Zerard Wrote:I have mixed feelings on the switching up of the passive hypers... In most cases, reinforce was replaced with additional hit, so in the end, it's a decent trade for most... But for classes like Hero (trades advanced combo reinforce for boss killer) and Wild Hunter (trades Feline Berserk reinforce for attack speed), I wonder how it'll affect gameplay...
Imo, this change wasn't necessary. But ok.
It will make people as strong as we were without hypers until we hit the new level requirements. It's not really all that game changing to be honest, more of a minor inconvenience. I guess it'd be a bigger deal to people who never planned on getting their characters to such high levels, but most people's main characters will hardly be affected.
FallenMemory Wrote:Anyone else see that they said you need to have (4 Guild Members, 1 Junior, and the Guild Leader) to do the GPQ? This seems incredibly difficult as many guild's leaders are actually just mules.
I noticed that, and it does seem like an annoying requirement, and one that didn't exist before. I'm a bit skeptical about it really being a requirement now. I mean, I know it's in the notes, but why would they add this? Makes more sense to me that whoever wrote them didn't really know and just put that in to be safe. (Yeah, I have great faith in Nexon...)
Anyway, even if this is required now, it's not like all the party members really need to do anything that requires a non-mule. And in extremis, the guild leadership could be passed to another char.
Although... we do have one guild in my alliance whose leader has pretty much quit. I wonder what they'll do.
Sorien Wrote:It will make people as strong as we were without hypers until we hit the new level requirements. It's not really all that game changing to be honest, more of a minor inconvenience. I guess it'd be a bigger deal to people who never planned on getting their characters to such high levels, but most people's main characters will hardly be affected.
I beg to differ. Sure, while most of us here are level 200 on our mains already and thus unaffected by these changes... you must call to mind others' mains who aren't (as well as possible secondaries). For example...
Feline Berserk - Reinforce: New Requires Level: 183
Feline Berserk - Rapid Attack: New Requires Level: 143
Wild Hunters lose 10% attack in place of higher attacking speed until they reach 183. At first glance, this doesn't look like a bad trade. However, you must remember that this only really affects mobbing attacks like Swipe and Sonic Roar- not their main bossing skill: Wild Arrow Blast. Having a 145 Wild Hunter of my own... it kinda bothers me knowing that I'm most likely going to stop playing before I can ever get my Wild Hunter that high. By now, people have settled in with their current hypers and gotten accustomed to having those certain boosts. It's simply not fair to those of us who aren't high level, and thus are forcibly switched and are supposed to just 'deal with it'. Hence is why I think this change was not in anyway necessary.
FallenMemory Wrote:Anyone else see that they said you need to have (4 Guild Members, 1 Junior, and the Guild Leader) to do the GPQ? This seems incredibly difficult as many guild's leaders are actually just mules.
I noticed that, and it does seem like an annoying requirement, and one that didn't exist before. I'm a bit skeptical about it really being a requirement now. I mean, I know it's in the notes, but why would they add this? Makes more sense to me that whoever wrote them didn't really know and just put that in to be safe. (Yeah, I have great faith in Nexon...)
Anyway, even if this is required now, it's not like all the party members really need to do anything that requires a non-mule. And in extremis, the guild leadership could be passed to another char.
Although... we do have one guild in my alliance whose leader has pretty much quit. I wonder what they'll do.
SgtGrif Wrote:I have recently been thinking about returning to MapleStory again too. Considering that I have over TEN characters (the main one being my BM) that I would like to play again, the SP assignment update is certainly a godsend.
I wish more ppl would see this and realize how significant this is.
Crap, Hurricane - Agility and Hurricane - Splitter switched places with their level requirements like in kMS, I believe. No more Moving Hurricane for me until I get my BM to 195. >_>
Zerard Wrote:I beg to differ. Sure, while most of us here are level 200 on our mains already and thus unaffected by these changes... you must call to mind others' mains who aren't (as well as possible secondaries).
I probably should have worded what I was saying a bit better. What I meant was that most people will end up getting their mains up to at least level 190 or 200, in which case most of the switches don't matter as much in the long run. I do get that it nerfs a lot of mules and mains alike, but I never really considered hyper skills to be all that great in the first place.
Also, about your Wild Hunter, I know that the switches on Feline Berserk are annoying because the attack speed increase barely affects anything besides Swipe and Sonic Roar (look at my main character under my avatar); however, the nerf is 100% so long as you actually plan on getting your Wild Hunter up to endgame. That said, since you don't plan on getting your Wild Hunter to endgame, why do you even care about how strong it is? Are you planning on funding it to... look pretty as a mule when sitting afk somewhere?
