KMST 1.2.508 - Skill Changes and General Enhancements
#98
Bosses are much more complex now. Having high damage isn't the end all-be all of bossing anymore. imo the 3 Adventurer warriors are balanced now, though I think the Elemental Void nerf was too severe. I think it should be around 50% or so like the Cygnus Knights have.

Heroes are basically extinct in Bera because everyone has either converted to Dark Knights or Paladins. Heroes should outdamage Dark Knights and Paladins because they bring nothing else to the table. I don't think being stronger at useless "easy" bosses like Zakum and Horntail is really an advantage. It doesn't matter what DPS charts say, Dark Knights and Paladins are better than Heroes in every single way at any boss that actually matters.

Paladins are by far the most useful class in the game. They have unmatched survivability, Threaten, Smite, and Resurrection. Their ability to survive many OHKO attacks is a significant advantage because it allows them to keep attacking while other classes die and waste time rebuffing. My Chaos Vellum group brings a Paladin just for Threaten, regardless of how strong they are. Some of my buddies bring an unfunded Paladin for Smite at Hard Magnus. Very few classes can get into these end-game bosses without spending a pomegranateload on NX. Paladins also have the highest hits/second out of the 3 Adventurer warriors, meaning they have the highest end-game damage potential.

Dark Knights have auto-revive, invincibility, DR ignore, and passive heal. These are all incredibly useful at end-game bosses that have death counters and/or potion cooldown. Having these advantages over Heroes AND being able to out DPS them is unfair. Dark Knights also benefit the most from funding because of the amount of multipliers they have. It takes significantly fewer funds for a Dark Knight to solo end-game bosses compared to Heroes.
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KMST 1.2.508 - Skill Changes and General Enhancements - by Bribery - 2014-07-10, 05:03 PM

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