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KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Extraction Stuff (https://www.southperry.net/forumdisplay.php?fid=13) +--- Forum: Extractions (https://www.southperry.net/forumdisplay.php?fid=68) +--- Thread: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes (/showthread.php?tid=64738) |
KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - Arrol - 2013-06-05 Demonic Wrote:What kind of changes were made to Aran? It seems important yet underlooked... Yea, what happened? KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - Sephie - 2013-06-05 Ahhh Paladins look so much better now and the new Raging Blow looks fantastic (even if it's just a fancier Intrepid). KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - Maryse - 2013-06-05 Well, I'm happy with these BaM changes. MUCH better than the last one, to be honest. Still not happy about the i/L, could be better. Also daaaaaaaaaaang at the Bishop changes. I see that they brought the Paladins defense back, but they also need a higher Guard change. They're supposed to be tanks. KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - YennoX - 2013-06-05 While I think it's a great thing that they're making range play a huge role in some of the new skills, I feel they're approaching it the wrong way. Rather than make everything do more damage when you're further away, they should make it the other way around. Decrease damage dealt, damage taken, accuracy and critical chance when you're outside a set range, and increase them when you're within a set range. That actually gives incentive for ranged classes to balance risk/reward, and gives more flavour to bossing. KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - ShinkuDragon - 2013-06-05 YennoX Wrote:While I think it's a great thing that they're making range play a huge role in some of the new skills, I feel they're approaching it the wrong way. the purpose of a ranged class however, is to attack from as far away as possible, not supposed to be on the front lines. in that regard, i think this change to -snipers- is quite amazing. KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - YennoX - 2013-06-05 ShinkuDragon Wrote:the purpose of a ranged class however, is to attack from as far away as possible, not supposed to be on the front lines. in that regard, i think this change to -snipers- is quite amazing. Giving them fringe bonuses for doing that just removes any challenge in the game because the player will just be standing across the map attacking from a safe distance. With risk should come rewards, and ranged players should be encouraged to actually move up close to maximise damage. I think Magnus was a great first step in getting the concept out. Nexon just needs to expand on it. EDIT: Other MMOs do it, and it makes logical sense, really. And I'm not suggesting this just because I want to give Archers a hard time (because I play a Mercedes and a NL myself, which are both ranged projectile classes). KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - ShinkuDragon - 2013-06-05 YennoX Wrote:Giving them fringe bonuses for doing that just removes any challenge in the game because the player will just be standing across the map attacking from a safe distance. standing away also has it's cons! in root abyss it means you'll have to dodge the magical attacks that hit for %hp, rather than tank the boss, and in the case of vellum, you need to get behind him and then move further away to do the extra damage. i understand if it were guns, but with arrows? close combat? i dunno. (it's cool in DN, but is still weird) KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - Declaimed - 2013-06-05 ![]() Can't view any of the new animations, keep getting hit with this. Would like to see the most recent changed to I/L archs in action, they seem sort of... "okay" to me at the moment. KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - RenmazuoDX - 2013-06-05 Not bad so far, likeing alot of the changes although I think Heros would be a bit better if they moved the 70% mastery over to Combat Mastery and added maybe some %crit or % min crit since they decided for whatever reason to give it a max level of 30 instead of 10 now. KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - Arrol - 2013-06-05 RenmazuoDX Wrote:Not bad so far, likeing alot of the changes although I think Heros would be a bit better if they moved the 70% mastery over to Combat Mastery and added maybe some %crit or % min crit since they decided for whatever reason to give it a max level of 30 instead of 10 now. What's wrong with having 70% mastery on Adv Combo? KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - YennoX - 2013-06-05 ShinkuDragon Wrote:standing away also has it's cons! in root abyss it means you'll have to dodge the magical attacks that hit for %hp, rather than tank the boss, and in the case of vellum, you need to get behind him and then move further away to do the extra damage. i understand if it were guns, but