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Patch: Tespia 1.2.190 - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Maplestory Discussion (https://www.southperry.net/forumdisplay.php?fid=31) +--- Thread: Patch: Tespia 1.2.190 (/showthread.php?tid=7324) |
Patch: Tespia 1.2.190 - Deviant - 2009-01-13 Quote:-Reduced Boomerang Step's delay *tears of joy* WOOOOOOT Big changes to the core of the game here, thats surprising for MapleStory. Patch: Tespia 1.2.190 - Sivrat - 2009-01-13 I want these changes so badly... anyone wanna take a stab at how long it will take to migrate? I know serk's hp cap thing changed once before in kms, did we ever get that change? Patch: Tespia 1.2.190 - JoeTang - 2009-01-13 Yes, we got that change in v0.56 Patch: Tespia 1.2.190 - Alloy - 2009-01-13 There's ONLY two single updates I'd like to see on hermits: Make shadow partner have the same cast speed on the ground an on a rope. Be able to attack shortly after a flash jump. It won't break anything at all, and everyone would be happy! As for the rest... They look very nice for everyone. Patch: Tespia 1.2.190 - TamilTiger1 - 2009-01-13 How did CL get stronger? seem to be the same exact base magic as before (180)... or does it mean all the monsters will be attacked for same damage? thats not helping much as it is the strongest 1 vs 1 skill they have and attacking 6 monsters for same damage isn't going to help in anyway at bosses (except at zakum arms.. where you do much more damage just using blizzard). Patch: Tespia 1.2.190 - heronz - 2009-01-13 even for fighters is rage 13atk, i mean that was the original intent for warriors right? to boost their party's atk power? or a real shield mastery: where ALL stats on shield will +100%? or shield evade +30%? or added wpn mastery ... DK and archers have it? or making rush spammable w/o mobs for movement purposes? i still think heroes are getting semi shafted. Patch: Tespia 1.2.190 - Lozmaster - 2009-01-13 heronz Wrote:even for fighters is rage 13atk, i mean that was the original intent for warriors right? to boost their party's atk power? ...Heroes ? getting shafted? ... ... ...... No. And rage is right at 12 attack. And there is a real shield mastery. It's called 'Blocking' abd us a 4th job skill. And DKs have it because they don't have a kickarse attack like Brandish. And Arhcers depend on lots of multiple hits rather than % multipliers, they need it to KB, heroes don't. Patch: Tespia 1.2.190 - Kaasoljoyyx - 2009-01-13 heronz Wrote:even for fighters is rage 13atk, i mean that was the original intent for warriors right? to boost their party's atk power? If one class is considered godly and one class is not considered godly, if the non-godly class gets bonuses while the godly class does not, that doesn't mean they're getting shafted. Heroes have enough stuff to be content with. Patch: Tespia 1.2.190 - Shippo the Fox - 2009-01-13 heronz Wrote:i still think heroes are getting semi shafted. The point of balance is to make classes as close to equal as possible. That's done by boosting the classes that are lacking behind, or nerfing classes to far ahead. Seeing as they're are only boosting, that should obviously tell you Heroes were never lacking or shafted. Patch: Tespia 1.2.190 - MaplesGrandGM - 2009-01-13 I wish people would just be happy with their buffs, instead of asking for nerfs for others. Seriously, play all the classes, and you tell me what's so imba about mages ultimates. I've played everything, and I do mean everything through 4th job, and I have to say there are plenty of reasons why Ultimates should remain as they are. I won't get into it here, cause this isn't a topic about that, and people ignore all the reasons anyways. Honestly though, play the classes up yourself, no leeching, and you if you can still tell me you honestly think they should be nerfed, well... I doubt you'll be able to do that. These updates however, are very nice, all around. Though they need to allow mages to go straight from casting booster, to being able to attack, without having to jump onto a rope everytime. The update for CL is good too, not that it's ever bothered me the way it is now. I also agree with allowing Hermit/NLs to attack a little sooner after flash jump, and reducing delay after casting Shadow Partner. It wouldn't really change much, but just make a class that should be fast, actually fast. Heroes are awesome as they are, and the updates they did get are