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KMST 1.2.508 - Skill Changes and General Enhancements - 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 1.2.508 - Skill Changes and General Enhancements (/showthread.php?tid=71808) |
KMST 1.2.508 - Skill Changes and General Enhancements - KillerZero - 2014-07-10 Bribery Wrote:Bosses are much more complex now. Having high damage isn't the end all-be all of bossing anymore. imo the 3 Adventurer warriors are balanced now, though I think the Elemental Void nerf was too severe. I think it should be around 50% or so like the Cygnus Knights have. I agree alot with this post. Even though heroes did have the best dps out of the adventurer warriors for a long time, at the current moment, they are not up to par. Heroes strictly speaning at the moment, are just pure dps, they bring nothing really good to the table, as rage can be replaced by another buff of your choosing. So Heroes in the sense of DPS, yeah they need to be up there to make up for the fact that heroes are not tanky. Or some changes need to be made, so they dont get horribly fucked up by end game bosses. Also i think heroes need to be moved towards a bit party orientated under the premise 'that A hero should not just fight for himself, but for the people around him' ![]() Heroes aren't even glass canons at this moment in time, they do have good damage compared to some other classes, but when compared to the other adventurer warriors there damage falls a bit short and there survive ability is the worst out of the 3. I agree that void should be given Cygnus knight treatment where its bumped down to KMST 1.2.508 - Skill Changes and General Enhancements - HighOnMushrooms - 2014-07-10 Aggravate Wrote:30% Total Damage is nice considering Extreme Archery: Bow gave only a lackluster 20 Attack boost before. Because people are dumb and complained that Arrow Blaster was 'too hard to use' compared to Hurricane ;_; KMST 1.2.508 - Skill Changes and General Enhancements - Lisak - 2014-07-10 Aggravate Wrote:30% Total Damage is nice considering Extreme Archery: Bow gave only a lackluster 20 Attack boost before. Split Hurricane will have its impacts on the super funded for sure. KMST 1.2.508 - Skill Changes and General Enhancements - ShinkuDragon - 2014-07-10 Bribery Wrote:Bosses are much more complex now. Having high damage isn't the end all-be all of bossing anymore. imo the 3 Adventurer warriors are balanced now, though I think the Elemental Void nerf was too severe. I think it should be around 50% or so like the Cygnus Knights have. i am not gonna deny most of this, but dark knights don't bring anything to the table either, hyper body is a dead skill with every boss dealing %hp damage (and in some cases, it's even a nerf) paladins are indeed too good at everything, and a minor nerf was indeed in order, this however makes them the worst at every boss, their damage is (currently) the third at all bosses until they put on their void elemental. the DrK revive and DR ignore is once every 6 minutes, not to mention any good warrior shouldn't even see DR in the first place since they all have crash. and dark knights are only better than heroes due to infinigungnir, all those multipliers don't really help when your other attack is pretty meh by comparison. also DrK's have a 3x multiplier(zerk+crossover) while heroes have a 2.2x from combo plus the enrage multiplier which i forget how much it was nowadays but does bring the numbers further up than dark knight's. in the meantime dark impale is absolutely outclassed by raging blow (even more so while enraged) while gungnir beats it. so again, this patch really does nothing but set heroes at the top for everything except surviving. and as i said the revive skill is once every six minutes, so the dark knight really doesn't need it at all because if they die, they're gonna die once more and very probably before the six minutes pass. at least pallies still have the rest of their bag of tricks KMST 1.2.508 - Skill Changes and General Enhancements - KillerZero - 2014-07-10 EMSKakaoTalk Wrote:You did ask me to refer to JoeTang's DPM(or is his DPS?) chart and now you are giving me some flaws of all the DPM chart. First you say you understand why dpm charts can be flawed, and then go on to compare archer to archer. Then you go on to say that comparing wariors to wariors is a bad thing and you should see the overall picture. Then go on to say that a warriors ability to survive and tank is not fair compared to other jobs outside of warriors. A warrior job is to tank and attack and be an offensive up in front class. Every warrior class, has some defensive part to it. Even the ones you don't consider tanky have some defensive capabilities. It doesn't mean that no other class can't be tanky, but that doesnt mean every other class should have the same tanking ability as a warrior. I bolded EVERY warior class, because im being serious. Ask and i'll list the defensive capabilities that every warriors has. Thats literally comparing apples to oranges right there. If you are going to compare damage among one sect, warriors, then take all of that into account when it comes to balance. But saying oh my xenon or 'insert op character here' is not as tanky as another class, should not be reason enough to say it justifies a nerf. No one is claiming