with arrows? close combat? i dunno. (it's cool in DN, but is still weird) I'm not talking about close combat as in whacking with your bow. Rather, just standing at a set distance and scaling the damage multplier accordingly at every interval. And which bosses at RA are we talking about? RA bosses don't have touch damage. Standing close to Von Bon makes his 1 hit KO attack harder to spot. Standing close to Pierre means you get KBed to hell. Standing close to Queen makes you vulnerable to all the status effects from her swipes and that whirlpool thing. Standing close to Vellum means you have less time to dodge. In all the above scenarios, it makes no sense to stand close to the bosses. But if they implement bonuses the closer you are to the boss, then players will constantly try to find the safest distance to attack from whilst gaining the maximum benefits. Range classes shouldn't have to get close to melee classes. And they don't have to. But that doesn't mean players who chose to take risks shouldn't be rewarded for playing the game in hard mode. KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - Question - 2013-06-05 Not happy with bam change... they got nerf infact if u guy didn't notice that they lose their final attack I think... and that one less attack count to all their attacking speed KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - fodjgngf - 2013-06-05 Question Wrote:Not happy with bam change... they got nerf infact if u guy didn't notice that they lose their final attack I think... and that one less attack count to all their attacking speed It's a buff I'm sure. KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - Maryse - 2013-06-05 Question Wrote:Not happy with bam change... they got nerf infact if u guy didn't notice that they lose their final attack I think... and that one less attack count to all their attacking speedOnly nerf I can see is that we lose 1 speed level, which is no big deal because: We get a good damage bonus, PDR Ignore, bossing, Staff Expert, Party Shield cooldown super buff, Battle Rage no cooldown, BBoost has a longer duration. The Finisher was removed but *shrugs* I see that as good because I often died due to Finisher activating when the boss entered Damage Reflect mode. KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - Arrol - 2013-06-05 fodjgngf Wrote:Final attack is still there. The FA tags are gone. KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - Niernen - 2013-06-05 KillerZero Wrote:You forget that the hottest flame isn't Red but blue :3 No, violet flames are actually hotter. Of course, the only instance I know where you could see violet flames would be right before a huge meteor traveling supersonic speeds vaporized us... but still, violet is much hotter than blue. KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - Nion - 2013-06-05 Well, looks like I might go play my paladin a bit more often. KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - Pink Bean - 2013-06-05 let me get this straight: quiver allows you to change arrow type, but there's so few of them we can't hold on to one for too long. since the CD of advanced quiver (at max) is the same as the buff duration we can now use a specific type as long as we keep buffing? 30 seconds seems really detrimental i'm really not liking arrow blaster. it's in my opinion unattractive and can only be held down 15 seconds at a time, compared to hurricane's "stop when you need to" and we cannot move with AB. it's an awkward looking skill in general. i've grown to like uncountable arrow, except that it's extremely bright if anyone understands me when i say that.. it looks out of place. does anyone know what the korean playerbase has to say about this? i'm liking marksmen's changes more to be honest. it feels more developed KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - fodjgngf - 2013-06-05 Pink Bean Wrote:let me get this straight: quiver allows you to change arrow type, but there's so few of them we can't hold on to one for too long. since the CD of advanced quiver (at max) is the same as the buff duration we can now use a specific type as long as we keep buffing? 30 seconds seems really detrimental You know how Dual Blades get buff duration for Final Cut? NOW ITS LIKE THAT FOR BOW MASTERS. KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes - ShinkuDragon - 2013-06-05 YennoX Wrote:I'm not talking about close combat as in whacking with your bow. Rather, just standing at a set distance and scaling the damage multplier accordingly at every interval. And which bosses at RA are we talking about? RA bosses don't have touch damage. if i am standing on von bon i don't have to dodge his ball throw, it spawns behind me. pierre, i concur. standing close to the queen allows me to quickly get behind her when she turns around, meaning i avoid her swipes and breath attack standing close to vellum's circle means i can easily reposition behind him in case he's going to do one of his OHKO attacks. what else is there to dodge from vellum? |