Takebacker Wrote:What they REALLY need to do is give incentive for KMSers to be using a shield over a 2h sword. Take the 10% guard feature off paladin's shield mastery and make it a passive for any warrior wearing a shield. 2h swords are still going to be stronger, but at least 1h set ups will be more durable.
2-handed swords are about 11.6% stronger with the same attack, but usually around 8% slower. In other words, 2-handed swords only deal around 3.4% more DPS. It's hardly a difference. Yes, 2-handed swords get 2 more attack on average, but shields offer potential. Until 2-handed weapons (and overalls for that matter) offer double potential, up to 6 lines of potential or a higher multiplier, you're better off with 1-handed swords in the long run anyway. So I disagree. We need more incentive to use 2-handed swords. If Paladins are big on defense, give Heroes a passive ability (to, say, Combat Mastery) that increases the damage dealt with 2-handed swords. At least then Heroes would be more restricted to the role of a glass cannon as apposed to supportive or defensive roles.
As for the revamp, I have no idea what they are thinking. Giving Enrage a crit damage boost is odd. I mean, wouldn't it be better to give Heroes more mastery to fight on par with the other warriors (not calling Heroes underpowered, just lack of consistency). I'd rather see Enrage be a toggle ability just so I don't have to take the extra 5-seconds in combat to right-click the icon. That and Heroes gained 33% more damage with Brave Slash. It's an overkill buff for the warrior that has more single target DPS already. Besides, Heroes have massive multipliers. If a KMS hero can already hit the damage cap, why increase the damage of a skill without adding more attacks? If an attack buff is necessary, have it deal 150% damage six times (once for the weapon and once for the aura for three strikes). Maplers love numbers, right? I mean, that's why there's a 999,999 cap and the dreaded potential system. An 80 second Panic is nice, but it almost ensures (90% proc rate aside) that Heroes can deal 25% more damage on bosses at all times.
I wanted to see another restructuring rather than a rebalance. Move Rush to the 1st job. Nerf its damage and lower the delay on it. Remove the requirement of a monster to move and warriors have a decent travel ability that replaces Slash Blast. Move Power Stance to the 2nd job, lower the max level to 20 (or even 10 to replace the Soul Rush clone), and put it at 100% proc rate. I mean, Demon Slayers have 100% at first job, and even Battle Mages have Power Stance at the 3rd job now (for a skill that use to be warrior exclusive). After that, give Achilles back to Heroes and Dark Knights and Monster Magnet back to Paladins. Now there's room for a new 30 point skill for each class. Dark Knights can get a good single-target attack. Sacrifice is their only single-target attack aside from Power Strike. Paladins can get some sort of mastery for charges. It could lower or negate a monster's resistance to elements and boost the damage bonus of charges (from the average 125% to 150% as apposed to making Holy the only 150% charge). That and Dual Charging can be removed. I mean, it's barely any extra damage. With this update, all charges do something now, so it would make more sense. Heroes can get a new attack that consumes orbs. I mean, that IS what Heroes should do or at least what pre-4th job was suggesting. Done! Warriors now have access to mobility and the two most helpful abilities of the 4th job (Rush and Power Stance) earlier.
Oh well. It's not like KMS or Nexon AM actually observe and report ideas from the community anyway. Here's hoping you Thief and Pirate players get a good update! I look forward to see what happens.