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KMST 1.2.480 Adventurer Revamp and Skill Changes - Printable Version

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KMST 1.2.480 Adventurer Revamp and Skill Changes - xenom - 2013-06-19

Eyon Wrote:It is not a skill, they said that the quest EXP bonus from Empathy is removed and replaced with a buff duration.
And I want to know how much it gives Smile
ah that isnt in detail. if someone upload about it, i'll tell you


KMST 1.2.480 Adventurer Revamp and Skill Changes - masterzero - 2013-06-19

I seriously dont' understand people who said the bucc revamp is bad


We have
-Really good 1 vs 1
- Best 1 vs many IMO
-Lots of buff to increase range madly

We got
-Mobility ( Flash jump and Spammable Double spiral)
- Skills changing animation upon energy charged
-WAY WAY WAY WAY WAY WAAAAAAAAAAAAAAAAAAAAAAAAAAAAY BETTER energy system , if it works the same it reads , now you'll have to USE the energy to deplete the bar , there WONT be lost time by being CC'd by some boss or having to run or W/E ( Will the energy stay after dead ? That could make it EVEN better) , you won't have 60 seconds of charge each time you charge , you'll have 10000 energy you'll have to use entirely to deplete the bar and go back uncharged
-Third point is a godsend , UoP using 2500 energy 1/4th of the bar instead of all means it will be usable WITHOUT stimulate
- Speaking of UoP usable , they changed the good-for-funded max damage increase effect for min/max crit damage increase... GOOD
- All skills got a base damage increase AND they will increase by 10 % more when fully charged ( want to know if it's additive or multiplicative tho)
-Energy charge got a extra 20 atk and 8 % extra stance ( THIS LAST ONE IS BAD THO , WHY ONLY 8 % NEXOOOOOOOOOON)


What more did buccs needed?


KMST 1.2.480 Adventurer Revamp and Skill Changes - hfok - 2013-06-19

JoeTang Wrote:They already did that.

Yup, they did, my bad. Wasn't paying any attention to Archers.
Hopefully they wont do it to Cannon Shooter.


KMST 1.2.480 Adventurer Revamp and Skill Changes - xenom - 2013-06-19

Eyon Wrote:It is not a skill, they said that the quest EXP bonus from Empathy is removed and replaced with a buff duration.
And I want to know how much it gives Smile

oh that isnt in detail. i'll tell you if someone upload about it


KMST 1.2.480 Adventurer Revamp and Skill Changes - Eyon - 2013-06-19

xenom Wrote:oh that isnt in detail. i'll tell you if someone upload about it

I scan the interwebz at lighting speed...
Why do you think I ask it o.O


KMST 1.2.480 Adventurer Revamp and Skill Changes - xenom - 2013-06-19

Eyon Wrote:I scan the interwebz at lighting speed...
Why do you think I ask it o.O
there was a update about it. its true. but theres no one whose empathy is 100. so i cant guarantee you. also some one said increas rate is change at 50


KMST 1.2.480 Adventurer Revamp and Skill Changes - DeanNim - 2013-06-19

masterzero Wrote:I seriously dont' understand people who said the bucc revamp is bad


We have
-Really good 1 vs 1
- Best 1 vs many IMO
-Lots of buff to increase range madly

We got
-Mobility ( Flash jump and Spammable Double spiral)
- Skills changing animation upon energy charged
-WAY WAY WAY WAY WAY WAAAAAAAAAAAAAAAAAAAAAAAAAAAAY BETTER energy system , if it works the same it reads , now you'll have to USE the energy to deplete the bar , there WONT be lost time by being CC'd by some boss or having to run or W/E ( Will the energy stay after dead ? That could make it EVEN better) , you won't have 60 seconds of charge each time you charge , you'll have 10000 energy you'll have to use entirely to deplete the bar and go back uncharged
-Third point is a godsend , UoP using 2500 energy 1/4th of the bar instead of all means it will be usable WITHOUT stimulate
- Speaking of UoP usable , they changed the good-for-funded max damage increase effect for min/max crit damage increase... GOOD
- All skills got a base damage increase AND they will increase by 10 % more when fully charged ( want to know if it's additive or multiplicative tho)
-Energy charge got a extra 20 atk and 8 % extra stance ( THIS LAST ONE IS BAD THO , WHY ONLY 8 % NEXOOOOOOOOOON)


What more did buccs needed?

apparently to many people if you dont hit as much as pre-nerf xenon, the revamp is pomegranate.


