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Attack variety go hand in hand with enemies also needing more variety than stationary or ones that rush across the screen. Even something like apq balrog flying around and having to chase it around provided some kind of variety than standing there spamming attacks. In reality you could give every class a hefty about of skills for attacking variety, but when it comes down to it, monsters that don't do much more than casting status ailments that needed to be accounted for(seduce, pot cooldown, etc) will end up with every class using their strongest single/mob attack holding a button down.
Not really knocking your web idea, i actually totally love it, for some reason the process of the placement of the web had me picturing super mario world 2:yoshi's island where you press the button for web and you gear yourself to launch it and an X appears moving in a set direction of where the web will be placed upon pressing the button again.
Give us your web idea and the ability to crawl on ceilings/walls ninja gaiden style in maple please =(, we play a 2D game, let us relive some classic 2D platforming moments in this game too! =D
Edit: pretty sure there are other bosses that provide some kind of challenge, can't really think of any atm, forgive me if i forgot them =P.
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Haha, don't worry about knocking the web idea. The idea was more or less taken from Donkey Kong Country 2's spider thingy (where I also nabbed the web graphics from).
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Kind off topic, but where do nightlords stand post chaos patch in terms of triple throw damage? Weaker or stronger?
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ShanghaiDizzy Wrote:Haha, don't worry about knocking the web idea. The idea was more or less taken from Donkey Kong Country 2's spider thingy (where I also nabbed the web graphics from).
That was my favorite animal partner!!!
OT: I think they should replace Shadow Meso with a trap type of skill to go along with Shadow Web. Maybe make a skill that works similar to the WH's Mines skill.
Somthing like this:
Shadow Snare: With each flash jump, drop a trap that will trigger when a monster is within range. Ensnares the monster with to deal 200% damage every second and drain 1% of the damage as hp.
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Sorien Wrote:Shadow Snare: With each flash jump, drop a trap that will trigger when a monster is within range. Ensnares the monster with to deal 200% damage every second and drain 1% of the damage as hp.
Sounds easily hackable.
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Takebacker Wrote:Sounds easily hackable.
Well, you have a point about that; however, the moment Nexon lets hackers prevent it from releasing any content is the moment they should decide to just shut down their company entirely. Then again, Nexon isn't exactly known for its security, and if someone does make a hack for the skill I suggested then we'd all have to wait a good half a year or more for it to be fixed.
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Looking forward to thief and pirate JUMP changes.
- Make Dark Flare a bit more useful and make it work when Shifter is activated. Also improve its fking range.
- Give a crit bonus to Shads.
- Remake Sins' 2nd, 3rd and 4th job lol
- Make the Kataras and Daggers go in opposite directions when in standing animation.

- And, yeah, new skill animations pls. BoT = fat thief clapping his hands = noty.
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Muppy Wrote:Looking forward to thief and pirate JUMP changes. 
- Make Dark Flare a bit more useful and make it work when Shifter is activated. Also improve its fking range.
- Give a crit bonus to Shads.
- Remake Sins' 2nd, 3rd and 4th job lol
- Make the Kataras and Daggers go in opposite directions when in standing animation.

- And, yeah, new skill animations pls. BoT = fat thief clapping his hands = noty.
-Flare: Yeah, that's totally needed. It's ridiculous if you think that putting points into a 4th job skill actually makes a 3rd job one useless.
-Crits on shadowers: I have to agree. Maybe not as much as the star throwing branch, but at least something.
-jobs: Actually, 2nd job is quite fine! Drain, booster, haste... The basics. The problem is 3rd and 4th, filled with uselessness.
-sprites: Well, I personally don't care on that D:
-Animations: PLEASE. We need a real Shadow partner. As in a black silouette of ourselves, not a naked bald guy's.
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Alloy Wrote:-Animations: PLEASE. We need a real Shadow partner. As in a black silouette of ourselves, not a naked bald guy's.
Apparently Nexon must think we're all naked bald guys deep inside.
Although I agree, Thieves need a bit of fixing.
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Secun Wrote:Apparently Nexon must think we're all naked bald guys deep inside.
That... that makes way more sense than I thought D:
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i think the classes are pretty solid as they are (except dbs). here are a few changes i wouldn't mind
sins: remove taunt. get a new skill: bounty hunter. works like bullseye, a single mosnter is targeted, more damage is dealt to that monster, a LOT more money is dropped when it dies. has a cooldown.
bandits. should for real get a +10-20% droprate skill somewhere. buried in any skill. steal works.
shadowers should also get an advanced dagger mastery skill. like an extra 15-20% mastery and weapon attack sharpness. advanced darksight is also cool. 4th job skill: backstabber: deals more damage, crit rate to monsters when attacked from behind. -X% w.def, and increased damage to assaulter. can't work on HT i guess. maybe his tail, lol. lose ninja ambush or make it hella stronger. option to toggle venom on/off, and make it stronger.
