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KMST 1.2.480 Adventurer Revamp and 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 1.2.480 Adventurer Revamp and Skill Changes (/showthread.php?tid=65024) |
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KMST 1.2.480 Adventurer Revamp and Skill Changes - Razmos - 2013-06-18 Death Wrote:Uncountable arrow is the mobbing skill right?Eurghhhhhh. Uncountable Arrows "bowstring pulling" sound effect is right up there on my list of cringe worthy sound effects, right next to Angelic Busters voice. KMST 1.2.480 Adventurer Revamp and Skill Changes - Demonic - 2013-06-18 Hmm, where should I start? First of all, I'm mixed about this patch because although the other explorers are getting much love, thieves and pirates got anything BUT a complete overhaul. But then again, hopefully whatever community Nexon listens to will start complaining about thieves/pirates. Like seriously, from what I see all they did was give NLs an upgraded taunt, and Bandits a new SB... And that pirate dash nerf, who was the genius behind that one? However, I'm loving all these other changes! Shared CS with special adventurers? YES. I can finally spread my perma-pet throughout ALL my adventurer classes! Not that I need this, but I think Resistance/Nova/Heroes should ALSO share their CS with respective classes, because it would make a whole lot more sense and less ridiculously restricting. The ability to finally make cubes instead of buying them? Am I hallucinating? This actually made the game so much more exciting for me. What I want to know now is what they're going to do about Ultimate Adventurers. If anyone noticed, CKs got a revamped version of their main skill in 4th job (i.e. Wind Piercing became Spiral Vortex, Soul Driver became Soul Penetration.) It would be nice if UAs got like mini-versions of those skills instead of the current ones which are almost useless. EDIT: I almost forgot. They should also normalize weapon speeds, like making 1h axes/BWs as fast as 1h swords, etc. It's kind of annoying how the only way to hit faster on a BaM is to buy e-weapons because those are the only fast end-game weapons.... KMST 1.2.480 Adventurer Revamp and Skill Changes - Sonic - 2013-06-18 Not sure if an assassin video was posted yet, but here's me playing it:
Spoiler
It's mostly the same with the exception of the flying stars. First job skills still only hit 1 target unlike the other classes
KMST 1.2.480 Adventurer Revamp and Skill Changes - Ivangold - 2013-06-18 LegendGospel Wrote:The good: i liked the purple color, but they can change some stuffs, i thinked it was 30 attack for the 2 charg and 50 for the last one so it would be good in overal damage bonus, but consumming charg and maybe recoveryng it? now it's like hero maybe? it make buccs better if you see but the game/play style change maybe for worst i don't know, please someone tell what you really hated? ---------- Post added at 11:14 PM ---------- Previous post was at 11:13 PM ---------- Sonic Wrote:Not sure if an assassin video was posted yet, but here's me playing it:they may change it but it's like wind archer now and/or angelic buster :f6:
KMST 1.2.480 Adventurer Revamp and Skill Changes - byakugan - 2013-06-18 Takebacker Wrote:How is it lazy and uncreative? How do you suggest they display the theme of attacks getting better with energy if i can't f'ucking SEE that my attacks are stronger, or if my attacks change to something else entirely? I think his point, and that of many is that we don't want an energy pirate, we want a brawler pirate, as in comboing kicks and punches with some flashy lights on top of it, ala fighting game. Nexon is just taking DragonBall Z too much as an example for developing this job. Takebacker Wrote:I like the changes. Watch a video, you'll learn stuff. This is just my opinion: I've seen that video on Dayum and on spadows channel and I've gotta say they only look faster, but seem as unappealing as they did before. By 4th job most skills stop being usefull (some never were), you will spam double spiral and dragon strike to charge energy and then use Kamehameha to blow everything up and that's about it. KMST 1.2.480 Adventurer Revamp and Skill Changes - VerrKol - 2013-06-18 Locked Wrote:New - Animation (number.0) Links to these are dead for Quiver Cartridge. KMST 1.2.480 Adventurer Revamp and Skill Changes - Demonic - 2013-06-18 Sonic Wrote:Not sure if an assassin video was posted yet, but here's me playing it:Do NLs still use stars in the inventory? KMST 1.2.480 Adventurer Revamp and Skill Changes - ChosenFruit - 2013-06-18 Sonic Wrote:First job skills still only hit 1 target unlike the other classes Yeah, out of all things, I thought that would change here. I was expecting Bandit Slash from DBs to finally make its way over to actual Bandits, but I guess they think differently. Maybe once they update Cannoneer and DB, they'll remember BS exists and possibly move it over, as for Sins idk, a piercing star? KMST 1.2.480 Adventurer Revamp and Skill Changes - Takebacker - 2013-06-18 byakugan Wrote:I think his point, and that of many is that we don't want an energy pirate, we want a brawler