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Current state of KMST JOB Balance - Printable Version

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Current state of KMST JOB Balance - Locked - 2011-03-20

Unless I misread, I'm pretty sure Achilles saves your HP from 1/1.


Current state of KMST JOB Balance - Jackie - 2011-03-20

Just wait, Nexon South Korea is our only hope, other than Nexon Pineapple America Frown
They will notice it and rebalance them I guess...
In another big patch later...


Current state of KMST JOB Balance - LegendGospel - 2011-03-20

Some guy Wrote:Buccaners
-> Allow Super Transformation 100% of the time, Allow Energy Charge "recharge" -while- it's active- (possible of keeping it all the time while fighting), boost Energy charge watt boost by 30 extra watt. Energy Orb needs to become Ultimate like damage (Kamehameha Tongue), draining Energy Charge completely.

Best thing from this thread :O

Buccs need some dynamism back. I agree with bringing back the old CSB, using the invincibility frames while training used to be our fun. Keeping Energy Charge up by doing different moves would also encourage doing "combos" and not just spamming DS.

Energy Charge should be able to be kept up while you brawl your way through enemies. I like the Energy Orb idea, except it shouldn't completely drain your energy bar. Instead deplete it little by little. Maybe you can cast Energy Orb (wave?) a few times before draining up all your energy. I mean, mechanics can spam their full screen mega lazor for massive damage. We should be able to spam it a little, then have our energy taken away, and make us use DS again. I think the concept of Buccs relies on varied fighting strategy.

And the 3 original mages need a complete overhaul.


Current state of KMST JOB Balance - Luxeraph - 2011-03-20

I not sure on this (mainly because all my warriors are noobs) but Paladins don't have a skill that attrac mobs to them, right?
If they don't have one they should, I mean their more like a bunker than a tank and have to pin mobs to put that massive defence to a good use, thats kinda lame if you ask me.


Current state of KMST JOB Balance - Locked - 2011-03-20

Luxeraph Wrote:I not sure on this (mainly because all my warriors are noobs) but Paladins don't have a skill that attrac mobs to them, right?
If they don't have one they should, I mean their more like a bunker than a tank and have to pin mobs to put that massive defence to a good use, thats kinda lame if you ask me.

Monster Magnet.
All of them have it.


Current state of KMST JOB Balance - JPTheMonkey - 2011-03-20

Locked Wrote:Monster Magnet.
All of them have it.

Paladins do not get Monster Magnet according to BB and Chaos skill tables. My pally doesn't have it in his skill book from what I remember (don't have access to said account right now).


Current state of KMST JOB Balance - Locked - 2011-03-20

JPTheMonkey Wrote:Paladins do not get Monster Magnet according to BB and Chaos skill tables. My pally doesn't have it in his skill book from what I remember (don't have access to said account right now).

Weird.
I thought all of them had it since the book says all warrior classes, iirc.


Current state of KMST JOB Balance - Phoenix - 2011-03-20

Locked Wrote:Weird.
I thought all of them had it since the book says all warrior classes, iirc.

When Guardian was removed from heroes, MM was removed from Pallies.

And achilles was/is beats BECAUSE it protects from 1/1 (leaves you with 15% of current HP always).


Current state of KMST JOB Balance - PeePeeAyeDeeKay - 2011-03-20

Locked Wrote:Weird.
I thought all of them had it since the book says all warrior classes, iirc.

They never really updated the text on the books =/

Considering Achilles is now Paladin exclusive, it would be nice if it became a party buff D:. Achilles saved my ass at CZak so many times from being hit after 1/1 while being seduced; I'm not implying Paladins to be buff mules or anything, just make something useful out of it & since they never had much of party skills to begin with ><.

Another thing I'm thinking of is something like Blue Aura for Battlemages where damage from party members is inflicted to the Paladin, except that it takes into account the defensive abilities the Paladin has as well as Physical and Magic defenses. Would make them true tankers in a way.


Current state of KMST JOB Balance - Tay - 2011-03-20

What the hell was the point of big bang?


Current state of KMST JOB Balance - fodjgngf - 2011-03-20

to nerf critical damage excessively. Also to give other jobs a chance and doing some criticals most likely.


Current state of KMST JOB Balance - Gregory - 2011-03-20

Perma-Beginners need some new skills Big Grin

Or atleast be able to get hog at 70 -.-


Current state of KMST JOB Balance - Taku - 2011-03-20

Tay Wrote:What the hell was the point of big bang?

Quothed for thy Truth.


Current state of KMST JOB Balance - Locked - 2011-03-20

Phoenix Wrote:When Guardian was removed from heroes, MM was removed from Pallies.

And achilles was/is beats BECAUSE it protects from 1/1 (leaves you with 15% of current HP always).

No wonder I didn't know about it. What a lame change. Monster Magnet is an amazing skill now.


Current state of KMST JOB Balance - donovan - 2011-03-20

Wind Archer should have the cooldown removed on Eagle Eye.


Current state of KMST JOB Balance - Satellite - 2011-03-20

Jackie Wrote:Just wait, Nexon South Korea is our only hope, other than Nexon Pineapple America Frown
They will notice it and rebalance them I guess...
In another big patch later...
They don't think of balance, they think of profit.

Why do you think new classes are always better than old classes for first? To build a bandwagon who has to buy nx due to separate cash inventory. DB is only class that has always been overpowered, but hey, it costs nx so its a permanent cashcow.


Current state of KMST JOB Balance - Nesso - 2011-03-20

I'd really like it if they just drop the elemental system altogether. Mages wouldn't need to be rebalanced if they weren't so conservative with weaknesses, especially on bosses. They'd be able to compete with other classes easily.

F/Ps are the only ones using the poison element. So, what's the of making everything poison resistant if it's only for one class?


Current state of KMST JOB Balance - Sorien - 2011-03-20

Nesso Wrote:I'd really like it if they just drop the elemental system altogether. Mages wouldn't need to be rebalanced if they weren't so conservative with weaknesses, especially on bosses. They'd be able to compete with other classes easily.

F/Ps are the only ones using the poison element. So, what's the of making everything poison resistant if it's only for one class?

Removing the elemental system wouldn't be a fix for the problem. I think if anything, they should make it so every monster has exactly one resistance, and exactly one weakness to go along with it.

Oh yeah, and there need to be more monsters weak to lightning, poison, and dark. Preferably over level 100 too.


Current state of KMST JOB Balance - Baklava - 2011-03-20

Pretty much every monster after Lv120 is resistant to every element so any class that primarily uses elements becomes pretty gimped after that.

There's a lot of stuff that doesn't even make sense like lava monsters strong to ice, polar bears strong to fire, etc, etc.


Current state of KMST JOB Balance - Luxeraph - 2011-03-20

Locked Wrote:Monster Magnet.
All of them have it.

I was thinking of an actual attrac, something that makes the mobs go aggro on you over everyone esle.