KMST 1.2.480 Adventurer Revamp and Skill Changes - xenom - 2013-06-19

actually, by red update, most beneficial adventurer is marksman. before this update, snipe was buffed. instanct dead to normal monster, 490% 9 times critical 100% ignore monster's defence 40% to boss. but now, it is change 4410% 1 tim#e ignore monsters defence 20% ;maybe some one say "hey theres no difference!" well you know marksman's hyper skill? snipe:bonis attack is increase "1 shot". by this, 8820% in 1 snipe. also in 195 level, by hyper skill snipe:cooltime reduce, you use snipe on and on. this is issue in kms user fan site


KMST 1.2.480 Adventurer Revamp and Skill Changes - inemnitable - 2013-06-19

ChronosXIII Wrote:-Heh, looks like I was wrong, Carnival Edge didn't get nerfed at all, but it seems like Assassinate did. Unless, Boomerang Step's damage bonus is multiplicative (is it currently? I forgot...)

It's total damage (just like the potential).


KMST 1.2.480 Adventurer Revamp and Skill Changes - SoR0XaS - 2013-06-19

From what I saw in the Captain skills video,
1. Skills have become too flashy. Especially Wings.
2. Delays reduced = more spamming. Yay.
3. The battleship is used for 1 skill. Only.
4. Number of summons have been increased, but the additional WA for the crew member had been removed.

So overall, my conclusion is that the revamp is 50-50.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Razmos - 2013-06-19

SoR0XaS Wrote:From what I saw in the Captain skills video,
1. Skills have become too flashy. Especially Wings.
2. Delays reduced = more spamming. Yay.
3. The battleship is used for 1 skill. Only.
4. Number of summons have been increased, but the additional WA for the crew member had been removed.

So overall, my conclusion is that the revamp is 50-50.
The crew members block out negative status effects, which is fairly awesome.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Mazz - 2013-06-19

Snap, Empathy gives buff duration? Guess I have a while to work on that xD


KMST 1.2.480 Adventurer Revamp and Skill Changes - OrionTempest - 2013-06-19

Mazz Wrote:Snap, Empathy gives buff duration? Guess I have a while to work on that xD

Good thing I've been working on mine the past few days for more EXP from all the new area quests. Tongue

Also:

"Frozen Orb: now ignores damage reflect"

 Spoiler



KMST 1.2.480 Adventurer Revamp and Skill Changes - OrionTempest - 2013-06-19

Eyon Wrote:It is not a skill, they said that the quest EXP bonus from Empathy is removed and replaced with a buff duration.
And I want to know how much it gives Smile

I'm going to assume they just kept the %s. If they do, it'll be 1.5% every 5 levels for a max of 30%.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Pythagoras - 2013-06-19

Thief and Pirate revamps are just like their avatars, a very tiny change.

I don't see any groundbreaking change like three other jobs, so try harder next time, Nexon. Rolleyes


KMST 1.2.480 Adventurer Revamp and Skill Changes - Takebacker - 2013-06-19

byakugan Wrote:Bucanneers where considered "the most fun" before big bang because their gameplay consisted mostly of comboing skills with invincibility frames with their main attacks, and it wasn't just the fact of doing so but doing it precisely to avoid getting damage. It wasn't simply dragon strike and energy blast, it was Dragon strike > screw punch > dragon strike > back elbow > dragon strike... or Demolition/Barrage > dragon Strike > Demolition/Barrage... and such, heck late at 3rd job I still was mixing somersault and flash fist into the combos. Many considered it really hard, many enjoyed them precisely because of that, what I say is they should have IMPROVED on that formula, not walk away from it for this one which is generic to all jobs in one way or another: spam 1 or 2 attacks until your energy is full, then spam attack 3. (that freaking blast has so much range that you don't even need to move horizontaly).