fine, this is my favorite class period. Shadowers, nice boost, but still doesn't make them all that much better to be honest. MM's nothing to say, but awesome updates. Overall, I saw this, and freaked at how awesome this update is, and I can't wait for it to come to GMS. Which, looking at how fast we got the last skill updates, probably won't be too long. Patch: Tespia 1.2.190 - WingZero - 2009-01-13 Building off what Shippo said, since this was mainly a boosting patch, think of it like this: -----------------------------------O--------X-------- Heroes are located at the "X" with, along with NLs, BMs, Bishops, and the ArchMages. The rest of the other classes (ones included in this patch) are located at "O". The farther to the right you travel, the more powerful your class is. This patch boosted classes at the "O' point, while keeping classes at the "X" point the same. Now the line will look like this to some extent: -----------------------------------O------Z-X--------- Classes that were at previously at "O" now moved up to "Z", thus making them close to the classes at "X" I'm extremely excited at the boosts Marksmen got. 1 second charge for Pierce and a 5 second cooldown for Snipe? Hell yes!! Patch: Tespia 1.2.190 - Dusk - 2009-01-13 Alloy Wrote:Make shadow partner have the same cast speed on the ground an on a rope. 1. Fair enough. 2. No. Recoil shot's advantage over Flash Jump is that it can be used at any time, takes almost no time to execute, and allows us to immediately start attacking again (and also it packs quite a punch). Flash Jump's advantage is that it's spammable and allows you to move much faster. One is about speed, the other is about fluidness. If Hermits had that advantage Flash Jump would be superior in all aspects. Patch: Tespia 1.2.190 - DrRusty - 2009-01-13 Does anyone think they made marksmen too strong? I mean deng... Now they're better mobbers AND bossers than bowmasters. Instead of just mobbers. Patch: Tespia 1.2.190 - TugboatWilly - 2009-01-13 Kaidri Wrote:[SIZE="5"]*SQUEAL*[/SIZE]those + 199k snipe = <3 Patch: Tespia 1.2.190 - Dusk - 2009-01-13 DrRusty Wrote:Does anyone think they made marksmen too strong? I mean deng... Now they're better mobbers AND bossers than bowmasters. Instead of just mobbers. Nah, BMs are still stronger when Marksmen don't have Speed Infusion. Not by much though o_o And the mobbing disadvantage now means BMs are pretty much inferior in all 4 jobs. Slightly higher damage doesn't mean too much when bows are way more expensive. Edit: Jaykay, I did the comparison using my level 200 numbers. Marksmen are stronger at lower levels. Add in Hurricane's apparent disadvantage when you have to stop shooting for a sec after taking damage, and yeah. BMs got owned. Well, at least all ranged classes are on similar ground as high DPS-low survivability now. Patch: Tespia 1.2.190 - Combattente - 2009-01-13 TugboatWilly Wrote:those + 199k snipe = <3 OH YEAH BOY!!!!! I'm just too happy I can't describe it. Finally, some fucking motivation to keep playing on my Sniper. YES, YES, YES. We're indeed going to outdamage Bowmasters.
Patch: Tespia 1.2.190 - Kevin - 2009-01-13 WingZero Wrote:Heroes are located at the "X" with, along with NLs, BMs, Bishops, and the ArchMages. Arch Mages would probably be horrified at the thought of them being equal to Bishops at this point, heh. Anyways, these changes look pretty good overall. Threaten on bosses will be really interesting. Maybe Paladins can reduce the total HP you need for HT/Zak. Marksmen are starting to look pretty good, which I'm not complaining since they were supposed to be stronger than BMs all along. Patch: Tespia 1.2.190 - DrRusty - 2009-01-13 Dusk Wrote:Nah, BMs are still stronger when Marksmen don't have Speed Infusion. Not by much though o_o I forgot about wind booster lol. Deng... When this gets released marksmen are gonna pwn. Wind booster is just gonna make em even crazier. Patch: Tespia 1.2.190 - Beserker101 - 2009-01-13 phail Wrote:-Mastered Sanctuary cooldown reduced to 20 seconds I think I wanna play my page again, 900% damage every 20 seconds is sick. Patch: Tespia 1.2.190 - WingZero - 2009-01-13 Kevin Wrote:Arch Mages would probably be horrified at the thought of them being equal to Bishops at this point, heh.Oh I forgot to say that all those classes aren't equal. Being at "X" ,means that you're close to being in the same tier as them. Both of them have Ultimates which can be spammed... |