2011-03-25, 12:14 AM
MysticHLE Wrote:What is this...BossStory?
With regular monsters for training becoming bosses, yes.
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[1.2.376] More Warrior Rebalance. Remixed music.
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2011-03-25, 12:14 AM
MysticHLE Wrote:What is this...BossStory? With regular monsters for training becoming bosses, yes.
2011-03-25, 01:08 AM
Stereo Wrote: I agree. It's especially annoying at stuff that dispel. Recasting everything is so annoying and sometimes I have so many buffs on at once I don't even know which ones to recast
2011-03-25, 02:30 AM
Funny to see Blast back to 300% after it was deemed "too powerful" in Chaos.
2011-03-25, 02:35 AM
Dark Link Wrote:Funny to see Blast back to 300% after it was deemed "too powerful" in Chaos. I thought Blast was always 300% past Restructuring. And it was only less in PvP?
2011-03-25, 03:36 AM
Phoenix Wrote:I thought Blast was always 300% past Restructuring. And it was only less in PvP? Reorganization Part 2 in KMST Quote:Damage of Blast has been increased from 280% to 300%Reorganization Part 3 in KMST Quote:Damage of Blast has been decreased from 300% to 285% Apparently 300% was deemed "too powerful" during the testing phase of Chaos, but apparently now it isn't?
2011-03-25, 03:53 AM
Dark Link Wrote:Reorganization Part 2 in KMST It seems that Heros where doing even more damage with finishers and what not, so i guess buffing Blast by 15% was the least they could do?
2011-03-25, 03:53 AM
Dark Link Wrote:Reorganization Part 2 in KMST Well with Dark Impale and the new Panic/Coma/Brave Slash, a not-300% Blast would be pretty crappy. And even with the new Advanced CB/ Blast with elemental advantage, they now still trail the other warriors in Single and Mob damage with the new skills. And you'll never find a lot of mobs with elemental weaknesses past 120 because EVERYTHING RESISTS EVERYTHING. That brings me to my next point where people use the fact that because Paladins have a lot of defense/guard skills, they should be really, really weak. Defense/taking less damage still means jack in this game!
2011-03-25, 04:16 AM
Baklava Wrote:That brings me to my next point where people use the fact that because Paladins have a lot of defense/guard skills, they should be really, really weak. Well, if there was a freaking "Aggro" table in the game, then it'd make sense, but THIS IS FREAKING MAPLESTORY!
2011-03-25, 04:27 AM
Baklava Wrote:Defense/taking less damage still means jack in this game! It sorta does when it comes down to surviving seduce/pot lock without a Bishop. I'd be more than willing to sacrifice some DPS for Guardian and or achillies back as a hero.
2011-03-25, 04:32 AM
Baklava Wrote:And you'll never find a lot of mobs with elemental weaknesses past 120 because EVERYTHING RESISTS EVERYTHING.What. Only the stone golems in LHC resist damn near everything. ToT past memory is weak to the elements. Gigs are weak to lit. The dragon turtles to their elements. Rexton weak to lit. Brexton weak to Ice. Bains to ice. Bearwolves weak to fire. Plenty of weakness to go around on the training mobs. Quote:That brings me to my next point where people use the fact that because Paladins have a lot of defense/guard skills, they should be really, really weak. Not "really, really weak", but they can't have Divine Shield, Guardian, Shield Mastery and all of the damage to boot. I feel the warriors will eventually become "balanced" by having the user weigh their options. Paladins for ridiculous survivability. Drks for great utility. Heroes for rape.
2011-03-25, 04:34 AM
Paladins should have a skill that would reduce the damage done to Party members BEHIND you. Paladins take full damage, the second behind you would take 90% damage of the damage, the third 80% and so on.
But after all this is MS so meh!
2011-03-25, 04:45 AM
dante9898 Wrote:Paladins should have a skill that would reduce the damage done to Party members BEHIND you. Paladins take full damage, the second behind you would take 90% damage of the damage, the third 80% and so on. That'd be so cash actually. It'd be similar to RO Crusader's "Sacrifice" ability where you take X% of the damage your party members would take.
2011-03-25, 05:48 AM
MetaSeraphim Wrote:With regular monsters for training becoming bosses, yes. And this is why skill book prices are soaring by the day. BS 20 is 100 mil+ now on my server...was 70 mil pre-LHC.
