🎉MSTD Verse8 Giveaway!
💰At least 10,000,000 Neso guaranteed
How to Enter:
1⃣Like MSTD game on Verse8
2⃣Leave a game-related comment (your feelings, suggestions, bugs, etc.)
10 winners will share the pool equally
💰Prize Pool:
Guaranteed:10,000,000 Neso+10,000 Neso for each play
Maximum total: 100,000,000 Neso (9000 play)
Deadline: July 20, 2026 23:59 (UTC+8)
Draw & Announcement: Late July to early August. Results will be announced on both X and Verse8.
Winners must reply in the Verse8 game page comment with their wallet address within 7 days.
❗️Comments like “Draw me”, “I want to win”, or any completely unrelated content will be disqualified.
❗️Mass copied or spam-like comments may also be excluded.
💰Detailed and helpful feedback/suggestions may receive extra rewards!
MSTD:
https://t.co/4mCNWvWyVs
-
參加方式:
1⃣在 Verse8 上對 MSTD 遊戲按讚
2⃣留下與遊戲相關的留言(感受、建議、BUG 等皆可)
由 10 位得獎者平分獎池
💰獎池:
保底 1,000 萬 Neso,每累積一次遊玩次數增加 1 萬 Neso,總上限 1 億 Neso (累積9000次遊玩)。
截止日期: 2026年7月20日 23:59(UTC+8)
抽獎與公布: 七月底至八月初,將同時於 X 與 Verse8 平台公布。
中獎者須在 7 天內於 Verse8 遊戲留言區回覆錢包地址。
❗️僅留言「抽我」、「我要中獎」等與遊戲完全無關的內容將被排除。
❗️明顯複製他人留言也可能被排除。
💰提供詳細且有幫助的心得或建議,有機會獲得額外獎勵!
MSTD:
https://t.co/4mCNWvWyVs
@Verse_Eight@MaplestoryU
#Verse8 #MSU #MSTD #Giveaway
I've just launched MSTD — a fun, strategic tower defense game built with MapleStory IP on the @Verse_Eight platform!
If you love defending your base with epic MapleStory heroes, and battling waves of familiar monsters and bosses, this one's for you.
Game Highlights:
1⃣MapleStory Vibes: Use iconic characters, monsters, maps, and skills straight from the Maple World.
2⃣Strategic Tower Defense Gameplay: Place and upgrade smartly, experiment with different team comps, and survive increasingly tough waves.
3⃣Fast-paced & Addictive: Quick rounds perfect for short sessions, but deep enough for mastery with synergies and upgrades.
Ready to defend Maple World? Check it out here:
https://t.co/ngvLbX8nat
Drop a like, play a few rounds, and let me know your favorite tower combo in the comments!
I spent a lot of time fine-tuning and adjusting the game content.
Since I hadn’t applied for an MSU Builder account, I used up the initial 10 credit and even purchased extra credits just to complete this project.
@MaplestoryU
#Verse8 #MSU #MapleStoryUniverse
#TowerDefense #MSTD
Continuing from the official announcement last time,
let’s talk a bit about the Boss Souls and Androids that the official mentioned.
First of all, the fact that the official brought up these two points means these contents should already have a certain level of progress, and it’s possible they could be released as early as this year.
At the same time, the official should also have other systems or contents that weren’t mentioned this time currently in planning and testing.
I’d like to briefly discuss the two parts that have already been clearly mentioned.
These are also contents that I personally expected and have been looking forward to the official releasing for a long time.
The main reason is that neither of them is a system with a huge impact,
so there’s no need to worry too much that their release will suddenly give players a massive power spike.
Additionally, the content of these systems will give players a lot of different choices,
while also increasing some market liquidity.
Regarding Androids, this is great news for me.
I already mentioned in a post I made on October 7th last year that even though the official hadn’t given any news at that time,
I was really looking forward to the release of Androids and more content related to fashion and appearance.
The reason is very simple:
The introduction of the Androids system is not just like equipment that only increases character combat power,
or like fashion that only changes the character’s appearance.
