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Full list of all Adventurer KMST changes - Printable Version

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Full list of all Adventurer KMST changes - FluffyFoxxie - 2010-01-03

Sn1perJohnE Wrote:These are the changes I had thought up for archers as an overall improvement. Really dont expect even half the things listed to even be touched, much less what I think would be decent.

1st Job:
Make Focus a party skill. We'd be LOVED by warriors in parties.

No mention of Blessing at all? Has to be the number 1 pomegranate skill of the bowman job. I think blessing should add 20 HP or so per lvl on top of the ACC, since bowman HP blows anyways.
Also Arrow Blow's base damage should be higher.


2nd Job:
Hunter: Make FA an active skill. It can be an useful skill, or a hindering skill, and by leaving it as a passive skill, it hinders almost everytime.

Dusk suggested to me that maybe FA should function similar to Aran's double swing, in which you have to double-tap the attack key to activate it. Also, making it emulate the skill in which it was used with would make it so it's not shitty when used with AB/IA.

PKB: Better damage, not much though. Even just allowing crits to be dealt would make this skill useful in tight situations beyond making room.

Meh, PKB isn't really meant for damage so I don't see why this should change.

Soul Arrow: Make it a skill that actually stacks with attack arrows. NLs get Shadow Star, and they still get the att boost from the stars. Make it so that it consumes 100 arrows at max to activate.

Terrible idea. Unless you make stacks of arrows rechargeable like sins' stars, otherwise, just no. Would be way too hard to keep a nice stock of diamond arrows. IMO, I don't see why they can't just make SA stack with att arrows as is.

Crossbowman: See above skill changes.

3rd Job:
Ranger: Inferno: Increase overall damage at max to 170% and allow for "poison" burn effect for comparable time to BW's skills with same effect.

Agree with the burn, but I don't think even 170% is enough to make it worth getting over arrow bomb.

Arrow Rain: Increase damage to 180% and mob size from 6 monsters to 8.

AR/AE are already decent skills. I don't think they need a buff.

Strafe: Increase damage to 105% damage for each hit, a combined total of 420%. This makes it comparable to other classes skills.

Why not make it 110% like the Sniper's strafe?

Sniper: Blizzard: Increase damage to 150%

Pointless. No one uses blizz for damage anyways. It would, however, be nice if blizz was fully maxed (30) the freeze time were to be increased to 4 seconds, rather than 3 seconds at lvl 21.

Arrow Eruption: Increase damage to 175% and mob size from 6 monsters to 8.

Same deal with ranger comment.

Strafe: Increase damage to 110% for each hit, making a combined total of 440% damage. Comparable to other classes, while having the advantage over Rangers as it is their main attack skill.

If snipers get 110% strafe, both classes should get it. Snipers already have a damage advantage with their better damage formula.

4th Job:
Bowmaster: Dragons Breath: Increase damage at all levels by 10%, also make it workable on mobile bosses, at a certain % at all levels, or when damage KB occurs.

DB has pitiful damage as it is. I think it should START at 100% damage at lvl 1 and end at 130% at max (1% per lvl or something.) Also the last 9 lvls of DB are pretty pointless. Maybe max lvl should be able to push 7 mobs or something.

Hurricane: Increase damage by 10% on all levels, ending at 110% damage per hit at max.

I agree with this.

Phoenix: Increase base damage on all levels by 50, ending with a max level damage of 600. Add "poison" burn effect, comparable in time to BWs skills with same effect.

Also agree with this.

Concentrate: Increase att by 4 overall, making level 1 15 att, and max 30 att. Reduce cool down by 30 seconds. Possibly make the MP cost reduction a party effect.

Att boost is ok, but making the MP reduction a party skill... eh.

Marksmen: Dragons Breath: See above.
Frostprey: Increase damage by 50 at all levels.


Also a new one (since I copy+pasted this from a lolbasil post) would be to make the Critical chance 50%, instead of the 40% it currently is. It almost makes no sense that assassins would have crits, let alone a higher chance of hitting crits.

I believe assassins have a higher crit chance because they have pomegranate mastery. L7/TT formula have 40% mastery, the lowest of all classes.

Comments in bold.


