![]() |
|
Full list of all Adventurer KMST changes - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Training Center (https://www.southperry.net/forumdisplay.php?fid=32) +--- Thread: Full list of all Adventurer KMST changes (/showthread.php?tid=20926) |
Full list of all Adventurer KMST changes - CarpeDiem - 2010-01-08 SethElite Wrote:Maybe if the majority of sins would grow up and stop acting 8 Nexon would make them more OP than they already are. Like they should care if they have rude people in their game O.o Even by using most it's still a generalization :| I've been pissed off by a many a (insert class that got changes) but hey they still got something. Full list of all Adventurer KMST changes - Alloy - 2010-01-09 SethElite Wrote:Maybe if the majority of sins would grow up and stop acting 8 Nexon would make them more OP than they already are. They are not that OP at training, are they? Oh wait, same debate as always, now that everyone but sins are buffed, they are still OP, blah blah blah. I'm getting sick of this :p All I want is to have some new stuff on my class. It hasn't changed since 4th job, and by the looks of it, it still won't. Oh wait, yeah, faster dark sight, another great OP step. Go ahead, make endure the same for us, and say it's OP. It's ridiculous how I say something like that, and I get the OP response. And yeah, everyone can say everything about theirs, but I can't, simply because I apparently chose a class that jumps a lot. And yes, that was my reason to pick it. Not anything else. It's not like I want more damage, dammit. Full list of all Adventurer KMST changes - Stereo - 2010-01-09 Kitteh Wrote:I don't believe they have hammers in KMS, nor White Scrolls (at least it wouldn't make sense if they did) I don't think they do either, but only my glove is hammered anyway and none of my gear involved white scrolls yet (too expensive in both cases compared to relative stat increase). And I don't mean comparing to someone with 2 7 atk pendants and whatever... I just mean the people who've posted on Southperry. Full list of all Adventurer KMST changes - Cactuar - 2010-01-09 Alloy Wrote:They are not that OP at training, are they? Oh wait, same debate as always, now that everyone but sins are buffed, they are still OP, blah blah blah. I'm getting sick of this :p Full list of all Adventurer KMST changes - CarrionCrow - 2010-01-09 Cactuar Wrote: Disorder and Ninja ambush comes to mind. Not to mention the SP usage on skills like Ninja storm, 30 points to make it- somewhat- useful. Full list of all Adventurer KMST changes - Alloy - 2010-01-09 Cactuar Wrote: Our most useful skill to max last at third job is endure (2nd job). Apart from that, the post above me summed it up pretty well. And well, considering that most night lords can't even get the lv 30 mastery from their Triple throw due to the fact only Horntail drops it, they are mostly left with 140% per star until you manage to get around 300 mil (well, last time I checked) for a 50% chance to work. That's something else to consider, the average night lord doesn't have 150% per star (Not that I want this "fixed", it's a good end-game deserved boost, hard to get. Just saying that not everyone rips everything apart). In fact, the rings were something I didn't expect, but well, they are welcome, I guess. As you can see, my thoughts don't make us more OP in any way. If anything, just a bit more enjoyable. But enjoyability doesn't affect ANYONE else, so I can't think why people are against it. And before XBish comes again and says how Marksmen are below us, I'm not saying anything about MM's changes. For all I want, they could surpass us if they wanted. But what I hate, is that while some people say that our drawback to being good at bosses is a poor skill selection, and bad training, while the drawbacks on other characters are being ironed out, like corsairs out of the ship being awesome now, too. Or making paladins wanted at bosses because of threaten now. Or mages trying to get a bit more on par on bosses (Ok, not reaching that level by far, but ultimates do make the difference outside). All I feel like is something new, as I said, and for people to stop the idea that, whatever happens, we are always OP. Full list of all Adventurer KMST changes - Sarah - 2010-06-09 bumping this so we don't get a million threads asking what's gonna be changed. Full list of all Adventurer KMST changes - Kalovale - 2010-08-11 Just wondering if we'll get an update on this thread any time soon. The whole thing is still so scattered that it's not even funny. Full list of all Adventurer KMST changes - Fiel - 2010-08-11 Very doubtful there will be an update to this thread. Full list of all Adventurer KMST changes - doramide7 - 2010-10-06 DualReaver Wrote:[COLOR="Green"]"We were supposed to update Paladins?" So do all Corsair skills that previously had minimum range have no minimum range now? Those being Invisible Shot, Homing Beacon/Bullseye, Rapid Fire, and Hypnotize. Burst Fire's assumed because Double Shot. Also, wasn't there something before about Recoil Shot's cooldown time being taken away/reduced? Full list of all Adventurer KMST changes - Devil - 2010-10-06 doramide7 Wrote:So do all Corsair skills that previously had minimum range have no minimum range now? Those being Invisible Shot, Homing Beacon/Bullseye, Rapid Fire, and Hypnotize. Burst Fire's assumed because Double Shot. Also, wasn't there something before about Recoil Shot's cooldown time being taken away/reduced?Afaik, -ALL- skills after BB have no minimum range anymore, it's like anyone is a magician now.
Full list of all Adventurer KMST changes - Dusk - 2010-10-06 Devil Wrote:Afaik, -ALL- skills after BB have no minimum range anymore, it's like anyone is a magician now. This thread isn't about BB, it's about the explorer balance patch that GMS already got. Corsairs already have no minimum range on any attack except their normal shot. |