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KMST 1.2.478 - Warrior and Mage Skill Changes - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Extraction Stuff (https://www.southperry.net/forumdisplay.php?fid=13) +--- Forum: Extractions (https://www.southperry.net/forumdisplay.php?fid=68) +--- Thread: KMST 1.2.478 - Warrior and Mage Skill Changes (/showthread.php?tid=64590) |
KMST 1.2.478 - Warrior and Mage Skill Changes - Chilly - 2013-05-29 Mario Wrote:Breaking News: These may not be final lawl. I wonder how many Adventurers there are in KMS to listen to? That wasn't sarcasm or anything, it was an honest question. You can't just plop someone who mains a Xenon into the shoes of a Paladin and ask, "What's wrong?" or someone who plays Kaiser into a Mage. Besides those things, isn't the main KMS class ranking board woefully inaccurate and by extension, their mathematicians? How might we direct attention towards our own JoeTang or some of the seasoned GMS professional Adventurers? Oh wait... Lastly, if they couldn't get past "rebalancings" right, how can I expect them to do it now? Has KMS learned lessons from GMS and what a positive image having a Girasol can be? Could they have turned over a new leaf? Meh. KMST 1.2.478 - Warrior and Mage Skill Changes - Death - 2013-05-29 Someone in korea go shout around on forums paladins need blunt weapon animations. And make blast a skill that hits 1 mob again. k thx. KMST 1.2.478 - Warrior and Mage Skill Changes - kehpaladin - 2013-05-29 I think the biggest complain come from paladin loss of 200% def and dk need to die skills. lol next is i/l. the other are quite satisfying esp f/p mage. LOL KMST 1.2.478 - Warrior and Mage Skill Changes - KillerZero - 2013-05-29 Death Wrote:Someone in korea go shout around on forums paladins need blunt weapon animations.THIS^^^^ change blunt weapon mastery to give 30 attack as well/make it so blunt weapons give 10% min crit/something not useless, go back to original BLAST SPEED and make it 1 on 1 kehpaladin Wrote:I think the biggest complain come from paladin loss of 200% def and dk need to die skills. lol Give us back 200% defense back, and you can Make it so paladins give 50-100% of their defense from para shock defense, change the attack amount of attack para shock defense to 20-25, add 10-20% status(because heroes now have 30% status from endure). I'm not even mentioning the 50% damage reduction you took from us nexon. If you just do the above things, i can live without the 50% damage reduction. If you guys just incoporated this, i think paladins would be happy. KMST 1.2.478 - Warrior and Mage Skill Changes - Sephie - 2013-05-29 Death Wrote:Someone in korea go shout around on forums paladins need blunt weapon animations. No, not just that. Make 2H Paladins actually viable! Give me a reason to go 2H Sword or BW! ;s The most perplexing thing about Nexon is that they take the time to make 2H BW for every event and every boss drop/set... when it's usable by 1 class and like less than 1% of that class would ever go 2H, and 1% of that go BW. <<<<Totally made up statistic. KMST 1.2.478 - Warrior and Mage Skill Changes - KillerZero - 2013-05-29 Sephie Wrote:No, not just that. Make 2H Paladins actually viable! Give me a reason to go 2H Sword or BW! ;s Said reason for mad respect for 2hand blunt weapon users, and mad disdain for 2h sword users
KMST 1.2.478 - Warrior and Mage Skill Changes - Sonic - 2013-05-29 Not sure if a video for Bishop skills was posted yet, but I uploaded videos showing its 2nd and 3rd job skills. Priest
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Cleric
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KMST 1.2.478 - Warrior and Mage Skill Changes - KillerZero - 2013-05-29 i do wish you had actually used the healing fountain, wanted to know if it actually worked xD. Want to see how bishops are now with their new Angel Ray, and the big bang stuff KMST 1.2.478 - Warrior and Mage Skill Changes - JoeTang - 2013-05-29 Paladins: First off, I note there's an error with Page Order, where the max enemies hit says 2, it should read 8.
