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KMST 1.2.480 Adventurer Revamp and Skill Changes - Printable Version

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KMST 1.2.480 Adventurer Revamp and Skill Changes - Alloy - 2013-06-18

I don't know what to think about thieves. Double jump is nice, but doesn't add too much. As the "fast classes" we have particularly poor movement compared to others. Like Angelic Buster with its hook, Corsairs with their verticality and floating, Mages with their teleports, Warriors and bucaneers with their rushes + flash jump... All we have is horizontal speed in that regard. I'm not pleased at all. The worst thing is that the grappling hook fits TOO WELL on thieves. And the trampoline thing too.

As for the skills... I'm glad to see Shade split now. It fits properly. A shame it gets outdated in 4th job by an ugly animation (in my opinion), but oh well... Passives? They are nice. But the ideal Night Lord skills should be strategic passives. Like "charge energy with attacks dodged, release at one point with X outdated attack with improved damage". Or simply movement. I'm quite dissapointed in that sense. Specially about that useless shadow web staying untouched. AT LEAST we got frailty curse to affect bosses! Using a hyper though, but that's awesome. And the increased exp + drop rates on bosses is a nice touch too.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Vontos - 2013-06-18

Razmos Wrote:When I look at the other revamped adventurers, I'm not seeing any huge amazing changes either. Aside from the specialized skills (including Paladin's) it's mostly just balance changes and slight tweaks to gameplays.

ignoring the specialized skills, Warriors, Mages and Archers weren't changed that much, and neither have Thieves or Pirates. It's mostly just quality of life stuff that makes playing them easier, and some balance changes. The specialized skills are the big change that makes the revamp, and that's just because it makes the classes slightly more unique when compared to each other.

Buccs got exactly the same as everyone else really. It just "feels" like less because the things that were changed were very basic things, Flash Jump and Energy Charge. which were basic changes that were needed.
I don't know...dark knights made some pretty big changes imo


KMST 1.2.480 Adventurer Revamp and Skill Changes - Ivangold - 2013-06-18

masterzero Wrote:People must be hoping that a "revamp" means that the class revamped will be as op as any other new class that then gets nerfed to oblivion... ok


Talking only about buccs because it is my class

-We got FJ. I could stop here because I don't know who really plays a bucc of the ones who bash the revamp , but I do and I only have 2 worries in mind. Mobility. Dispel. That's all

-Skills look worse ? ok... laser looks way worse than before , yep , fist enrage also looks really really bad , yep yep

-If no one has noticed there are 2 skills of each. That means like it was on the patch notes that buccs will PROBABLY be able to use all skills out of energy , but the ones that needed energy will be nerfed , look at energy blast , there is a new skill which is the one that looks friggin awesome http://static.southperry.net/patch/skill/1371584803.5121017.effect.gif , and there is the old one which has a measly 495 range ( got lowered from 695 ) against new one 850 % , that means bucc skills WILL Change animation and effects when charged , making it different as before

-Our 2 rush skills got madly spammable 1 without the other.... more mobility... I'm wondering if they will get even faster by comboing them...

But w/e , keep looking for negatives ,wait for a new nova or w/e to play which is op and hits bricks with 0 equip and let people who love the class play it

man it will be good, but for the game play no, buccs will lose much or some sense from that class


KMST 1.2.480 Adventurer Revamp and Skill Changes - Razmos - 2013-06-18

Vontos Wrote:I don't know...dark knights made some pretty big changes imo
Good point. Dark Knights are an exception then, the rest are nowhere near as big.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Worthyness - 2013-06-18

masterzero Wrote:That's the problem I guess , for me FJ enough was a chocolate truffle , now it is FJ + cork/Double Spiral fast as hell + different skills upon being charged up ( And we still have to see the effects of the different energy charges)

I don't look at others to know how I Should be revamped but at the class being revamped , I think it's logical ,they can't revamp anything that is good already
Razmos Wrote:When I look at the other revamped adventurers, I'm not seeing any huge amazing changes either. Aside from the specialized skills (including Paladin's) it's mostly just balance changes and slight tweaks to gameplays.

ignoring the specialized skills, Warriors, Mages and Archers weren't changed that much, and neither have Thieves or Pirates. It's mostly just quality of life stuff that makes playing them easier, and some balance changes. The specialized skills are the big change that makes the revamp, and that's just because it makes the classes slightly more unique when compared to each other.

