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Full list of all Adventurer KMST changes - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Training Center (https://www.southperry.net/forumdisplay.php?fid=32) +--- Thread: Full list of all Adventurer KMST changes (/showthread.php?tid=20926) |
Full list of all Adventurer KMST changes - Alilatias - 2010-01-02 KaidaTan Wrote:I don't get why some Archers want this so badly. I can't think of a single instance where it would help me. 10% more crit would be overkill. I'd say 5% is enough. Either that, or have SE's crit chance increased to 20%. Come to think of it, I'd prefer the latter, as it would be more beneficial to everyone. Hm, on the subject of Strafe and Inferno, was there a time in KMST - when they were barely testing out 3rd job - in which Strafe used to do 110% damage and Inferno used to have a platform burn effect of sorts (without the ability to crit)? I remember reading something about that a really long time ago. If true, it'd be nice if they could give those back to us. Yeah, Hamstring and Blind are pretty useless as they currently are. --- I did some rambling over at Spadow's blog. I wonder what everyone thinks... --- Archers have so many useless skills in general. To be fair, so do Warriors in 2nd and 3rd job (especially in 2nd job), but some of those are already being addressed (although so far, its not enough). I think that whole Warrior splitting skills between two different weapon styles thing is quite stupid, especially considering the fact that Warriors dont get any actual new attacking skills in 2nd job aside from Final Attack (if anyone even considers that to be a real attacking skill because of the random uncontrollable trigger). They do it again in 3rd job, which is probably why White Knights and Crusaders ended up being so weak for so long. (Dragon Knights only escaped this due to their party skills, and the fact that their split skills in 3rd job were actual attack skills that were quite powerful and didn't require some sort of charging up.) (Sure, one could argue that Heroes get Brandish, and that therefore they dont need any changes. However, its just that. Brandish is probably the ONLY (unique) reason why Heroes arent seen as completely useless by everyone else.) Really, Warriors in general suffer from major skill design failure. On the subject of Archers The main advantage of being an Archer is high accuracy. However, with the way that mobs (and the dodge/accuracy formula) are designed - Archers/Gunslingers have more than enough accuracy to hit just about anything in the game after Level 50 or so (and if they actually miss on something, chances are it's a mob/boss about 30+ levels above them that they shouldn't be fighting anyways), - Warriors/Infighters consistently have trouble hitting anything with 30-40+ avoid, - And Thieves (who also get high avoid and mobility) and Mages (who also get high survivability and magic defense) get enough accuracy to hit just about anything in the game a short while later. So, really, the advantage of high accuracy for an Archer isnt really much of a noticable and significant advantage in the later levels. Sure, Archers get decent avoid in the process. However, considering that Thieves and Mages can later hit anything as well as Archers can, and have other bonuses such as higher mobility/avoid/defense, something somewhere needs to be changed. (No, I am not saying nerf Thief and Mage accuracy. I am thinking more along the lines of: Stop giving Archers so much extra unnecessary accuracy especially in the skills and equipment and turn that extra accuracy into something else that Archers actually need more of. Either that, or release mobs with like 150+ avoid so that high accuracy would mean something at a high level, but thats a cheap solution thats likely to tick off just about everyone.) With all that said, I had been thinking about a few changes to some of the (currently seen as useless) Archer skills that would, in theory, make the skills more useful while not making Archers incredibly overpowered. Focus: Increase accuracy and avoid by a precentage amount. Probably make this a party skill too. Blessing of Amazon: Im thinking passive version of Focus in precentage form. To be honest, I kind of want to see this merged with Eye of Amazon (with Eyes 8 points to master), but everyone knows something like that cant happen for obvious reasons. Bow/Crossbow Mastery: Change the Accuracy bonus to either Avoidability or Weapon Attack (+1 WA every 4 levels, meaning total of +5 WA). Thrust: The Speed bonus should remain the same, but this should