Full list of all Adventurer KMST changes - Hazzy - 2010-01-03

Phoenix Wrote:minus shadowers do.

Jesus Christ Nexon, what the hell were the Korean Devs on when they designed this game....
"K GUYS. PIRATES, ARCHERS, AND SHADOWERS HAVE TO SUCK pomegranate."

I bet the guy who made SE got fired.


Full list of all Adventurer KMST changes - JoeTang - 2010-01-03

FluffyFoxxie Wrote:Comments in bold.

No one uses Ice Splitter for its damage but they increased it 30%.

If Inferno had 170% damage at max, it would be better than Arrow Bomb when they both have max SE by 0.4%, which would probably end up rounding and making them equal. If it could burn, people would probably shoot it once and spam Bomb the rest of the way.

I don't see why Hurricane should deserve a damage boost.

Give Pierce and Dragon Breath a higher mob count.


Full list of all Adventurer KMST changes - Rick - 2010-01-03

I really wish people would stop adding the pseudo-poison effect to their proposed changes. Not all classes are supposed to do what Magicians do. Just because one elemental attack does that kind of thing, doesn't mean every attack of the same element should.


Full list of all Adventurer KMST changes - KaidaTan - 2010-01-03

I think people are over-estimating the burn effect given by things like Flamethower and the Demons. Sure it helps slowly, but its still not preferable to actual damage. By "huge boost", I was thinking that Inferno should be something like 250% and Blizzard 230%. That's enough to make significantly better than Arrow Bomb in all situations, as it should be.

JoeTang Wrote:No one uses Ice Splitter for its damage but they increased it 30%.

If Inferno had 170% damage at max, it would be better than Arrow Bomb when they both have max SE by 0.4%, which would probably end up rounding and making them equal. If it could burn, people would probably shoot it once and spam Bomb the rest of the way.

I don't see why Hurricane should deserve a damage boost.

Give Pierce and Dragon Breath a higher mob count.
Splitter+Flame really isn't that bad for damage once you get a good level of Boost. But it seems silly that the Archer skills of similar use and element are significantly weaker.

I agree that Hurricane shouldn't be any stronger. It's perfectly fine as it is. If you give archers 50% crit (which would help BMs more than Marksmen), and give *both* classes 120% Strafe (vice-versa), it would balance out. Also it would help make up for Archer's generally sucky 3rd job. They're weak as hell.

Alilatias Wrote:10% more crit would be overkill. I'd say 5% is enough. Either that, or have SE's crit chance increased to 20%. Come to think of it, I'd prefer the latter, as it would be more beneficial to everyone.
I specifically wanted it just for Archers, not on SE. Sins crit enough as it is, and I think it's silly that they crit more often than Archers.


Full list of all Adventurer KMST changes - Teppi - 2010-01-03

Quote:Strafe: Increase damage to 110% for each hit, making a combined total of 440% damage. Comparable to other classes, while having the advantage over Rangers as it is their main attack skill.

If snipers get 110% strafe, both classes should get it. Snipers already have a damage advantage with their better damage formula.

4th Job:
Bowmaster: Dragons Breath: Increase damage at all levels by 10%, also make it workable on mobile bosses, at a certain % at all levels, or when damage KB occurs.

DB has pitiful damage as it is. I think it should START at 100% damage at lvl 1 and end at 130% at max (1% per lvl or something.) Also the last 9 lvls of DB are pretty pointless. Maybe max lvl should be able to push 7 mobs or something.

Hurricane: Increase damage by 10% on all levels, ending at 110% damage per hit at max.

I agree with this.

Phoenix: Increase base damage on all levels by 50, ending with a max level damage of 600. Add "poison" burn effect, comparable in time to BWs skills with same effect.

Also agree with this.

Concentrate: Increase att by 4 overall, making level 1 15 att, and max 30 att. Reduce cool down by 30 seconds. Possibly make the MP cost reduction a party effect.

Att boost is ok, but making the MP reduction a party skill... eh.

