2011-05-22, 01:12 PM
So, firstly, it seems there's a larger deal of frustration in terms of BM's mobbing ability vs MM's. All I can say to that is that as a 184 BM, I'm not going to be getting Ult.Inferno. We need to gather mobs of what, I think I read 5+ for it to be more powerful than regular old cane + afa? And without something like dragons breath? No, that doesn't seem like a good training strategy, and definitely not a good allocation of 10 precious sp.
Imo allowing pierce to bypass the dmg cap would be a mistake. Firstly, it would allow a skill to bypass the dmg cap and WOULD be exploited by hackers. Secondly, with the amazing ability of pierce to scale to tremendous damage through mobs, it wouldn't be unusual to see MM's going up to 2m+ dmg at the end of their pierces, I know MM's that are capable of that. And that would bother me. If the damage cap was lifted to say 1.5m or something for everyone (or even just pierce) I think that may be acceptable. There are videos of players hitting the cap already. However, changing the cap doesn't affect classes like mine very much at all just because we do lots and lots of little damage, as opposed to, previously, mages.
Additionally, in the Chaos patch for gms, the accuracy penalty is being reduced so it's not quite as ridiculous as it is now. You're two levels below the monster you want to kill? Bummer, go somewhere else, the 10% miss rate (in a game where multiple hits is the way nexon is building skills) is going to hurt training time a noticeable bit. The missrate will go down to 1-2% from what i've heard, per level. That will hopefully allow those sins and other well funded in the early game classes to train more effectively.
As for guides, when I used to look them up, and this was like a year ago, they all said, "Get cane, get se, get whatever you have books for excluding these crappy skills x, y, z." My guess for post Jump! will be that guides will be more structured along the two main routes; bossing, grinding at mobs. If bossing a lot (as I do) then Ult.Strafe isn't desired. Post Jump! every sp will be coveted. Spending 10 on a skill that doesn't improve training efficiency as a bosser isn't desired. Moreover, the higher I got, the less I grinded. At 140, zak and czak opened up. Regular zakum gives amazing exp. At 160, ht and cht (didn't cht at 160 tho, obviously). Now at 180 I can pb and toad. Zak twice a day, ht solo and toad take up more than enough time and give me plenty of exp. And I'll be saving 10 sp to put into the more important late game skills such as Spirit Link and AFA and IS.
Well, I like your perspective. While I'd be completely fine without Ult.Inferno, i'm game for MM's getting a buff to their mobbing and us keeping our rather strong new mobbing enhancement.
If the skill is stronger, I don't care about aesthetics. If I was looking for a really pretty game full of amazing creativity I wouldn't play Maple.
Imo allowing pierce to bypass the dmg cap would be a mistake. Firstly, it would allow a skill to bypass the dmg cap and WOULD be exploited by hackers. Secondly, with the amazing ability of pierce to scale to tremendous damage through mobs, it wouldn't be unusual to see MM's going up to 2m+ dmg at the end of their pierces, I know MM's that are capable of that. And that would bother me. If the damage cap was lifted to say 1.5m or something for everyone (or even just pierce) I think that may be acceptable. There are videos of players hitting the cap already. However, changing the cap doesn't affect classes like mine very much at all just because we do lots and lots of little damage, as opposed to, previously, mages.
Additionally, in the Chaos patch for gms, the accuracy penalty is being reduced so it's not quite as ridiculous as it is now. You're two levels below the monster you want to kill? Bummer, go somewhere else, the 10% miss rate (in a game where multiple hits is the way nexon is building skills) is going to hurt training time a noticeable bit. The missrate will go down to 1-2% from what i've heard, per level. That will hopefully allow those sins and other well funded in the early game classes to train more effectively.
As for guides, when I used to look them up, and this was like a year ago, they all said, "Get cane, get se, get whatever you have books for excluding these crappy skills x, y, z." My guess for post Jump! will be that guides will be more structured along the two main routes; bossing, grinding at mobs. If bossing a lot (as I do) then Ult.Strafe isn't desired. Post Jump! every sp will be coveted. Spending 10 on a skill that doesn't improve training efficiency as a bosser isn't desired. Moreover, the higher I got, the less I grinded. At 140, zak and czak opened up. Regular zakum gives amazing exp. At 160, ht and cht (didn't cht at 160 tho, obviously). Now at 180 I can pb and toad. Zak twice a day, ht solo and toad take up more than enough time and give me plenty of exp. And I'll be saving 10 sp to put into the more important late game skills such as Spirit Link and AFA and IS.
squirrely Wrote:I'm not saying BM shouldn't get ultimate inferno because bowmen need these to keep up with all the different classes.
Pierce should have a real improvement and not only hit 2 more monsters.
Well, I like your perspective. While I'd be completely fine without Ult.Inferno, i'm game for MM's getting a buff to their mobbing and us keeping our rather strong new mobbing enhancement.
JoeTang Wrote:The only real problem I have with Ultimate Inferno is it's a rehash like Ultimate Strafe. Shows no creativity. It could at least slow monsters, or push, or something. Not just do a longer DoT.
If the skill is stronger, I don't care about aesthetics. If I was looking for a really pretty game full of amazing creativity I wouldn't play Maple.