probably increase Jump at the same time (+1 Jump every 4 levels, total of +5). Phoenix: Theres the obvious allow this and all other summons to crit suggestion, but Im also thinking of an alternate nerf its damage but allow it to inflict a Disorder-type or burn effect suggestion. Hamstring/Blind: Not sure what should be done with them (aside from the obvious 'making them work on bosses'). Anyone? Full list of all Adventurer KMST changes - Avery - 2010-01-02 Hazzy Wrote:lolpassive haste. That seems a bit much. Don't Shoe Jump scrolls add jump and a fair amount of dex? That's list is what i'm hoping for, that's the least likely thing on the list. Facestompers/socks scrolled for attack orchaos scrolled don't add jump, so I wouldn't mind a bit of a jump boost. Nothing too much, maybe just 1 jump for every 2-4 sp in thrust. Full list of all Adventurer KMST changes - Chameleonic - 2010-01-02 I hope Thrust doesnt add jump. I hate jumping big. Not that it matters to me really, as I have 0 in Thrust. lol Full list of all Adventurer KMST changes - iFrancisco - 2010-01-02 Avery Wrote:300k snipe (nl's in gms can do 220k+ in a single tt, it doesnt seem right that that's more than snipe) I think this is an interesting point too, how about raising the damage cap? Of course, you can't make snipe ridiculously powerful (doing 500k on a 500k cap etc.) so it would need some fixing (somewhere between 200k-300k IMO). However, it is pretty ridiculous to have a 200k cap on a skill like Assassinate also; my appled ranged is over 17k, and a charged hit (4th hit, for example, when it crits) could break 600k. Add in SE and that could break 750k on a single hit. Why must the damage cap be so low
Full list of all Adventurer KMST changes - Phoenix - 2010-01-02 KaidaTan Wrote:I don't get why some Archers want this so badly. I can't think of a single instance where it would help me. Bigfoot? I think it'd make the lives of MM's easier too. Full list of all Adventurer KMST changes - Teppi - 2010-01-02 question: with the new stackable lightning charge, how would the animation be with blast? when u have fire-lightning, does it come out fire or light, or both? same with others Full list of all Adventurer KMST changes - Devil - 2010-01-02 Teppi Wrote:question: with the new stackable lightning charge, how would the animation be with blast? when u have fire-lightning, does it come out fire or light, or both? same with othersYeah I was wondering about this too... Also is there any information how dual charge stacks? is it 50% + 50% or 100% + 100%? Does anyone have ANY new vids about the paladin upgrades? There were a lot of new vids with the Shadower skill bug fixes of 1.2.275, but I don't see any vids from 1.2.276... It's out in kMST right? Or do koreans hate playing Paladins? o.0 Full list of all Adventurer KMST changes - FluffyFoxxie - 2010-01-02 iFrancisco Wrote:I think this is an interesting point too, how about raising the damage cap? Of course, you can't make snipe ridiculously powerful (doing 500k on a 500k cap etc.) so it would need some fixing (somewhere between 200k-300k IMO). However, it is pretty ridiculous to have a 200k cap on a skill like Assassinate also; my appled ranged is over 17k, and a charged hit (4th hit, for example, when it crits) could break 600k. Add in SE and that could break 750k on a single hit. I'd much rather Snipe be a % based skill rather than a static skill like it is now. Making it 3000% damage would mean a 5k damage range would be 150K damage. (a MM should have a 5k range at about 150~160) Making it 4000% would make it 200k damage with a 5k range. Having it a % based skill is clearly more beneficial for a number of reasons: 1.) It doesn't overpower low lvl MM. 2.) It doesn't underpower high lvl MM. 3.) Works with apples, other good damage buffs, etc. 4.) It's more appealing seeing the skill grow in damage rather than it always doing the same amount. Full list of all Adventurer KMST changes - TugboatWilly - 2010-01-02 FluffyFoxxie Wrote:I'd much rather Snipe be a % based skill rather than a static skill like it is now. Making it 3000% damage would mean a 5k damage range would be 150K damage. (a MM should have a 5k range at about 150~160) Making it 4000% would make it 200k damage with a 5k range. Having it a % based skill is clearly more beneficial for a number of reasons:it wouldn't cut through def up anymore if it was % based, right? i thought i heard that somewhere. on the subject of a damage cap increase, they'll have to increase it again eventually if they keep releasing att scrolls for everything. it'll start becoming like it was on private servers.