the nerf is underserved, what we are saying is that the nerf is TOOO much. You are just like the people that were saying when red first rolled on board that the 'buff' paladins received were okay under the premise that "They were horrible and you should be grateful to get anything at all". Now its quite literally the reverse. "They were too good, so you should be okay with it being really bad now, and be grateful that the class wasn't removed" The fact that when you can take the opposite of that kind of logic and it still works shows that theres something wonky with your kind of thinking. Paladins deserved a nerf, but such a big one? Not in my opinion. KMST 1.2.508 - Skill Changes and General Enhancements - EMSKakaoTalk - 2014-07-10 KillerZero Wrote:First you say you understand why dpm charts can be flawed, and then go on to compare archer to archer. The bowman comparison I used was to show the impracticality of the DPM chart. I could have used one bowman class & one thief class to show the same idea. As far as I remember from what I heard in 10th anniversary festival that happened in Coex last year, Hero was supposed to be the dmg-dealing upfront warrior and paladin was supposed to be the defensive supportive class. In my 'subjective' opinion, as you call opinions differing from yours "wonky", paladins do deserve that void elemental change nerf. Paladins don't deserve the cygnus treatment, in my opinion. Paladins already have good enough survivability and utility for it to be tanky, supportive class. Heroes have a pretty crappy survivability and I didn't mind heroes being overpowered (I think Post RED heroes are overpowered as well). but paladins? Hell no. They are literally like gods in bossing ( like how do you die as a paladin, you can just get pet auto hp and go on a coffee break during some boss runs ). With that much of a survivability, if you ask for some okay damage, I don't know, just I really don't know what I can say. With the 50% elemental ignore thingy like KoC, paladins will be dealing similar damage to other classes and will still be with the highest survivability. Unfairness I call. KMST 1.2.508 - Skill Changes and General Enhancements - ShinkuDragon - 2014-07-10 EMSKakaoTalk Wrote:The only conclusion I can draw from your argument is, power-creeping. time to go full khainiwest here Quote:You keep telling me how friggin awesome JT's chart is, thank you so much I don't know how I can show my gratitude.you're welcome Quote:You did ask me to refer to JoeTang's DPM(or is his DPS?) chart and now you are giving me some flaws of all the DPM chart.if you're going to use flawed information at least use the better source Quote:Of course DPM chart is not a very reliable source to refer to as it is not a true reflection of the real bossing situation. The chart lacks practicality by a lot and the figures (or rather %s) don't mean a lot. good, then you should be able to see why the next point is important Quote:I love how make a hasty generalisation and assume that this person lacks knowledge of DPM chart solely because he posted this chart from insoya and the table is worse than that of JT. Quite a logical fallacy aye?i'm not saying he lacks knowledge, i'm saying his chart is useless because it shows a single point, it doesn't show a tendency, if a class starts getting stronger and stronger as you add potential percentages, that means that it takes more use of it's base stats which mean that it probably is better or will at some point, surpass the other, dark knights and paladins are two such classes. at a starting point they're worse than heroes, period, however they benefit more from equips and potentials until they reach the point where they surpass the heroes, in the case of paladin it's not even those, the only way they surpass heroes is by using void elemental. his chart doesn't show any of that Quote:If you compare just those three warrior classes you might be able to make a cunningly manipulated point like that but if you look at a bigger picture, all three warriors are insanely overpowered compared to other classes and I don't know what on earth you are seriously on about. all three warriors you say, yet where is the hero nerf then? Quote:As you mention work'n'reward concept, if you spend an okay period of time, you can obtain 50% buff duration and/or good enough equipment to attempt those endgame boss contents in which void elemental becomes a huge advantage. With this idea, paladins and dark knights can be seen damn overpowered. so they should reward the extra work with... nothing? is that what you say? because if you look around getting 50% buff duration is pretty darn difficult, the circulating thread and the many threads everywhere are good proof of that. Quote:Not to mention, both classes' utility and survivability overwhelms those of other classes (not talking about just heroes but also the 30 or a bit more other classes existing in maplestory) so I can't really see how you are complaining. i'd like to know what utility dark knights provide, they have better survivability indeed thanks to drain but that's it, hyper body is, as i mentioned, useless. you don't need it for easy bosses, and hard bosses deal %hp anyways. it also makes drain skills less effective Quote:What kind of messed up thing is this? got bind, you don't die by 1 hit ko