Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
What do you want to come with this new revamp?
#61
Dark Link Wrote:I never said it worked for HS, because even I'm unsure myself. I know bishops have their buffs extended, but I think that only applies to themselves. In other words, they have a 50% longer HS while everyone else still has the same normal duration.

That's correct. But jump patch made the buff extension a toggle, so when we're in a party we can turn it off so everyone would have the same duration.

Edit: *jump patch not chaos oops I just woke up.
Reply
#62
Dudewitbow Wrote:>.<

That was an afterthought, which unexpectedly coincided with your post on the last page.

Still wasn't the main point, though. When I think back, extending the summon is barely half the issue.

Dudewitbow Wrote:i dont agree of removing one of the few small meso sinks in the game. slowly drain 500k mesos for every 100 rocks =3

Why should Thieves have to burden the cost of 5k+ mesos per rock (albeit not much these days)? It's still an annoyance for a lot of people since SP is always used in training or bossing. Bosses that dispel are such a pain as well for skills like SP. A meso sink for summon rocks is negligible at this point. Plus, Door needing a magic rock is okay since you won't use it every 1-3 min or so.
Reply
#63
Jump Patch @ happylight.
Reply
#64
happylight Wrote:That's correct. But jump patch made the buff extension a toggle, so when we're in a party we can turn it off so everyone would have the same duration.

Edit: *jump patch not chaos oops I just woke up.
OMG. Would that be the reason they made buff mastery toggleable? That would be infinitely retarded...
I hope they make it an aura-like partyskill and up it to +100% duration.
Reply
#65
make battle mages have Arcane Aim! u know for blood drain sometimes u just taking in all that extra HP even though u have full HP? have a skill where if u have full HP instead of absorbing it all, have it do like 1000% damage to the monster/monsters/boss you are hitting. if my math is right. i take like 644 HP every hit on my BaM so, 1000% of that is 64.4k right? thats reasonable
Reply
#66
itsmebao Wrote:make battle mages have Arcane Aim! u know for blood drain sometimes u just taking in all that extra HP even though u have full HP? have a skill where if u have full HP instead of absorbing it all, have it do like 1000% damage to the monster/monsters/boss you are hitting. if my math is right. i take like 644 HP every hit on my BaM so, 1000% of that is 64.4k right? thats reasonable

lol not 1000%, that's total overkill, maybe 200-300% or so.
Sanctuary is like 1400% or whatever, and that's a constant 999,999.
Reply
#67
Make the stance effect of Infinity either passive, or make it a 100% rate; 50% stance on a skill you can have active 1/3 of the time at best is near pointless.
Give Buff Mastery (maybe Magic Mastery in Evan's case) the ability to protect from dispel at a certain rate; that way Mages still have to keep an eye on Magic Guard, but aren't always going to have to take the time to rebuff it when a boss casts dispel.
Make it so Meditation stacks, and maybe give it some other redeeming aspect so non-Mages can enjoy the skill as well.

Depending on how other class revamps go, asking for much more would be asking for too much.
Reply
#68
Kalemora Wrote:Make the stance effect of Infinity either passive, or make it a 100% rate; 50% stance on a skill you can have active 1/3 of the time at best is near pointless.
Give Buff Mastery (maybe Magic Mastery in Evan's case) the ability to protect from dispel at a certain rate; that way Mages still have to keep an eye on Magic Guard, but aren't always going to have to take the time to rebuff it when a boss casts dispel.
Make it so Meditation stacks, and maybe give it some other redeeming aspect so non-Mages can enjoy the skill as well.

Depending on how other class revamps go, asking for much more would be asking for too much.
I'd like it if Medi had a small MP cost reduction buff as well. It'd make it useful in a party scenario.
Reply
#69
Changes I'd like to see are

Shared Cash Shop across all chars(said this before)

All Buffs the same length...and make them last 15 minutes, not the pathetic 2-3minutes we have now. Some classes spend almost as much time buffing themselves as attacking.

This relates to the previous one, but make it so you can have a lot more buffs per Macro, like at least 6.

I'd like to be able to remove/add items to regular store permits without having to close my shop completely. It is annoying having to reprice everything when all you want to do is make one change.

More inventory slots in all tabs when you start. Double would be nice as there as so many untradeable/quest items one barely has enough space.

Increased base HP. Since the Max Hp has increased triple to 100k why shouldnt base HP be tripled? It is crazy that a lv 200 archer has a base HP of around 4.5-5k. Sure it can be increased with buffs and equips, but seriously, a base HP 1/20th of the max available?

Travel time between continents reduced, it still takes waaay to long to get anywhere. I'd pay 100k to be ablt to instantly travel between Continents and not waste 5-8minutes on the stupid plane.
Reply
#70
Chameleonic Wrote:Shared Cash Shop across all chars(said this before)

All Buffs the same length...and make them last 15 minutes, not the pathetic 2-3minutes we have now. Some classes spend almost as much time buffing themselves as attacking.

This relates to the previous one, but make it so you can have a lot more buffs per Macro, like at least 6.

I'd like to be able to remove/add items to regular store permits without having to close my shop completely. It is annoying having to reprice everything when all you want to do is make one change.

More inventory slots in all tabs when you start. Double would be nice as there as so many untradeable/quest items one barely has enough space.

Increased base HP. Since the Max Hp has increased triple to 100k why shouldnt base HP be tripled? It is crazy that a lv 200 archer has a base HP of around 4.5-5k. Sure it can be increased with buffs and equips, but seriously, a base HP 1/20th of the max available?

