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Kms Future Plans Q/A - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Maplestory Discussion (https://www.southperry.net/forumdisplay.php?fid=31) +--- Thread: Kms Future Plans Q/A (/showthread.php?tid=20364) |
Kms Future Plans Q/A - JoeTang - 2009-12-15 Dusk Wrote:I thought the Nightmare/Hell difficulties of D2 were pretty poorly designed. This monster is immune to every attack in my arsenal unless I followed some pineappleed up build or have some crazy equips! Sounds like fun! One equip basically meant the difference between plowing through a map and getting owned, which reduced the game to farming until you had good enough gear to move onto the next area. Nightmare was fine for any conventional build. Hell was designed to be more of a cooperative effort as opposed to solo. Kms Future Plans Q/A - Dusk - 2009-12-15 JoeTang Wrote:Nightmare was fine for any conventional build. Hell was designed to be more of a cooperative effort as opposed to solo. Doing anything with randoms online is a complete failure, which made the game really hard to enjoy unless you were playing with a group of friends that were at roughly the same page. Kms Future Plans Q/A - JoeTang - 2009-12-15 Dusk Wrote:Doing anything with randoms online is a complete failure, which made the game really hard to enjoy unless you were playing with a group of friends that were at roughly the same page. Randoms online in Hell is complete stupidity unless you're doing runs (and even then you'll have rough patches). You definitely need a plan if you intend to go through anywhere past Act I. It really stresses the cooperative effort; exactly what randoms lack. They rush ahead, don't listen, etc. Get themselves killed and expect you to TP their corpse while they're 10 screens away from you. I did like how specializing in a single tree optimized damage but resists prevented that damage from becoming game-breaking, hence requiring you to need assistance from a second player for the most part. However, certain things did remain unbalanced in that. In particular, Hammerdins could plow through everything in-game without the help of another whereas a Fire Sorceress still couldn't touch half the monsters even with a Pally with max Conviction at her side. What I think would be interesting is giving Paladins a boost from their charges to the party. In the form of a buff, or an aura would be cool. i.e. Cast Fire Charge and anyone within the immediate vicinity would gain a buff for damage or elemental effect (though smaller in scope compared to the caster), or while having Fire Charge cast, anyone within the immediate vicinity of the Paladin would gain a bonus until they left the Paladin's side (so as to prevent something like an Enchant Mule). Kms Future Plans Q/A - Dual - 2009-12-15 JoeTang Wrote:What I think would be interesting is giving Paladins a boost from their charges to the party. In the form of a buff, or an aura would be cool. i.e. Cast Fire Charge and anyone within the immediate vicinity would gain a buff for damage or elemental effect (though smaller in scope compared to the caster), or while having Fire Charge cast, anyone within the immediate vicinity of the Paladin would gain a bonus until they left the Paladin's side (so as to prevent something like an Enchant Mule). I'm barely hitting as much as my Hero friend now. Him getting an elemental advantage, which would be obvious, since I'm not going to use an element if it won't work, would just make me weaker in comparison. Kms Future Plans Q/A - KaidaTan - 2009-12-15 JoeTang Wrote:What I think would be interesting is giving Paladins a boost from their charges to the party. In the form of a buff, or an aura would be cool. i.e. Cast Fire Charge and anyone within the immediate vicinity would gain a buff for damage or elemental effect (though smaller in scope compared to the caster), or while having Fire Charge cast, anyone within the immediate vicinity of the Paladin would gain a bonus until they left the Paladin's side (so as to prevent something like an Enchant Mule).Another thing that could be taken from D2 is degrees of elemental resistance/weakness. Like, make a monster only 20% weak to fire or that other monster 75% strong to physical or something like that. This switch-like system we have now is more prohibitive than beneficial. Kms Future Plans Q/A - JoeTang - 2009-12-15 DualReaver Wrote:I'm barely hitting as much as my Hero friend now. Him getting an elemental advantage, which would be obvious, since I'm not going to use an element if it won't work, would just make me weaker in comparison. I'm not saying give a Hero Holy Charge. I'm saying allow Paladins to provide something new to the party. Everyone wouldn't be as strong if the Paladin weren't there. KaidaTan Wrote:Another thing that could be taken from D2 is degrees of elemental resistance/weakness. Like, make a monster only 20% weak to fire or that other monster 75% strong to physical or something like that. This switch-like system we have now is more prohibitive than beneficial. Yeah. Elemental boosts already come in fractions, why not enemy resistances and weaknesses. Kms Future Plans Q/A - Dual - 2009-12-15 JoeTang Wrote:I'm not saying give a Hero Holy Charge. I'm saying allow Paladins to provide something new to the party. Everyone wouldn't be as strong if the Paladin weren't there. [COLOR="Green"]That's the same as if I were an SE mule, and then I wouldn't even be able to do crazy high DPS like a BM or MM can. I don't care if I'm not party friendly. I've gone my entire Maple life as a Page and WK without having any skills for partying, except the new case of Threaten's -20 weapon attack and defense. I just want to be able to deal at least decent damage at bosses so that people won't push me aside for a Hero if there's only one slot available, and then I'll actually be able to contribute.