KMST 1.2.508 - Skill Changes and General Enhancements
#77
Their rationale (from the patch notes in the other thread) and implementation for I/L changes makes little sense to me. People complained that I/L are bad bossers but great trainers? Who exactly are these people? I find them to be pretty bad at both. While I can steamroll 10 mobs with Flame Wheel on my main (Evan) or 8 mobs with Paralyze on my alternate F/P, I am stuck with a 5 mob Chain Lightning (7 if you get the Hyper Skill).

They should have addressed that before they tacked on 27% * 6 (or 7). Additional Ignore Defense might have been better served if they wanted to make it a better bosser.

Also, I don't know what that new attribute to the Freezing effect is so sorry if that actually does something, I thought it just upped the effect to 8% Maximum Critical Rate per stack. It doesn't appear to do that since it uses a new variable, but it also doesn't seem major.

Sad day for my future Blaze Wizard, it should still do fine though.

I was only here to pick up my Evan's extended teleport. Thanks.
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KMST 1.2.508 - Skill Changes and General Enhancements - by Chilly - 2014-07-10, 01:13 PM

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