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Might write some more about other classes if people like this piece. Also, what is it that Paladins want from patches, because it's obviously not damage. KMST 1.2.478 - Warrior and Mage Skill Changes - Death - 2013-05-29 KillerZero Wrote:Said reason for mad respect for 2hand blunt weapon users, and mad disdain for 2h sword users Thanks you haha, you should see the comments I got on screenshots i have on basil from ages ago. I still get weird comments for being dumb as such for using one. And [MENTION=8857]Sephie[/MENTION]; I totally agree. I never understood that either. Although with some things they left out two handed bw's such as VL weapons. But come on, a 2h Lv 150 mace. Ametaresu, and that joker thing we don't have yet. Why even bother? [MENTION=535]JoeTang[/MENTION]; We want a skill that hits 1 mob instead of all mob skills. We want blunt weapon animations. We want something fair for blunt weapons instead of 5% ignore defense. We want to stay ''holy'' not some fire class. We want our old threaten animation back. (It's why I made my first character 7 years ago a page. -sob-) I never complained anywhere about damage but visually it's crap mostly. (And blast is just ruined for the way it is.) EDIT: Wow clerics/priests/bishops look nice. I love the new Angel ray, looks sweet. KMST 1.2.478 - Warrior and Mage Skill Changes - Sonic - 2013-05-29 KillerZero Wrote:i do wish you had actually used the healing fountain, wanted to know if it actually worked xD. Want to see how bishops are now with their new Angel Ray, and the big bang stuff I did at 0:56. Healed some health. KMST 1.2.478 - Warrior and Mage Skill Changes - DeanNim - 2013-05-29 Im totally loving the bishop changes. The F/P changes basically, Paralyze is now fire like how it should be yes Ifrit looks super swole yes Is that a meteor-final-attack type skill i see uhm so basically i leave trails of fire after attacks hell ye slime virus looks kinda pointless but if it improves DoT then ok also new 4th job elemental composition type skill omg yes definitely looking forward to this. KMST 1.2.478 - Warrior and Mage Skill Changes - CarrionCrow - 2013-05-29 This update only present a bigger, more important question; will they undo the fuglyfication of the once proud Night Lord? Bring back Avenger and ditch the useless Naruto skills now! *Raises fist* KMST 1.2.478 - Warrior and Mage Skill Changes - KillerZero - 2013-05-29 Death Wrote:Thanks you haha, you should see the comments I got on screenshots i have on basil from ages ago. The mobbing part, i dont see a problem with, though i do like your way of thinking [MENTION=535]JoeTang[/MENTION] for solutions to actually use flame/ice charge besides 2nd/3rd job, what i think paladins want the most, is what nexon said they were going to do, make us into a knight of total defense. I really like the suggestion joetang said, about making the % defense seperated into a gradual thing, with 50% in 2nd job, 50% in 3rd job, 50% in 4th job. The real problem i have with para defense guard, is that it does help the party, but with the current buffs of 50% wpn defense, sacrificing 20% is a lot, and only getting 10 attack in return is not very rewarding. If we were to get past 150%+ wpn defense, like i posted earlier, ID GLADLY share 50% of it with my party members. I do want a 1 on 1 move only, and definitely MUST HAVE BLUNT weapon charges. Make a blunt weapon version of Blast, give it back its original speed, and we can do this. Do something about heaven hammer. I mean, i use it, great, but to me it doesnt strike as, a hammer descending with rightous fury purifying the damn, and saving the weak. I might be influenced by hayato too much, but making heaven hammer into a buff/ultimate would be nice. Use it for some damage, then receive righteous fury from god, enabling you do some smiting for 2 -3mins, then having a 5 min cooldown. I do enjoy the fact that i might get to rez people(never made sense to me why paladins couldn't do this from the start, i even half jokingly told people while bossing DW I CAN REZ YOU And damn, i just realized i actually CAN reach 100% critical rate with blasts(5+4(mm card)+10 critical ring,+10 phantom link,+10 hyper skill+ 42 from blast charge+20 from hyper skill that gives blast critical) and i have the leafre set, with the bonuses for Threaten, putting me at 50 +30+21 from blast itself?(not entirely sure how this works here). What would be more beneficial with those multipliers if you can please answer joetang. Please and thank you. BTW i did enjoy your little chat, you had great ideas
