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KMST 1.2.508 - Skill Changes and General Enhancements - Printable Version

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KMST 1.2.508 - Skill Changes and General Enhancements - IcyHaze - 2014-07-11

Thorr Wrote:Apparently they trolled you specifically because the mastery book system was NOT removed. They reduced the book prices, but that's it.

I guess I shouldn't have left out the word mystery Sad


Anyone feel the new city likely is related to 5th job similar to leafre being 4th job area?

And again, this patch explain why nexon went out to nerf equipment drop rate. Also ouch evolution system time is cut short by more then 50%.

Set effect is nice, but I doubt it will improve quality of life for the intended audience(unfunded) since the effect is extremely weak and easily overshadowed by any random +3%. Only DA will come out ahead in terms of a clean full set with the %hp.


KMST 1.2.508 - Skill Changes and General Enhancements - Razmos - 2014-07-11

ChosenFruit Wrote:http://orangemushroom.wordpress.com/2014/07/10/kmst-ver-1-2-508-so-many-skill-changes/

Oh man, I love that there are new armor sets from higher level monsters! =o (as well as weapons from Zakum, and a whole set of Necro Armor from Hilla)

As someone who's able to level just fine, but isn't able to do all of the cool stuff like fighting Empress, it's nice to know I won't be stuck at level 110 armor + Necro Weapon anymore! It goes up to 140 armor that drop from monsters, that's freakin' awesome! =D
Glad someone finally started talking about this! I was about to kill a peach.

This is one of the best updates Nexon have ever done, I'm actually really, really happy with them right now. This is exactly what I've wanted them to do for a long time.

Equip drops have always been a stupid problem. Equips only dropped up to level 100, then the 110 dragon weapons were terrible and required to much effort, getting level 120 items required killing an endgame boss that you pretty much have to be level 200 to beat, level 130 equips were pretty terrible and not worth the effort, level 140 equips also required killing an even harder end-game boss, but were at least decent and in high supply.

Now that these new items drop from (level appropriate!) monsters, there is now easy to obtain items sets all the way up to level 140 (conveniently when 5th job will be). I hope that when 5th job is released, they will rework the rest of the sets for every 10 levels up to level 200. (or maybe 250) getting increasingly more powerful and dropping from normal mobs.

If they have these items sets as "basic" item sets that drop from mobs, and the stronger sets (Root Abyss, Tyrant ect) being boss specific it actually gives some great incentive to boss and get new equipment, and gives people the means to do so (or at least makes them slightly more powerful).

This change literally makes me feel like Maplestory is an actual MMO again. We are finally seeing some actual honest-to-god PROGRESSION, and not just a bunch of content thrown together.

I also like how most of the new items are pretty good looking too, and not just re-used art. Also glad they are removing Reverse/Timeless/Loveless/Fearless/Abyss sets. Too confusing, too useless, streamline that pomegranate.

ALSO those boss drop changes. Zakum finally dropping some worthwhile stuff, and all those different boss accessories make bossing more worthwhile and give people another sense of progression by allowing them to fill in equipment slots they may be missing (like rings, shoulder, pocket, badge and hooray, an eye accessory!)

I'm kinda rambling on, but pomegranate, I'm just really happy they are finally doing this.

Also, also: Said items are all tradeable to some degree!


KMST 1.2.508 - Skill Changes and General Enhancements - KillerZero - 2014-07-11

are the level 130 gloves tradable always *_* does that mean legendary tradable 120+ gloves finally avaialble !?!?!

I looked at it and doesnt have the untradable tag..... im hoping it is, decent si/se on all my warriors is smexy


KMST 1.2.508 - Skill Changes and General Enhancements - Dudewitbow - 2014-07-11

I still stand by the idea that Nexon needs to bring one thing back relevancy in party quests at a higher priority. Party Quests have been revamped oh so many times, we even have cross world party quests, but the key element is still missing IMO. They introduce Instanced Boss Drops for a few bosses, which generally overall was a nice addition to the game because it took out the chunk of "who deserves what" out of bossing with random people. The game has more or less devolved into a grindfest every time there is a new character and how most bosses are just tools for soloing for EXP.