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Shads and DBs are solid. NLs are far from solid, even before big bang.
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shagreen heart Wrote:sins: remove taunt. get a new skill: bounty hunter. works like bullseye, a single mosnter is targeted, more damage is dealt to that monster, a LOT more money is dropped when it dies. has a cooldown.
No, I like Taunt. It could be re-worked into a buff up where you can toggle the skill on/off, though.
I also like Bounty Hunter, but it shouldn't have a cooldown. More money dropped is also not necessary when we have Meso Up. It could, however, work like an Outlaw's Homing Beacon (so it'd be in 3rd job replacing Shadow Mesos) with all attacks focusing on that particular monster for increased damage.
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Im starting to think the only way to put night lords back to a level where they can compete would be to copy range attacks from other classes. Perhaps their own variation on skills like bulls eye, arrow bomb, and an ultimate would help. I just can't imagine nightlords being given anything original to work with as far as offensive skills. Defense wise, I still like my substitution idea.
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How about this... got some ideas from previous posts.
-Move Shadow Web to 2nd job. Re-work it to be a ranged mob skill that throws webs and binds up to 3 monsters. Add a DoT effect to it like Venom.
-Remove Shadow Mesos. Add in an active support skill similar to Homing Beacon that locks on 1 target for extra damage. Useful for bossing.
-Give Avenger a 20% PDR.
-Change Dark Flare so it doesn't activate when you miss, but make it so that it works when Fake is activated. Increase the range a bit more. Give it a Stance effect that only works for you at a 50% rate (you have to be in DF's range to gain the effect).
-I don't really favour this move, but TT to 3rd job (at 250% with 10% PDR) and QT in 4th job (at 275% with 15% PDR) seems plausible.
-Change Taunt to be a buff where you can toggle it to activate/deactivate the skill. When activated, the monster you target will receive increased def/exp/drop rate (so using a skill like Avenger will target 6 monsters when you have Taunt on & using a skill like TT will target only 1 monster when you have Taunt on).
-Change Ninja Storm so you have a chance to super knockback non-stationary bosses with a 10 second cooldown. The stun rate will last for 1 second. It still targets 6 monsters, but will have a 10 second cooldown when used.
-Remove Ninja Ambush. Replace it with Shadow Star Charge. It has two effects. The first is a passive that makes Shadow Partner copy up to 70% damage. The second is a support buff up that lets all Star attacks gain a dark element and deal 25% more damage.
-Give Expert Star Handling an additional 10 attack increase at max.
I really can't think of a mob skill for 4th job right now. A mob skill in 2nd job makes more sense since we're the only class without one. And With the above I mentioned, it would definitely buff up our 1v1 with "Quadruple Throw". An ultimate would defeat the purpose of Thieves since we utilize speed and some power (plus, Sudden Raid was removed for DB's anyway).
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Thieves and Pirates aren't in jump update unless Nexon hasnt planned a date yet.
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Tay Wrote:Thieves and Pirates aren't in jump update unless Nexon hasnt planned a date yet.
We know. Changes are inevitable therefore we discuss them.
Problem?
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They'd be fools to not jump update pirates and thieves. They need alot of work. Nightlords and buccaneers especially.
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Venomous Wrote:They'd be fools
To be honest, this is what I'm worried about knowing Nexon.
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no, i think bounty hunt should keep the big meso bonus, and that's why it has the cooldown, and also why it shouldn't be just like homing beacon/bullseye, because sins already do great 1v1 damage (as far as i know...)
the point is of these updates, and what all the updates should be, is to keep the classes true to themselves, while being helpful, and helpful to others. assassins, they kill for money. meso up, that's not a coincidence, that's why i think taunt is more suited for shads, and bounty hunt more suited for sins (have it give them a %exp bonus as well). i don't really like the toggle on/of idea for taunt, i actually train with maxed taunt, and that would really be annoying to deal with. bandits search for treasure/items. they should totally get a treasure hunt skill that adds droprate %. steal + taunt are amazing, but they keep lowering the stealrate of good items, it's motherfucking obnoxious (see my sig and you'll understand why).
in the same vein, pirates should get a buff that randomly increases mesos/droprate/exp. only one though, and doesn't activate all the time. they really need to focus on what the classes are. like, serioulsy what is a dualblader? just a hax version of everything else, absolutely overpowered and bring nothing new to the game.
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