Instead, while giving players room for improvement, it also provides an additional place to match with appearance.
It may even open up more special Android designs in the future for players to collect.
The combat power increase from the Androids system comes from the Android Heart.
In MSN, since there are no scrolls that can be used,
only Potential and Stars can be used for enhancement.
Because most Hearts are not high-level,
apart from a few high-tier Hearts, most Stars cannot exceed 15,
making it difficult to get a big boost from this part.
In terms of Potential, the most easily obtainable Hearts all have a level requirement of under 100,
so it’s very likely there will be a numerical cap issue similar to Emblems (the difference between 12% and 9%).
However, I don’t think we need to worry too much about this part.
First, the official may not open up too many types of Hearts right from the start.
Second, those Hearts above level 100 — especially ones where Stars can exceed 15 — will have significantly higher acquisition difficulty and market value.
For regular players, these should not be options they need to consider in the short term.
In reality, the official might also make some changes to this system.
For example, they could release Hearts exclusive to the MSN version (considering there haven’t been any new original equipment since the Unchained and Neophyte series).
They might also give Androids additional attribute bonuses to make players more willing to collect and obtain better types of Androids.
Overall, regardless of whether there end up being different adjustments, this is still solid content.
Boss Souls is also a system that I believe can have more unique features in MSN.
It can similarly provide players with ability improvements while requiring a certain amount of time and money.
In other versions, I consider Boss Souls to be an impactful system,
but mainly based on the growth it brings to players.
Simply in terms of the system’s content itself, I don’t find it particularly rich.
Therefore, I personally hope to see more innovation with this system in MSN — for example, adding more original Souls,
or adjusting some mechanical aspects — rather than making it completely the same as other versions. Otherwise, there wouldn’t be a need to wait this long for its release.
Coincidentally,
I just mentioned these two systems to a friend not long ago.
I don’t see any reason not to bring them to MSN.
So after seeing the official confirmation in this announcement,
it feels even more surprising and delightful for me.
@MaplestoryU
I am looking for a party starting from next week onwards.
If your party is looking for a Bishop, please contact me. Server: AIN
50M Bishop looking for a Hard Will party
18M (expected to reach 19-20 soon) Bishop looking for a Hard Lucid party with 5 members or fewer
Online time: 19:00–01:30 (UTC+8)
@MaplestoryU
This week's MSN record
As I expected, the overall income looks a lot more stable.
Plus with the newly added Power Crystals rewards,
the calculated value should be a bit better than before.
The 4-person party Easy Will and Normal Will both cleared successfully in one try.
Arcane Umbra Staff’s Bonus Potential upgraded to Legendary rank.
Dragon Tail Mage Shoulder upgraded to 21 stars.
The alt’s Royal Von Leon Mage Hands upgraded to 20 stars.
@MaplestoryU
#MSU
Just used my 5M Bishop to clear Hard Lotus in a duo party.
Hope one day I can pull a Berserked myself.
Bishop is a class that’s very easy to find Lotus parties.
Damien’s battle, on the other hand, isn’t that easy to die, so Bishop is relatively less needed there.
Therefore, unless your party members are all fixed, you often have to look for parties for these two bosses separately.
If you don’t have a lot of budget, Bishop is usually a good choice.
But many people think of Bishop as too simple.
In reality, you’re not just there to cast a few buff skills during the fight.
Because Bishop’s own damage is far lower than other classes, you have to do your best to keep your teammates alive to ensure enough DPS.
That’s why I believe the key to being a good Bishop is
that you yourself must be familiar with the boss’s mechanics and attacks, knowing what to do at the right moments.
Sometimes you also need to switch Angel form and use Heal to help teammates recover HP, because many places have restrictions on potion usage.
You can even help attract the boss’s attention for your teammates, giving them more safe space and time to deal damage.
@MaplestoryU
#DearMSNDiary
The post I originally planned to write is still being drafted, but the official announcement has already been released.