Full list of all Adventurer KMST changes - Lozmaster - 2010-01-02 dominic7777 Wrote:Funny, did you add crit into it? I have seen Aran's have a better DPS and DPM than me at 135............... Yes I did. They have better equips than you, simple as. Or you were imagining it. Full list of all Adventurer KMST changes - IsaacGS - 2010-01-02 KaidaTan Wrote:I don't get why some Archers want this so badly. I can't think of a single instance where it would help me. I'm just asking for something that's not so huge as everyone else. Mainly I want that for bigfoot since Nexon's obviously got no intention of fixing his hitboxes. Other places I think it would be really useful are in the Dojo and at CKPQ. Frankly I'm just really annoyed that everyone else gets a skill that can push back bosses and for some completely arbitrary reason ours doesn't. Full list of all Adventurer KMST changes - Hazzy - 2010-01-02 How many skills are there that push mobs/bosses back? Dragon Rush, Rush, Aran's Spin skill, Ninja Ambush(?)...? Anything else? :x Full list of all Adventurer KMST changes - IsaacGS - 2010-01-02 Corkscrew punch/Backspin blow also. Full list of all Adventurer KMST changes - Russt - 2010-01-02 Ninja Storm*, not Ambush. Full list of all Adventurer KMST changes - JoeTang - 2010-01-02 Power Knock-back. Full list of all Adventurer KMST changes - Kirov - 2010-01-02 Storm Break or whatever you call it for wind archers which also doesn't work on bosses. Full list of all Adventurer KMST changes - Hazzy - 2010-01-02 Kirov Wrote:Storm Break or whatever you call it for wind archers which also doesn't work on bosses. Wow. Nexon just hates archers, don't they? Full list of all Adventurer KMST changes - Worthyness - 2010-01-02 They were the pirates before pirates existed
Full list of all Adventurer KMST changes - Phoenix - 2010-01-03 Ninja storm doesn't work on bosses either. None of the ranged characters have boss pushing skills. And all of the melee minus shadowers do. Full list of all Adventurer KMST changes - Sn1perJohnE - 2010-01-03 These are the changes I had thought up for archers as an overall improvement. Really dont expect even half the things listed to even be touched, much less what I think would be decent. 1st Job: Make Focus a party skill. We'd be LOVED by warriors in parties. 2nd Job: Hunter: Make FA an active skill. It can be an useful skill, or a hindering skill, and by leaving it as a passive skill, it hinders almost everytime. PKB: Better damage, not much though. Even just allowing crits to be dealt would make this skill useful in tight situations beyond making room. Soul Arrow: Make it a skill that actually stacks with attack arrows. NLs get Shadow Star, and they still get the att boost from the stars. Make it so that it consumes 100 arrows at max to activate. Crossbowman: See above skill changes. 3rd Job: Ranger: Inferno: Increase overall damage at max to 170% and allow for "poison" burn effect for comparable time to BW's skills with same effect. Arrow Rain: Increase damage to 180% and mob size from 6 monsters to 8. Strafe: Increase damage to 105% damage for each hit, a combined total of 420%. This makes it comparable to other classes skills. Sniper: Blizzard: Increase damage to 150% Arrow Eruption: Increase damage to 175% and mob size from 6 monsters to 8. Strafe: Increase damage to 110% for each hit, making a combined total of 440% damage. Comparable to other classes, while having the advantage over Rangers as it is their main attack skill. 4th Job: Bowmaster: Dragons Breath: Increase damage at all levels by 10%, also make it workable on mobile bosses, at a certain % at all levels, or when damage KB occurs. Hurricane: Increase damage by 10% on all levels, ending at 110% damage per hit at max. Phoenix: Increase base damage on all levels by 50, ending with a max level damage of 600. Add "poison" burn effect, comparable in time to BWs skills with same effect. Concentrate: Increase att by 4 overall, making level 1 15 att, and max 30 att. Reduce cool down by 30 seconds. Possibly make the MP cost reduction a party effect. Marksmen: Dragons Breath: See above. Frostprey: Increase damage by 50 at all levels. Also a new one (since I copy+pasted this from a lolbasil post) would be to make the Critical chance 50%, instead of the 40% it currently is. It almost makes no sense that assassins would have crits, let alone a higher chance of hitting crits. |