Marksmen: Dragons Breath: See above.
Frostprey: Increase damage by 50 at all levels.
are you for serious? marksmen are already WAY behind bowmaster in dps and everything, making strafe equal damage and increase the damage in hurricane just make marksmen becomes more LOLable. and its funny how ur propose for bowmaster is WAY more than marksmen when marksmen is the class that needs the boost............
if bowmaster's strafe and hurricane gets increased to 110%, then sniper's strafe should be increase to like 130% to make up the difference. sure sniper will be better than hunter in 3rd job, but in 4th job it will be balanced, not like how hunter/bow is way more common/powerful than sniper/xbow now =.="


Full list of all Adventurer KMST changes - FluffyFoxxie - 2010-01-03

Teppi Wrote:are you for serious? marksmen are already WAY behind bowmaster in dps and everything, making strafe equal damage and increase the damage in hurricane just make marksmen becomes more LOLable. and its funny how ur propose for bowmaster is WAY more than marksmen when marksmen is the class that needs the boost............
if bowmaster's strafe and hurricane gets increased to 110%, then sniper's strafe should be increase to like 130% to make up the difference. sure sniper will be better than hunter in 3rd job, but in 4th job it will be balanced, not like how hunter/bow is way more common/powerful than sniper/xbow now =.="

On the flipside, BMs suck ass at training. They have no good mob skills. I think a boost in Inferno is really what BMs need most right now.


Full list of all Adventurer KMST changes - Lozmaster - 2010-01-03

Quote:are you for serious? marksmen are already WAY behind bowmaster in dps and everything, making strafe equal damage
... Wow, just wow. You think strafe has any part in bowmaster DPS?
Strafe for both jobs should do the same damage. As it is, a crossbowmans Strafe and arrow eruption will always hit more than a rangers because xbows have 2 more attack, need 5 less strength, have a better damage formula, and all at seemingly no disadvantage to them in 3rd job


Full list of all Adventurer KMST changes - Teppi - 2010-01-03

wat i meant was making strafe the same % damage, i didnt say mean same actual damage
agree that it will do no disadvantage to them in 3rd job, but how about 4th job? in 3rd job they're equal but in 4th job bow becomes much better with hurricane (yet the poster wanted stronger hurricane too). marksmen, a job that depends on strafe even in 4th job for dps, should get an increase in strafe % damage to be balanced with hurricane in 4th job
Quote:On the flipside, BMs suck ass at training. They have no good mob skills. I think a boost in Inferno is really what BMs need most right now.
agree about the training part, but how many 200 archers are bows and how many are xbows?


Full list of all Adventurer KMST changes - FluffyFoxxie - 2010-01-03

Teppi Wrote:wat i meant was making strafe the same % damage, i didnt say mean same actual damage
agree that it will do no disadvantage to them in 3rd job, but how about 4th job? in 3rd job they're equal but in 4th job bow becomes much better with hurricane (yet the poster wanted stronger hurricane too). marksmen, a job that depends on strafe even in 4th job for dps, should get an increase in strafe % damage to be balanced with hurricane in 4th job

This is true, but I don't think it's so much a problem with Strafe as it is Snipe. The static damage is great at low lvls but it just puts a gigantic gap between BM/MM when high att pots or amazing gear is put into play. If snipe were changed to a % skill then this wouldnt be a problem. as snipe's damage would rise accordingly.

Teppi Wrote:agree about the training part, but how many 200 archers are bows and how many are xbows?

Point, but I think that has more to do with bow popularity than training speed. There's more bowmasters cuz hurricane is "OMG AWESOME" and crossbows are "wtp y it cover my fais"


Full list of all Adventurer KMST changes - Tikey - 2010-01-03

Phoenix Wrote:Ninja storm doesn't work on bosses either. None of the ranged characters have boss pushing skills. And all of the melee minus shadowers do.

Power Knockback pushes bosses.


Full list of all Adventurer KMST changes - Worthyness - 2010-01-03

The above is true. But what archer has enough HP to tank and power knockback a mobile boss (not for a long time at least)?


Full list of all Adventurer KMST changes - Tikey - 2010-01-03

Crazy ones.


Full list of all Adventurer KMST changes - Russt - 2010-01-03

JoeTang Wrote:Give Pierce and Dragon Breath a higher mob count.

Yes.
And make Pierce less retarded somehow. Is it currently a 1 second charge?