Don't get me wrong, I know that the switches are annoying. Consistency is a nice trait for a game, but the switches aren't that big of a deal so long as the Hyper Skills still exist to be obtained.
Necryllex Wrote:You have to have the riding skill to use it, as well as his saddle.
I hunted his mount for what seemed like an eternity before he dropped it. 180 speed is kewl
I have been HobPQing a bit for them, and have around 200 Hob Marks on my Merc, but gave up when I read that the Hyena Mount can't be used without the taming mount skill. There's no mount quest from Kenta or anything. Hopefully later on, they can either enable the taming mount skill be obtainable by other classes, or make the Hyena Mount into a permanent mount coupon instead of just a taming mob. So yeah... I guess any other classes except explorers or so can't use it.
Kubi Wrote:I have been HobPQing a bit for them, and have around 200 Hob Marks on my Merc, but gave up when I read that the Hyena Mount can't be used without the taming mount skill. There's no mount quest from Kenta or anything. Hopefully later on, they can either enable the taming mount skill be obtainable by other classes, or make the Hyena Mount into a permanent mount coupon instead of just a taming mob. So yeah... I guess any other classes except explorers or so can't use it.
It should be switched to a coupon, but I don't think it will happen. The mount was added before that system was made and they have forgotten about it :/ You even have to feed it like a regular mount and it keeps the same level and exp as your regular mount (ex. Red Draco)
I think I'm okay with BaM's Hyper Skill re-arrangements =o
They moved all of the 20% dmg boosts to later on, and now we get Tele Mastery's invincibility for 1 sec at lvl 143, Dark Shock's Cooldown reduction at 149, and Twister Spin cooldown reduction at 155.
I very much like that =]
Dark Shock's splitter was moved up to 189, but the damage cap is much higher now, so that isn't a problem at all.
It's weird to have the +20% boosts, which are small boosts, at higher levels but I definitely enjoy having the useful stuff earlier on ;D
Sorien Wrote:Also, about your Wild Hunter, I know that the switches on Feline Berserk are annoying because the attack speed increase barely affects anything besides Swipe and Sonic Roar (look at my main character under my avatar); however, the nerf is 100% so long as you actually plan on getting your Wild Hunter up to endgame. That said, since you don't plan on getting your Wild Hunter to endgame, why do you even care about how strong it is? Are you planning on funding it to... look pretty as a mule when sitting afk somewhere?.
I'm not funding it at the moment, though I have supplied it with empress and some low %dex here and there... And I sincerely enjoy playing a Wild Hunter and also wish to keep going for as long as I can, so it's not like I plan to sit at 145 forever. But understand I've only ever gotten 183 on one character in the past: my Dark Knight. It's not an easy task- especially not for a Wild Hunter. We all have a life to live outside of MapleStory, and I find it plain unhealthy to spend gratuitous amounts of time on it to simply adjust to changes that weren't needed in the first place. Though, in a way this change is at least a bit tolerable; the increased attack speed will help your mobbing skills so that it'll be at least a little more bearable to grind to the higher levels.
ChosenFruit Wrote:I think I'm okay with BaM's Hyper Skill re-arrangements =o
They moved all of the 20% dmg boosts to later on, and now we get Tele Mastery's invincibility for 1 sec at lvl 143, Dark Shock's Cooldown reduction at 149, and Twister Spin cooldown reduction at 155.
I very much like that =]
Dark Shock's splitter was moved up to 189, but the damage cap is much higher now, so that isn't a problem at all.
It's weird to have the +20% boosts, which are small boosts, at higher levels but I definitely enjoy having the useful stuff earlier on ;D
I definitely have to disagree. None of that is 'useful' to me. Dark Shock? Never needed it, thus I never need it to be buffed. The damage bonus + cooldown reduction for Twister was very handy. It turned that skill from a trick to a tool. My BaM is 190 and will now lose that damage. As a matter of my own play style, I would rather have the Twister damage instead of the Telemastery damage. But, hey, everyone plays their own way, right?
Feels a bit odd to do this and sorry if it seems trivial, but [MENTION=10355]Girasol[/MENTION];
As mentioned above, the Hyena mount from the PQ can't be used by characters without the taming mob skill. The classes that can currently use it are Explorers, Cygnus Knights, Aran, and Evan; everyone else lacks the quest to obtain the taming mob skill from Kenta. So I'm wondering if you can request a fix like an option to trade in the Hob Marks for a permanent mount coupon for it or something.
2013-06-19, 05:52 PM (This post was last modified: 2013-06-19, 05:56 PM by Even.)