Travel time between continents reduced, it still takes waaay to long to get anywhere. I'd pay 100k to be ablt to instantly travel between Continents and not waste 5-8minutes on the stupid plane.
Having over 200K NX in perma CS on my Evan, I'd like the shared CS inventory too...
Also, Evan buffs are literally half my keyboard at this point, and I'm still missing one, so increased buff time would be incredibly nice too. Hell, I'd even take a compromise and make it so only individual buffs are increased duration and party buffs stay the same.
I sell stuff really cheap to make inventory room, so I constantly need to update my shop, so I support that as well.
Travel time is the worst gimmick ever, they just need to get rid of it entirely (the boats/trains/etc, not the walking, not proposing we all become lazy LOL).
Reply
#71
Flonne Wrote:Travel time is the worst gimmick ever, they just need to get rid of it entirely (the boats/trains/etc, not the walking, not proposing we all become lazy LOL).

I actually like that they have boat rides, but I don't like that almost all of the ships are individual rides now. I want more communal ships! Frown

Oh and I want the plane rides to take place in maps like the ones between Leafre and the ToT. Hell, they could even make different regions have different types of maps. Have the Victoria region have trees, Orbis have clouds and floating islands, Ludi have clouds and lego towers, etc. I wouldn't mind hidden maps that can only be accessed by the planes too.
Reply
#72
For Dual Blades;

-Make Flying Assaulter work with adventurer thieves Haste, or make Self Haste not get cancelled by regular one.

-Make Venom useful. Fixing the stacking glitch would help that, but that's more of a bug fix. It just feels somewhat of a weak skill for 4th job book.

-Replace Monster Bomb with something, or change it. I do like the idea of tossing a bomb after some Phantom Blow spammage, but the way it is aimed right now is just clumsy to use. Get rid of the stupid charging thing and make it work similiar to, say Flash Bang. A tiny bit of damage boost would do nicely too, or at least get rid of the self damage part. It is a funny trick, but aside of pomegranates and giggles I'd like more worth to my skillpoints.

-CoH needs some change too. The Dark sight -> Pull -> CoH combo is just so slow. Can't think of a replacement for it right now, but just pointing it out.

-Change the sound effect of Blade Fury from a speaker killer to something tolerable. Yes, I play with sound effects on. Sad, huh.

-Owl Spirit could use some sort of gimmick to make it useful during boss runs. Perhaps get rid of the 1hko part, and just make it activate the buff upon doing any damage with a certain %.
Reply
#73
Aggravate Wrote:Leaving it on Hermit's & CB's while every other pineappleing class gets it removed is sane? It never made any sense that DB's don't need to use summon rocks for MI. You either remove summon rocks from the game altogether or make every summon skill have the requirement of summon/magic rocks to use again.

This wont happen, they had to remove the summoing rocks for hawk/eagle simply because they get it at lvl 30 now. Phoenix and the ice bird never used them, but I wouldnt mind if they did.
Reply
#74
Actually, as far as Summoning Rocks and Magic Rocks go, I'd like them to make it so that every summoning skill doesn't "have" to use them, but they get a damage bonus when they do. Mages could have the option of using Magic Rocks with buffs like Meditation and such so that Magic Rocks could be used for more than just Door and Doom, or even have their Ultimates gain damage bonuses or even extra hits when using Magic Rocks.

Of course, I doubt Nexon would do that. It's more likely they'll just remove the Rock requirement from Shadow Partner and Mystic Door, leaving the items to be a complete waste of space.
Reply
#75
Guys just saying but remember what the poster said? "All but the names will be changed". You guys keep talking about stuff we have that you think should be changed but I dont think any of that stuff is gonna survive this update.
Reply
#76
TheThunderBandit Wrote:Guys just saying but remember what the poster said? "All but the names will be changed". You guys keep talking about stuff we have that you think should be changed but I dont think any of that stuff is gonna survive this update.

Change is change, it doesn't mean a new skill.
Buffs / Nerfs are changes.
Reply
#77
Oh another change I'd like to see is with Fusing. When you fuse two Epic items you should get Epic or better, same with fusing Unique items and of course if you Fuse two Legendary items you should be guaranteed a Legendary. The current Fusing system doesnt really reward or encourage you.
Reply
#78
Chameleonic Wrote:Oh another change I'd like to see is with Fusing. When you fuse two Epic items you should get Epic or better, same with fusing Unique items and of course if you Fuse two Legendary items you should be guaranteed a Legendary. The current Fusing system doesnt really reward or encourage you.

That's more of a "Profession Revamp" than "Class Revamp", but I like the idea.
Although I don't know what purpose it would serve unless you increase the chance of revealing Epic/Unique/Legendary.
Reply
#79
Dark Link Wrote:lol not 1000%, that's total overkill, maybe 200-300% or so.
Sanctuary is like 1400% or whatever, and that's a constant 999,999.

Huh???????????????????

Sanc is always 999,999. The % means nothing. Battle mages don't heal enough HP for 1000% to be useful. In fact, 1000% is pretty damn weak.
Reply
#80
Dark Link Wrote:lol not 1000%, that's total overkill, maybe 200-300% or so.
Sanctuary is like 1400% or whatever, and that's a constant 999,999.

im lvl 175 and i only gain back 644 per hit. 1000% of 644 is 64.4k lol
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)