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Kms Future Plans Q/A - Printable Version

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Kms Future Plans Q/A - Greg - 2009-12-13

fiel Wrote:the bandit class is going to be changed a lot in future patches. The planned patch that will be released soon will have something to do with balancing this class with others.

AWWWWWWWWWWWWWW ShIIIIIIIIIIT


Kms Future Plans Q/A - CarpeDiem - 2009-12-13

Let's just forget about Bucc crit Rolleyes


Kms Future Plans Q/A - Greg - 2009-12-13

CarpeDiem Wrote:Let's just forget about Bucc crit Rolleyes

They're trying to balance out classes, not unbalance them even more.


Kms Future Plans Q/A - byakugan - 2009-12-13

I know many of you will disagree on this, but I would like some changes to be made on Heroes to make them more fun in their 4th job. Like changing Coma and Panic so they are worth to use on training and not just spam brandish. Making enrage more usefull by taking off it's cooldown time or making it a party skill. That's all I ask for.


Kms Future Plans Q/A - Mark - 2009-12-13

Grog Wrote:They're trying to balance out classes, not unbalance them even more.

>Implying Buccs are overpowered.

'Scuse me. A level 120 Thunder Breaker out damages a level 200 Bucc on lightning weak targets. How is THAT balanced at all? Buccs need the passive Crit, as stunning monsters first using Backspin just wastes time.


Kms Future Plans Q/A - Kabanaw - 2009-12-13

Also, this officially puts the head Nexon on record as against leeching. Whoo.


Kms Future Plans Q/A - Eos - 2009-12-13

Kabanaw Wrote:Also, this officially puts the head Nexon on record as against leeching. Whoo.

Supposition.
To be true we'd need evidence Nexon America was even aware the binary upgrade they were applying included this formula change.

Their track record of being oblivious to how their game works and what their patches are going to do don't support that very well.

Their past precedent for "we meant to do that" makes it irrelevant though, as they're unlikely to change it whether it really was intentional or not.


Kms Future Plans Q/A - Greg - 2009-12-13

Mark Wrote:>Implying Buccs are overpowered.

'Scuse me. A level 120 Thunder Breaker out damages a level 200 Bucc on lightning weak targets. How is THAT balanced at all? Buccs need the passive Crit, as stunning monsters first using Backspin just wastes time.

>Implying Buccs are underpowered.

You've made it apparent to me in multiple arguments that the Buccaneer class are "superior" on training grounds as well as efficient against bosses. Just because a Thunderbreaker is broken in comparison to their counterpart does not make an Adventurer Bucc weak. If you're asking for the same critical rate without the need to backspin, then maybe I'd agree, but it sounds more like you're asking for more power, and that's a joke.


Kms Future Plans Q/A - Mark - 2009-12-13

Grog Wrote:>Implying Buccs are underpowered.

You've made it apparent to me in multiple arguments that the Buccaneer class are "superior" on training grounds as well as efficient against bosses. Just because a Thunderbreaker is broken in comparison to their counterpart does not make an Adventurer Bucc weak. If you're asking for the same critical rate without the need to backspin, then maybe I'd agree, but it sounds more like you're asking for more power, and that's a joke.

That's exactly all we need.


Kms Future Plans Q/A - Greg - 2009-12-13

oh ok

Even without that they're still not underpowered.


Kms Future Plans Q/A - iFrancisco - 2009-12-13

Haha, whatever changes they plan to do with Shadowers, please don't revolve it around Meso Explosion as questioned Mad

I really love the class overall (I mean, how couldn't I) and the only complaint would be single target DPS. The easiest way to help that is:

1. Allow SE to work with the first 3 hits on Asssassinate (doesn't add much overall, but something is better than nothing)
2. Remove the DS requirement from Assassinate (this would make Assassinate roughly 15% better, or overall DPS by 8-10%).
3. Speed of Assassinate! (Why should a fast attacking class have its main bossing skill so incredibly slow Hothead)