Demonic Wrote:Are these Hyperskill changes from KMS or are they from somewhere else?
And no wide-screen?
They're from somewhere else. EMS have KMS levels and demon slayers were unchanged, reinforce on carrion breath is still the low level one and reduced fury is 183. I really dont like how they did this tho, level 195 sorta feels like the right level to have snipe with no cooldown, since you're so close to 200 and you probably will start bossing a lot more around that level.
Im not happy with most of these hyper skill changes. Some of them makes sense, but why would anyone care about carrion breath reinforce at level 183 now? It was sorta useful for lower levels, until you could unlock reinforce demon impact, but now you might aswell just leave that point till level 155.
Thorr Wrote:I definitely have to disagree. None of that is 'useful' to me. Dark Shock? Never needed it, thus I never need it to be buffed. The damage bonus + cooldown reduction for Twister was very handy. It turned that skill from a trick to a tool. My BaM is 190 and will now lose that damage. As a matter of my own play style, I would rather have the Twister damage instead of the Telemastery damage.
Spoiler
Boo, I spent like 10mins typing up a post, to realize what you were saying riiiiight at the end o.e
I guess it does suck that it'll take 40 more levels to gain that +20% damage boost for Twister Spin, especially once I remembered how fast it hits.
btw, I personally lost 20% damage to Teleport Mastery and gained invincibility for 1 sec, which I definitely prefer =]
Thorr Wrote:But, hey, everyone plays their own way, right?
True, true. That's what makes Hyper Skills so interesting, you have a bit of choice in which bonuses you find more useful to you =]
Anyways, I spend so long typing this up, so I'm gonna keep it here, just for the lulz.
Any BaMs might wanna see what they specifically lost/gained, I guess ;D
Spoiler
Before:
Spoiler
Teleport Mastery: Reinforce [Lvl 143] - Increases Damage by 20%.
Teleport Mastery: Range [Lvl 162] - Increases Range by 100.
Teleport Mastery: Enhance [Lvl 183] - Removes Damage, Gives Invincibility for 1 second.
Dark Shock: Reinforce [Lvl 149] - Increases Damage by 20%.
Dark Shock: Splitter [Lvl 168] - Reduces damage by 1/4th, Adds 3 more Hits.
Dark Shock: Cooldown Cutter [Lvl 189] - Reduces Cooldown by 100%.
Twister Spin: Reinforce [Lvl 155] - Increases Damage by 20%.
Twister Spin: Spread [Lvl 177] - Adds 2 more monsters hit.
Twister Spin: Cooldown Cutter [195] - Reduces it's cooldown by 20%.
After:
Spoiler
Teleport Mastery: Reinforce [Lvl 143 -> 183] - Increases Damage by 20%.
Teleport Mastery: Range [Lvl 162] - Increases Range by 100.
Teleport Mastery: Enhance [Lvl 183 -> 143] - Removes Damage, Gives Invincibility for 1 second.
Dark Shock: Reinforce [Lvl 149 ->168] - Increases Damage by 20%.
Dark Shock: Splitter [Lvl 168 -> 189] - Reduces damage by 1/4th, Adds 3 more Hits.
Dark Shock: Cooldown Cutter [Lvl 189 -> 149] - Reduces Cooldown by 100%.
Twister Spin: Reinforce [Lvl 155 -> 195] - Increases Damage by 20%.
Twister Spin: Spread [Lvl 177] - Adds 2 more monsters hit.
Twister Spin: Cooldown Cutter [195 -> 155] - Reduces it's cooldown by 20%.
You said you're level 190 atm, so you used to have access to:
Spoiler
Teleport Mastery: Reinforce
Teleport Mastery: Range
Teleport Mastery: Enhance
Dark Shock: Reinforce
Dark Shock: Splitter
Dark Shock: Cooldown Cutter
Twister Spin: Reinforce
Twister Spin: Spread
And now you have access to:
Spoiler
Teleport Mastery: Reinforce
Teleport Mastery: Range
Teleport Mastery: Enhance
Dark Shock: Reinforce
Dark Shock: Splitter
Dark Shock: Cooldown Cutter
Twister Spin: Spread
Twister Spin: Cooldown Cutter
icephoenix21 Wrote:Thanks guys. I used a few of my circs and got this, so I guess I'll leave it there for now. It boosted my range about 2.5k
Spoiler
NOOOO, RECIRC THAT CRAP ASAP!
it works like the warrior/mage card set, it shows on range, but all it does is increase your damage, your range is still 114615, you just get 2.7k added to each line of damage