Full list of all Adventurer KMST changes - KaidaTan - 2010-01-03

Russt Wrote:Yes.
And make Pierce less retarded somehow. Is it currently a 1 second charge?
Yep. Whatever you're about to suggest, figure out a way to keep the charge animation. One of the cooler things about Pierce is that you can hold it down and look at it.


Full list of all Adventurer KMST changes - Typhoon - 2010-01-03

FluffyFoxxie Wrote:Point, but I think that has more to do with bow popularity than training speed. There's more bowmasters cuz hurricane is "OMG AWESOME" and crossbows are "wtp y it cover my fais"

actually its more because mm are basically stuck with strafe as their main attacking skill from 70-200.


Full list of all Adventurer KMST changes - Sn1perJohnE - 2010-01-04

Tikey Wrote:Power Knockback pushes bosses.

Technically, the PKB on bosses is along the same lines as bow whacking a boss and it getting knocked back. Some bosses like stumpy and such, you can lay down and push them around the map, ots kinda funny, but sad when our "super KB" skill doesnt do crap to it.

Blessing of amazon giving 20 HP per lvl after points are added would be a god send, and would actually level the field between archers and sins, as sins get very high avoid, along with the 4th job skill that creates misses.

The burn effect just kinda makes sense, and seems fair when considering the freeze effect of blizzard for snipers (ice=freeze fire=burn). Sure it wont really pick up the overall damage done, but it would open the possibilities of different training styles.


Full list of all Adventurer KMST changes - Cyanne - 2010-01-04

PKB doesn't technically work on bosses, it's just that it makes your whack damage higher so that it's easier to meet the KB damage of the boss and so the % displayed on your weapon can apply, if you're not below the boss's level.

Increasing the number of targets DB and pierce hit isn't really necessary. With level 11 DB (5 targets) I almost never run into problems while training, and it wasn't so bad with level 1 DB either. Pierce doesn't need to hit more targets; at higher levels, it already insta-kills anything the 3rd/4th monster and beyond at oblivion 4, and everything except the front monster at skelegons (first monster included if you land a critical).

Inferno being changed to become a useful mob skill in 4th job would be kind of unfair for those who have dropped it already. That applies to any popularly dropped skill in the past that becomes useful in 4th job with new changes. Maybe if Nexon decided to gift free SP resets in the amount that each character lacks in a newly-changed skill, but I don't see Nexon doing that.


Full list of all Adventurer KMST changes - FluffyFoxxie - 2010-01-04

Cyanne Wrote:PKB doesn't technically work on bosses, it's just that it makes your whack damage higher so that it's easier to meet the KB damage of the boss and so the % displayed on your weapon can apply, if you're not below the boss's level.

Increasing the number of targets DB and pierce hit isn't really necessary. With level 11 DB (5 targets) I almost never run into problems while training, and it wasn't so bad with level 1 DB either. Pierce doesn't need to hit more targets; at higher levels, it already insta-kills anything the 3rd/4th monster and beyond at oblivion 4, and everything except the front monster at skelegons (first monster included if you land a critical).

Inferno being changed to become a useful mob skill in 4th job would be kind of unfair for those who have dropped it already. That applies to any popularly dropped skill in the past that becomes useful in 4th job with new changes. Maybe if Nexon decided to gift free SP resets in the amount that each character lacks in a newly-changed skill, but I don't see Nexon doing that.

What about all the people that didnt max fire arrow? or explosion? or threaten? or any of the skills nexon is adjusting? :o just cuz its not fair to people who have already dropped certain skills doesn't mean it shoudln't be done, for balance's sake.


Full list of all Adventurer KMST changes - Chameleonic - 2010-01-04

Cyanne Wrote:Increasing the number of targets DB and pierce hit isn't really necessary. With level 11 DB (5 targets) I almost never run into problems while training, and it wasn't so bad with level 1 DB either. Pierce doesn't need to hit more targets; at higher levels, it already insta-kills anything the 3rd/4th monster and beyond at oblivion 4, and everything except the front monster at skelegons (first monster included if you land a critical).

Not everyone has a 150atk Xbow...

It takes me 3-5 shots to kill mobs in TT and Skelys with maxed Pierce.

I think Blessing of Amazon should give more like 100HP per point, not 20HP.