[1.2.321] Skill Balancing - Edelstein & Leben
Phoenix Wrote:I don't really agree with that. 700% is pretty powerful, and if the new magic dmg formula gives mages similar ranges to non magic jobs then it's satisfactory isn't it?

if you mean CL, id argue no. they gave up its ability to hit many targets for being only able to hit 3. thats real grade a BULL if i can say so. if they added a static damage to it akin to burn/poison, it might help make it seem a bit fair, or even if the skill stunned monsters for a while with a given chance to stun, something to make up for its diminished impact that isnt just pumping it with roids.

EDIT::
and im laughing my ass off at bandits getting FJ. if nothing else it'd explain DB's a bit more though in my eyes.
Nexon 1: "hurr dems peapoles keep sayin bandeet's suk."
Nexon 2: "We should come up with something to see if we can balance them!"
Nexon head: "Nah, lets do that, but give them TWO daggers *pause*, and give them a bunch of other flashy skills that'll make bandits more or less obsolete!"
Nexon 2: "But sir, how will that be fair?"
Head: "Simple, we make it a limited-availability class and have their skills be in the cash shop. it will make us even MORE wealthy!"
1: "but wut abaowt balence?"
Head: "eh screw it. we'll work on that after dual blades."

-is how i pictured them devising the tweaks to bandits. they just wanted to see how well a bandit would fare with some changes like FJ and such.

though i have to ask someone from kMS; do you still see DB's around? o-o
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[1.2.321] Skill Balancing - Edelstein & Leben - by TøbiasBlack - 2010-06-24, 06:11 PM

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