[/COLOR] Kms Future Plans Q/A - MasPan - 2009-12-15 No mention of polearm dark knights. Meh. Kms Future Plans Q/A - Hazzy - 2009-12-16 MasPan Wrote:No mention of polearm dark knights. Meh. Why would you need PA DKs? You have Aran! ./Nexon Kms Future Plans Q/A - Dusk - 2009-12-16 JoeTang Wrote:What I think would be interesting is giving Paladins a boost from their charges to the party. In the form of a buff, or an aura would be cool. i.e. Cast Fire Charge and anyone within the immediate vicinity would gain a buff for damage or elemental effect (though smaller in scope compared to the caster), or while having Fire Charge cast, anyone within the immediate vicinity of the Paladin would gain a bonus until they left the Paladin's side (so as to prevent something like an Enchant Mule). I think Auras would be pretty cool to have if they could be implemented correctly. It would reduce the effectiveness of hanging a mule somewhere on a map and getting a free buff. With high HP monsters and the new exp formula, there could be cooperative killing and everyone would benefit from sticking together instead of splitting a map. Kms Future Plans Q/A - JoeTang - 2009-12-16 Perhaps an aura similar to the way Holy Symbol works; solo, the charge gives a set bonus, but when in a party with another person, they gain a bonus and your bonus becomes better as well. Kms Future Plans Q/A - Kalovale - 2009-12-16 Dam I love kMS, they actually know and care about their game/players.
Kms Future Plans Q/A - chrisloup - 2009-12-16 I have a viper, mage il/fp, hero , dk, bs, aran.. vipers weak (my hero has a bwg 16 and outdamages my vipers bwg18 consistently.)... I'd like to see.. ~~~~~~~~~~~~~~~~~~~~~~~~ viper: superxform, xform = demo should work in both of them. maybe in xform mode demo does 7 attacks instead of 8. superxform and xform should have a CD of just 1 minute. superxform , xform should last longer, maybe 10 minutes each with 1 min cd. energy charge should charge faster and stay charged as long as you attack.. (ie: similar to aran combo counter, as long as you are attacking the charge should stick) and increase the stance %...I so hate falling down in ht and spend all that time climbing up and my superxform runs out. stun mastery: should maintain its crit abilities at ALL TIMES. even on bosses. basically, change it such that with stun mastery, all attacks you use will stun, even CSB. and it grants crit rate to all even if bosses don't get stunned. frankly, to match the hero's brandish, I need be in superxform ALL the time. ~~~~~~~~~~~~~~~~~~~~~~~~ mage fp : every other single pineapple boss is just immune to poison.. wtp is that. (just check neo tokyo). male IL: dps is low compared to CL. they very well ought to be the same. CL is not really a mobbing training skill even if it hits multiple mobs, I rather they just make this single mob damage skill with higher magic attack comparable to paralyse. perhaps instead of freeze, it stuns mobs or weakens them (just for alternate effect).. firedemon/icedemon, let these work on bosses by stripping out their elemental immunities. (no need to freeze). upping the damage and range would be nice.. range as in the vertical range.. ultis = if you must have a CD, then icedemon/firedemon ought to kill as fast as brandish/rush or TT. summons: every squad killing boss hates summons (ht, auf haven etc).. make them faster, make them work with EA. give them a longer range, and make them smaller..(or the option to be smaller.. like KOC's summons) bigbang = despite dealing 80k with bb, its implementation is useless, its small range means you normally bump and jump when approaching a boss and lose the charge.. it should have ice strike radius, lightning bolt speed and less flashy effect.. (more translucent so that a whole mob of mages using bb wont be annoying). infinity = useless, give me elemental reset instead. (or if firedemon/icedemon strips immunities, then something else) mana reflect = useless, make it a party skill that also 100% absorbs dispel attacks like holyshield, except against dispel, seduce, zombiefy, confusion. the next attack that dispels, seduce, zombiefy, confuses erases the protection and the spell must be cast again. mp cost = 90% of your mp perhaps ~~~~ DrKs.. freaking berserk needs a cap to heal/pot. ie: when you choose to berserk, your hp should automagically reduce down to your berserk level, so make it an active skill that automatically cuts your MAX HP down. alternatively, give a game option that restricts heals and pots to your berserk level When you tick the game option tab. change the animation for crusher and fury for 4th job dks to be more bad ass. make beholder grant status effects. eg: to the dk : wdef up, mdef up, to the mobs in a radius: weaken ~ half all mob dmg, slow, stun etc ~~~ bs, if you're going to kill genesis, then make a bishop a viable