Since it contains some points I was already looking forward to discussing, and because my original post might take a while longer to finish, I figured it would be fine to briefly talk about these contents first.
Regarding the part where the official mentioned Will, it actually overlaps somewhat with what I originally intended to bring up, so I plan not to go into too much detail about it here for now.
The official has already confirmed that new boss content will be released around August 20, and that it will be a higher difficulty version of one of the existing bosses.
Given this description, there is a very high probability that it will be Chaos difficulty Guardian Angel Slime.
Because the official has already narrowed the scope down to existing bosses, and because most of the main content in the current version remains quite close to other versions (with adjustments mostly limited to things like boss HP values), we can almost be certain that this boss is one that has already appeared in other versions, rather than an MSN-exclusive difficulty.
That leaves only two realistic possibilities: Chaos Guardian Angel Slime and Extreme Lotus.
However, if you simply compare the stats of these two bosses and the order in which they were released, the answer becomes very easy to reach.
In other versions, the approximate stats are as follows:
Chaos GAS: Level 250, HP is 18× that of Normal
Extreme Lotus: Level 285, total HP is roughly 54.3× that of Hard, with 380% defense, and a maximum party size of 2
Even if the official makes adjustments, it would be extremely difficult to turn Extreme Lotus into a boss that fits the current player progression.
Even for the absolute top players, there are still many easier bosses that should come first.
There is simply no reason for the official to suddenly release such a late-game boss and then deliberately lower its difficulty by a large margin.
Furthermore, if you’ve played other versions of MapleStory in recent years, you’ll know that
the Extreme Lotus update was not just the addition of a new difficulty with different mechanics.
It also directly adjusted the existing Normal and Hard difficulties.
This kind of update is much larger in scope and would immediately affect every player who can at least clear Normal.
In concept, it is almost equivalent to releasing an entirely new boss (similar to Will this time).
However, Will’s release had been announced for quite some time beforehand, so dedicated players had plenty of time to study clear guides.
Suddenly dropping a new boss would leave players scrambling.
Most importantly, unlike a brand-new boss like Will that comes with additional rewards, players who can already clear Lotus would likely have to spend extra time learning new mechanics (and fail repeatedly) just to obtain the same rewards.
I don’t think this is something that should happen at the current stage.
Chaos Guardian Angel Slime, on the other hand, is much simpler.
The official only needs to adjust the boss’s level, HP, and rewards to make it appropriately challenging for top players.
For those top players, not having to immediately learn a bunch of new mechanics is probably a good thing as well, especially since we will likely be getting more new bosses in the near future.
When that time comes, the amount of practice and challenge required will probably far exceed what we needed for Will this time.
Besides the above, the official also mentioned some content that is currently in the planning stage.
I might spend some more time writing about that part later.
@MaplestoryU
@UniverseGuild This has always been a key part of MapleStory.
But since boosting combat power for better gains became such a huge focus in MSN, these aspects got sidelined.
I believe the team have a lot of room to expand on this to give players more reason to care about it.
After many attempts, we finally defeated Normal Will today on our last chance.
Afterwards, in another team with different characters, we smoothly cleared Easy Will in a single try.
Easy Will’s difficulty is still considerably lower in comparison.
The main reason is that you don’t need extremely high damage to meet the mechanic requirements, so there’s plenty of time and a good amount of room for error. Overall, though, the demand for team coordination is still much higher than previous bosses.
Hoping the challenges ahead will go more and more smoothly.
@MaplestoryU
#DearMSNDiary
First, I’d like to talk about the recent changes that I clearly think are positive — the NESO distribution.
Right before Will was released, the developers already adjusted the previous Ascendant Tier Raffle.
They changed Hard Lucid’s raffle from the original 10 draws of 50 million NESO to 100 draws of 5 million NESO.
After this update, they essentially overhauled the NESO raffle distribution across the board — both for the bosses themselves and the Ascendant Raffle.
Besides making all the NESO amounts whole numbers, the most noticeable change follows the same concept as the earlier Hard Lucid adjustment: lowering the NESO amount per prize while increasing the number of winning slots.
