Posting Freak
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C/Ped from my reply on a Basil thread.
Not expecting any changes to 1st job aside from the usual effect buffing/nerfing.
2nd Job:
- Power Knockback - Ability to use it in mid-air once more.
- Enhanced Basics - Removed to make way for a +DEX skill
3rd Job:
- Hawk/Eagle - Summoning Rock requirement removed. (Wild Hunter's Silver Hawk doesn't use Summoning Rocks already)
- Arrow Rain/Eruption - Removal of the skill's bow whack animation. Either return the delay back to what it was before Chaos and reduce the damage to something like 400-450%, or buff the skill to something like 185% x3 (as opposed to Chaos' 500% x1).
- Evasion Boost - Who knows? It might see some sort of change.
4th job:
- Vengeance - I don't see them keeping this skill at all. It is the single worst skill in all of MapleStory, in that putting points into it as it is now HURTS you. I'm expecting this skill to either be scrapped entirely, or re-tooled somehow. If it is to be re-tooled, the effect could be something like, when you are hit, there is a 30% chance for you to instantly recieve a buff that grants a +10% total damage increase for the next 10 seconds.
- Hamstring - Either scrapped entirely, or changed to work on bosses and given an additional effect that gives a damage bonus against enemies based on their current speed. Something like applying a 10% damage bonus to immobile/0% speed and stunned enemies, with the bonus decreasing by 1% every 10% faster an enemy is, down to where no damage bonus is applied to enemies with 100% speed or more.
- Blind - Scrapped entirely. Wild Hunters already have it in 3rd job, and Dual Blades have a version that works on bosses.
Of course there will be new skills. We just don't know where.
- Some people might question Evasion Boost being changed. I honestly see Nexon Korea possibly changing Evasion Boost so that it is given a higher activation rate, but only works against magical attacks. On the other hand, it could be scrapped in favor of a new attacking skill that gives us a small amount of invincibility frames, an amount so small that the attack has to be timed carefully. IMO, the way Evasion Boost is now, it's boring since it lends very little to the archer playing style (it's more of a Thief-style skill if anything), and the effect barely makes a difference as it is now.
- If Hamstring is to be scrapped entirely, I expect it to be replaced with a new mob skill. Preferably a piercing-type skill, as opposed to a splash-type skill like Inferno and Arrow Bomb. Some people might want Advanced Final Attack instead, but I simply do not see that happening. Heroes were the only Warrior class that recieved that skill. The only way that I would consider it to be a possibility for Bowmasters is if Advanced Final Attack was given to all Warriors.
- If Vengeance is to be scrapped entirely... Well, I don't know what to expect out of a theoretical skill that replaces Vengeance. If Hamstring doesn't get replaced with a mob skill, then it's likely that whatever skill replaces Vengeance (if it is to be replaced at all) is either a 10 SP mob skill or a skill that improves Arrow Rain and Inferno in some way. One must note that since Vengeance is a 10 point skill, the skill that replaces it must also have a maximum SP level of 10.
- A theoretical Blind-replacing skill would probably be a passive skill that grants something like a 15% chance to add an additional +30% damage bonus against frozen or immobile enemies. (Taking inspiration from Sniper Strafe's pre-Big Bang secondary effect.)
---
I did notice some people mentioning the lowering of SP requirements to max 4th job skills. I don't think that is going to happen as long as mastery books exist. It seems to be either 10 SP or 30 SP to max for 4th job skills nowadays, never in between.
Posting Freak
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Wild Hunters are the most powerful archers, so I don't see a need to "balance" them, unless you want a nerf?
I'd rather have the other 3 archers beefed up.
Posting Freak
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Oh, also, even though I really doubt this might happen, but more HP. The one downside I hated of being a MM was being 2 HKO'd on every single 120+ mob. You were pretty much forced to buy a HP pet pouch or HP wash.
Posting Freak
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One thing I really want is Puppet working like WH's Trap...
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One of the things they need to do is change the way Hurricane operates. As it currently works, you are unable to pot while holding down Hurricane. Auto-pot works, but only once. Once say your MP is past the activation point, you need to re-release Hurricane in order for it to trigger just so it can work again. This seriously hinders the overall Bowmaster DPS due to the startup delay for Hurricane Allow pots to work while holding down Hurricane and possibly reduce the startup delay, too.
