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Patch Available - KMST 1.2.408 - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Main (https://www.southperry.net/forumdisplay.php?fid=11) +--- Forum: Nexon Announcements (https://www.southperry.net/forumdisplay.php?fid=20) +--- Thread: Patch Available - KMST 1.2.408 (/showthread.php?tid=48722) |
Patch Available - KMST 1.2.408 - ShinkuDragon - 2011-11-10 JoeTang Wrote:Dark Impale still sucks. i meant stacking, they have 40% ignore from their skill, and now 20% more ignore when brandishing, that's 60% right there. sac is 100% ignore. Patch Available - KMST 1.2.408 - Viaje - 2011-11-10 Takebacker Wrote:Lol so true. I was expecting more cygnus skills that actually matter in the end game that everyone else can spend 100 more hours getting.I actually expected for them to at least make the method of acquiring a UA or getting the skills on a non-UA not quite so shitty. SaptaZapta Wrote:Well, they do sometimes realize they've made a mistake.I don't think removing Achilles was a mistake, since, as you said, they've attempted to make it up by adding effects to other skills. Removing Achilles helped diversify the warriors. The failure lies in them not tweaking those who lost it enough to make up for it. Eliseo Wrote:I don't get why they improved the Cygnus summons. Blaze, the Blaze Wizard summon, is absolutely useless, unless they make it better than Ifrit.You actually bring up another laughable part of the revamp: 7. Ultimate Adventurer new skill added <Cygnus Instructor's Name>'s <sprite name> That's great-ish for warriors (possibly minus Dark Knights), thieves, and pirates (assuming thieves and pirates don't get summons) since extra DPM never hurts, but it serves absolutely no purpose for archers and mages since they all get summons. Dark Zero Wrote:the month isn't ended so expect some more patches... but I like the 1st part... the Cygnus Summons needs to get revampedThe events for the first revamp end next Friday, so they likely have a week before the full release. Again, considering how little they did with the classes in the first round, don't expect much more here. Any changes aren't likely to be substantial. IImaplers Wrote:Yeah, since god knows Evans deserve it more because of the sole fact that they are Legends and AMs are not.HAY GUISE! I DON'T FEEL THIS ARGUMENT HAS BEEN CARRIED OUT ENOUGH SO LET'S START IT AGAIN! KAY?! Patch Available - KMST 1.2.408 - Arrol - 2011-11-10 Shakar's got it down in details. http://shakar96.wordpress.com/2011/11/10/kmst-v-1-2-408-revamps/ Plus, new job IDs. Patch Available - KMST 1.2.408 - Viaje - 2011-11-10 ShinkuDragon Wrote:i meant stacking, they have 40% ignore from their skill, and now 20% more ignore when brandishing, that's 60% right there. sac is 100% ignore.And Paladins are left with our pitiful 51% ignore! (Half sarcasm) Damn that DoT from Fire Charge better be awesome! Arrol Wrote:Plus, new job IDs.Holy mother of sandwiches... WHY DO YOU KEEP DOING THIS TO US, NEXON!?! *looks* "2400" Oh, well that's not so bad. Patch Available - KMST 1.2.408 - Jerry-Boyle - 2011-11-10 Arrol Wrote:Shakar's got it down in details. Am I reading this right? Thief legend ahoy?
Patch Available - KMST 1.2.408 - Viaje - 2011-11-10 Jerry-Boyle Wrote:Am I reading this right? Thief legend ahoy?"What does this mean? Thief Legend, coming out real soon!" Yeah, Shakar needs to stop being so damn vague. Patch Available - KMST 1.2.408 - Viaje - 2011-11-10 What happened to the extraction thread? 0.o EDIT: Nvm. Apparently, it came back. Patch Available - KMST 1.2.408 - Sorien - 2011-11-10 Looks like Wild Hunters still have a better Hurricane than the job that originally got the skill. Oh and Warriors still have to wait 120 to 150 levels to get skills that other jobs get at level 10. I was expecting something pretty disappointing, but this is even worse than I had imagined.