At first glance, some people might feel the rewards have been drastically reduced.
For example, Normal Lotus used to have a base raffle of 12 million NESO, but now it’s only 2.7 million.
However, this is where a key concept that has always been crucial in MSN comes into play — expected value.
Simply put, expected value is the average result you can expect to receive over the long run.
In-game, the calculation is straightforward: just multiply the NESO amount of the raffle by the final winning probability.
For instance, 1 million NESO with a 50% win rate gives an expected value of 1 million × 0.5 = 500,000 NESO. That 500,000 represents the calculated average outcome; it does not mean you will actually get 500,000 every single time you draw.
Many people have experienced this themselves or seen it happen to friends: some go several weeks in a row without winning anything, while others hit multiple times in a row.
This shows that the variance in winning is huge, especially when the win rate is low.
Because expected value is based on the law of large numbers and is a long-term average, you need a sufficiently large sample size for the actual results to approach the calculated figure.
With only one raffle per week, realizing the expected value is extremely difficult.
That’s why, as more and more players became able to clear Hard Lucid, you started seeing quite a few people walk away with very little NESO — or even none at all.
At that point the win rate had already been compressed below 5%.
Under such a low probability, there’s a high chance the final raffle result looks nothing like what the expected value suggested.
Even if the expected value still calculated to over 10 million, what most people actually received was zero.
Anyone who wants a deeper understanding of the math can look up expected value and the law of large numbers on their own.
So, back to the main topic: why is this adjustment a good thing?
The primary reason is that it significantly reduces the element of pure luck and randomness.
Players can now obtain rewards much closer to their expected value in a more stable way.
Equipment and items, on the other hand, still retain their original randomness.
Just like in other MMORPGs, the acquisition of certain rare items should have randomness — otherwise they lose their rarity, and the sense of achievement when obtaining them drops sharply for players.
But randomness also means this: you might defeat the same boss more than 100 times and still never get that high-tier item, while another player gets it on their very first clear.
If, on top of that, NESO acquisition was also highly unstable, it became very easy for players to clear many bosses yet end up with almost no rewards at all.
I myself have several characters.
Excluding the Ascendant Raffle rewards, the lower-CP characters indeed win very little NESO — or even none at all — most of the time.
Therefore, the biggest impact of adjusting the NESO reward structure is this: those rare items still keep their scarcity, while at the same time guaranteeing that players who defeat the boss still receive a stable return. The principle is actually very similar to when the Ascendant Raffle was first introduced — it was meant to give players a steady reward.
But as time passed, player strength increased and the number of clears kept rising.
Without any special adjustment to the reward structure, most players naturally started feeling powerless and simply blamed their bad luck.
To sum up, I believe this direction of adjustment is correct.
However, in my view the timing seems a bit late.
From what I remember, many raffles having win rates below 10% had already been the case for quite a while, so the developers actually had the chance to make this change earlier.
Going forward, I think the developers will continue adjusting the reward structures, because player strength will keep rising.
Over time, individual raffles may face the same situation again, so the likelihood of further adjustments based on actual raffle outcomes is quite high.
In particular, every time a new boss is released will be a moment when the reward structure needs to be re-examined.
Although this change couldn’t raise the win rates of every reward by a huge amount — because easier bosses have far more clears, and there’s no reason for the developers to enlarge the prize pools of those easy bosses — compared with the previous situation, it’s already much better.
I look forward to the developers continuing to make good and timely adjustments in the future.
Next, I plan to discuss the topic that has been talked about a lot recently: everything related to Will.
I intend to cover whether Will’s rewards and difficulty design are reasonable, sharing based on some of the discussions I’ve seen lately as well as my own and my friends’ actual in-game experiences.
I’ll explain what I believe are the possible factors behind Will’s design and the related adjustments (boss level, character EXP, etc.), analyze the pros and cons of these changes, and also talk about what the possible future direction and planning of the game might look like once these issues have already arisen.