Posting Freak
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HighOnMushrooms Wrote:One thing I really want is Puppet working like WH's Trap...
That, and I think Puppet should have hp based on a formula that uses the player's level as well. Maybe let it even have the same defense as the player also.
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LegendGospel Wrote:Wild Hunters are the most powerful archers, so I don't see a need to "balance" them, unless you want a nerf?
I'd rather have the other 3 archers beefed up.
balancing doesn't mean making more powerful. it's bringing the class closer to the norm.
Posting Freak
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I'd enjoy vengeance if it worked by giving you a damage buff for when you get hit by a monster, it would trigger sometimes but not all the time and you'd end up with a say.. 50% bonus to damage against that target or for a period of time, sort of like what they did with advanced dark sight.
The terrible animation for arrow rain should just get reverted or reworked into being arrows shot out again.. The damage should be changed into a multi-hit mob skill and adjusted accordingly.
The problem is really finding what the classes need rather than generic damage buffing and the sort. Definetly need new mob skills for 4th job, inferno doesn't work that great, the dot is weak and finds no use typically..
Posting Freak
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I'd like to see dodge changed to make it seem like something worked. As of right now, you only know if you see the normal "miss" and you don't know if you activate it or not. A passive guard at 20% would be nice o_O
Thrust should be changed too. Even if it gives essentially passive haste, it really does nothing beyond that; with my equips i already have haste so it really doesn't make a difference. It's just better for my bowmaster than strafe...
the hawks should NOT need rocks; or make wildhunter's hawk use rocks. It's the fricken SAME SKILL, it shouldn't have a difference between the two.
Arrow rain changed back to pre-chaos. I have no idea why the hell they changed it to a crappy and slower animation when the original was completely fine.
vengeance needs to be completely redone. At this point, it really doesn't do squat for the bowmaster. AT ALL. With no minimum range hindrance and dragon pulse, there really isn't another need for another knockback skill. If anything, just make dragon pulse stun and TADA! it's vengeance. Completely remove the damned thing and replace it with something better.
Hamstring was okay in theory, but still doesn't make any sense when you essentially kill everything in less time than it would take for it to be efficient. either remove it altogether, or make it work better (i don't know how, but just better than what we have now).
In general, i'd just like to be able to either jump and shoot with no problems or walk and shoot. really would help moving about a lot. Wild hunters need a nerf since they basically outclass the original archers in everything.
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Skill change ideas (mostly for MMs, seeing how I haven't played a BM yet);
Focus. Fix this. Remove it. Idc, make it not totally utterly suck.
Damage reduction on Iron Arrow removed.
PKB changed for something else, totally useless.
+30 DEX/STR, would be helpful for people with less funding to cap STR early on. Otherwise it'll most likely be +40 DEX.
Thrust to give +Jump, even if it's minimal (like +5-10% jump, even, would be nice)
Hawk needing rocks are dumb.
Would be cool if the AR/AE animations showed your character actually aiming up/down respectively... As is it looks weird.
Mortal Blow removed/changed for something else more useful.
Evasion to crit for x amount of seconds after dodging.
Wild Trap on puppet please..
Strafe could use some work.
TBH, I think BM should get more damage on Cane. WHs can move+WAB without having to recharge it up/spam the key. It's rather unfair to BMs.
Dragon Breath = useless with no more minimum range.
Vengeance = totally useless anywhere.
Hamstring/Blind = useless. Hamstring a little less, because its practically guaranteed and doing 60% slow to all monsters (non boss) you attack is nice, but Blind is just wtp.
Concentrate-esque skill for MM.
Reworking of Pierce.
Posting Freak
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+Attack arrows should work with Soul Arrow.
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Mike Wrote:+Attack arrows should work with Soul Arrow.
How about making +Attack arrows work without Soul Arrow to begin? `-`
But I agree.
Posting Freak
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"wind" archers should have jump above the max without mount and the ability of shoot while jumping
Posting Freak
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Oh yeah, rather radical idea here that ties in with whatever updates Pirates and Thieves could get: Re-work the ammo system, so that arrows, stars, and bullets are equip-based (with said equips going into the Shield slot, in which the slot is to be renamed to Ammo for Archers, Gunslingers, and Thieves. Said equips provide unlimited arrows, stars, and bullets).
