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[1.2.318] [KOR] Adventurer Skill Revamps - 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: [1.2.318] [KOR] Adventurer Skill Revamps (/showthread.php?tid=26661) |
[1.2.318] [KOR] Adventurer Skill Revamps - CommanderJinn - 2010-06-17 Isn't the whole point to promote solo training? I find less leeching to be a good thing. [1.2.318] [KOR] Adventurer Skill Revamps - K!yO - 2010-06-17 Re-read most of it, whats up with that lucky dice skill, it confuses me a bit @-@ That cannon nerf makes me cry just a little, but hopefully the extra 2 shots and the new crit make up for it. And probably a new formula wouldn't hurt either. All we can do is wait now :T [1.2.318] [KOR] Adventurer Skill Revamps - MorbidMagus - 2010-06-17 I'm now really looking forward to these changes, will change maplestory as we know it. [1.2.318] [KOR] Adventurer Skill Revamps - Mercardo - 2010-06-17 I really hope super transformation and transformation actually get their weapon attack and strength boost! That would compensate for demolition's 80% damage nerf. [1.2.318] [KOR] Adventurer Skill Revamps - IllegallySane - 2010-06-17 Mercardo Wrote:I really hope super transformation and transformation actually get their weapon attack and strength boost! That would compensate for demolition's 80% damage nerf. A longer Demolition is already pretty nice, having Demolition and Snatch up 90% of the time now instead of the previous lol50%. I will indeed wait for a translation of the "STR bonus" that's promised. [1.2.318] [KOR] Adventurer Skill Revamps - DeanNim - 2010-06-17 You guys are forgetting the potential scrolls arent you ? Havent you seen the aran with like 75k dmg range ?! [1.2.318] [KOR] Adventurer Skill Revamps - Mercardo - 2010-06-17 IllegallySane Wrote:A longer Demolition is already pretty nice, having Demolition and Snatch up 90% of the time now instead of the previous lol50%. I will indeed wait for a translation of the "STR bonus" that's promised. Ya it is, though if super transformation description is true us Buccaneers would get a 60 weapon attack boost. Making a lot of Buccaneers happy. [1.2.318] [KOR] Adventurer Skill Revamps - Hazzy - 2010-06-17 CommanderJinn Wrote:Isn't the whole point to promote solo training? I find less leeching to be a good thing. Leeching is bad. Solo training when everyone in the server over level x wants one of 3 maps is bad too. Being able to party - as in everyone trains and synergy occurs - is good. Solo should be practical, because you have servers like Yellonde where there's more Buccs than Yellondians. :| Mercardo Wrote:Making a lot of Buccaneers happy. All 20 of 'em, eh? [1.2.318] [KOR] Adventurer Skill Revamps - Duelman - 2010-06-17 next up newer high level mobs, higher level weapons, and a level limit increase. that is my guess. [1.2.318] [KOR] Adventurer Skill Revamps - Moonlapse - 2010-06-18 Really excited about the bucc changes and this revamp in general. Looks like my days of being an lolclass are now limited. [1.2.318] [KOR] Adventurer Skill Revamps - maiiev - 2010-06-18 Wow I guess someone at Nexon maybe agreed with me about the mage class and the way they should be training/bossing to make a better class overall. Cooldown on ultimates + stronger damage from other skills is perfect. Mages desired at bosses...? Could it really be true? This whole thing is exciting, and since we don't know how all these formulas and such are going to play out we can't speculate whether or not any of these changes are good or bad yet. Let's wait until everything pans out before jumping to conclusions? [1.2.318] [KOR] Adventurer Skill Revamps - Loose - 2010-06-18 Hazzy Wrote:All 20 of 'em, eh?*21 I'm also a Buccaneer. Though I'm more interested in any changes to Energy Orb. [1.2.318] [KOR] Adventurer Skill Revamps - DeanNim - 2010-06-18 Teleport now stuns mobs if you run into them with teleport mastery. Mind = blown. [1.2.318] [KOR] Adventurer Skill Revamps - Loose - 2010-06-18 DeanNim Wrote:Mind = blown.That's exactly what happens to monsters. "Holy crap! Where'd the guy go!?" [1.2.318] [KOR] Adventurer Skill Revamps - Arroz - 2010-06-18 Loose Wrote:That's exactly what happens to monsters. "Holy crap! Where'd the guy go!?" I wonder with the new distance if a mage will equal the speed of a NL or at least a theif with maxed haste forgot to ask so what were the big changes to hero's