skills, can revive others, got healing skill, got nice mobbing skill, got nice status resist, ANDDDD got nice damage. most of this only applies to pallies. DrK got the healing skills too, all three classes have nice mobbers (pally's better) all three classes have nice status resist (pallies better) and all classes have nice damage one way or another, heroes have nice damage that falls off with boss power creep, DrK have meh damage that becomes good damage as gungnir uptime is increased, and pallies have blergh damage which becomes good when fighting bosses vulnerable to void elemental Quote:Just admit the fact that paladins and dark knights were (well more like "still are overpowered" as this is just KMS tespia) insanely overpowered... no, paladins indeed have it too good because they can do everything, but this nerf is beyond that and drops them as support again (at least this time they can actually support with the other skills) but dark knights then become absolutely useless besides "hurr durr i can die once every 6 minutes, bring a hero instead" KMST 1.2.508 - Skill Changes and General Enhancements - maplefreak26 - 2014-07-10 Reminiscent Wrote:From A Better Maple That response was given by Anna who was apparently the Team Leader. When looking at other responses from her, when she says "we" it seems to imply that she's part of the GMS team in NxA offices unlike some other folks (Unagon in Design says "When we first released Angelic Buster in KMS" which implies he's part of the GMS or KMS team in NxK). She wasn't lying, there are no plans for the 5th job advancement currently in the GMS team as she can only speak for her team and not a different version's team. KMST 1.2.508 - Skill Changes and General Enhancements - EMSKakaoTalk - 2014-07-10 ShinkuDragon Wrote:time to go full khainiwest here Damn so are you saying because heroes are not as nerfed as paladins, the paladin nerf is not justified? O_O Paladins/DrKs survivabilities are much better than that of Heroes anyway. Perhaps that is why heroes' nerf wasn't as significant? I'm getting so tired of your narrow-minded pedanticism, I won't be replying further as I find this discussion really pointless. Whatever we ramble on further, in my opinion, won't change the outcome of the patch that will be made in KMS later. I will just be looking forward to having a bigass smile on my face after seeing the patch note for the real KMS server, not Tespia, hopefully paladins get some severe nerf in terms of damage. KMST 1.2.508 - Skill Changes and General Enhancements - Aggravate - 2014-07-10 Lisak Wrote:Split Hurricane will have its impacts on the super funded for sure. I don't think I've even seen a BM in gMS hit 50m with only Hurricane, much less at Chaos Vellum. KMST 1.2.508 - Skill Changes and General Enhancements - Dark Link - 2014-07-10 Maple and "Balance" do not mix at all. If you want "balance", then you're playing the wrong game. KMST 1.2.508 - Skill Changes and General Enhancements - ShinkuDragon - 2014-07-10 EMSKakaoTalk Wrote:Damn so are you saying because heroes are not as nerfed as paladins, the paladin nerf is not justified? O_O i'm saying that having class that start worse but become better are A-OK Quote:Perhaps that is why heroes' nerf wasn't as significant? Quote:Perhaps that is why heroes' nerf wasn't as significant? Quote:Perhaps that is why heroes' nerf wasn't as significant? Quote:Perhaps that is why heroes' nerf wasn't as significant? what hero nerf? sure sure, after all -I- am the one insulting you, the discussion is indeed pointless. KMS will do whatever they want, i just hope the KMS DrK aren't pansies and complain as they should KMST 1.2.508 - Skill Changes and General Enhancements - KillerZero - 2014-07-10 EMSKakaoTalk Wrote:The bowman comparison I used was to show the impracticality of the DPM chart. I could have used one bowman class & one thief class to show the same idea. What makes an archer an archer? The ability to fire ranged projectiles at a distance The same principle applies to the basic tendencies of what a warrior is which is a physical up in front fighter and tankyness. All nexon did was add and tweak variables to the basic tendency to make each warrior find its niche. Your statement does not disprove my point that all warriors are tanky in regards that they are warriors, and stating that defensive qualities of the warrior class is enough to call for a nerf when compared to other class is what i am calling "wonky" EMSKakaoTalk Wrote:In my 'subjective' opinion, as you call opinions differing from yours "wonky", paladins do deserve that void elemental change nerf. Paladins don't deserve the cygnus treatment, in my opinion. If you read the cygnus knight post, then go read my other post in saying that void elemental shouldnt be the only nerf. Ill quote myself for you KillerZero Wrote:I believe paladins true advantage in bossing is the ability to survive almost everything. Not having to fear death goes along way in attacking when you can tank every dr in the game(well at least my paladin can) and almost all attacks for the most part. So when you dont have to stop attacking because you wont die, is where the real damage is dealt. if a paladin had to be afraid of dieing like every other class that solos cvellum or magnus, i can bet that they wouldnt be top tier as you claim. All the