Even with the introduction of Soul Weapons(and PQ bosses having their own respective soul), PQ is still pretty desolate simply due to the fact that Nexon doesn't balance the EXP gain from pqing compared to conventional grinding.

At the earliest levels of party questing, PQ's like Kerning PQ, Ludi PQ(and Maze), OPQ(to some extent) worked effectively due to the EXP being at least on par with Grinding back then. with the several EXP curves we have now, and several changes to PQ's, the real only relevant one is Dimensional Invade, which oddly can be soloed. I still think a portion of the community could potentially be repaired and created if PQ's had a sharp EXP gain increased and Nexon pumped out more 2x Quest EXP periods/2x Quest cards rather than dumping 2x EXP cards and resorting to several solo fights. If the average player had better access to higher level armor(e.g the new sets would be a good example), there would at least be less of a gap between the unfunded people tier, and actually give a reason for all of these direct and indirect additions into party quests. Heck, I would like to see more PQ's designed similar to CWKPQ but at a smaller scale. If these PQ's had better prizes ontop of a good EXP game, the game could finally start pulling away from being a solo fest, which pushes away new players overtime


KMST 1.2.508 - Skill Changes and General Enhancements - Eyon - 2014-07-11

It is nice that they gave reasoning for the skill changes but I disagree with them on a certain level.

Quoted:
"Bowmasters’ damage is low due to a lack of attack from their buffs and passives. In addition, we received a lot of complaints that Arrow Blaster was difficult to use compared to the 4th job Hurricane skill. Therefore we increased their attack and moved Arrow Platter and Hurricane around."

I actually felt Arrow Blaster gave bowmasters a bit more of a challenge personally.
There is one thing more that they maybe do not realize. When you are doing the current high-end bosses you have to move/dodge alot. With Blaster you could continue to attack because you would have a turret but after this patch that turret does almost no DMG anymore. I hope they will look into that and compensate by either boosting Hurricane slighty (more) or give another passive DMG boost.

Overall I really like that patch! This definitely gives me hope for a more balanced game in the future.


KMST 1.2.508 - Skill Changes and General Enhancements - Arrol - 2014-07-11

Eyon Wrote:It is nice that they gave reasoning for the skill changes but I disagree with them on a certain level.

Quoted:
"Bowmasters’ damage is low due to a lack of attack from their buffs and passives. In addition, we received a lot of complaints that Arrow Blaster was difficult to use compared to the 4th job Hurricane skill. Therefore we increased their attack and moved Arrow Platter and Hurricane around."

I actually felt Arrow Blaster gave bowmasters a bit more of a challenge personally.
There is one thing more that they maybe do not realize. When you are doing the current high-end bosses you have to move/dodge alot. With Blaster you could continue to attack because you would have a turret but after this patch that turret does almost no DMG anymore. I hope they will look into that and compensate by either boosting Hurricane slighty (more) or give another passive DMG boost.

Overall I really like that patch! This definitely gives me hope for a more balanced game in the future.

Keep dreaming.


KMST 1.2.508 - Skill Changes and General Enhancements - IcyHaze - 2014-07-11

Eyon Wrote:It is nice that they gave reasoning for the skill changes but I disagree with them on a certain level.

Quoted:
"Bowmasters’ damage is low due to a lack of attack from their buffs and passives. In addition, we received a lot of complaints that Arrow Blaster was difficult to use compared to the 4th job Hurricane skill. Therefore we increased their attack and moved Arrow Platter and Hurricane around."

I actually felt Arrow Blaster gave bowmasters a bit more of a challenge personally.
There is one thing more that they maybe do not realize. When you are doing the current high-end bosses you have to move/dodge alot. With Blaster you could continue to attack because you would have a turret but after this patch that turret does almost no DMG anymore. I hope they will look into that and compensate by either boosting Hurricane slighty (more) or give another passive DMG boost.