Then again, any positive changes are welcomed I suppose. Like I said, anything is better than nothing Cool


Kms Future Plans Q/A - FrozNlite - 2009-12-13

Fiel Wrote:Q. When are Adventurers going to get stronger or rebalanced skills?
A: Patches for skill balancing are planned for January

Q: If you improve Adventurers, which classes specifically are you looking to improve?
A: I'm sure everyone's thinking about archmages getting a skill rebalance or improvement. This might be addressed in the previously mentioned balancing patch. After seeing Archmages play in the actual game, I was thinking about modifying the Magic Damage formula, but this has yet to be seen.

Q. Are you planning on addressing Archmage and Bishop ultimates?
A. We were thinking about making a change to the ultimates sometime this month, but why change the formula when the original problem remains untouched? So it might be better this time around to change the skills directly rather than release items which boost or add damage. This is a hard question to answer as it is troublesome.

This whole section is a godsend to any ArchMage who has played their character for YEARS. I will be anxiously awaiting the changes next month to see what's done Smile.


Kms Future Plans Q/A - Kabanaw - 2009-12-13

Eosian Wrote:Supposition.
To be true we'd need evidence Nexon America was even aware the binary upgrade they were applying included this formula change.

Their track record of being oblivious to how their game works and what their patches are going to do don't support that very well.

Their past precedent for "we meant to do that" makes it irrelevant though, as they're unlikely to change it whether it really was intentional or not.

I meant Nexon Korea is for sure against leeching. They didn't accidentally change their formula with brand new code.


Kms Future Plans Q/A - Taiketo - 2009-12-13

Yay for Paladin buffs.

Maybe they will give ACB the same range as brandish to start.


Kms Future Plans Q/A - Turtally - 2009-12-13

Quote:I was thinking about modifying the Magic Damage formula, but this has yet to be seen.
Oh wow. Is Nexon finally getting smart?

I'm glad to see that they actually notice the in-game balance. Good thing for the lolshads, lolpallies, and lolmages.


Kms Future Plans Q/A - Kabanaw - 2009-12-13

My favorite part of this is the recognition that making items doesn't fix the class. You need to change the character itself to fix this problem.


Kms Future Plans Q/A - Cancambo - 2009-12-13

WE'RE GETTING WINDOWED MODE! HELL YES!

WE'RE ALSO GONNA GET SOME LEVEL 100+ AREAS! YES!

I'm so excited.


Kms Future Plans Q/A - Cheesecake - 2009-12-13

FrozNlite Wrote:This whole section is a godsend to any ArchMage who has played their character for YEARS. I will be anxiously awaiting the changes next month to see what's done Smile.

iknorite?
But when he says he's going to address the ultimate's problem, is he implying that ultimate skills are overpowered or underpowered?

also L> for higher leveled mage equips to give more int and magic Goggleemoticon

the fact that a chaos robe gives +4 int at lvl 33 while a a red oriental fur coat gives +6 int at lvl 88 makes no sense to me, especially when the luk requirement for the furcoat is almost triple the chaos robe's --"


Kms Future Plans Q/A - Dusk - 2009-12-13

Kabanaw Wrote:My favorite part of this is the recognition that making items doesn't fix the class. You need to change the character itself to fix this problem.

I think the problem is with the items that are already in pretty much every other version in the game. If they rebalance Archmages to do similar damage to melee classes right now, that fixes them in KMS, but makes them a bit overpowered in versions that have Elemental Wands.


Kms Future Plans Q/A - Tikey - 2009-12-13

byakugan Wrote:Yes make it so mages outdamage all the other jobs on bosses as they already do in training speed. you could also increase Ultimates speed so they train much faster too.

It makes me laugh how some of you are asking for tweaks to jobs that are already very good in their areas, yet you still talk about balance. The only Archmage Job that needs a tweat is the Fire/Posion one.

What do you suggest to be changed for F/Ps?