@MaplestoryU
AFK now.
Prepare with teammates later to challenge Will.
I think Will’s technical difficulty is indeed higher than Lucid’s.
From certain angles, it’s even higher than some of the upcoming bosses.
After all, Will’s mechanics require the whole team to avoid mistakes together.
Compared to other bosses, where a single player’s mistake usually just results in that player’s death,
a single mistake during the Will fight can affect the entire party’s progress.
@MaplestoryU
#DearMSNDiary
After this update, there’s a lot that can be discussed.
The pros and cons of the update are quite obvious.
It’s hard to cover everything in a single post.
I plan to spend some time writing about it in the near future.
I believe the official team is indeed facing significant challenges.
These issues were actually foreseeable,
and at the same time they are difficult to avoid.
I agree that the officials still need to come up with corresponding solutions to address these challenges.
It’s just that, in my view, some players are oversimplifying the problem.
However, if you’re a player who hasn’t played other versions of MS in recent years, I think it’s indeed easy to feel a lot of confusion.
I’ll share my thoughts on these changes soon—analyzing the reasoning behind them as well as the possible future directions.
@MaplestoryU
Although there’s still more than a week left, you can already check the next Style Raffle content in the game through the Rotation Schedule in the Rewards Dashboard.
Usually, I check before the update whether the next raffle has any fashion items or chairs that I like.
Today’s shared coordinated fashion is from the next Luxury Fashion D: Baby Bear Night Stroll Set.
The two chairs are from the next Premium Chair: Rock Spirits Chair and Dreaming Traveler’s Rest.
@MaplestoryU
#MSU #StyleRaffle
#DearMSNDiary
What I did after the update:
1.Upgraded v4 skills to max
2.Redeemed Esfera Arc
3.Claimed 1st World Mu Lung Tournament rewards
4.Used weekly Black Flame to enhance equipment
5.Prepared for the fight against Will
6.Bought cubes in preparation for Arcane Umbra Hat
7.Searched the market for suitable equipment and characters
@MaplestoryU
#MSU #DearMSNDiary
Total Play Counts (After July 20, 2026 23:59): 421
Total Prize Pool: 14.21M NESO
(Each winner will receive 1.421M)
Number of Eligible Comments: 17
I will reply to the comments and conduct the lucky draw afterward.
For participants who commented on the X post:
If you win, please send your wallet address via comment or private message.
For participants who commented on Verse8:
If you win, please reply directly in the same comment section, or send me a private message on X (please include your Verse8 profile link or relevant information for identity verification).
🎉MSTD Verse8 Giveaway!
💰At least 10,000,000 Neso guaranteed
How to Enter:
1⃣Like MSTD game on Verse8
2⃣Leave a game-related comment (your feelings, suggestions, bugs, etc.)
10 winners will share the pool equally
💰Prize Pool:
Guaranteed:10,000,000 Neso+10,000 Neso for each play
Maximum total: 100,000,000 Neso (9000 play)
Deadline: July 20, 2026 23:59 (UTC+8)
Draw & Announcement: Late July to early August. Results will be announced on both X and Verse8.
Winners must reply in the Verse8 game page comment with their wallet address within 7 days.
❗️Comments like “Draw me”, “I want to win”, or any completely unrelated content will be disqualified.
❗️Mass copied or spam-like comments may also be excluded.
💰Detailed and helpful feedback/suggestions may receive extra rewards!
MSTD:
https://t.co/4mCNWvWyVs
-
參加方式:
1⃣在 Verse8 上對 MSTD 遊戲按讚
2⃣留下與遊戲相關的留言(感受、建議、BUG 等皆可)
由 10 位得獎者平分獎池
💰獎池:
保底 1,000 萬 Neso,每累積一次遊玩次數增加 1 萬 Neso,總上限 1 億 Neso (累積9000次遊玩)。
截止日期: 2026年7月20日 23:59(UTC+8)
抽獎與公布: 七月底至八月初,將同時於 X 與 Verse8 平台公布。
中獎者須在 7 天內於 Verse8 遊戲留言區回覆錢包地址。
❗️僅留言「抽我」、「我要中獎」等與遊戲完全無關的內容將被排除。
❗️明顯複製他人留言也可能被排除。
💰提供詳細且有幫助的心得或建議,有機會獲得額外獎勵!