2011-03-25, 06:20 AM
Well I hope Heros become one of the best dps in this game, because they deserve it and its their specialty (supposedly), me as a Pally I' m gonan be happy to hug PB and not die. Each warrior branch should stand their own ground, Heroes dealing damage, Paladins tanking (i'd love to see a new Aggro system implemented), and DrK's somewhere inbetween.
2011-03-25, 06:39 AM
Atuan Wrote:What. Only the stone golems in LHC resist damn near everything. ToT past memory is weak to the elements. Gigs are weak to lit. The dragon turtles to their elements. Rexton weak to lit. Brexton weak to Ice. Bains to ice. Bearwolves weak to fire. Yeah but Paladins need something that's Holy weak to be able to be almost on par with Dark Knights/Heroes. Saying that survivability balances damage in a game that plays like maple is stupid, and I'm sure you're aware of it. Surviving is useless in party play because chances are you can just have a bishop tape down the heal key and have an Aran/Battle Mage cast their party defense buffs and any class pretty much doesn't have to worry. Paladin's defense is basically a solo gimmick that doesn't benefit anyone. What good is a Paladin if the rest of the party dies? And they're pretty much the same as everyone else when it comes to magic tanking. Divine Shield doesn't block magic properly, Guardian only works with touch contact, shield mastery requires a shield equipped, so you sacrifice even more damage (and x2 of a paladin's base magic defense is...still crap) for a stat that still has a bad formula. Until they get some skill that can makes everyone else take 50% less damage or something, there's really no way damage can balance with surviving. The game of maple with all its emphasis on damage is to kill something before it can even hit you. Also, Mechanics have an nearly infinite Divine Shield-like guard that deflects physical and magical attacks, good physical/magic defense boosts and RANGED damage that beats everyone's ass with a spiked club. Whoops!
2011-03-25, 07:08 AM
Baklava Wrote:Until they get some skill that can makes everyone else take 50% less damage or something, there's really no way damage can balance with surviving. The game of maple with all its emphasis on damage is to kill something before it can even hit you. Threaten is great for bossing, I hear.
2011-03-25, 07:32 AM
Stereo Wrote:9.5 seconds on my Paladin to get fully buffed, and the skills have I ment 2/3 seconds more spent buffing over x class wanna compare buffs? NL I macro haste/booster/meso up SP, MW probally 6 seconds BM I macro Soul arrow,booster,SE,MW+time spent SE-ing idiots who scream at me when they miss SE and I have to move around sometimes so I dont go over the 100 atk limit so I can keep FA up on AM Medi,MG,infinity,ele reset,tele mastery,MW,summon Hero Enrage,pg,booster,combo,stance,mw,rage I can keep going with all my mains but it is pointless everyone has to buff and KBs are irrelevant if you know how to control your character.
2011-03-25, 07:43 AM
@bakalava
Guardian blocks everything. And gives you ER and passive status resistance. Divine Shield can block certain Physical-Magical attacks like the Thorns from Memory Monk Trainees, if memory serves. You aren't missing much on anything by equipping a shield. If you've got a nice shield with a nice potential, that setup stands on its own. For Heroes and Paladins. Paladins get an extra bump for using one, though. The rest is a cop-out. Tug at the game like that and the whole thing falls apart. Classes need their gimmicks. Its a gimmicky game. We can trade anecdotes if you'd like, but projecting them onto other players doesn't do anyone any good. There isn't anything to engaging in this pissing contest. If the Knights get the damage and the tricks, there will be people crying foul. All there is to it.
2011-03-25, 08:46 AM
Baklava Wrote:Well with Dark Impale and the new Panic/Coma/Brave Slash, a not-300% Blast would be pretty crappy. That doesn't make sense because Dark Knights did not get stronger for single target DPS.
2011-03-25, 11:10 AM
dante9898 Wrote:Paladins should have a skill that would reduce the damage done to Party members BEHIND you. Paladins take full damage, the second behind you would take 90% damage of the damage, the third 80% and so on. I had a similar thought to that, but I was thinking of having Achilles turned into a party buff where the paladin takes 5% less damage for each other party member in the party while also taking 50% of the damage that each party member receives. The damage absorbed by the paladin is then reduced by his/her enormous defensive abilities so that he/she still won't die very easily. I just figured that way a paladin's defense would be of use to people, especially against the stronger bosses like Chaos Zakum and Chaos Horntail, which practically "require" the more brittle classes to hp wash and buy wheels. |
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