KMST 1.2.478 - Warrior and Mage Skill Changes - Sephie - 2013-05-29 JoeTang Wrote:Also, what is it that Paladins want from patches, because it's obviously not damage. I would sacrifice half of my damage to be twice as useful in parties. I want to be a class where damage isn't the point: if you want damage, go Hero or DrK. I want a defense skill that actively blocks/takes damage for party members, going even further than Parashock Guard. Incentivize cubing for %HP instead of %STR to make your role as a guardian/support/tank/anchor/healer even more effective. To go along with that, have an attack based on HP, sort of like DA or the new DrK. Getting a party heal and resurrect made me feel better about the revamp because now our job isn't only Combat Orders and Smite... but I would love to see it go even further. Though, I feel resurrect should be a Bishop specific skill. On the flipside, I feel like there should be an aggressive play style for 2H users. Because they don't use shields, they lack any of the aforementioned extreme defensive skills but instead have more reserved party skills that are still unique and useful. When I look at how Paladins evolve through each patch, I feel like they're always stuck between two ideologies that the devs try to incorporate. The result is some pseudo-tank that tries to DPS but A) Fails as a tank since if everyone dies around you, you're not going to save the expedition, B) Fails as a tank because there are things in this game that will still 1 shot you (DR, map hazards, boss mechanics, boss spells), and C) Fails as a DPS class because the devs still view the class as a defensive class or something so they are always near the bottom of all warriors in terms of damage. On a side note, I really really really want Paladins to use spears. I mean... all their freaking attacks are thrusts and stabs... of all the things to stab with, they use a hammer <_<. Look at all the charge and Blast animations and tell me a spear wouldn't work in there... If we're called the "Knight", why no spear <_< KMST 1.2.478 - Warrior and Mage Skill Changes - Bribery - 2013-05-29 I/L Video. Frozen Orb appears to be like Luminous' Morning Star rather than Mechanic's Distortion Bomb. [video=youtube;mkcDRxRKYkE]http://www.youtube.com/watch?v=mkcDRxRKYkE[/video] KMST 1.2.478 - Warrior and Mage Skill Changes - Sonic - 2013-05-29 Just finished the Bishop 4th job video:
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It is still uploading so you might still be unable to view it, but it should be done in awhile. Two things to note: 1. I can jump cast Angel Ray. The problem is when I do so, no projectile comes out. So probably might be a bug. Not sure if it was intended to be jump cast. 2. I can no longer telecast Angel Ray, which I feel is a downside to it. KMST 1.2.478 - Warrior and Mage Skill Changes - MiracleTrail - 2013-05-29 Regarding the DK skills, I think the biggest complaints I have that I hope they fix are; 1. Nexon, DKs have more minimum critical damage than we can even use. Even before, I believe we had a 1.5-1.5x crit damage multiplier. Now, we get 15% more, and that's not including the hyper skill. With the hyper skill, we have a 1.8-1.5x crit multiplier. Or a 1.65-1.5 by default. Stop it nexon... 2. Beholder's Revenge is a waste of a skill. As DKs are now, I'm pretty sure most would agree that we're better off using beholder until we get it's buffs, and then switching it to dominant mode. Not to mention they raised it's master level from 10 point to 30. Nexon plz. 3. Beholder heals 20% every 24 seconds. Seriously Nexon... 4. Cross Over Chain is pretty damn OP if does what it sounds like it does. And unless they change it, Phantoms will definitely be stealing it too. 100% damage increase (at full HP) is a little too much. Moving some of that % over to reincarnation would be a good idea. 5. Speaking of Cross Over Chain, the damage reduction part is pretty bad. Considering our draining skills and the fact that we want our HP to be full at all times for the CoC damage boost, it's only purpose right now is making reincarnation harder to activate outside of bosses whose attack are %HP focused, rather than regular damage. 6. A minor one, but I hope they make Iron Will better. Right now it's pretty bad. Maybe add a passive effect or at least increase the amount of defense to make it truly worth using. Hopefully Nexon can address at least some of these before these changed hit the live servers. Sorry if I got any of the numbers wrong. KMST 1.2.478 - Warrior and Mage Skill Changes - SeeSaw - 2013-05-29 maybe the Max Enemies Hit of Flame Charge and Blizzard Charge is 4 but not 3 KMST 1.2.478 - Warrior and Mage Skill Changes - ShinkuDragon - 2013-05-29 MiracleTrail Wrote:Regarding the DK skills, I think the biggest complaints I have that I hope they fix are; Wholly agreeing with the first one, seriously, what do we need 1.85 min crit for? Take 15-20% off and add it to max crit damage instead, bam, fixed Not a complete waste, due to reincarnations long ass cooldown, using revenge as healing is one of the things we kinda have to do, ol' sed1/1 and stuff. Really want a lower master level too although not really important. A customized effect for our masteey would be nice rather than a plain 30 attk bonus Lol 24 seconds... While we have judgement, THIS is a waste of a skill Phantoms kinda need the buff anyways, moving some of it to reincarnations pasive sounds good indeed though Why isnt it 10% ignored + 8% of your hp ratiomthinguie, ill never know. Reincarnations long ass cooldown makes it nothing more than a gimmick skill, if we are the undying drk, it should have a more active role, not something you MIGHT use every 10 minutes Or why the hell doesnt iron will give %damage reduction, i swear ill never fking know [MENTION=535]JoeTang[/MENTION]; id love to see you continue your opinions Pd make gungnir not fall down 100% vertically please |