I don't know why you're explaining an experience i had first hand as a main. You don't have to tell me how they worked to prove that. (what the hell is demo->barrage(->dragonstrike) anyway? That string does nothing beneficial for you except keep bigfoot in his KB frame and it doesn't even do that very well if you include dragon strike)

You're focusing too much on the attack patterns and saying they're supposed to be a combo class when such attack patterns simply fit the theme of getting energy which is terrible if they have attacks that are over a second long cast time or having their main non-energy skills not be spammable.

Do you realize how problematic spamming more than 3 completely different attacks is for DPS? You're going to force them to use skills from between advancements, which all cannot be the same %, attack counts, and delays, all the way into end game? Without a power progression skill in every advancement, which they cannot have because energy is their specialized skill, this is dumb as f'uck. Like i said, if you want to design a class like that, you end up with thunder breaker, which apparently a lot of people want but there would be no point in debating the decision between the two if they're exactly the f'ucking same (except buccaneers get the superior energy system...GG TBs).

Please just read what i said before again about what buccaneers' theme is and just think about it a little bit about the practicality of what you're suggesting before posting again. All i ask.

And oh? Buccaneers didn't need to move horizontally? I guess the entire community b'itching for flash jump means nothing about what the class needs.


byakugan Wrote:As for Aran, don't call it a combo job. Combo is only the name of that mechanic they got, but it could very well be called pear and it'd work the same. Outside bossing, you'd do just fine spamming double/triple/full/over swing.

Ok let's call it what it is then. A warrior that generically spams attacks. Totally defines their flavor perfectly.


KMST 1.2.480 Adventurer Revamp and Skill Changes - byakugan - 2013-06-19

Takebacker Wrote:I don't know why you're explaining an experience i had first hand as a main. You don't have to tell me how they worked to prove that. (what the hell is demo->barrage(->dragonstrike) anyway? That string does nothing beneficial for you except keep bigfoot in his KB frame and it doesn't even do that very well if you include dragon strike)

I said Barrage / Demo as in Barrage or demo. Demo would replace Barrage whenever your S-transform was active.

Takebacker Wrote:You're focusing too much on the attack patterns and saying they're supposed to be a combo class when such attack patterns simply fit the theme of getting energy which is terrible if they have attacks that are over a second long cast time or having their main non-energy skills not be spammable.

I am saying they were a combo class and that's a pity they turned away from that concept into the more generic spam attacks gameplay.

Takebacker Wrote:Do you realize how problematic spamming more than 3 completely different attacks is for DPS? You're going to force them to use skills from between advancements, which all cannot be the same %, attack counts, and delays, all the way into end game? Without a power progression skill in every advancement, which they cannot have because energy is their specialized skill, this is dumb as f'uck. Like i said, if you want to design a class like that, you end up with thunder breaker, which apparently a lot of people want but there would be no point in debating the decision between the two if they're exactly the f'ucking same (except buccaneers get the superior energy system...GG TBs).

I thought that was why Buccaneers were considered fun and original before, even with low DPS. Let me make this clear, I am not against the energy system itself, but the whole setup of spamming 1 attack until energy is full then spamming attack 2 until the energy is out. I personally wouldn't mind if Bucc skills had a 1 second or so cooldown that forced you to use different skills to keep up their DPS, kind of like it was before with screw punch and back elbow. Energy Charge could work then as the skill to strengthen and raise all previous jobs skills to 4th job standards plus all the current buffs.

Takebacker Wrote:Please just read what i said before again about what buccaneers' theme is and just think about it a little bit about the practicality of what you're suggesting before posting again. All i ask.

And oh? Buccaneers didn't need to move horizontally? I guess the entire community b'itching for flash jump means nothing about what the class needs.

Ok it was an exaggeration, but what meant is this:
 Spoiler
The range of buccaneer blast is so long that in certain maps you really don't need to move horizontally, and they made it bigger now.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Takebacker - 2013-06-19

byakugan Wrote:I said Barrage / Demo as in Barrage or demo. Demo would replace Barrage whenever your S-transform was active.

