Classic World
While we are committed to preserving the authentic pre-Big Bang experience, we also encourage community discussions and explorations of potential enhancements. These discussions help us understand what aspects of the game resonate most with players and inform our decisions as we move forward. The idea of third job sub-branches is a great example of the creative thinking within our community.
The Core Idea: Branching Paths at Level 70
The proposal centers around introducing a choice at the third job advancement (level 70) that would allow players to specialize further within their chosen class. Instead of a single, linear path to the fourth job, players would select one of two or three sub-branches, each offering unique skills, playstyles, and ultimately, distinct fourth job advancements. This would effectively double or triple the number of viable end-game builds, adding a layer of complexity and strategic decision-making that was largely absent in the original game.
The original poster highlighted the Spearman class as a prime example of why this system could be beneficial. Spearmen in the third job (Dragon Knight) often felt like they underwent a significant identity shift when advancing to the fourth job (Dark Knight). The sub-branch system could have addressed this by offering alternative paths that better reflected different playstyles and preferences. Perhaps one sub-branch could have focused on sustained damage and tanking, while another emphasized burst damage and mobility.
Potential Examples: Sub-Branches in Action
To illustrate the potential of this system, let's consider how it might have been implemented for a few of the classic classes:
Warrior
At level 70, Warriors could choose between:
- • Crusader: A path focused on defensive capabilities, party support, and consistent damage output. This sub-branch would eventually lead to a Paladin-like fourth job, emphasizing elemental resistance and healing abilities.
- • Berserker: A path centered around maximizing damage through self-buffs and risky play. This sub-branch would evolve into a Dark Knight-esque fourth job, wielding powerful two-handed weapons and sacrificing defense for offensive power.
Magician
Magicians could specialize into:
- • Elemental Master: A path focusing on maximizing the damage output of individual elemental spells. This sub-branch would lead to the Arch Mage (Fire/Poison, Ice/Lightning) fourth jobs, enhancing their respective elemental affinities and granting access to devastating single-target spells.
- • Arcane Weaver: A path centered around utility, crowd control, and debuffing enemies. This sub-branch would evolve into a Bishop-like fourth job, gaining access to powerful support skills, status ailments, and area-of-effect spells.
Bowman
Bowmen could choose between:
- • Marksman: A path focused on single-target damage and precision. This sub-branch would lead to the Marksman fourth job, emphasizing critical hits, headshots, and armor penetration.
- • Ranger: A path centered around multi-target damage, traps, and summons. This sub-branch would evolve into a Bowmaster-esque fourth job, gaining access to powerful area-of-effect skills, animal companions, and environmental control abilities.
Thief
Thieves could specialize into:
- • Assassin: A path focused on burst damage and stealth. This sub-branch would lead to the Night Lord fourth job, emphasizing critical hits, poison effects, and the ability to disappear and reappear at will.
- • Bandit: A path centered around sustained damage, evasion, and utility. This sub-branch would evolve into a Shadower-esque fourth job, gaining access to powerful defensive skills, status resistance, and the ability to manipulate the battlefield.
The Impact on Gameplay and Community
Introducing third job sub-branches would have had a profound impact on nearly every aspect of MapleStory Classic World. Here are a few key considerations:
- Increased Build Diversity: The most obvious benefit would be a significant increase in the number of viable character builds. Players would have more options to tailor their characters to their preferred playstyles, leading to a more diverse and engaging meta.
- Enhanced Replayability: The existence of multiple sub-branches would encourage players to create and level multiple characters, exploring different playstyles and mastering new skills. This would significantly extend the game's lifespan and provide a constant stream of fresh content.
- Shifted Party Dynamics: The introduction of new roles and specializations would necessitate a re-evaluation of party compositions. Players would need to carefully consider the strengths and weaknesses of each sub-branch when forming parties for boss battles and grinding sessions.
- Potential for Imbalance: Balancing the various sub-branches and ensuring that each one is equally viable would be a significant challenge. Careful attention would need to be paid to skill balance, damage scaling, and party synergy.
- Increased Complexity: The addition of sub-branches would undoubtedly increase the complexity of the game. New players might find the choices overwhelming, while veterans might struggle to adapt to the new meta.
Would It Work in MapleStory Classic World?
The question remains: would this system be a good fit for MapleStory Classic World? On the one hand, it would undoubtedly add a layer of depth and customization that was lacking in the original game. On the other hand, it would deviate significantly from the authentic pre-Big Bang experience that many players are seeking.
Ultimately, the decision of whether or not to implement such a system would depend on the community's preferences and the development team's vision for the game. It's a fascinating thought experiment, and one that highlights the enduring appeal and potential of MapleStory Classic World.
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