Overall I really like that patch! This definitely gives me hope for a more balanced game in the future.
And with end game boss, they just DR you to death on your turret lol. Yes I know the simple fix will be ignore DR. Don't ask me why nexon didn't decide to do that. Imo the best would be to remove DR totally from this game. Stuff like zombify and seduce are fair game, but DR is just plain stupid.

Though I suspect the bigger issue is phantom stealing it, thus nexon nerf it to a 3rd job skill which essentially mean sh!tty %


KMST 1.2.508 - Skill Changes and General Enhancements - Eyon - 2014-07-11

IcyHaze Wrote:And with end game boss, they just DR you to death on your turret lol. Yes I know the simple fix will be ignore DR. Don't ask me why nexon didn't decide to do that. Imo the best would be to remove DR totally from this game. Stuff like zombify and seduce are fair game, but DR is just plain stupid.

Though I suspect the bigger issue is phantom stealing it, thus nexon nerf it to a 3rd job skill which essentially mean sh!tty %

If you know the DR animations by heart, you are not trapped by anything and you are fast enough sometimes you can put turret to the other side. But basically it is insta-death all the time.

And yes NEXON even said (Source: Max blog) that some skills did not recieve a DMG boost put a passive instead because of Phantoms.
But as @Spadow said earlier, this is only the start. The first time I saw Blaster (the blue thing with those humongous thick blue arrows) I died a little inside, but it worked out fairly well =)


KMST 1.2.508 - Skill Changes and General Enhancements - JoeTang - 2014-07-11

It was a fairly common complaint that Arrow Blaster simply took too long to set up and had a limited range/arc.

It was pretty obvious Orbital Flame was way too fucking strong, don't know how that got out of Tespia. In case people don't know:
Orbital Flame IV had a delay of 210ms which could be cut by booster down to 180ms at speed cap. You could fire up to 4 Orbs at once so I'm not sure if it was possible to purely spam the skill the entire time because of how long it took for an Orb to return to you, but I think it barely works. If it doesn't, the loss is very small, on the order of one attack at most. Each time an orb hits, it does 3 hits at 330%. The orb travels forward 500px then comes back and deals another set of hits. So a single Orbital Flame deals 330%x6.
Orbital Flame - Split Attack reduces the damage to 280% and increases hits by 1 so
280%x4x2/0.18 = 12,444%/s unbuffed. Not obvious at all that it's too strong.


KMST 1.2.508 - Skill Changes and General Enhancements - Hanabira.Kage - 2014-07-11

Night Walkers were also bloody powerful right out of the gate, and got BUFFED EVEN MORE before they left Tespia.

Considering they just removed -100% elemental resist from a class that has a ton of +% total damage because "it's too powerful", I seriously doubt they have any idea what they're doing at this point.



KMST 1.2.508 - Skill Changes and General Enhancements - MissingLink - 2014-07-11

EngelRod Wrote:Ehhh, not happy about the Merc's changes. We lack buffs so our damage is low compared to other classes, and now they change Ignis Roar, one of our few skills that gives us attack, to force us to combo skills in order to get the ATT boost. Not a very smart move for bosses, as most of our other skills are not as effective DPSwise in comparison to Ring of Ishtar, which is our main bossing skill, and it is MEANT to be spammed as it is a keydown skill; doesn't blend too well with the whole linking skills together.

Also, that Spikes Royale cooldown sucks

Yeah, Mercedes (my main) got hit hard, and Wind Archer, one of my oldest and most favourite characters got hit as well.

From Orangemushrooms's translation of the notes:
Quote:Mercedes is not very efficient at hunting...
So then they go and nerf my main training/farming skill by giving it a 5 second cooldown. Gee thanks.
Ignis roar attack boost was removed in return for some tiny temporary boost when you link skills. Gee thanks. I don't link skills, because most of the skills you are supposed to link are impractical in training situations for one reason or another.

Also from Orangemushrooms's translation:
Quote: Wind Breakers were too powerful. Therefore we reduced some of their damage.
I don't see that WA were overpowered, they don't seem all that strong to me, though mine isn't funded much.
I was about to use the scissors sale to transfer old equips from my Merc to my WA; not sure if I should bother now.