MSTD:
https://t.co/4mCNWvWyVs
@Verse_Eight@MaplestoryU
#Verse8 #MSU #MSTD #Giveaway
I've just launched MSTD — a fun, strategic tower defense game built with MapleStory IP on the @Verse_Eight platform!
If you love defending your base with epic MapleStory heroes, and battling waves of familiar monsters and bosses, this one's for you.
Game Highlights:
1⃣MapleStory Vibes: Use iconic characters, monsters, maps, and skills straight from the Maple World.
2⃣Strategic Tower Defense Gameplay: Place and upgrade smartly, experiment with different team comps, and survive increasingly tough waves.
3⃣Fast-paced & Addictive: Quick rounds perfect for short sessions, but deep enough for mastery with synergies and upgrades.
Ready to defend Maple World? Check it out here:
https://t.co/ngvLbX8nat
Drop a like, play a few rounds, and let me know your favorite tower combo in the comments!
I spent a lot of time fine-tuning and adjusting the game content.
Since I hadn’t applied for an MSU Builder account, I used up the initial 10 credit and even purchased extra credits just to complete this project.
@MaplestoryU
#Verse8 #MSU #MapleStoryUniverse
#TowerDefense #MSTD
Recent @MaplestoryU Casual Talk
Although the prices are no longer as high as in the early days, my party was still very lucky this week — Hard Lucid dropped a Dreamy Belt.
Thank you to my teammates for the good luck.
Next week will be the final phase of the summer update.
Soon, I’ll be able to return to the familiar Esfera for leveling.
-
The release of V4 skills will raise players’ damage to another level.
At the same time, it also means that the next significant power increase will most likely come with the release of 6th Job Advancement, or when the official introduces other major attribute-providing systems like Legion or Collection.
Currently, the more foreseeable areas for improvement are:
more new classes with effective capabilities opening in the second half of the year, and Legion being able to reach higher levels.
I believe that before the winter update, there’s a high chance they will release another wave of new classes in the middle of the period, just like in the first half of the year.
The official skipped the Resistance class group that my friends and I originally expected (which also matches the timeline of other versions).
Instead, they released three relatively newer classes ahead of schedule.
I think the probability of Resistance coming in the second half is very high.
Moreover, the official should be happy to accelerate the release of new classes.
Because under the current system, the later a class is released, the harder it is for it to catch up with game progress.
Not only does it require higher equipment costs, but it also takes more time to level up and catch up.
The earlier more classes are released, the more real choices players will have.
Especially as players’ levels get higher and higher, it will become increasingly difficult for players to suddenly abandon their high-level characters and start training a new one from scratch.
This can be clearly seen from the Ranking.
Right now, before Will is even released, the number of characters from these three new classes that can even reach the Lucid level threshold is already very small.
Not to mention after Will, and possibly Tenebris bosses at the end of the year — how few players will be able to level up new classes to the latest boss requirements in a short time.
This issue is actually very hard to solve just by shortening the interval between new class releases.
Because as long as new classes continue to be released in the future, the same situation will inevitably occur again.
Therefore, I believe whether the official can make more noticeable adjustments in these areas will greatly affect players’ willingness to play future new classes.
-
Next week, with the release of Will, the remaining three Arcane equipments will also arrive.
According to other versions, Will should drop different coins than Lucid.
Based on the current setup, it’s likely that only Normal and Hard difficulties will drop them.
The Hat, Outfit, and Shoulder pieces will be obtained through draws using the new coins.
Outfit will probably still have a very low selection rate because there’s currently no scroll function in this version.
Shoulder probably won’t have a high selection rate in the short term either, because it can’t use Flame and there are already other cheaper alternatives — unless the enhancement cost is significantly lower.