Buccs got exactly the same as everyone else really. It just "feels" like less because the things that were changed were very basic things, Flash Jump and Energy Charge. which were basic changes that were needed.

I guess different perspectives for different folks Tongue I'm ok with it really. At least I'm 4th job and never have to use the stupid tornado and shockwave ever again. I guess the real perk here is that we can swim goodly and also get like a million free slots now.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Razmos - 2013-06-18

Worthyness Wrote:I guess different perspectives for different folks Tongue I'm ok with it really. At least I'm 4th job and never have to use the stupid tornado and shockwave ever again. I guess the real perk here is that we can swim goodly and also get like a million free slots now.
YES! definitely!

My Bucc is a UA, so it has very low inventory slots. gaining so many slots is going to be awesome, especially when I already have a Cannoneer.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Bribery - 2013-06-18

I can't really complain about this update since Corsairs aren't any worse than before (except if GMS gets that Eight-Legs Easton delay). However, it would have been nice to get more updated animations like the previous Adventurers did. Our animations look outdated in comparison.

But my main problem with this Corsair update is that it didn't really address any of the issues that Corsairs have:
- Crew Members' AI is TERRIBLE. They spend more time walking around than actually attacking. I didn't see any fix mentioned in the patch notes so I'm assuming they're still retarded.
- Our summons aren't effected by mastery while other classes' are. Again, I didn't see anything in the patch notes about this so I'm assuming it's still broken.
- Brainscrambler is still useless. The delay reduction was nice but it still doesn't outdamage Rapid Fire, making it detrimental to DPS.
- Nautilus Strike is still useless
- Bullets need to go. The ammunition system is really outdated.


Having Battleship back in some capacity is nice, but I'm not seeing any reason to use it over Rapid Fire or Eight-Legs Easton.

The mobility changes are really nice as are the minor damage buffs. Also, if I'm understanding Google translate correctly, the Crew Member summons can sacrifice themselves to protect us from a fatal status, which is quite useful.

This is just the first patch so I still have hope that these issues will be addressed.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Ivangold - 2013-06-18

But please don't make they do as Bam, maybe there's something to change, not be like it was before, ok it's not like before but there's a diferent style to you play, also if you see they revamped more the 1~~3 job classes than 4 in a certain way, because 5 job is comming but playing with a diferent style is kind nice from someone that play the class from a long time right? and it's a changele to the old player(or the person that played well the class before the revamp) still good in my opinion.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Ivangold - 2013-06-18

Bribery Wrote:I can't really complain about this update since Corsairs aren't any worse than before (except if GMS gets that Eight-Legs Easton delay). However, it would have been nice to get more updated animations like the previous Adventurers did. Our animations look outdated in comparison.

But my main problem with this Corsair update is that it didn't really address any of the issues that Corsairs have:
- Crew Members' AI is TERRIBLE. They spend more time walking around than actually attacking. I didn't see any fix mentioned in the patch notes so I'm assuming they're still retarded.
- Our summons aren't effected by mastery while other classes' are. Again, I didn't see anything in the patch notes about this so I'm assuming it's still broken.
- Brainscrambler is still useless. The delay reduction was nice but it still doesn't outdamage Rapid Fire, making it detrimental to DPS.
- Nautilus Strike is still useless
- Bullets need to go. The ammunition system is really outdated.


Having Battleship back in some capacity is nice, but I'm not seeing any reason to use it over Rapid Fire or Eight-Legs Easton.

The mobility changes are really nice as are the minor damage buffs. Also, if I'm understanding Google translate correctly, the Crew Member summons can sacrifice themselves to protect us from a fatal status, which is quite useful.

This is just the first patch so I still have hope that these issues will be addressed.

they will listen to you, you seens to be a good corsair xD
i hope they change the skill that decrease 20%dmg to give more %ignore for marksmans Rolleyes


KMST 1.2.480 Adventurer Revamp and Skill Changes - KillerZero - 2013-06-18

Death Wrote:Hey! I was supposed to be the first one to comment about this.
I'm more excited than you.

Hmpf.