solos videos i saw, so many times a paladin should of died and they just kept attacking like nothing was happening. The reason i called it wonky, is because the reasoning you are stating for pro nerf to the extreme are not logical. EMSKakaoTalk Wrote:Paladins already have good enough survivability and utility for it to be tanky, supportive class. Heroes have a pretty crappy survivability and I didn't mind heroes being overpowered (I think Post RED heroes are overpowered as well). but paladins? Your okay with another class being over powered but not paladins,(there some fallacy here). But lets not regard that. IM AGREEING WITH YOU that Paladins are OVERPOWERED. The part being where we disagree is where the nerf should be cut at.Read the part where i talked about paladins true strengths and where i think nerfs should be applied. EMSKakaoTalk Wrote:With the 50% elemental ignore thingy like KoC, paladins will be dealing similar damage to other classes and will still be with the highest survivability. Unfairness I call. and this last part is exactly where i was stating your logic comes from and why i called it wonky. 'Your class is tood good, so let your class be nerfed to the ground, its totally fair!' What im calling for is actual balance nerf, rather than nerf it to the ground where you are coming from. KMST 1.2.508 - Skill Changes and General Enhancements - Kobe - 2014-07-10
KMST 1.2.508 - Skill Changes and General Enhancements - Reminiscent - 2014-07-10 maplefreak26 Wrote:That response was given by Anna who was apparently the Team Leader. When looking at other responses from her, when she says "we" it seems to imply that she's part of the GMS team in NxA offices unlike some other folks (Unagon in Design says "When we first released Angelic Buster in KMS" which implies he's part of the GMS or KMS team in NxK). She wasn't lying, there are no plans for the 5th job advancement currently in the GMS team as she can only speak for her team and not a different version's team. okay, but how is she supposed to know about what is upcoming for high leveled characters in the future without referring back to KMS? imo, she has to know something. KMST 1.2.508 - Skill Changes and General Enhancements - Eyon - 2014-07-10 Haha @kakaotalk your ability to take every single question/slight critism/notion as a personal insult and turning every thread you visit into a discussion (both here and the EMS forum), which inevitability turns into you telling people that they are narrow minded and that you "don't know what to say then" if they disagree with you, continues to amaze me
KMST 1.2.508 - Skill Changes and General Enhancements - Lisak - 2014-07-10 Aggravate Wrote:I don't think I've even seen a BM in gMS hit 50m with only Hurricane, much less at Chaos Vellum. Dojo and The Seed doesn't have physical resist and Chaos Vellum is one boss and does not mean it is the future of all bosses. Looking at MMBry or w/e his name vids, He would be doing 40mil plus with single Hurricane on non-physical resist mobs. I read that some Mercs are capping with RoI in GMS ...http://www.basilmarket.com/forum/2782310/16 So I don't see why a "superfunded" BM wouldn't be capping with Hurricane single or split. KMST 1.2.508 - Skill Changes and General Enhancements - Chicocl - 2014-07-10 As an Aran and Mihile user (Well, technically I have all warriors but Dawn warriors at lvl 200 and play all of them at the same time ), I see this whole Adventurer warrior fight as something extremely funny. Aran and Mihile have nothing for Bossing parties, Aran's Combo Barrier doesn't work with %HP attacks and has the lowest DPS and tankiness of all warriors, Drain isn't just enough for it, this situation existed since Big bang and was never fixed (it probably got even worse)... So, you could say all that stuff about "we used to be the underdog, we deserve to be OP now", if that's the case, Aran has to be the Black Mage in terms of power because Aran wasn't only the worst of the legends but also the worst Warrior for a long time (and even the worst class post RED Adventurers patch, when we had worse DPS than Bishops). I'm quite sure that Aran, mihile and DS users would like to have Heroes' DPS or any perks that Drk/Paladin had, specially Arans that have none. KMST 1.2.508 - Skill Changes and General Enhancements - ShinkuDragon - 2014-07-10 Chicocl Wrote:As an Aran and Mihile user (Well, technically I have all warriors but Dawn warriors at lvl 200 and play all of them at the same time ), I see this whole Adventurer warrior fight as something extremely funny. i'm not gonna say a single thing about aran, all true. dunno much about mihile. DS' can ignore DR and have bind so that's at least something, but i don't pay attention to their damage. all knowledge i have is just of the three main warriors, so i don't talk about the others (i just know arans suck) KMST 1.2.508 - Skill Changes and General Enhancements - iVege - 2014-07-10 Grey Wrote:The patch notes specifically say they didn't like that you could spam Gungnir if you had more than 50% Buff Duration, that's why they made it impossible. All the reasoning for all of these changes is actually right there in the notes. Then they should have compensated with more damage. Such pomegranate reasoning. Either they're making an excuse after the fact or they really are that retarded. |