They both had purpose, but one was basically detrimental to DPS. Maybe if barrage was only slightly weaker than demo (by ~10-20%? the same increments as it is between energy states in this patch) it would be ok, but then the iframe mechanic becomes OP on top of being antiquated since if i wanted to fight magnus or chaos von bon, one cast of barrage literally risks my life because iframes don't protect against death balls.

byakugan Wrote:I am saying they were a combo class and that's a pity they turned away from that concept into the more generic spam attacks gameplay.

And i'm saying that isn't what they are. Whether you agree with me or not, what i said is what they are.

byakugan Wrote:I thought that was why Buccaneers were considered fun and original before, even with low DPS. Let me make this clear, I am not against the energy system itself, but the whole setup of spamming 1 attack until energy is full then spamming attack 2 until the energy is out. I personally wouldn't mind if Bucc skills had a 1 second or so cooldown that forced you to use different skills to keep up their DPS, kind of like it was before with screw punch and back elbow. Energy Charge could work then as the skill to strengthen and raise all previous jobs skills to 4th job standards plus all the current buffs.

So...you're against buccaneers in the first place? Because you literally just described the entire basis of buccaneer game play at release. Use attacks for energy, use energy attacks until it's gone and repeat. Use attacks outside of transform, use attacks until it's gone and repeat. Using more than a few attacks and relying on systems that limit their damage in such a way just makes them weak and takes away from passives that are clearly the only way for them to compete with other skill sets. What they have now are strong base skills that only get stronger as you use them.

It really doesn't seem like you have considered buccaneers' theme at all.

byakugan Wrote:Ok it was an exaggeration, but what meant is this:
 Spoiler
The range of buccaneer blast is so long that in certain maps you really don't need to move horizontally.

So those few situations excuses the million other times when they need to have the option to escape or else be killed or outpaced?


KMST 1.2.480 Adventurer Revamp and Skill Changes - byakugan - 2013-06-19

Takebacker Wrote:And i'm saying that isn't what they are. Whether you agree with me or not, what i said is what they are.

Thats what they are now, but not what whey once were, which is the point of the whole argument.

Takebacker Wrote:So...you're against buccaneers in the first place? Because you literally just described the entire basis of buccaneer game play at release. Use attacks for energy, use energy attacks until it's gone and repeat. Use attacks outside of transform, use attacks until it's gone and repeat. Using more than a few attacks and relying on systems that limit their damage in such a way just makes them weak and takes away from passives that are clearly the only way for them to compete with other skill sets. What they have now are strong base skills that only get stronger as you use them.

It really doesn't seem like you have considered buccaneers' theme at all.

That's probably how it was for 3rd job, even though while your energy wasn't charged you still had to fight combo'ing skills to charge it up (which is the system I am defending here), but I am pretty sure that was not the case for 4th job. I can barely remember anyone using energy orb beisdes yourself.

You might have always seen it as a energy class, but I'm sure I'm not the only one that saw them as a combo class in the past, but well thats not what they are now.

Takebacker Wrote:So those few situations excuses the million other times when they need to have the option to escape or else be killed or outpaced?

You're missunderstanding what I tried to say. you make it sound like I said Buccaneers don't need mobility skills, I was complaining that the range of Blast is so big that mobility isn't really an issue when you are able to spam it.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Punch - 2013-06-19

VerrKol Wrote:1. Hurricane is still a 1v1 skill.
2. It would be Blaster + Uncountable Arrow I believe
3. Instead of hovering near you, it appears it hovers near what it's attacking then returns to you when not attacking.

These should help:
[video]http://www.insoya.com/bbs/zboard.php?id=ucc&no=44268[/video]

[video=youtube;SkAIB8wFw8Q]http://www.youtube.com/watch?v=SkAIB8wFw8Q[/video]

Thanks! Is there still changes being made to Bowmaster? Or they done? Perhaps, changing Uncountable Arrow to red still?
Although I adore Hurricane, I often used Ult. Inferno to mob at LHC, so I would be more inclined to using Unc. Arrow when mobbing haha but no matter if Hurricane + Blaster is more efficient since I read that Hurricane boosts Blaster's speed.