Patch Available - KMST 1.2.408 - hamad138 - 2011-11-10 new job ids wow... NEXON URE LAME! Patch Available - KMST 1.2.408 - SwordStaker - 2011-11-10 Sorien Wrote:Looks like Wild Hunters still have a better Hurricane than the job that originally got the skill. Oh and Warriors still have to wait 120 to 150 levels to get skills that other jobs get at level 10.I don't think it's THAT disappointing. Things can change. I thought spirit link gives Archers more power then best form on WH's thus making them stronger? Or equal? hamad138 Wrote:new job ids wow... NEXON URE LAME!Hamad post. Patch Available - KMST 1.2.408 - ElTwice - 2011-11-10 I don't know why you guys are surprised about stance still at 4th job, aran's freeze standing was in 4th job after te revamp, what i'm surprised is that stance is still a lvl 30 skill. There's something funny about the ID? i don't get it Patch Available - KMST 1.2.408 - Sorien - 2011-11-10 SwordStaker Wrote:I don't think it's THAT disappointing. Things can change. I thought spirit link gives Archers more power then best form on WH's thus making them stronger? Or equal? I guess, but I honestly don't think that Wild Hunters should be as strong as the other archers. They have more mobility and survivability than both of the explorer versions (screw Mercedes, she's not something to aspire to), so I feel that giving them more, or equal, damage is just a bad idea. Patch Available - KMST 1.2.408 - Jerry-Boyle - 2011-11-10 Viaje Wrote:"What does this mean? Thief Legend, coming out real soon!"If your as intelligent as you make yourself appear, then you should have assumed(The thing you enjoy doing) that I didn't read the whole thing ![]() After I posted I seen what Shakar said about it haha Patch Available - KMST 1.2.408 - Luxeraph - 2011-11-10 Dear Nexon. INCREASE ARCHER SUMMONS RANGE! Yours sincerely, Luxeraph. Also that hurricane is 20% behind WHs doesn't seem right but I guess I should take into account all of our skills. Ok checked a bit and unless 20 attack from concentrate make up for 5% more from feline berserk and 20% more from wild arrow blast I don't see as being fair. Patch Available - KMST 1.2.408 - The Great One - 2011-11-10 ShinkuDragon Wrote:i meant stacking, they have 40% ignore from their skill, and now 20% more ignore when brandishing, that's 60% right there. sac is 100% ignore.Brandish be a 3rd job skill so unless the defense ignore is just passive it doesn't really matter much and is pointless in my opinion. I really love panics new effect -30% damage along with the darkness effect that and one hero will be able to keep a boss darkness locked due to the new time limit 80 seconds gets cut in half to 40 on bosses and the cooldown is still 30 seconds. Self recovery either change it to a % based heal like idk 8% or just get rid of it. Patch Available - KMST 1.2.408 - Viaje - 2011-11-10 ElTwice Wrote:I don't know why you guys are surprised about stance still at 4th job, aran's freeze standing was in 4th job after te revamp, what i'm surprised is that stance is still a lvl 30 skill.We're surprised because Battlemages had their Stance moved to Third Job. Patch Available - KMST 1.2.408 - SwordStaker - 2011-11-10 Sorien Wrote:I guess, but I honestly don't think that Wild Hunters should be as strong as the other archers. They have more mobility and survivability than both of the explorer versions (screw Mercedes, she's not something to aspire to), so I feel that giving them more, or equal, damage is just a bad idea.I don't think any Resistance should be equal to their counter parts in anyway. I mean seriously, they live in a basement>.>. IMHO the power balance should go like this: Legends>Adventurers>Resistance>Cygnus Legends should always have better then their Adventurer counter parts Adventurers should be that class that learns everything, gets the new pomegranate first and even teach some of it to their fellow Maplers if you will. Resistance should always be behind. They should have something that makes their class unique but also lower then Adventurers. I don't count Demon Slayer in this because I find it really hard in a story aspect to make him a Resistance. I mean he fought FOR the Black Mage as one of his top generals so god knows he's strong as ever living pineapple. Anyway point stands. Cygnus:Speaks for itself.. *Note no where in here did I say Legends should completely destroy Adventurers or Adventurers Resistance. Had to be said because I know someones gonna point that out.. Patch Available - KMST 1.2.408 - 0^2 - 2011-11-10 Baklava Wrote:Shield Mastery: Added guard effect.So evidently Paladins aren't nearly invincible enough in KMS' eyes. Baklava Wrote:Charge Blow: Added effects to elements. Fire (DoT effect), Ice (Freeze), Lightning (Stun), Holy (Seal)Ignoring the redundancies of the ice and lightning effects...the seal effect looks promising if it wern't for the realization that just as some bosses are immune to Threaten so in turn immunity to this will be inevitable making the effect completely worthless. Baklava Wrote:Sanctuary: Attack power increase...Sanctuary aka Heaven's Hammer does FIXED DAMAGE and it always has since the release of Leafre, as such that % going up won't do anything but look pretty. It does 999,999dmg if the foe's hp exceeds 999,999 otherwise it always does the mob's current hp -1 in damage, sans a few event monsters that make all attacks do fixed damage to them. Patch Available - KMST 1.2.408 - SaptaZapta - 2011-11-10 Re: Sanctuary. What do you expect? They told some intern "yeah, make all attack skills stronger", and he just went and added %'s wherever. Patch Available - KMST 1.2.408 - Baklava - 2011-11-10 0^2 Wrote:So evidently Paladins aren't nearly invincible enough in KMS' eyes.They're actually not. They -need- a shield equipped so they're inherently weaker than demon slayers already because they don't get full potential of the 2h weapon...and demon slayers take 1 or 0 damage from everything while having a power guard that reflects with power reflect damage. Well, the extra guard chance of shield mastery helps but 10% is really low. Blessing armor's extra 30 seconds is probably the dumbest increase there is. |