I dont know about that, squeels like a little girl, thanx nexon Heart THEM BLUNT WEAPON charges <3 all my want

Max translated some things, no more buff time on elemental charges they now stack permanently, massive upgrade to elemental charges via void element and co. And now provide 30% bonus damage on top of the 15% we get from charges and the 42% we get from blast, blast now hits 318%(not sure if its without co, probably is) and is 7 lines(8 lines with hypers) and different color flash jumps. Nexon yes, and 20k weapon defense. nexon you did everythin right so far(not just let us bypass bosses dealing hp% damage, and we will be the perfect tank) so far, im in love with these changes, and your sig LMAO Heart

And now the marksman changes, If the snipe +1 line stacks with it, it means we will have 2 lines of 4410% and if the 4th job skill that adds +1 line to skills with more than 1 line, does that mean marksman now have 3 lines of 4410% with no cooldown ? if so OMG NEXON <3333 Goggleemoticon

For the bucc changes, im highly dissapointed, was hoping it would go back to original game play or something more than lolz spamz lazer. They gave us flash jump so im happy about that, made all animations uglier, jump cast dragon strike now. Massively dissapointed.

As for NL changes, tottally called the showdown challege to just be a new version of Taunt. lol


KMST 1.2.480 Adventurer Revamp and Skill Changes - ThebYssman - 2013-06-18

So excited about these awesome animation changes, I had to make a reaction video...

[video=youtube;NLMfq0Tsxn0]http://www.youtube.com/watch?v=NLMfq0Tsxn0[/video]


KMST 1.2.480 Adventurer Revamp and Skill Changes - Forte - 2013-06-18

I hope that isn't all the Thief changes. Part two incoming? Please? please? pretty please?


KMST 1.2.480 Adventurer Revamp and Skill Changes - Takebacker - 2013-06-18

Forte Wrote:I hope that isn't all the Thief changes. Part two incoming? Please? please? pretty please?

.........

We still have two patches to go. Huge changes to everyone is still being done even now. Yes, there will be further extensive changes.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Arrol - 2013-06-18

Takebacker Wrote:.........

We still have two patches to go. Huge changes to everyone is still being done even now. Yes, there will be further extensive changes.

The Explorer update is due in two weeks.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Takebacker - 2013-06-18

Arrol Wrote:The Explorer update is due in two weeks.

So next week for db/cs, live patch with final changes the week after.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Noobus Maximus - 2013-06-18

I was right about this being a boring patch for all the thieves and pirates.

Thieves and Pirates: The Buffening.


KMST 1.2.480 Adventurer Revamp and Skill Changes - iVege - 2013-06-18

ShinkuDragon Wrote:there's 3 colors for rush and jump, they're the usual yellow, DrK red, and what i assume is the hero color, which is red/orange.

You didn't get what I was saying, but I was wrong anyway, according to Max. It is the Page that doesn't get their animation changed. And there are still only two kinds of Rushes, I believe: yellow and dark.

What I thought was:

 Spoiler

But in reality, it is:

 Spoiler



KMST 1.2.480 Adventurer Revamp and Skill Changes - Elven Emily - 2013-06-18

Does anyone know what the new Stieg Eisen (sp?) animations are?


KMST 1.2.480 Adventurer Revamp and Skill Changes - fodjgngf - 2013-06-18

I like the changes made to Empathy, giving buff duration.

Also Phantom players rejoice, being able to steal cannoneer and dual blade skills now.


KMST 1.2.480 Adventurer Revamp and Skill Changes - Aggravate - 2013-06-18

Alloy Wrote:I don't know what to think about thieves. Double jump is nice, but doesn't add too much. As the "fast classes" we have particularly poor movement compared to others. Like Angelic Buster with its hook, Corsairs with their verticality and floating, Mages with their teleports, Warriors and bucaneers with their rushes + flash jump... All we have is horizontal speed in that regard. I'm not pleased at all. The worst thing is that the grappling hook fits TOO WELL on thieves. And the trampoline thing too.

As for the skills... I'm glad to see Shade split now. It fits properly. A shame it gets outdated in 4th job by an ugly animation (in my opinion), but oh well... Passives? They are nice. But the ideal Night Lord skills should be strategic passives. Like "charge energy with attacks dodged, release at one point with X outdated attack with improved damage". Or simply movement. I'm quite dissapointed in that sense. Specially about that useless shadow web staying untouched. AT LEAST we got frailty curse to affect bosses! Using a hyper though, but that's awesome. And the increased exp + drop rates on bosses is a nice touch too.

Vertical mobility would've seen a god-send for us, and would actually fit as well. Look at the other ammo classes, and they have a vertical jump now (BM, MM, Corsair). It's a shame we only get horizontal movement similar to AB's.

I want to say that NL's still lack survivability, and this update never addressed that issue at all. Again, we're the only Thief alongside NW without an Evasion Rate skill, a defense multiplier skill, and a damage reduction skill.