monster attacker and mobber with their other skills. AR ~ seals mob and double the current damage and range and speed and perhaps works in left and right directions at the same time. baha ~ increased damage and range. bigbang/infinity ~ same changes desired by mage. mana reflect = useless, make it a party skill that also 100% absorbs damage like powerguard.. but evan has this already...perhaps changing it to a powerguard like combat aura/body pressure thing.. but radius effect.. ~~~ while i don't have a shadower, I hope shadowers dps can be increased so that they are viable match for heros in ht.. and not just seduce baits. eg; smokeshell, make it more useful. the boss suffers suffocation damage in the smoke as well. the cd. make it just 1 minute. if that sounds too powerful, make smokeshell instead of total immunity, to 40% damage reduction instead. assasinate = remove darksight requirement, OR when in darksight, you can use assasinate repeatedly without going out of DS. increase the dps of assasinate/reduce the delay. boomstep = if assasinate is increased, then boomstep should remain, otherwise, give boomstep the speed of brandish.. ~~ paladins ~ know nuts about them, but make them a match in dps with heroes.. blast should have longer reach (horizontal and vertical) considering its a single damage attack compared to brandish. sanctuary should act like a mass monster magnet. all mobs hit by it will seek out the paladin and touch his powerguard to die.. 8) ~~ captains get rid of the CD on the boat.. Kms Future Plans Q/A - Link - 2009-12-16 ^ Screw that. You don't NEED Transform or Super Transform as Viper. In fact, I only use it for bossing. What us Vipers NEED is a passive critical that works like a Bowman or Assassin's. Get rid of that stun requirement pomegranate and we'll be up there with the rest of the classes. There's really no other buff that's needed for the class except the skill bug fixings. Kms Future Plans Q/A - shouri - 2009-12-16 ShiKage Wrote:^ Screw that. You don't NEED Transform or Super Transform as Viper. In fact, I only use it for bossing. True that it's not needed... but transforming was one of the major points to a buc... that and the energy charging. It was their "thing" until people actually looked at the numbers for transform and started hating on the low dps. reduce the animation time of demo from 2.3ish seconds (i think) down to 1.6 seconds(ish) and a transformed demo will be just as good as most other classes typical attacks. Kms Future Plans Q/A - Takebacker - 2009-12-16 chrisloup Wrote:~~~~~~~~~~~~~~~~~~~~~~~~ You want 10 minute ST with 1 minute cooldown? Why even bother with the cooldown if that's the case? >_> I agree with energy charge. I never thought about something like that. How does it make sense to charge up energy with each attack, have it for 50 seconds, and then lose it completely? Energy charge should at least be 70% instead of 50%. 90% is a bit too high for a 3rd job passive skill. Though if the way it works now wasn't changed but it was changed to 90%, then it'd be fine since we wouldn't have stance 100% of the time. Agree. No you don't. Not if you have passive crit. Of course, it's way more important that S'HIT JUST GET FIXED WHEN YOU'RE IN TRANSFORM. Kms Future Plans Q/A - Silver_ice - 2009-12-16 by tweaking things i hope they mean fix them so their way better. where to start paladins: loladins. give them an ability to turn on elements to a monster tht isnt elementally weak. like oblivion monsters suddenly being ice weak by a buff. increase the attacking speed of blast. or make it 600% or 700% dmg. shadowers - where to start reduce the bstep cooldown delay to 1 ms where its almost spammable. but in order to keep shadowers a comboing class make it so in order to build more attack power they must use other moves like assaulter or savage blow once in a while. reduce the charge time on assassinate for bosses or increase smoke to 4 mins arch mages - improve lighting by not making it cut the dmg in half fire mages - improve the damage on their fire skill. say 1400 magic means 50k on neutral and 75k on a fire weak boss increase summon damage by 150%. summons should hit around 70-80k max but maybe attack less to compensate. change arch mage skills so they do insane amounts of dmg while training instead of making them just a spamming class like bishops. ie. paralyze does 60k+ to neutral and spark does 55-60k to all monsters not just 1. theres my suggestions. Kms Future Plans Q/A - GlowingOne - 2009-12-16 atleast this is some real Q/A, not gms Q/A. "omygod like nxjoe u prefur dugs or cats??" "dogs ofc!!" Kms Future Plans Q/A - Stereo - 2009-12-16 chrisloup Wrote:sanctuary should act like a mass monster magnet. all mobs hit by it will seek out the paladin and touch his powerguard to die.. 8) It already aggros every monster it hits, they just tend to use magic attacks instead of walking toward the Paladin. Giving it the ability to kill things would be nice. I mean, it has a 20 second cooldown. It still won't even be able to match AM ult spam if they do that. And right now it's 100% useless for training on anything I can already 2-3hko since it is very slow and has to be followed up by Rush/PG. Kms Future Plans Q/A - Takebacker - 2009-12-16 Silver_ice Wrote:arch mages - improve lighting by not making it cut the dmg in half CL already doesn't cut damage in half. |