The most important one is the Hat piece. It has 15% DEF Ignored and can roll a lot of Flame stats.
It can also complete the 5-set effect with the current four pieces, giving the crucial 40 ATT and 10% BD.
I’ve already prepared quite a few Cubes bought from the Maplers Shop.
I’m waiting until I save enough coins, or when the coin price becomes acceptable, to make a Hat.
-
How Will’s clear threshold and rewards will be is currently something many players are watching.
My current view is relatively optimistic.
Here are a few reasons:
1⃣Although the adjustments came a bit slowly, the official has indeed made corresponding changes to the gradually decreasing drop rates in Hard Lucid.
In Will and future bosses’ Ascendant draws, it should be hard to see drop rates as low as Lucid’s in the past few weeks.
Although the number of draws will definitely increase gradually, spreading out the prize pool won’t increase player revenue.
But as I mentioned in my previous post, getting closer to the expected value with more stable returns is better for players.
2⃣From the release of Lucid until now, players have actually had a lot of room for growth — including levels, ARC, V3 skills, etc., which greatly increased the number of players who can clear Lucid.
However, although players can still level up and gain ARC after Will releases, the speed of improvement will definitely not be as fast as during the Lucid period, and the magnitude won’t be as large either.
The fastest estimates for ARC suppression reaching 1.3x and 1.5x are around October and next year respectively.
Plus V4 skills will be released at the same time, so there won’t be any huge upgrade content in the short term.
If you’ve been paying attention, in MSN these newer bosses were almost all quite difficult right after release.
That means Will is very likely balanced with the premise that players have V4 skills, so that it still feels challenging when players just obtain V4.
Because the next major upgrade (6th job) won’t come until next year at the earliest, even if new systems are introduced, it’s unlikely they will provide as massive an increase as 5th job.
Therefore, I still hope the official can introduce some inherent systems from other versions —
such as Android, Soul Weapon, Familiar Card, etc., which carry weight both in appearance and strength.
3⃣My alt characters don’t always have a fixed party.
So sometimes I have to PUG bosses like Lotus, Damien, and Lucid.
In my opinion, although the clear threshold has become much lower now, there are still quite a lot of people who are not proficient enough at dodging boss mechanics and patterns.
That means when future bosses have more complex mechanics and higher technical requirements, simply having enough party damage won’t be enough to clear.
For non-fixed parties without voice communication and coordination, the difficulty will only be higher.
Some of Will’s mechanics will require full party cooperation, unlike the previous bosses where one person’s mistake only kills themselves.
-
This Vibe Camp is about to end.
Excluding work and playing MSN, I don’t actually have much free time left.
Plus I don’t have a Builder account with unlimited Credits, so some content hasn’t been added smoothly yet.
I currently have a few ideas that I think are pretty good and feasible, but they will probably require quite a lot of time and Credits.
Even after this event ends, I should still try to modify them in my spare time.
I want to at least finish the original ideas to a certain stage first.
After that, if the results are good, I may slowly add other content.
#MSU
Even after the changes to the NESO giveaway in Hard Lucid, there is still an element of luck involved.
However, the realization of expected value is much better than before.
Especially for larger parties, having stable returns is far better than the previous high-variance situation (big wins or big losses).
In the past few weeks, as many players' CP has increased, the number of players clearing the boss has continued to rise, and the winning probability has dropped all the way to around 2.5%.
This has caused the giveaway to become extremely volatile.
Even 3- to 4-player parties still had a high chance of getting no NESO at all.
The new boss Will is coming soon.
Starting from Will, bosses will have much higher requirements for character builds and technical skill.
So I believe the win rate won’t decrease as dramatically and quickly as it did with Lucid.
That said, as time goes on, how to design sustainable player rewards remains a key issue.
I hope the developers can continue to provide players with more stable returns in the future, while also giving top players clear incentives and motivations that set them apart from mid-to-late game players.
@MaplestoryU
#MSU