For Thieves and Pirates, these things take up a lot of space in our USE inventory that could be better used for more pots and scrolls, and most of us Archers don't even use arrows anymore after we get Soul Arrow. Such a change would more or less eliminate the need for the Soul Arrow and Shadow Star skills to exist as well, making way for new skills. Higher level arrows would be used for once. I understand that the system was a method of balance before, but nowadays the ammo system is just an unnecessary relic of the past. Especially now with Mechanics out-DPSing everyone without requiring such usage of ammo.
Personally, I'd scrap the ammo system entirely, but that would result in the economy for bullets and stars going nuts. So I'd say after getting about eight full sets of the same star, arrow, or bullet, we can convert them to an equip that provides unlimited amounts of the star/arrow/bullet in question. No slots, so they can't be scrolled/potentialed either.
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Just for pete's sake, Nexon.. GIVE BOWMASTERS A 4TH JOB MOBBING SKILL
Posting Freak
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New BM skill: Swift movement [Max level: 10] When coming off hurricane, press the directional key to move 50 pix to the left or right at an 90% chance. 10% chance to backfire and move in the opposite direction.
Vengeance changes: Activation increased from 10% to 50%, damage based on your damage range rather than bow whack range, reverse hitbox so it is primarily in front of you rather than behind.
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Alilatias Wrote:Oh yeah, rather radical idea here that ties in with whatever updates Pirates and Thieves could get: Re-work the ammo system, so that arrows, stars, and bullets are equip-based (with said equips going into the Shield slot, in which the slot is to be renamed to Ammo for Archers, Gunslingers, and Thieves. Said equips provide unlimited arrows, stars, and bullets).
For Thieves and Pirates, these things take up a lot of space in our USE inventory that could be better used for more pots and scrolls, and most of us Archers don't even use arrows anymore after we get Soul Arrow. Such a change would more or less eliminate the need for the Soul Arrow and Shadow Star skills to exist as well, making way for new skills. Higher level arrows would be used for once. I understand that the system was a method of balance before, but nowadays the ammo system is just an unnecessary relic of the past. Especially now with Mechanics out-DPSing everyone without requiring such usage of ammo.
Personally, I'd scrap the ammo system entirely, but that would result in the economy for bullets and stars going nuts. So I'd say after getting about eight full sets of the same star, arrow, or bullet, we can convert them to an equip that provides unlimited amounts of the star/arrow/bullet in question. No slots, so they can't be scrolled/potentialed either.
this!!!! omggg thiis would be amazing
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Takebacker Wrote:New BM skill: Swift movement [Max level: 10] When coming off hurricane, press the directional key to move 50 pix to the left or right at an 90% chance. 10% chance to backfire and move in the opposite direction.
Ugh, why give it 90% chance? With archer's hp, that's basically a 10% bet to die. `-`
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LegendGospel Wrote:Ugh, why give it 90% chance? With archer's hp, that's basically a 10% bet to die. `-`
I wasn't entirely sure how big a 50 px range is, but the intent behind the skill was to tap hurricane and hold the direction you want to go, and you would rapidly slide a very short distance across the screen losing some distance as the 10% rate kicked in.
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LegendGospel Wrote:Wild Hunters are the most powerful archers, so I don't see a need to "balance" them, unless you want a nerf?
I'd rather have the other 3 archers beefed up.
I'm pretty sure the Maplestory JUMP! updates to classes were mainly to adjust adventurer(cygnus too, but same category since they are basically dumb downed adventurers) classes to be on par with the newer resistance/heroes/db classes. No idea why people are expecting/wanting updates to the newer classes when they are fine the way they are(for the most part).
Kinda silly people wondering "what about BaM changes??" and "what about WHs too!?!" when these patches are clearly overworking classes that actually need new skills and damage changes to keep up with new classes. I know for sure anyone asking about "what about mechs?!" when pirates get worked over will pretty much just be shunned and laughed at.
If not adding a new mob skill for bowmasters, at least a new animation to inferno+buffed dmg, i prefer the former though.
Edit: also, overall, i think pretty much all classes should get a mob skill early on, from playing all three resistance classes, was pretty crazy to level on all them considering all three had a very strong mob skill to train with.
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