again? [1.2.318] [KOR] Adventurer Skill Revamps - holyforest - 2010-06-18 DeanNim Wrote:Teleport now stuns mobs if you run into them with teleport mastery. Mind = blown. All I can say is Yes. This is the key to arch mages and bishops training now...This is what will help them. [1.2.318] [KOR] Adventurer Skill Revamps - NatureDragon - 2010-06-18 i think...... genesis have 30sec cool down time [1.2.318] [KOR] Adventurer Skill Revamps - FrozNlite - 2010-06-18 John11 Wrote:Here's some differences I think I've been able to pick out of the skill tables for f/p mages: FUCKING YES WE FINALLY GET ELEMENTAL RESET! Man...when I read this post I was so happy to the point where half of these nerfs don't matter. Screw it all if we can actually do DAMAGE now .Oh, and extremely interesting Infinity buff. With Master Magic boosting its duration to 80 seconds, I may just need to put some points in. Though I'll echo previous sentiments of "please reset our SP," which I, sadly, think Nexon will laughingman.jpq us by responding with "GET SOME NX TODAY!" :F7: holyforest Wrote:I actually think some mages might be happy. They won't have to spend millions on pots anymore. Their highest MP usage is only 600 MP. Less MP usage = less money spent on pots. And less money spent on pots means more money to spend on equips and other stuff. pomegranate's all fun and games until we see how the new systems work, along with the damage monsters deal. Sure, pots may be "cheaper" if we're not using them to fund our nuclear skills, but they may still be expensive in order to keep us alive after getting hit (the basic usage for pots in the first place...). Huge range? Range was only increased by 20 pixels. That's nothing. What you're describing about "magicians teleporting all over the screen so that monsters wouldn't be able to hit them as often" is what we already have, commonly referred to as "telecasting." Now Teleport dealing damage and stunning monsters? That's a whole new, exceedingly interesting ball game. With cooldowns on ultimates, THOSE new upgrades to the skill will definitely impact how we train. Oh, and Magicians: please stop whining as much. Bishops, you get an exception since your training skills are honestly crappy to begin with aside from Genesis (read: Bishops possess no training skills other than Genesis), but honestly ArchMages, we have stuff to train with. The good ole Demon + Summon + Single target DPS skill is a fun mobbing combo, and if all these boosts end up helping us more than we can imagine damage-wise, it will probably be a lot of fun. Isn't that why we're playing the game in the first place? Plus, a 30 second cooldown doesn't mean the skill is never used. Evan's have 20 second cooldowns and use Dark Fog a lot while training. Ultimates will still be an important factor of ensuring the best training rates possible, and the fact that we have them at all gives us a slight edge over others while grinding. Other comments: 1. I feel bad for I/Ls, since essentially every LOLFP skill is stronger than theirs now (at 4th Job). Hopefully that will be looked in to, or hopefully our single target skills play such a role in training that Chain Lightning is actually useful. 2. Worried about LOLAM booster remaining at -1 casting speed. Hopefully SI works with Magicians now to make up for the loss of a second casting level. 3. With all of these changes in mind, I REALLY REALLY hope DEF/MDEF formulas change to the point where they're actually important now. Not that we have to focus on keeping them sky high over our AP and other damage-end stats, but just that they're not useless, ignored stats and can actually impact how we play. [1.2.318] [KOR] Adventurer Skill Revamps - Giullare - 2010-06-18 HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA COOLDOWN ULTIMATES. Also, WHY'D THEY SCREW SE? Or if they really had to, they should've done it for BMs only. Same goes for Mastery. Marksmen have always been under Crossbow Master in bossing so they should've made up for that. Oh well. I wonder what the new skill does. And wow, they really changed everything, even the UI. This is a new MapleStory era. [1.2.318] [KOR] Adventurer Skill Revamps - Worthyness - 2010-06-18 Giullare Wrote:HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA COOLDOWN ULTIMATES. well new damage cap of 999,999 could possibly make snipe + strafe extremely sexy on damage output. |