pirate, as in comboing kicks and punches with some flashy lights on top of it, ala fighting game. Nexon is just taking DragonBall Z too much as an example for developing this job. Energy and/or the progressive changing of attack patterns through different states has and clearly always will be the primary focus of the job. They had iframes before, but it was too limiting to their potential damage output. You want combos; aran is looking real solid. You want flash and technical play; make a thunder breaker. They were both tried before in some form and it was only acceptable because the environment wasn't as demanding as it is now. You're thinking of DBZ too much as an example for analyzing this job. byakugan Wrote:This is just my opinion: I've seen that video on Dayum and on spadows channel and I've gotta say they only look faster, but seem as unappealing as they did before. By 4th job most skills stop being usefull (some never were), you will spam double spiral and dragon strike to charge energy and then use Kamehameha to blow everything up and that's about it. They still have mount cancel nautilus as an (undervalued) option for charging energy. How is that less appealing than even my own class? Barrage and bazooka is the epitome of lack of variation at this point. How about pre-BB, the point where most people consider buccaneers to be the most fun? All that consisted of was spamming dragon strike for blast, or demo spam, for a hilariously imbalanced gimmick:damage ratio. So many other classes are the same way and they are somehow still fun for their own reasons. KMST 1.2.480 Adventurer Revamp and Skill Changes - Ivangold - 2013-06-18 Takebacker Wrote:Energy and/or the progressive changing of attack patterns through different states has and clearly always will be the primary focus of the job. They had iframes before, but it was too limiting to their potential damage output. You want combos; aran is looking real solid. You want flash and technical play; make a thunder breaker. They were both tried before in some form and it was only acceptable because the environment wasn't as demanding as it is now. that's true, some peoples just want to tell nexon that they sucks but sometimes we customers sucks, i don't want say that someone sucsk but look how we're today and you say that's worst... today we spawn dragon strike to charg, then spawn our bucc blast that's it nothing really change i think about killing mobs/trainning KMST 1.2.480 Adventurer Revamp and Skill Changes - Ivangold - 2013-06-18 again someone can tell me what make so much ppls that may not even play with that class anymore be in rage or sad like that? KMST 1.2.480 Adventurer Revamp and Skill Changes - Captain Wax - 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. All of this. I would also like to see the damage boost of Quick Draw increased to something like 60% Wait, thats actually a nerf. KMST 1.2.480 Adventurer Revamp and Skill Changes - Grey - 2013-06-18 New Profession EXP Table:
KMST 1.2.480 Adventurer Revamp and Skill Changes - ChronosXIII - 2013-06-18 iAmFear Wrote:New Profession EXP Table: Well that escalates quickly. KMST 1.2.480 Adventurer Revamp and Skill Changes - ShinkuDragon - 2013-06-18 iAmFear Wrote:New Profession EXP Table: nexon you need a chill pill holy crap what. KMST 1.2.480 Adventurer Revamp and Skill Changes - Locked - 2013-06-18 VerrKol Wrote:Links to these are dead for Quiver Cartridge. Yeah not much I can do about it. They're single sequence items that fail for some reason to be made into GIFs. I haven't really looked into it but it happens quite a lot lately. Also, translations are finished but I won't be posting tables until later. KMST 1.2.480 Adventurer Revamp and Skill Changes - Grey - 2013-06-18 Also, here's the new Energy Charge thing. Not a bar anymore, it seems: ![]() Fills up with blue, and stuff. KMST 1.2.480 Adventurer Revamp and Skill Changes - ShinkuDragon - 2013-06-18 iAmFear Wrote:Also, here's the new Energy Charge thing. Not a bar anymore, it seems: is there any way to see it fully charged? doubt it though. KMST 1.2.480 Adventurer Revamp and Skill Changes - ChosenFruit - 2013-06-18 ShinkuDragon Wrote:is there any way to see it fully charged? doubt it though. From this video, it doesn't seem to fill up the way that you would expect. It fills up from bottom to top, so on both sides of the circled bar, as well as filling up the blue character guy. So it's like this Pardon my lazy MS Paint skills)![]() ![]()
KMST 1.2.480 Adventurer Revamp and Skill Changes - Grey - 2013-06-18 ShinkuDragon Wrote:is there any way to see it fully charged? doubt it though. There's like fourteen frames of animation that I didn't do, but here's roughly what it looks like: ![]() Also, for the Free Job Change, it starts at level 105, I guess? I think it goes: Mesos: Initial cost is 10m, increases by 50k per level Coins: Initial cost 5 coins, increases by 2 coins per level There's also other variables that I'm unsure of. Meso has number which is set to 2, Coin has levelconstant = 30 and number = 2 And also, the adventurer's logbook contains images of both Male and Female Aran, with all the other heroes of course, and Xenon. |