KMST 1.2.508 - Skill Changes and General Enhancements - ponsez - 2014-07-11

Hanabira.Kage Wrote:[FONT=Century Gothic][align=center]Night Walkers were also bloody powerful right out of the gate, and got BUFFED EVEN MORE before they left Tespia.

I dont recall them getting buffed before leaving KMST, as the % increase that they received on some skills was by far overshadowed by their ele reset going from 100 to 50%


KMST 1.2.508 - Skill Changes and General Enhancements - Jackie - 2014-07-11

And Battle Mage got the wrong buff of wrong skills Tongue
I mean other than the huge delay decrease for Dark Genesis and Dark Shock being really good.... the others still don't fix the major loophole in Battle Mage.........
Unifying the buffs might be good..... Twister Spin is still............................. Ugh.......

But then still Battle Mage gets very dependent on Big Crunch. Once they die, their damage range fluctuates by a lot. And they could get easily killed by Battle King Bar and still has not even 20% Elemental Reset...... Shelter still doesn't save you from Akyrum's screen crack right away, there are times you casted it on time and still u die and Big Crunch is in cool down, your range and speed get downgraded a lot......... Eek


KMST 1.2.508 - Skill Changes and General Enhancements - qtipp - 2014-07-11

the only way they can ruin this is by doing something ridiculous to 5th job, i hope nexon knows what they're doing


KMST 1.2.508 - Skill Changes and General Enhancements - Chilly - 2014-07-11

I guess I was a little wrong about the Google Translation I read, my mistake. That 40% to Chain Lightning from Freezing stacking is likely Total Damage, an improvement, but not so much given the amount of Total Damage it already has or the high Boss Damage GMS imparts. I may still favor Ignore Defense. Ice Orb CAST is still abysmally slow though.

It looks like they are putting finishing touches on the Enhancement System since this Falling Star thing is completely new, so maybe it might finally make it to the live servers. That, or this is just another layer that will push back its release.


KMST 1.2.508 - Skill Changes and General Enhancements - Ivangold - 2014-07-11

The only i think for marksmans would be increase the snipe rang or they make a skill for 5 job with great rang, and for buccaners i don't really see what they could need(maybe more def or more hp?) and for bishop what i really want for 5 job is a skill that at least ressurrect you with full hp and mp Rolleyesf3Rolleyesf3Rolleyes.
EDIT: i forgot to tell, the old skill that bishop had in old times, that made all the peoples in the party not get abnormal status and thoose stuffs was really usefull, maybe they could introduce it again for 5 job bishop(they don't even need to change the mp cost).Biggrin


KMST 1.2.508 - Skill Changes and General Enhancements - fodjgngf - 2014-07-11

Ivangold Wrote:The only i think for marksmans would be increase the snipe rang or they make a skill for 5 job with great rang, and for buccaners i don't really see what they could need(maybe more def or more hp?) and for bishop what i really want for 5 job is a skill that at least ressurrect you with full hp and mp Rolleyesf3Rolleyesf3Rolleyes.
EDIT: i forgot to tell, the old skill that bishop had in old times, that made all the peoples in the party not get abnormal status and thoose stuffs was really usefull, maybe they could introduce it again for 5 job bishop(they don't even need to change the mp cost).Biggrin

Because HP & Defense is really what any class needs at this point of % based attacks.


KMST 1.2.508 - Skill Changes and General Enhancements - HighOnMushrooms - 2014-07-11

Here are some videos I found on Insoya:
Wow those Star mobs look really strong...


KMST 1.2.508 - Skill Changes and General Enhancements - ShinkuDragon - 2014-07-11

70 star force map?

....holy crap time to get enhancing.


KMST 1.2.508 - Skill Changes and General Enhancements - Phoenix Wright - 2014-07-11

fodjgngf Wrote:Because HP & Defense is really what any class needs at this point of % based attacks.

I dunno what's with these defense ignoring %HP attacks on bosses. All forms of defense are useless against them unless you have some method of self healing. Seems silly.